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Messages - Shinotsa

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676
DF Dwarf Mode Discussion / Re: so... considering the move from 40d
« on: February 22, 2012, 12:25:02 pm »
2."High Master" is a title that sounds naturally respectable. A community where half the population is a high master of some trade is an utopia, not a normal thing.

3.I see a red dwarf in a room and I assume it is an engineer. But no, he is actually one of my engravers. His title may be engraver, but he is still red and lister among engineers.

A small quip with this. A high volume of high masters among a race that lives for well over a century and that is "fond of industry" doesn't seem so farfetched to me, especially if each of them is highly specialized in a specific skill. If you carved rocks for seventy years I'm sure you'd be great at it.

As for the third point, dwarf therapist and custom professions work wonders. I have professions such as "artist" for certain things like engraving to avoid any confusion with profession titles.

677
DF General Discussion / Re: Horseshoe crab people
« on: February 21, 2012, 01:03:31 pm »
To be fair, I'm not sure exactly how a horseshoe crab man would be able to attack. Unless it looked like a Kabutops. Actually, yeah, now I'm assuming that horseshoe crab men look like Kabutops. They need their fighting skills.

Wow... I can't wait till we get assembled night creatures or the ability to modify things for war (like Tolkein's orcs were tortured and modified elves) so that we can have a sorcerer taking over the world with an enslaved army of horseshoe crab men with scythes stitched into their arms. That would actually be a pretty cool worldgen scenario for 1.0 actually... it just goes until the world is being taken over by some sort of evil being with a large army of minions (with various castes of course) and you can either attempt to stop it yourself or, once you gain enough renown in the army or as a wanderer, get help, troops, or information from the generals of the free people. Maybe your adventurer could go on to found outposts in the heart of the evil territory where you have to send out forces to keep your trade paths clear while scouting to see if the evil being decided you were enough of a thorn in his side to crush you yet.

/rant. Sorry, the prospects of this game amaze me. But yes, I'm glad horseshoe crab people pose a threat now. Blue blood just isn't the same unless you earned it.

678
DF General Discussion / Re: What Would Urist Do?
« on: February 21, 2012, 12:56:00 pm »
Urist McLoon is struck in the groin by spikes of wood
An artery has been severed!
Urist McLoon has bled to death.

WWUD with a pit full of zombies?

679
I'm kicking myself for not thinking about cage traps for the zombie plague. Right now I just have all of my fights in the entrance to the fortress directly beside a hallway with burial rooms and a corpse pit. All fallen citizens are buried and the door locked (it's worked well twice) while the badgers are dumped down the hole by one of five idlers... Is that going to prevent more wildlife from spawning, or am I going to have the equivelant of a zombie rave party going on down there eventually?

(Note: Fortress is dying. Apparently once you have to cart your dead citizens more than 10 steps to the nearest locked room they get up again)

680
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 20, 2012, 11:35:27 am »
"Hey a haunted biome! I better bring a lot of dogs for protection until I can get some military dorfs!"
"Good boy Rufus! Get those boars! Oh god more of them....... RUFUS NOOOO"
...
...
"Rufus... Why do you look like a spanish vocalization?"

Your fortress has crumbled to its end

681
DF General Discussion / Re: What Would Urist Do?
« on: February 20, 2012, 11:26:39 am »
Immediately vomit on exposure to the sun allowing for more drinking.

WWUD if he killed a giant sponge?
Get caught in an infinite cleaning loop because of a bug with the soap, trying to clean the water off of himself.
WWUD if he was a were-wagon?

Repeatedly attempt to enter spaces only 2 tiles wide and kill fps with pathfinding spam

WWUD if he came back as a zombie with a =copper spear= in his upper left arm?

682
1. Grab by throat
2. Put in choke hold
3. Strangle as needed until incapacitated
4. Uncerimoniously drop them
5. Tear their throat out with my teeth and move on

683
DF Adventure Mode Discussion / Re: How the hell do you beat necromancers?
« on: February 17, 2012, 01:15:51 pm »
If you have a big chopping weapon like an axe or longsword then go for the lower body, you'll slice em right in two. Hit and run works best. Be sure to not aim for arms, hands, or heads as they'll all come after you after you slice em off. Cut, back up, cut, back up. Do it outside and if you go deeper into the tower be sure to move the bodies so you don't wind up getting boxed in. The necros themselves are easy as pie, even the chief ones are about as hard as a bandit leader.

684
DF Adventure Mode Discussion / Re: How to Survive
« on: February 16, 2012, 07:44:07 pm »
You're clearly not wearing enough armour. Enough armour is when you have 2 suits of chainmail, a breastplate, two metal caps, a helm, two chain leggings, a set of high boots and eleven shields.

You forgot gauntlets and mittens. Because you're just not safe until you can't grasp things properly.
Edit: you can't exactly grab things properly when you're missing your hand either, so I guess I can forgive the mittens

685
DF Adventure Mode Discussion / Re: Sewers Uggh
« on: February 16, 2012, 03:25:41 pm »
I'm still laughing my ass off that we're all EXCITED for a sewer level (even if it's a z-level) in a game. Toady must be doing something extremely right or horribly wrong.

