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Messages - sigefread

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219a: In the rare event your fortress is not initially at war with gobbo's they will send a caravan in winter...

219b: This will not however prevent them from sending snatcher's ambushes and sieges along with the caravan.

219c: If you fight these attacks the caravan will become angered and attack as well.


Many fun times where had... And I got a beak dog out of it :D Now if only I had a breeding pair...

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DF Dwarf Mode Discussion / Re: How's this for a 1st migration wave...
« on: September 05, 2012, 05:17:57 pm »
Worst comes to worse he is a vamp you can just assign him to be the only person in a squad and have his supernatural toughness and strength protect the fort...

Or you could just lock him away in a small room so if your fort ever gets wiped out all you have to do is wait for a migration wave.

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DF Dwarf Mode Discussion / Re: How's this for a 1st migration wave...
« on: September 05, 2012, 02:52:28 pm »
I dont think that child is going to be mayor... If im not mistaken only adults can be nobles and children turn to adults at 16... Think it may be a vampire.

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DF Adventure Mode Discussion / Re: How have you been dying recently?
« on: September 04, 2012, 11:16:54 am »
While wandering around I stumbled across a forest titan, 7 dead bodies, 64 assorted arrows and bolts and 1 bronze coin. I proceed to have a long battle with the abomination but my sword was useless so I resorted to throwing arrows and bolts at it to try and weaken it first eventually all the arrows got lodged into the beast and so I then started to chunk bodies at it. Apparently the bodies looked appetizing to a zombie giant eagle... It flew down and proceeded to maul my upper back where I was keeping the bodies in the backpack. Pass out due to blood loss and the forest titan kicks my head "the severed part sails off in an ark" Using the look button there was a felled tree Seig oakensheild's teeth and splatters of Seig oakensheilds blood... Never found my skull

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All this talk about how scary boogeymen are and I remember when I managed to kill almost all of a group that came after me. I must've been damn lucky or I just knew the right spots to hit

I have never understood the fear of boogeymen either... Even when I play as a tree fondling hippy an elf with wood weapons I can survive ambushes of as many as 7 at once. The only times they ever kill me is if I sleep at night and they kick in my skull before I am even awake. So then I just sleep during the day...

Back on topic though

Tip 1: Char creation and first priorities. I have found the best way to survive is to put one point into your preferred weapon, at least 1 point into swimming (so you can at least cross rivers albeit slowly) and the rest into shield fighter and dodging, and if you feel like going the necromancer route then add one into reading as well. As for stats, max strength put one or two levels in agility and a level or two in toughness to avoid succumbing to pain. Make your first stop a castle town and go into the dungeon, the bandits in here will be spread few and far between, because you only put one level into your weapon category if you find a weapon your chosen race cant normally start with you can easily switch to training that. Look for silver or iron for blunt weaponry due to the weight and lack of sharpness, and copper or bronze for sharp light weaponry. Steel is amazing for any type of weaponry. If on the very off chance you have found adamantine sharp weaponry... Run keep your distance and throw what ever you can at them cause that will mess you up fast. (Though I don't know if this spawns naturally or if you have to have made and exported some first in dwarf mode.)

Tip 2: find where you are in the world. (optional: if a fortress you made that had high level gear is nearby and didn't meet too harsh of an end raid that place. You are not likely to find hard armor for elves or dwarfs as the only shops in the game are human shops that sell human size gear.)

Tip 3: Get a quest for small time enemies such as troglodytes or wear beasts, for the latter make sure you arrive during a non full moon so they are defenseless. Collect loot. Profit.

Tip 4: Buy food. In my personal experience food is hard to come by in adventure mode. Provided the first quest is close enough by your initial fullness should hold you over long enough to get some kinda money to grab a bite or two... Else your gonna have to hunt something and those somethings usually travel in packs and will mess you up when you attack one of them. Elves don't have this problem due to the friends of nature tag though.

