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Messages - ravensword227

Pages: [1] 2 3 ... 14
1
DF Adventure Mode Discussion / Re: How to be a werecreature guide
« on: February 25, 2012, 05:29:42 pm »
I find it at least as fast, if not less annoying, not to have to ask permission each night.  It gets tedious.  If you sleep outside the door you just walk in, boogeyman vanish, and then you don't have them bother you the remainder of the night.

doesn't matter. Also, just ask if you can sleep inside. They never refuse you. It sometimes bugs out, but I havn't had this yet.

2
DF Adventure Mode Discussion / How to be a werecreature guide
« on: February 25, 2012, 02:43:08 pm »
It took me a lot of saves and frustration so I'm posting this.

How to guide:

o Find a den just outside of town that has a naked human in it.
o Go back to town, fill up backpack with water and steal a sack of food.
o Sleep outside shop door for 24-hour intervals. 
o Walk inside if boogeyman appear.  Resume sleeping outside.
o Fast travel one square to allow you to eat more than three portions of food.
o Go back to wereden on a "waxing gibbeous moon", sneak inside, and sleep.
o You might want to save and back up your folder.
o Make sure the werecreature bites you several times - infection rate is not 100%.
o You turn that same moon after resting otherwise you weren't infected.  There is a yellow night creature symbol on your name at the lower left and you will be "hauling" your gear until you drop it on your first fight.

Tips:

shift+w to check weather/ moon phase
( is waxing moon
) is waning
0 is full moon (not to be confused with sun behind rain clouds)

shift+c to turn stance to aggressive (so you will bite, slash people instead of grabbing-releasing them)

Important:
Don't sleep in or around den for more than a few nights, sleep in town - there is a bug that causes leather to generate on the ground and lag the game to a halt.

3
) for waning on Travel screen
( for waxing
0 for full (not to be confused with sun behind clouds)

shift+w to observe the weather

This village has so far given me over 20 werecreatures to hunt down. It is surrounded by lairs that are populated by peasants. They don't seem to have many kills each so I doubt they are very powerful. What day is considered the full moon?

4
DF Adventure Mode Discussion / Re: How do you become a Were-something?
« on: February 20, 2012, 04:28:24 am »
How do you know moon phases anyway?
On the travel screen.  You can also hold shift+w to check.

) means the moon is waning.  ( means the moon is waxing.  Of those you have crescent, gibeous.  0 is the full moon (not to be confused with the sun behind rain clouds which also looks like that).  Full moon happens once a month for 36 hours IIRC.

Usually, you won't last two or three days in adventure mode, much less 30 days, and it must hard to be able to play werewolf fairly.  Sleeping through it is tedious too, since you starve and can't eat more than three food items at a time, which is, IMO ridiculous.  And in my game there is a bug where leather ends up strewn around the lairs, slowing the game to a crawl, if you sleep in them to wait for the werebeast to change.

Fighting the werewolf was fun though.  This same child that I locked and broke all his bones, when turned killed me and was pretty difficult to kill with an axe.  It may have been worse if it had been an adult.

5
DF Adventure Mode Discussion / Re: How do you become a Were-something?
« on: February 20, 2012, 04:07:51 am »
I think you have to be bitten when it's in animal form and it has to tear your flesh.
It was in were-form but I can't remember if it tore flesh.  Is there some way of knowing I was infected?  Is infection 100% risk and does disease resistance effect it?

6
DF Adventure Mode Discussion / Re: How do you become a Were-something?
« on: February 20, 2012, 03:46:17 am »
Do you first transform that same full moon or the next?  I got bite, by a child werewolf, in the arm busing the fat, and I did not turn the next full moon.

