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Messages - Leonidas

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331
DF Adventure Mode Discussion / Re: Weapon Speeds in Adventure
« on: May 19, 2020, 10:44:42 pm »
I once walked through Dark Tower, while cutting heads off from 500 Trolls. It did not improve the lag, but I got out of the Dark Tower unharmed, after killing its demon. If you can sneak behind (even a demon), then you get for free 1 hit. Make it hardest and long time taking one. There will not be any action taken, until after this hit was made. Then I suggest with demons at least to just fast-scratch 'em constantly and look for fast and sure hits. Learn dodging to legendary! Dodging back and to a side allows you to dance with your opponent in a circle.
What race did you do that with?

332
DF Gameplay Questions / Re: Grizzly Bear Man Won't Shoot
« on: May 19, 2020, 02:02:53 am »
you can tame grizzly men?
In adventure mode, you can play as a grizzly bear man---and all sorts of other animal-men. Then you can retire the adventurer into a retired fort, unretire the fort, and you've got an animal-man as a citizen. Except that as a meanderer he moves really slow, so he's not very useful outside of combat. My plan is to train him up in the fort, re-retire the fort, and then unretire the grizzly bear man a an adventurer.

333
DF Gameplay Questions / Re: hospital design
« on: May 19, 2020, 12:32:04 am »
If you want to be practical, just build lots of wells and manufacture lots of soap. Dwarves seem to wash pretty well on their own.

If you want to be dwarfy, you're on the right track.

334
DF Gameplay Questions / Overrun by Hostile Scholars
« on: May 18, 2020, 11:56:15 pm »
After unretiring a fortress I'm swamped with scholars, only some of whom are guests: https://ibb.co/tYbn2p0

The hostile scholars aren't attacking. They're just standing around. I've turned visitors down to zero, and so far it has had no effect on the guests or the hostile scholars.

I could kill them, but that would make a mess and might cause a loyalty cascade. Can anyone suggest a tidier way, maybe from DFHack, to make them leave or disappear?

335
DF Adventure Mode Discussion / Weapon Speeds in Adventure
« on: May 18, 2020, 02:11:15 pm »
I'm not asking about weapon velocity. I mean time to strike. Do the different weapons take different numbers of ticks between initiating a strike and landing it? And what about weapons with different types of attacks, such as the short sword?

336
DF Gameplay Questions / Re: Verticle shaft
« on: May 18, 2020, 10:45:12 am »
I would dig a vertical U/D staircase, then a column of single-tile hallways next to the staircases. Then channel the third tile and construct a wall or locked door on the hallway.

From the side:
Spoiler (click to show/hide)
then constructions or doors
Spoiler (click to show/hide)

337
DF Gameplay Questions / Re: Grizzly Bear Man Won't Shoot
« on: May 18, 2020, 12:35:55 am »
He probably can't see it. Dwarves can see perfectly in low light so they don't have any issue fighting in the caverns. Bear men probably have worse ability to see in the dark so they won't be able to use ranged weapons effectively in the caverns.
You're right! Dwarves have the LOW_LIGHT_VISION token. Once I moved the grizzly bear man closer to the FB, he was able to resume archery practice.

So here's another mystery. The grizzly bear man is moving much slower than the dwarves, even though he has high agility. Do have any idea why?

338
DF Gameplay Questions / Grizzly Bear Man Won't Shoot
« on: May 17, 2020, 12:48:56 pm »
The grizzly bear man has a crossbow in his left hand and a quiver on his upper body with lots of bolts. He's 18 tiles away from an FB in a pit, and he won't shoot. I had the same setup with a dwarf, and he pumped bolts into the FB until he went legendary.

Is the problem here racial? Are grizzly bear men capable of using crossbows?

339
also wonder how would you do world conquest with a bunch of trained dwarves in adventure mode? I guess going on personal strikes on site leaders to then return to the fort to send a raiding squad proper to mop up the site.
I haven't even thought that far ahead. I tried world conquest with missions in a 44.04 world. It worked fine with villages and I wiped out a few civs, but I didn't see a way to tackle something big. With the missions, there's no way to fight a few rounds and then withdraw.

In my 47.04 world, there's a Dark Fortress with 2500 each of beak dogs, trolls, and ogres. I could steal the beak dogs with missions, but I see no way to handle the rest from fortress mode. So my best plan is to establish a small dwarf fortress next to the big Dark Fortress, and build some walls and bridges. Then I switch to adventure mode to kite groups of enemies from their fortress into my fortress, where I can make sure that I won't get overwhelmed.

I don't have much experience with adventure, so there are many ways this could go wrong. What do you think? Is this a hopeless plan? Will the game crash as soon as I approach the Dark Fortress? Will the beak dogs, trolls and ogres regenerate faster than I can kill them? Do non-HF kills count against a site's population?

340
you can also just move one adventurer into the fort and put them into military commander status and just ask the companions if they want to enlist in the military, usually if you give them good named item you crafted they will agree to join.

or attach a bunch of Fort noble positions to the adventurer and just get them to give up the title to the companions which automatically makes them part of the fort though the military set up lets you when in fort mode send them out on a mission to get them access to fort mode jobs. you don't need to go through the Musical performer route to get companions into fort mode.

and if I remember the giving up the noble title stuff does clear a few hostilities checks on hostile npcs ... on reload of the map and get you access to certain special characters you normally don't get in Fort mode.
I just retired my adventurer into a fort, and then unretired the fort. The general plan is to train up the adventurer and lots of dwarves in fortress mode, then switch to adventurer with a group of well-trained, well-equipped companions. Then world conquest.

So when I re-retire the fort to switch to adventure mode:
1) What offices, if any, do I want the adventurer to hold?
2) Should my well-trained dwarves be in squads or not?

341
DF Gameplay Questions / Re: Prisoner Transfer
« on: May 13, 2020, 12:31:06 pm »
It turns out that retiring and reclaiming a fortress will end all jail sentences, but preserve pending criminal cases.

342
Aside from windows or bars, you could also display artifacts in a place that's never empty, such as a tavern or dining hall. Then you can check your visitors, find whoever has the artifact, and beat them to death with your militia.
And get a loyalty cascade as some of your population and half the visitors join the villain' side...
That depends on where you adminster the beating.

343
DF Gameplay Questions / Prisoner Transfer
« on: May 12, 2020, 08:44:41 pm »
A non-resident necromancer is in jail for theft and espionage. I would like to move him to a particular chain, to use him for training. I tried deconstructing his chain, and it didn't work. He got a beating, then they ignored him.

How do I put this non-resident into his special apartment?

344
DF Gameplay Questions / Re: Kobold tower
« on: May 12, 2020, 08:09:18 pm »
I sincerely hope so. You could export legends data and then use Legends Viewer to find out.

345
I think the whole theft business is kinda fun. I just beat a putrid rotting corpse to death as he tried to get away with a rope reed shirt. His necromancer accomplice is in custody. I plan to move him to special accommodations and involuntary permanent residency for training purposes.

Aside from windows or bars, you could also display artifacts in a place that's never empty, such as a tavern or dining hall. Then you can check your visitors, find whoever has the artifact, and beat them to death with your militia.

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