Tip 5: Torture as a learning experience. Find a pesky bandit clan or roving gob warband. Kill off all but one, the last one wrestle down and strangle till s/he passes out. Then proceed to use your weapon to remove extremities one piece at a time. I personally start with fingers and hands so they cant fight back any more. Once they are nothing but a torso and head you can either finish them off or leave them. I usually go with the latter after giving them a nickname. That way when karma catches up to this poor adventurer in the form of a forgotten beast made of vomit I can go back and see if they went on to lead a productive life. (One gob "stubby McGee" went on to face a dragon in defense of his tower. "Though crippled in the battle the dragon managed to  strike down "stubby McGee" or however legends modes says that)

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I agree on the marksdwarves. In my army, I find the biggest killers are the marksdwarves, who managed to cripple three out of four of the squads the bog trolls sent during the last siege, allowing my melee soldiers to sally out (I have never done this before. Usually I let the enemy run through the siege weapon array first) and perform coup de grace on the unconscious bog trolls lying around (including their warboss).

 However, I'm a little worried that my copper and silver bolts are not going to be able to penetrate the voidwalker's voidshard armor. Will upgrading my marksdwarves to using javelin throwers give me more of a chance against them?


Javelin throwers are good to have but not in large numbers.

Javelins take A LOT of metal to maintain a good stock of them but they do larger damage and do pierce better than bolts.

Bolts are cheap to make the can pierce Cotton candy armor in the hands of a good marksman/dwarf/etc but they have more of a chance at being deflected by shields.

This is all anecdotal though and you may have different circumstances than me so the best thing you can do is experiment with your squad layouts a little.

On the note of marksmen I made crossbows out of silver and when enemies came close enough that I had to order a retreat deeper into the fortress one of the marksdwarves that got surrounded during the retread managed to kill a couple of bog trolls and then escape. I know that one is very unlikely even with the power of numbers but two?

EDIT: Found out why, He had legendary striking due to an artifact haha, I smell a new commander

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Interesting thing happened I breached HFS and there where no "Fun" new pets. First I thought I had just got lucky and they where under a different pillar so I walled off and started looking for them. But absolutely nothing is down there. Part of the mod or did I just get lucky and an unlikely event wiped them all out?

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What sigefread is trying to say, in case anyone didn't get it, is that since voidwalkers can only use the three best metal they can get their hands on, then why not mod in three different types of voidshards that have a slight difference (that causes them to be roughly the same), so the voidwalkers will use voidshards exclusively. (since the three different types of voidshard will be the best material for them, they won't touch anything below.)

But you would also want to make them different enough so they are not just copy pasted, Like for instance one type has better sharpness and is somewhat light weight making it better for edge and worse for blunt attacks or one is light weight but not very sharp making it useless for weapons but decent for armor. From there hope the AI for the voidwalkers makes the items accordingly or else this plan would back fire and it would be really easy to beat them half the time
Well, no. Even if you made the voidshards better than each other in various categories each individual type would still need to be superior to all other metal on their own in order for the voidwalkers to use them. It wouldn't make sense from a tactical direction to use, say, lusterless voidshard for a reaver and glittering voidshard for a bastion but it would still be better than if they used damascus steel for those two things because the lusterless voidshard, though it has less of an edge than glittering voidshard, would still need to be superior to damascus steel in virtually every way in order to prevent them from swapping it out.
(I'm using Lusterless and Glittering descriptors just because, the three types could be separated in any way)

I haven't quite gotten far enough along to get damascus steel or the current Void shard yet how big is the gap between the two? If from what I have read on here is true it should be large enough to change up the stats a simi-noticeable amount and still have it be better shouldn't it?

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What sigefread is trying to say, in case anyone didn't get it, is that since voidwalkers can only use the three best metal they can get their hands on, then why not mod in three different types of voidshards that have a slight difference (that causes them to be roughly the same), so the voidwalkers will use voidshards exclusively. (since the three different types of voidshard will be the best material for them, they won't touch anything below.)

