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Messages - Megaman_zx

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361
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 15, 2012, 10:16:44 pm »
i had an adventurer who snuck into a necromancer tower, stole all their books and escaped, then right before i got to town, i was ambushed by bogeymen, and... i forgot to mention, i somehow was paralysed from the waist down. anyways, while paralysed, i fight off the boogeymen and eventualy kill them all only to realize my lungs are both broken and i cannot breath, i spend my last moments calmly reading musings about death and learning the secret meaning of life.

362
DF Adventure Mode Discussion / Re: Draw your adventures
« on: February 15, 2012, 05:34:33 pm »
did you loot the bandit's coinpurses, or just take the full set of legendary iron armor from the keep? Because i got to the point wher i was spending 3000 coins for meat, because i had so many coinpurses i just wanted to get rid of them all.

363
DF Suggestions / Re: Rate of reanimation
« on: February 15, 2012, 05:29:16 pm »
yeah, i like that my legendary adventurer has some variety to look foreward to, instead of an endless stream of dragons and titans.

Now there are legedary bandits and tombs and necromancer towers.

364
DF Suggestions / werewolf bandit camps
« on: February 15, 2012, 05:31:25 am »
It seems sorta wierd that after a person gets discovered as a werewolf he/she will just go off into a cave and sit around naked waiting to get killed by an adventurer. As the adventurer it's annoying having to go off into caves killing naked peasants, and getting nightcreature level fame for doing so. I suggest that the werewolves form their own community and set up a bandit camp, and wear armor and use weapons, except for the nights of a full moon, when w=they go berserk and kill a lot of people. That way, bandit camps could be legedary level quests and they would probably be full of people who are resistant to the weapon you are using.

365
that happened to me too, but it was donkeys instead of cats.

366
DF Adventure Mode Discussion / Re: Epic bandits
« on: February 15, 2012, 04:12:05 am »
it seems like archers have more power in the update. i usually give my adventurers full dodging capabilities, but recently i've been giving them full shield user so they can block all the arrows and bolts.

I was lucky enough to get a second legendary swordmaster adventurer (this time on a new world). thinking i had earned my lesson when i was killed trying to take on a necromancer alone, i recruited a swordsman and 20 villagers to siege his little tower. On the road i got attacked by bandits. there were alot of them, but that's normal. there was also a hammerlord, but i was a swordmaster with an iron longsword, so i could take him right? ..... no!!! and after watching my companions being brutally raped and slaughtered i found out that i was ambushed by 45 bandits which would have been nearly impossible to defeat without the hammerlord.

367
DF Adventure Mode Discussion / Re: This vampire..
« on: February 15, 2012, 04:07:41 am »
well, the vampires are usually around since the beginning of time, and unlike dragons, they don't rampage, they just kill people while posing as their friends.

368
DF Adventure Mode Discussion / Epic bandits
« on: February 15, 2012, 02:37:45 am »
There's been a lot of complaining about the numbers of ambushes and the abilities of the bandits. Personally, i enjoy all the ambushes because it gives me good early training, but sometimes the bandits that show up are way to good for me, so realistically i run. Basically, what are the scariest bandit groups you've encountered, and how did you deal with them.

I was wandering around with my legendary elf hero when i was ambushed by 6 bandits (i was alone, so that is alot) 2 of them were master spearmen (1 a human the other a goblin) and another was a master crossbowman. I ran like a noob and lived to get killed by a zombie horde.

369
but exploring tomb is soooo !FUN!

370
DF Adventure Mode Discussion / Re: Crashing Everytime I Talk to Someone
« on: February 15, 2012, 12:09:41 am »
mines been actually crashing everytime my elf characters try to talk to someone

371
It is harder, but i like all the ambushes because it is good training. i like and hate that you can take two steps into the catacombs, kill one guy, then loot five nearby chests for full iron armor and a bunch of money. I also wish that the elf merchants would sell elf/dwarf sized gear. overall i love the release, its not without its glitches, but that was expected, and the catacombs are just beautiful... truly artistic work.

372
DF Adventure Mode Discussion / Re: New Release, New Questions!
« on: February 14, 2012, 07:44:35 pm »
it seems like it should be the age of gratuitous werewolf/vampire activity

373
DF Adventure Mode Discussion / Re: New Release, New Questions!
« on: February 14, 2012, 07:39:49 pm »
did anyone else notice the wierd age names like the golden age and the age of twighlight?

374
DF Suggestions / Re: A Magic system that could work
« on: February 11, 2012, 05:47:26 pm »
i don't like the two magic skills... it would be to easy for an adventurer to just make a macro and get to legendary really quickly... the staff thing is a nice way to stop this, but if you want to make a character who starts out as a mage, then you would first have to get him to find a staff with no other redeeming abilities making mages a challenge class for most adventurers, and impossible for noobs. I think there should be one spellcasting related stat... maybe willpower... that you can give your hero in the beginning as opposed to strength, then force the mage to find spells, by asking around about rumors of mysterious tablets lost in libraries, which would take time, but wouldn't put themin any particular harm, then once they know a spell they can use it until they pass out or whatever form mana loss.

375
DF Suggestions / Re: "Semi-Realistic" Magic
« on: February 10, 2012, 09:42:59 am »
i do like the "using different items to cast the spells" system, but the way it is right now, with a limited amount of spells and curses randomly generated based on a list of curses which you have to find, before using is already painstaking. Then having to spend more time hunting down the items required to perform the spell once would make magic a little to rare for my tastes. I can understand a necromancer having to have some kind of glass or crystal ball to hold his soul in so he can become immortal... an object that you can destroy to destroy the necromancer.. or maybe make some other object a prerequisite to raising the dead, but once you have the items, you shouldn't be able to just go crazy and simply add more items to your inventory to increase your power. there needs to be a physical limit to the amount of magic you can cast. 

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