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Messages - Frumple

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27841
Buy shurikens :P

27842
Gah! Something I completely forgot to mention for your underwater dudes, that'd be both really awesome and probably help th'clockwork horrors out: A wavebreaker! Incredibly useful item for any underwater fights, it autocasts Friendly Currents at the start of every battle its carrier is in.
Quote from: wiki on Friendly Currents
All friendly units gain +4 action points, -2 encumbrance, enemies suffer opposite effect.

15 water gem base from a 3w forger, con 4 research. Really nice item. Only middling as a weapon qua weapon, but a lot of the items that autocast battle-wide spells can be terribly beneficial. I constantly forget to bring one along when I send stuff underwater, but it's really nice. Gives waterbreathing, too, so you can stuff it on pretty much anyone and send 'em along. It'd save the troll king from th'vicious fatigue cost of casting th'spell, at least :P

27843
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: July 03, 2011, 02:32:49 am »
Call imp, meph cloud. Don't have those? Why aren't you playing wizard, nitwit :P I jest, of course, but still...

My melee dudes definitely have a lot harder time getting off the ground. I tend to have a lot better luck picking up melee and defense skills after I've got enough magical firepower to actually keep me alive. Pure melee folks just... they don't have options. From what I understand, it's genuinely not intended to be a viable playstyle by the devs. Support by either god powers, magic, or evocations is supposed to be basically requisite.

As for the impossible situations in the early game... iirc, that's supposed to be at least somewhat intentional, or was at some point. Re: Kobold avec exploding darts opening door to starting vault on turn two. Stuff like that. Sometimes crawl's just going to kill you, and there's literally nothing you can do or could have done about it. It gets less likely as you get better at the game, but there's a reason no one's managed an unending streak yet. Well, beyond the whole logical impossibility of an unending streak in a finite timescale.

--

IE's have one of the easier early games ??? Freeze murders everything that's not an ice beast (most things -- I've killed up to Yaks with it, iirc, without much trouble) and th'armor's ruddy good for light armor users (i.e. casters). Icicle or summon ice beast kills ice beasts. Agreed that EEs are a bloody pain to get off the ground, though.

AEs always seem to have trouble, unless spark got buffed recently and I didn't notice. If you can't doubletap with it, it sucks, and even then it doesn't hit terribly hard and seems to miss fairly often. It's also the only thing they really have for damage until lightning bolt (which they only got in their starting book in 0.9!). Static discharge seems like crap, and the olololohitzu aspect isn't something an early game critter can risk using.

27844
Other Games / Re: Caves of Qud: Now in Open Beta
« on: July 02, 2011, 07:31:44 pm »
*Combat text now uses more better english when dealing with NPCs with proper names

I... I have to ask. Was this an intentional joke?

27845
Depends on how low-level you're talking about, and how many you have. The drakes are alright, especially with dragon master to improve gem efficiency, ferex. Cave drakes especially can be an early answer to a lot of some low-prot or low health nation's problems, and the fire and ice ones can add a nice lil'bite on the cheap that can still take a lot more of a hit than most recruitable troops. With dragon master, you're just getting a ruddy nice HP to gem ratio, if you just need something to arrow catch.

Just looking at level 3 or below in the schools (this is in CBM 1.6!), lemme' see if I can remember the notables...

In conj: Black servants are apparently alright mini-thug/raiders -- built in life drain and ethereal. Give 'em some armor (5 gem black steel and horror helm, maybe) and they'd do alright against lighter PD and indies. There's the drakes, as above, and sea serpents, which can help out most of the underwater nations in their indie-squishing -- as with the drakes, they're a lot of HP for a fairly low cost. Summon animals can be pretty interesting -- a lot of the units it pulls up is better than most plain human troops, and some (Moose!) are pretty beefy, which makes it a pretty good spell if you need something quick to catch arrows or blunt a cav charge or something. The awaken sleeper spell is a go-to for low-tier thugs, and banes are a 4 gem bane blade that walks around.