But you would also want to make them different enough so they are not just copy pasted, Like for instance one type has better sharpness and is somewhat light weight making it better for edge and worse for blunt attacks or one is light weight but not very sharp making it useless for weapons but decent for armor. From there hope the AI for the voidwalkers makes the items accordingly or else this plan would back fire and it would be really easy to beat them half the time

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Why give the voidwalkers steel? Why not just voidshard? Is it to give us more of a chance of defeating them?

Civilizations do weird things with metals.  I found, during testing, that they always seem to show up with some assortment of the three best metals they are allowed.  If steel and damascus steel were removed, they would show up with voidshard, iron, and tungsten, which was weird and made them much easier than intended.  Steel and damascus steel were added to their permissions to partially resolve this issue.

I'm playing with some alternatives for this.  I haven't explored what happens if I change their voidshard-generating reaction to another labor and forbid the furnace operator job.  If this has the result of only giving them voidshard, I'll consider implementing it.

...But I do like the way that the mix of steel, damascus steel, and voidshard limits the amount of usable voidshard pieces obtained from defeating a single ambush, so I'm a bit inclined to leave them the way they are.  They're still quite challenging, even for well-equipped and well-trained military dwarves.  So I suppose the best answer to your question would be "sort of, but also to limit the influx of voidshard items to the player."

An Idea (Sorry if I'm bugging you I'm good with concepts not so much with actual modding) Voidwalkers are the only ones who can make voidshards without having to melt down things that are already in existence right? They also as far as I know have to go through the process of making it. Why not have a few different grades of it with names accordingly and make the the stats like weight sharpness etc different enough to be noticeable but close enough to not make any one better. From there you could have all of it be void gear but with the different levels of it it would still be hard enough to get a good amount to actually make anything out of it yourself. Just a thought to try and keep them more with the lore

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I really like the sound of this mod but I am a bit hesitant. So if I may a question and a request.

For my question to what degree would this affect adventure mode. (As I am a fairly nostalgic person that likes to visit old fortresses (partly to scavenge amazing equipment partly cause I like to feel like a real adventurer learning about old ruins))

As for a request would you happen to be able to make it able to be toggled? As me and my brother both play this game and he really likes vanilla and I would rather not have to re install on a simi-daily basis.
Just have 2 different DF folders, one for LoFR and one for Vanilla.
I tried that but the DF.exe always opens the original file (The one that isn't DF_(2)) So that doesn't quite work. Hmm sure there is a work around but my brain is pretty much shut off at 3A.M.

EDIT: Sudden stroke of (Possible) Insomnia induced brilliance.

Is it possible to add [FLIER] to only a gender of an animal? If so you could make a custom animal that was designated to a certain biome and only designate one of the genders casts as fliers. As an added bonus only designate that gender as being a pack animal from there make them both [good] and the race with the problems use only [evil] animals and designate the gender that can fly as both good and evil. Seeing as how only one gender will appear in the evil biome it will die out without causing much harm. (It would also keep the evil races from getting an animal they are not supposed to have) while they will still use the flying animal as the pack animal. Of course this all hinges on being able to designate tokens to the different gender castes. Though I think it would work because most races that use evil animals don't trade with you anyhow.

Example

Spoiler (click to show/hide)

Sorry if my tokens are a bit off I'm really tired

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DF Modding / Re: Strangest, Wierdest thing you ever modded into DF
« on: June 14, 2011, 12:38:42 am »
I modded a way to get free *ahem* "cotton candy ore" from gob's by replacing the vomit tag with "cotton candy" wafers and using an exacution tower to drop them onto spikes that was just high enough to not kill them but destroy there guts :D Quite fun to watch a gob in extreme pain puking up the most valuable metal ever till they bled out and died... I think I need to see a therapist

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I really like the sound of this mod but I am a bit hesitant. So if I may a question and a request.

For my question to what degree would this affect adventure mode. (As I am a fairly nostalgic person that likes to visit old fortresses (partly to scavenge amazing equipment partly cause I like to feel like a real adventurer learning about old ruins))

As for a request would you happen to be able to make it able to be toggled? As me and my brother both play this game and he really likes vanilla and I would rather not have to re install on a simi-daily basis.

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