7
DF General Discussion / Re: Viewing Source Code
« on: July 25, 2011, 09:34:41 am »
Honestly, I expect that by this time the source code for DF is something like a million lines of undocumented spaghetti code, the mere attempt to read and comprehend would drive anyone but Toady insane.
Why would it be spaghetti code if Toady switched from C to C++, indicating that he probably took an object oriented programming approach, which is sort of self documenting in itself.  Not to mention how ridiculously big the game is, how regularly it is updated, doing mostly what he wants, pretty much requires it to have been structured probably better than many other programs.


8
DF General Discussion / Re: Lazy Newb Pack [0.31.25] [V9.1] Updates
« on: June 02, 2011, 11:50:34 am »
This is a really, really good utility.  This game needs graphics more than when it was 2d, and is a mess without it now that the linear progression river, cave river, chasm, lava, etc., no longer applies.  With the ton of things new to the game (million different kinds of creatures, a bunch of thoughts/discriptions etc.), the abstraction of ASCII is sort of not viable.  Even though this game is now better for that.  Tons of games are ripping off of DF because people want DF with graphics.

I used to like the game before with ASCII and have been playing it all along, just so you know I'm not a total newbie, and that the thing that made me realize the game was going to need to be more accessible was the large list of dwarf thoughts (when they weren't colored), when before it was simple and easy to get the whole picture.

Regardless I still support the game with donations.

9
DF Suggestions / Re: Add X no of type at Trade Depot
« on: June 02, 2011, 10:21:40 am »
You can put them in to bins, and trade those.
Until he puts the economy mode in its not like my fortress benefits from a few hundred mugs or useless instruments.  I consistently don't think about bins because I guess I did most of my playing when you couldn't make bins out of wood, iirc.  Even then you can't tell what are in your bins on the trade screen unless you remember bin type/quality. 

Currently I am running down the list and rapidly tapping the enter key.  There has got to be a better way (other than bins).

10
DF Dwarf Mode Discussion / Re: Hunting confusing
« on: June 02, 2011, 06:59:44 am »
maybe a silly questions, but has he a quiver?
That was it.  I remember when they used to carry a handful of arrows

11
DF Dwarf Mode Discussion / Re: Hunting confusing
« on: June 02, 2011, 06:17:57 am »
There are walruses, racoons, penguins.  Its on a frozen sea but dwarves walk out there so it shouldn't be a problem.   Still "no job" hunters.

12
DF Suggestions / Add X no of type at Trade Depot
« on: June 02, 2011, 05:53:21 am »
I am not looking forward to trading several hundred stone cups.  There should be some way to select all of them at once.

13
DF Dwarf Mode Discussion / Hunting confusing
« on: June 02, 2011, 05:44:41 am »
I haven't really played DF since before burrows were added and the military screen.  Somehow hunting being toggled no longer sends out dwarves even though they have bolts and a crossbow.

14
DF General Discussion / Re: Future of the Fortress
« on: May 30, 2011, 01:37:10 am »
Quote from: dev. log
I finally got myself transformed into a weregoat, pumped up with enough axe skill that I could bifurcate my attacker after the switch.
Were-creatures use weapons?

Quote from: dev. log
the strength of werebeasts against their non-weak materials isn't so crazy as to make it impossible to beat them if you get ambushed.
Will were-creatures heal fast?

15
DF Suggestions / Re: Honeybees Buzz'n Beard
« on: March 20, 2011, 04:54:10 am »
2nd Place: Varietal Honeys
     (some of which may trace their nectar-source to plants which only grow on the surface)

     +colour (light to dark)
     +taste (mild to potent, sweet to bitter)
     +low to high rarity (e.g. sage blooms every 2-3 years, kurinji once every 12 years)
     +varietal honeys could create varietal meads
     +crystallization speed (immediate to never)
     +healing effects (prevent infection, heal burns and wounds)
     +toxic effects (none to severe)

On average, it takes about two million flower visits (the life-work of about 250 bees) to make one pound of honey.
I just started making mead.  Honey tastes a lot different in meads than it does on other things it seems.  Orange-blossom honey is popular.  Clover honey is good when mixed with fruits making the mead a melomel.

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