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Messages - Montague

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346
General Discussion / Re: American Election Megathread
« on: February 16, 2012, 11:10:25 am »
Is there any people in history that have never waged a war of aggression against their neighbors?  Iniuts maybe?  Not trying to excuse anyone, just curious thanks to this topic of discussion.

The Swiss, I guess, not to say they've never historically been prepared for war and didn't lend out mercenaries and whatnot, though.

Luxembourg, which doesn't count because it's actually populated by Germans and Frenchmen.

Iceland, if you consider them to be distinct people and not just a colony of lost Scandinavians. They also did base American military in the Cold War.



347
DF Dwarf Mode Discussion / Re: Vampire hunting techniques
« on: February 16, 2012, 09:33:51 am »
Do vampires drown?


348
DF Adventure Mode Discussion / Re: Bogeymen Stratagies.
« on: February 16, 2012, 08:42:41 am »
Would it be worth just dumping weapons skills and just upping fighter skill? I remember I used to do that , and it worked really well , the only problem was that you start with that rubbish copper spear but once you get a good weapon you can fight better with it than if you started off with that skill. Is it still like that?
Fighter skill is of questionable value and it levels pretty quickly once you start fighting regularly.

I'd put points into kinesthetic sense, dodge and perhaps shield or armor user. Defense is more important early in the game. Kinesthetic sense, I believe can be leveled by knapping, which is grindy but it's a useful attribute.

349
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 16, 2012, 08:38:10 am »
There is. Exceptional weapons are more likely to hit and, IIRC, exceptional shields and helmets are more likely to block. (Not sure about the helmets).

So the other qualities below masterwork actually have a performance bonus now? Neat.

350
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 16, 2012, 08:30:26 am »
Is there anyway to alter the bonus modifiers for item quality or is it hard-coded?

I'd like there to be a performance difference between no-quality and exceptional quality weapons and armor, at least.

351
DF Adventure Mode Discussion / Re: Bogeymen Stratagies.
« on: February 16, 2012, 08:09:50 am »
^
This is pretty solid advice but I'd expand on it.

Mining picks are bad ass. Forget swords or starting characters with weapon skills.

I've had pretty decent luck using a mining pick and targeting the Bogeyman's foot. They don't feel pain, but they can't chase after you when their foot has sailed off into the bushes either. Hitting any 'easy' part is sometimes enough to kill one or at least mess them up sufficiently so they can't all gang up on you.


352
So if i'd embark in an evil area, are serrated disks a good idea?

If you want all the limbs and body parts of the enemy to be detached and reanimated, then yes.

I suppose you could weaponize this outcome. Perhaps by slicing them up and rinsing the reanimated bits and pieces from the trapped hallway with a deluge of water and channeling them into a moat or cistern for later use.

If you don't want to deal with reanimated bits and pieces, I think weapon traps full of hammers, or maybe spiked balls could cut the hit points of the zombie down without separating any parts from them.

353
Well, we do now have zombies and vampires and things to provide a threat to even the most paranoid player's fortresses.

A. Tunneling enemies: This idea has been thrown around a lot and it's on the agenda for development at some point or another. enemies should be able to deconstruct constructed walls and even goblins and the such should be able to batter down doors like a building destroyer, albeit perhaps not for more sturdy materials and quality and not instantaneously, either. Traps should be able to be avoided or disarmed by intelligent races. As for deconstruction, I believe pathfinding is going to need a serious overhaul before the AI can do this.

I don't like the idea of creatures digging actual tunnels through the earth. Constructions can be rebuilt, but players are going to hate random enemies tearing up their symmetrical forts and having tunnels to nowhere branching from their fort.

B. Mercenaries. I'm not too sure about this one. I think you should be able to request assistance via the civ screen/ diplomats or something if you want to bring mercenaries over.

C. Natural disasters would be neat, but I don't think they should be very frequent and their destructiveness should be limited and you should be able to prepare for them.

Floods: Rivers and oceans (tsunamis) should occasionally flood, maybe just from a single stretch of the water's edge, so that constructing levies along the river on you're embark map should prevent this.

Earthquakes: Rooms larger then say, 7x7 might collapse. Sections of the underground caverns might cave in. Things might be randomly deconstructed. Earthquakes should be common in some regions more then others and making smaller rooms should reduce the chances of cave-ins. Maybe earthquakes effect certain depths more then others, so natural caverns don't collapse, or caverns in earthquake prone regions are more tightly confined and resistant.

D. Cages are sort of broken, but I don't want an overly complicated system for them either. Cages should come in large and medium. Large cage traps might be 3x3 squares and the only ones large enough for semi megabeasts and the sort, or could possible trap multiple smaller creatures at once. Medium traps would trigger if a larger creature stepped on them, but would act like a stonefall trap (the cage would still fall on them) but it would not trap them. The large cages might be stationary and just serve to allow seige engines or marksdwarves to pin cushion the offending prisoner. Maybe it could be a big net, instead of a cage, or something Actually, the more I think about these cage ideas the less I like them, so maybe not. How about cage traps don't trap creatures over a certain size in the first place and just act as stonefall traps?


354
I've still never figured out a method of modding a realistic firearm in the game.

The ones I've attempted never do anything worse then chip a bone here and there and it usually takes about a 100 shots to kill a human peasant wearing a cloth fiber robe.

Also, black powder was invented around 1400 in Europe and it only real applications were in early firearms. The black powder produced then was not powerful or fast-burning enough for explosive charges or anything. Those came about 200 years later.

355
DF Adventure Mode Discussion / Re: mission
« on: February 16, 2012, 05:26:06 am »
You just don't go and do it. All talking to an NPC does is let you know about it, you are never obligated to do anything.

356
That's good to know. Do the bandits mind if you avail yourself of their crap laying around their camp?

357
I'd almost be apprehensive about bringing any extra animal into the fortress, but I don't suppose the threat posed by reanimated chickens would really be that huge of a liability.

Also, just a unrelated thought, but I'd arm everyone in the fortress with silver hammers, to reduce the chances of limbs and bits flying off and becoming additional reanimated threats. Paladins use crap like silver hammers, right? There you go.

I also wonder if placing cage traps, in strategic chokepoints within the fortress might help contain and quarantine a potential undead outbreak that occurs indoors. I'd especially keep a close eye on the graveyard stockpile and wherever the chickens are roosting.




358
DF Adventure Mode Discussion / Re: Okay now, where can I find a crutch...
« on: February 16, 2012, 04:02:02 am »
Yep. Crutches are no longer for sale at shops, ever.

However, you still can find them as random loot in keeps and bandit camps and the sort.

359
DF General Discussion / Re: an entire corner of my map obliterated?
« on: February 16, 2012, 03:59:00 am »
Oh wow, you opened the gates of hell, dude! The entire embark tile is gone!

That's an awesome bug, if you manage to survive, you should check out the area around that corner with an adventurer and see the total extent of the damage.

Maybe reload the save and embark on a different part of the chasm to hell and build your fort around it.

360
Might want to consider importing your meaty food products and leather instead of procuring it yourself.


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