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Messages - TheCoolSideofthePIllow

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736
If you have any sort of slicing weapon, even the large copper dagger i'd start trying to decapitate it with it, i have yet to see a (one headed) creature that can survive being decapitated.

Then you've never encountered a zombie before.

Okay, so I had to leave the house while still combating this mummy, so I saved it and closed everything down. When I came back, the mummy is no longer there.

737
I have encountered a Mummy.

Thankfully, I am a necromancer. But I figured, what the hell, and have been trying to kill it for the past 20 minutes real time.

I am using a flail, but I have still bashed it into itsy-bitsy pieces. And yet it continues to... er... "unlive." It's not even reanimating it's own severed parts. I am basically fighting a torso right now. If they follow the same rules for normal undead (in that they have hitpoints) how many hitpoints do these blasted things have?!

Interestingly, it does not have a throat; yet it's head is actually still attached. It is literally, at this point, just Upper Body, Lower Body, Head, Right Upper Leg, Left Upper Leg, Left Lower Leg, Right Ear, Left Ear, Upper right back teeth.

Eventually, I won't even have anything to aim my flail at... If it's still alive when it's nothing but a grease spot I'm going to force this character to retire out of shame.

Also, I hope necromancy doesn't require verbal components, because the mummy ripped my tongue out.

738
DF Gameplay Questions / Re: Did Armok Just Kill Some of my Zombies?
« on: May 03, 2012, 11:03:43 am »
Weapon trap.

Although a damaged iron mace ? This is interesting...

So that's what the X's mean, huh?

Yeah, right when you posted I was editing mine cause I noticed quite a few them once I got my zombies to move away. Never seen an X quality marker before. Seems this is an old dungeon, since all the mechanisms and traps are marked with that quality XD

739
DF Gameplay Questions / Did Armok Just Kill Some of my Zombies?
« on: May 03, 2012, 10:57:46 am »
While walking around in an abbey, I discovered a room chalk full of bodies as well as a slab with the secrets of life and death (score!).

I decided I needed some muscle and raised EVERYTHING.

Now, I entered this room, walked every inch of it and found no hostiles. As I was making my way back to the main hall, I noticed some red text zip by. I open the log and see:

The X-iron mace-X strikes The peasant corpse in the lower body, brusing the muscle and brusing the left kidney!
The peasant corpse has collapsed.


This is printed about 4 times with a bunch of "the peasant corpse stands up" spam between them.

There is absolutely nothing in the room but my zombies and I. I am thinking that maybe I have too many zombies and there's something that just kills them like this. I currently have 57 still moving.

EDIT: D'oh! I see what it is now. There are some weapon traps that I could not see as my zombies were standing on them XD

740
DF Adventure Mode Discussion / Re: What Annoys You?
« on: May 03, 2012, 10:51:12 am »
I have come to loathe doors.

You can't see past them, even if it's just an opening without an actual door (like those in keeps, towers and houses), and walking through them, if there is a hostile (cross)bowman on the other side, is suicide most of the time.

About crossing rivers: If the river is a lighter shade of blue than normal, you can fast travel over them. My only gripe with them is that you have to alt+direction to enter them. You can't just walk into them normally, even if there's a ramp.

741
DF Adventure Mode Discussion / Re: Can't find a troll... help?
« on: May 03, 2012, 10:35:18 am »
In my experience, sewers are crap.

You may get lucky though and find who you're looking for if you can explore them without being trapped in a situation where you must swim an absurdly long route with no way to surface. Churches like what you found sometimes have entrances to them, as well, but you're probably better off exploring the dungeons under the actual keep (looks like a fort in the middle of a walled section of city), though because the Tombs, Sewers and Dungeons are connected.

742
DF General Discussion / Re: How Dwarf Fortress Influences You
« on: May 03, 2012, 09:52:04 am »
It makes even the most graphically advanced RPG seem like watered down garbage because they are all so limiting.

Even with the broken features, and lack of many things that are going to (eventually) be included, Dwarf Fortress has more complexity to it than any other game out there. AND IT'S FREE!

743
DF Adventure Mode Discussion / Re: Can't find a troll... help?
« on: May 03, 2012, 09:49:14 am »
You're probably never going to find it if you have to go into the sewers.

They don't really move around, but the sewers can, and often do, connect to dungeons underneath city keeps, which the beast may have taken residence in.

In my current world, for example, there are a couple of MegaBeasts in a cave system SOMEWHERE accessed through the sewers under the city, but the only areas I have left to fully explore are through about 20-30 blocks of water tunnels, filled with water, so even with a legendary swimmer, you can't get across the passageway without drowning. I may use DFHack to build a fortress over the city just to pump out the sewer waters.

744
DF Gameplay Questions / Re: Zombie Tactics?
« on: May 03, 2012, 09:41:07 am »
You need to either kill the Necro or move the undead away from his line of sight. They cannot raise the dead if they cannot see them.

I'll also add that to combat the undead themselves, you might want to have an alternate uniform or a squad dedicated to using blunt weapons like maces, so you won't have your dwarves inadvertently double the amount of undead attacking by severing limbs.

745
Yeah, if you want to have ramps instead of stairs, you need to pretty much do it like this:

RCRCRCRCRCRCRCRC

Where R is the ramp, and C is the channeled area. Obviously, you would want to go down 1 z-level for each ramp and channel sequence.

This is actually a bit how I made my fortresses entrance, as well as an actual swimming pool, complete with shallow and deep end :D

746
DF Adventure Mode Discussion / Re: My very first-.... tower
« on: May 03, 2012, 09:36:42 am »
These towers need windows so that I can die rather than become one of the undead.

Or if there was a way to just destroy walls. That would be pretty awesome :D

747
DF Adventure Mode Discussion / Re: What Annoys You?
« on: May 03, 2012, 09:35:25 am »
Bogey. Fucking. Men.
I HATE bogeymen.


Not being able to find sewer entrances is sorta annoying, too.

The entrances are fairly easy to find, but I feel you on the Bogeymen. They are weak as shit, most of the time taking only a single blow to fell; the problem is landing that single blow. Usually, I advance world gen a world without Bogeymen, just because I like to travel alone.

748
DF Adventure Mode Discussion / Re: What Annoys You?
« on: May 03, 2012, 05:59:29 am »
Sewers. My God, sewers.

I am often sent on quests to find someone and kill them in a sewer, but the sewers are almost always empty (sometimes there's small hostile critters in them but not often) and several passages are unable to be navigated without drowning.

749
DF Adventure Mode Discussion / Re: what the hell?
« on: May 03, 2012, 05:39:16 am »
The peasant was probably a werebeast or vampire. People don't usually give quests to slay weaklings.

750
Tiredness has been a part of the game since I first started playing, and now hunger and thirst have been added.

But what effects do they have, if any, on combat? Is it a bad idea to get into a fight while hungry, thirsty, and/or tired?

What effects do they have outside of combat, as well? Can you actually die of thirst/starvation or go crazy from a lack of sleep (or worse, pass out randomly)?

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