In construction, you've got clockwork horrors and corpsemen as summoned units. The clockworks are good for chaff, especially if you're someone without general amphibian access. They're especially notable when going up against large (size 4+ non-tramplers) enemies, as they're fairly small and have two attacks, so they're excellent at stripping defense away. Corpsemen aren't just souless -- they've got more hp and lightning immunity, and they're cheap as all get out. Not much able to summon them natively, but they're alright have some low-level mage you've got puttering around call up in between battles or shuttling troops. Extra chaff, if nothing else. E: Well and manikins and wooden constructs. The manikins might be interesting to throw at high encumbrance enemies, but they're otherwise mostly worthless as anything (and even, to a degree) except chaff. Wooden constructs are, again, mostly worthless. About the only thing I could see using them for is to distract the AI from actually useful large monsters, or if for some strange reason you really needed some extra no-morale HP somewhere in your lineup.

Enchantment has reanimation as about it for mass-summoning, and it's pretty worthless. Even at two gems, 10 longdead are kind a ripoff. But! Ench also has mound kings, which are basically the indie-commander of undead, and can lead things underwater if you need that sort of thing, and revenants, which are 9 gem dark knowledge casters, something your better death mages call up to free them up to do other things. They're also alright for chasing armies around spewing frighten at th'enemy. I also hear good things about watchers, but I've never personally used them. They've done alright when I've ran into them, though -- very tough, incredibly high precision lighting blasts, excellent patrollers if you can spare something to physically patrol a province.

And then there's blood magic, of course. Spine devils are one of the heaviest infantry units in the game, you've got bind devil and frost fiend, both solid for the price, and cross breeding, which can both produce a lot of chaff and some fairly impressive larger critters. Hella'good if you're running a luck 3 nation.

It's usually not a good idea to run a totally summoned army in the early game, though, for most nations. Summons are generally supposed to be force multipliers or used to plug holes in your army's TO&E, like no amph access or heavy inf/arrowcatchers, etc. Later, you've got the mage and gem output to really pull full armies out of the air, and they can be serious additions to your main combat line or raiding potential, especially in support of SCs, either directly in combat or by threatening the surrounding area while the big boys do the real damage. Early, though, they tend to be just garnish for your recruitable armies.

27846
Other Games / Re: JADE is Coming
« on: July 02, 2011, 01:30:58 am »
Hahaha, I can't even seem to get the bloody thing to run, at all. I click th'button, tell it to open via default (Java Webstart Launcher, or along those lines), it downloads the file, proceeds to do a grand total of jack.

Time to see if IE plays better with it does even less than firefox, I guess bleh. I appreciate java for what it apparently lets folks do, but it's always seemed like a steaming pile of poo from the outsider, non-coder perspective. I can recall precisely one java program (stick rangers) that does what a nice, decent, non-java program does without chewing up a freakishly greater amount of resources (for an equivalent program in almost anything else) or having somewhat painful difficulties getting to run.

Just haven't had much luck with it, I guess. I never knew what JADE stood for, but I'm a lot less interested now that I know :-\

Still going to check it out as it goes along (I loved ADOM with the mutation ramp-up over time thing turned off), though. Maybe it'll end up being program number two.

27847
Other Games / Re: Elona
« on: July 02, 2011, 12:19:26 am »
None of the bells are particularly resistant to magic domination, last I bothered paying attention. However a wiki-check says yeah, dominate (the spell) will likely fail. Domination rods apparently work a lot better. Either case, pick up the monster heart before you go dominating.

Also, never, ever give a bell a grenade. They will kill themselves and/or you, and do so very, very, quickly. Shuriken or panties are the way to go.

For the time stop thing, it works just fine on NPCs, iirc.

27848
Yaaay gems. We have so many. So many gems. I'll be using some of the water ones to summon death mages I think, and to help my armies get underwater. I also spent a bunch of nature gems on Gift of Health a while ago. I need to figure out what to spend earth gems on though because I have a lot and that number's only getting bigger. I guess I can always transmute them into gold (10 gold per earth gem isn't bad) if I need.