686
DF Adventure Mode Discussion / Re: New Release, New Questions!
« on: February 16, 2012, 03:35:07 am »
Are all Necromancer Towers, Dark Fortresses etc. underground? I've searched high and low for these things, and every time I arrive where my map claims them to be, there is just this big, empty plain. Are the entrances just really well hidden or what?

Goblin dark towers don't exist as far as I'm aware, much like dwarven and elven settlements. The towers you're looking for should appear as I

687
DF Adventure Mode Discussion / Re: New Release, New Questions!
« on: February 16, 2012, 02:29:42 am »
I was thinking of making a misc object user demigod who, instead of learning the secrets of life and death from artifact slabs, just hits people in the face with them. Would a slab make a decent weapon? Is misc object user a viable alternative to hitting things in the face with a hammer? Also, has anyone tested if necromancer dwarf adventurers that are retired in a mountain hall can migrate to your fortress?

Food should be easily procured from animals when you find them. If you're having trouble just run around outside of town (if you're in the borders of a town or hamlet the animals are most likely domesticated and the civilization will become your enemy if you kill them) and try to find something to kill and use the (X) menu on to (b)utcher them. Alternatively you could (T)ravel the wilds for a bit as you're assured to be ambushed, though whether by a pack of wolves or a bandit gang is up to chance. Water is found in wells in the city (Stand near them and (u)se them twice and then use the (e)at menu to drink the water from the bucket. The same menu can be used while near a river, a murky pool (it has said I couldn't because it was disgusting every time I tried, maybe you have to be dehydrated before it lets you) or a dead body. Going off of that, blood is actually a great substance to subside on as it can completely cover you depending on how messy you fight. Funny enough that makes your body the biggest waterskin of all.

Healing is instant when you (T)ravel or Sleep from the (Z) menu. Any damage that remains after sleeping or traveling will be there for good. My last adventurer had his ear torn to ribbons, a missing lower left arm, and an inhibited left ankle and lower leg. Those last three injuries were all inflicted by a swarm of zombies grasping and biting at my left side as I attempted to push them off with my shield so I could break free and limp from the tower away from the mass of crawling torsos and appendages. While the wounds might get annoying at times, I'd have never remembered or even considered the gravity of that event had the yellow wounds not stared at me every time I checked the status page.

688
DF Adventure Mode Discussion / Re: Please Don't - Difficulty
« on: February 16, 2012, 01:54:32 am »
I've been wearing 4-5 shields at a time to combat the fact that projectiles are realistic. I like to think I have one in my left hand, one on each forearm, and one on my stomach and back as a sort of makeshift breastplate. As long as you go for the legs first you should be fine. I do miss having insane adventurers, each with their own quirks. Like the rabid dwarf that would strangle people till they passed out and then tear out their throats with his teeth.

Wacky things are still possible, but much like real life they're harder to accomplish (though possibly more effective in the long run. Kitten powered magma cannon anyone?) than just grabbing a weapon and a shield and fighting conventionally. That's why I'm feeling that the difficulty is right where it needs to be, barring bugs.
That said, the absurd frequency of encounters is obviously a bug. Since it absolutely cripples gameplay as much as it cripples our little avatars I'm fairly sure we can expect a fix in the next bugfix round.

Disclaimer: Everyone generates their own world and thus we all may have legitimate claims. While it is possible half of us have bandits train more in worldgen for some reason or another or be generated stronger, I can only speak to my personal experiences in the game.

689
After slaughtering two hundred notables including a great many dwarves, and recruiting a large number of dwarven companions who met grizzly ends, I can honestly say that I did not come across a single piece of metal armor from any of them. Nor did I find any on elves or kobolds that I killed. I didn't come across any goblins though except for ones that had been zombified so perhaps they would have had their standard goblinite equipment. I'm not quite sure how I would come across goblins though since the towers don't exist and there weren't any ambushing parties attacking me.

Perhaps sewers or lairs would be the best bet. I haven't been to sewers, but I know in DF:2010 I found dwarf sized copper gauntlets in a night creature lair.

690
DF Adventure Mode Discussion / Re: Memory Atrribute.
« on: February 15, 2012, 12:05:05 pm »
I was actually completely unaware of this fact. I always thought it was just a placeholder skill that didn't have a purpose yet, thus my adventurers canabalized points from it for use in other attributes. This was, of course, because I didn't think it had a purpose yet because it was a placeholder skill. This is both an incredibly neat discovery and an incredibly neat discovery.

What were we talking about again?
/stupidity

As far as I can tell there's no way to train it as of yet, though I'm sure a utility that shows the exact number values of attributes would be helpful in this regard. The only thing I could think of that might train it would be increasing the reading skill, though I'm not even sure that you can increase that outside of character creation.

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