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Messages - coldmonkey

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136
DF Dwarf Mode Discussion / Re: Mods you make every game
« on: June 08, 2013, 04:38:31 pm »
(removed)

137
I have found dingoes are sufficient, and can be grappled with the upper arm, choked, and strangled with 0 effort on even a not wrestler. And are common enough in the wild/from ambushes/for quests that it isn't an issue

Wait, not drinking blood as a vampire isn't fatal? I didn't know that...vampirism is even better than I thought
I don't know. I went without feeding for several weeks once, and I seem to recall that the vampire's Speed kept dropping until it was under 600. I don't have DF installed on this computer, but for someone with a vampire save it should be easy to make a backup copy and do some quick science on the subject of how vampires weaken during bloodless days, weeks and months.

138
I checked the raws, and it seems you are correct, it was just vampire and werewolf that can't coexist. I think I will go become a vampiric necromancer myself....any downsides to it?
As a vampire you'll weaken if you don't drink blood, so you're not quite as self-sufficient as a pure necromancer.

139
DF Dwarf Mode Discussion / Re: Mods you make every game
« on: June 08, 2013, 02:50:19 pm »
Mods are for people who want to have productive fun!

Damn monsters!
Some of them are for making the game more difficult. It's just that "mods you ALWAYS use" tends to center around fixing bugs, while those that raise difficulty tend to wary depending on what kind of fort you want.

140
Actually the problem is that vampires can't become necromancers (yes, i know it sucks)

Actually, they can (it's how I got past all the zombies).
No they can't. That's just because undead don't attack undead. Sure you can get INTO the tower that way, the problem is when you reach the book of necromancy, it won't do anything. you can check the raws for necromancers and vampires. They are coded to not allow werewolves, vampires, or necromancers to be co-present in the same being. Sorry dude. The two are mutually exclusive
Necromancy is completely compatible with werecurses, huskification, and vampirism. However, Goblins and Elves can't become Necromancers since they don't age past adolescence.

142
DF Dwarf Mode Discussion / Re: Mods you make every game
« on: June 05, 2013, 02:52:09 pm »
I make goblin civ members less prone to murdering one another.

143
The secret of the necromancy isn't in any of the books. It is in the slab. Books are just for reading, slabs have power.
Johannes Gutenberg is turning in his grave.

144
DF Adventure Mode Discussion / Re: not turning into a vampire
« on: June 03, 2013, 04:11:15 am »
Vampirism isn't working as intended? Only one thing to do: Huskification. Although I recommend travelling between areas to get all the interesting locations first, yeah.

145
DF Adventure Mode Discussion / Re: Starting Demigod attributes
« on: June 01, 2013, 05:47:26 pm »
Let's see... Haven't played Adv. Mode for awhile, but I usually go something like:
Superior Strength
Superior Agility
Superior Toughness
Low Endurance
Low Willpower
High Spatial Sense
High Kinesthetic Sense
Then I just take lowest possible in everything else. The numbers might be a bit off, but I don't put a lot into Willpower or Endurance since they increase so quickly. I don't hit Superhuman, but since I'll probably go Vampire/Husk Necromancer at some point, it won't matter much as long as I survive until then, since pain and exhaustion become irrelevant. As has been said, a bit of Crutch+Swimming+Sneaking+Drowning under a bridge will give you good enough endurance and willpower in no time at all, as will a day of wrestling innocent critters.

146
DF Dwarf Mode Discussion / Re: Bone shield
« on: May 25, 2013, 07:54:36 am »
The material doesn't matter when it comes to blocking dragonfire or fireballs. Wooden shields, bone shields, adamantium shields, all are equally fireproof, that is, 100% so.

Shame. Cause faming shield would be awesome. Why always swords that are on fire?
The idea that having flaming tools and introducing them to the intimate workings of someone you don't get along with is much too human for these forums. I mean, it's not really that hard, is it? Anyone can wield a torch, it doesn't prove anything. Wearing flaming clothes on the other hand, or better yet, wearing nothing at all and being on fire... that is the essence of dwarfish behavior.

147
DF Dwarf Mode Discussion / Re: Bone shield
« on: May 25, 2013, 07:40:22 am »
For shields, only quality, density and fireproofness matter. Since it's an artifact, it will easily outachieve a standard-quality steel shield, for example, unless you're fighting a dragon or prefer your dwarves to shield bash well.
The material doesn't matter when it comes to blocking dragonfire or fireballs. Wooden shields, bone shields, adamantium shields, all are equally fireproof, that is, 100% so.

148
DF Adventure Mode Discussion / Re: half-decent adventurerering
« on: May 24, 2013, 01:21:04 pm »
Am I officially an adventurer now? I just survived brutal dehydration by walking into a kobold cave, slaughtering them all and drinking their blood to sustain myself.
Brutal dehydration countered by even more brutal hydration? You've earned your stripes and then some.

149
DF Adventure Mode Discussion / Re: half-decent adventurerering
« on: May 20, 2013, 02:14:06 pm »
by 'mostly harmless critters' what do you mean? i hardly ever find more than the occasional quite-harmless wolf or jackal ambushes in the wild. and do you mean i just find a herd, sneak into their midst, onto the ground, unsneak and skip turns so they can attack me? and unequip my shield to train dodge?

how do i train up swimming without being able to swim? do i just find a crutch and equip it to train crutch-walking? hwat are your recommended tactics on becoming and being a necromancer?
I mostly go for weasels and birds and such. I guess it depends on your area, but most areas have some kind of weak social critter. As for swimming, it depends on if you put a point in it during creation (then you can swim) or if you're willing to get into a lake, wait a couple of turns, get up, get down again and repeat until you get your first point. I think for Demigod and Hero you'll get enough points over to put one in Swimming after putting what you can in a weapon skill. Say you need 16p to increase Spear and you have 8p left, then it may as well go in Swimming (if you've got Reader already). As for becoming a Necromancer, wait as long as you can stomach since it freezes your attributes. Zombies are easy to sneak past, so it shouldn't be a problem. Well, not an insurmountable one, at least... Also yes, to use a crutch you just need it in your hands, and they're pretty common in human fortresses. If you want to unequip it however, [d]rop it, don't pocket it, or the speed reduction won't go away.

150
DF Adventure Mode Discussion / Re: half-decent adventurerering
« on: May 20, 2013, 09:10:42 am »
If I really, really want to make an unbeatable adventurer, I put all starting points into a weapon skill, although I do enable Reader. That way I have a solid attack and Necromancer potential. Then, I train up sneaking, swimming and crutch-walking at once. Once I'm good at it, I raid a castle or fortress for armour. What kind isn't really important as long as it gives maximum coverage, because I'm not gonna attack any armed opponent yet. Instead I travel into the wilderness and sneak around until I find a group of mostly harmless critters. I sneak into their midst, lay down, reveal myself. Oh, and start with having shields equipped. No weapon is necessary. No dodging, no charging, auto-wrestle enabled. Press '.' (dot) to skip your turn. What happens now is that several harmless critters will attack me over and over without trying to escape due to my proximity. Fighter, Shield User and Armor User will skyrocket. Dodging will rise some at first, but Shield User will become dominant. What do? Just drop the shields, and now I'm training Dodging the same way.
What I end up with is high Shield User, Fighter, Armor User, Dodging, willpower, strength, toughness etc., plus the high weapon skill I started out with. No risk involved, no good equipment required. It's also not very fun in any Dwarven kind of way, but it does make things easier if you plan on becoming a Husk Necromancer killing machine for purpose of invading the HFS.

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