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Messages - Frumple

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27826
... I didn't know that. That does make things ridiculously easier, dunnit?

27827
... potion hotkey?

27828
    Adding and removing backgrounds has been sped up. In addition the game will automatically fill in 1 tile holes in the wall when placing them.

Best line in that entire thing.

27829
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 08, 2011, 12:09:22 am »
Quote from: paraphrasing
I'm not saying kill all the stupid people. Just take the warning labels off of everything and let the problem solve itself.

Some kind of auto-inscribe type thing after you've taken th'pills would probably be in order, though. Illiterate might not mean lacking short-to-mid term memory :P

"Foreign language" as a starting trait might be amusing, too.

27830
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 07, 2011, 11:23:47 pm »
klezmer

I think this has convinced me to give cat another try sometime tomorrow. I think the first and last time I played it was a few days after it first showed up on roguebasin. Was pretty interesting even then, yeah. So... into the breach! After sleep, anyway.

27831
Yeah... ruddy lava slimes has got it so even with obs pots, I tend to vine-travel around hell on the ceiling, just to avoid the bloody things. Demons, imps, giant bone serpents, flaming keese bats, none of that's as annoying as something spewing lava around when you kill 'em. Damn slimes.

On the flip side, they're neat little critters and a source of non-glitch infinite lava. It's something, anyway. Bright side!

27832
Franken Fran avatar on LP starter demands either SCIENCE or whichever side Irony can get to run worms the hardest. Just sayin'.

27833
Could probably mod one in if you were feeling frisky.

27834
Jungles, the underground ones, at least, have lil'shrine-type things made of gold -- gold brick wall, gold backwall. Usually a torch or two, and a chest. They're not terribly common, but not terribly rare, either. S'where feral claws and anklets of th'wind come from, along with some other junk.

27835
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: July 07, 2011, 09:13:12 am »
I can totally understand the removal of Berserk Rage. It gives all the OPness of berserk without having to commit to the annoying crime of abandoning Trog late game when he becomes useless.

Also, I've come to the conclusion that the hardest class to play is EE, for the simple fact that no race has good aptitudes for it.

Sludge elves :P

Only one with positive apts on both earth and transmutation. Interesting that fire and ice both lack a race with +3 apt for it, though. Only earth (DD), air (Kenku), and poison (Naga) has that. Maybe the lava orc'll have +3 fire.

For 'zerk, though, it could probably be noted it's a much higher opportunity cost for a hybrid caster than it is for a trog worshipper, since it shuts down spellcasting until it's over. It's somethng, anyway. Was the spell removed entirely, or just from crusader's starting book?

27836
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: July 06, 2011, 04:45:02 pm »
Agreed in general on the skald name. There's... not really any other tie in to the norse thing in crawl. At all. At least that I've noticed. The closest might be berserkers, but... not really. So it's kinda' (completely) out of left field.

But we have player cats and 2 armed octopi in crawl now, so whatever. Just wait. It'll end up with a monster list looking like something out of Furyband. Beware the gachapin1 and the mighty unique Barney, great white purple killer of the mid game!

1Actually looked up what a gachapin is. They're kinda' terrifying. Imagine one the size of a small giant trying to eat you.

27837
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: July 05, 2011, 10:09:20 pm »
Quote from: Oklob's only attack
Spells: acid splash (3d7+7d5)

That's a max of 56 acid damage, if I'm getting it right. Don't screw with oklobs. Seriously.

27838
And then get some Vile Powder and poison them for MASSIVE DAMAGE something around half of what a sunfury does, in terms of damage.

'nix blaster still hits harder too, I think. I guess they do about what a single hit of sunfury would, if the poisoned dagger doubletaps.

Of course, most things the dagger can doubletap, so can a sunfury...

They're nice before you get the actually nice stuff, though :P I just wish you could grab them out of mid air (i.e. they didn't have to land to be picked back up). Then you could juggle 'em.

27839
It's definitely in fire red (and whichever version of Touhoumon I've been playing off and on), if that counts for anything. Faq thing suggests fire red and leaf green as what th'thing's in. Terribly useful for getting cash, if you need it.

27840
Blood magic's alright, and it's pretty easy to get in to. Little expensive to set up, though -- you need labs in your hunting provinces and you'll probably nix taxes on the province in question, to keep pop from being killed off too fast. ~6k pop tends to be ideal for me, with a 2b + rod or 3b hunter and growth 3 dominion. Iirc, the number crunching folks say that any pop over 5k doesn't increase your chances of finding more slaves, so you want to get as close to that as you can, to minimize the gold cost.

Of course, some of the forging options for blood are just killer -- youth boots, that one that generates devils, th'life drain knife, an earth booster (!), lotta' other junk. Some killer SC chassis, eventually. Really easy to get an absolute junkload of blood slaves.

Problems being more micromanagement, especially having to remember to pool your slaves every other turn or so (or just every turn, period), and cost of running blood. I'd recommend minor blood (maybe 3-4 provinces) for forging and some summoning, but don't try to mainline it. I'd probably say empower your next 2f smith, to make it easier to call up arch demons (or whatever those things are, the blood/fire SCs) when/if you get the research for 'em.

--

Re: Troll not casting FC: A lot of times the AI will ignore orders when they think something's wrong with them -- massive AoE attack in the middle of huge mob of allies, major gem-eating spell up against 10 man PD/indie province, etc, etc. S'one of the other reasons have a casting item is so nice, heh. They can't decide to not cast it :P

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