Delightful gems~

Let's see, for earth use... not sure. I'd probably be eyeballing the troll king, m'self, as far as conjuration goes. At least one, mebbe two -- they're base 3e guys that are a lot harder to kill with stray arrows than your 10% 3e smiths, so they'd be good candiates to follow the armies you expect to hit hard targets.. The go-to lowkey earth conj, cave drakes, wouldn't really help Ulm's already high prot armies terribly much.

Maybe have your pretender cook up a sea troll king and send it with its retinue and a few dozen clockwork horrors, which would at least be able to (probably) clean up some indie underwater stuff, let you get a lab under the sea for the nastier underwater conj stuff. A naiad might work, too. They're a bit cheaper and better mages (3w3n instead of just 3w), but they don't come with troops and lose 10% hp (i.e. 1) per turn they're away from the province they're summoned in. Also considerably squishier than a sea king. Sea kings also produce a water gem every turn, which is something. It'd take 55 turns to recoup the cost (if you can't find a conj bonus magic site), but still...

Summoning up some naiads to do misc. water conjuring (and forging, with some hammers handed out) might not hurt, either. Ice drakes are alright, and with some naiads you've got the makings to have dragon-master'd summoners bumbling about in strange places. Naiads can summon more naiads in whichever lab you want them to set up in, dragon master themselves, and start pulling in three ice drakes per four gems per turn. Ice drakes would be considerably more helpful than cave drakes, since they could add a lil'artillery to your map move 1 armies. A naiad with a thistle mace would be able to pop up living castles underwater once you hit conj 7, if you were feeling cheeky.

Dunno what else. You've got a couple of dudes monthly-casting the site searching spells, roight? A naiad or two for apsu and haruspex might be called for. You've got gnome lore easy, and augury and astral probing via your smith randoms. If you empower a naiad in death and give it a water robe, you could have Kokythiads, who could call up a few of the lower order death mages to do dark knowledge while your better death mages did other stuff. Or better yet, hit your pretender with a death empowerment -- she'd be able to call up kokythiads with that, which could forge a skull staff -- you'd be, I think, five turns from your pretender being able to summon lamia queens if you didn't alchemy up some extra death gems. Four turns, if you did. They can be a little scatterbrained as paths go, but you'd be looking at a possible 4d mage or blood access for 15 nature gems (well, and your pretender's time, heh.).

A 4d lamia queen with a skull staff can summon wraith lords, which are ridiculously vicious mini-SCs -- immortal, natural ethereal, and just enough death magic to cast soul vortex, though you're a ways away from having the research for it.

Well, I'm going to get conjuration to 8, maybe all the way to 9 just to finish it off. There's some good stuff there (death and air mages, for starters), so it's worth it.

You'll have sexier SCs at conj 8, though. I'd immediately try to get a lockdown on the earth kings, then alternate between iron angels and commander assassination via earth attack. Sounds terribly fun :P

Probably no point in going for conj 9, though. Only thing there you've really got a chance of casting is awaken tarrasque, which is alright, but calling them up would be eating at least one turn (probably two, to gift of reason them) of your pretender's time. You'd much rather be casting faerie court with your pretender. Air magic access!

It's way too easy to ramble for impressive wordcount when Dom3 strategy is being considered ::)

27849
Play With Your Buddies / Re: Let's Play... Dungeon Crawl Stone Soup!
« on: July 01, 2011, 12:02:29 am »
Nah, that's ogre 'zerkers.

SpBr is more like a really sharp but really brittle, rather small knife. Attached to a mechanical top powered by something volatile and quick burning.

27850
Play With Your Buddies / Re: Let's Play... Dungeon Crawl Stone Soup!
« on: June 30, 2011, 05:03:54 pm »
Jill died, heh. Protip for wizards: Call imp should be your second spell. Always.

27851
Daos, from Tales of Phantasia. Dude did alright, for all that he lost. Blazes if I know what his epitaph should be, though. Been too long since I've played through the game. Maybe, "Damn Time Travel!"

--

No, because everyone  clicks spoiler tags, just to see what's inside. And I won't be party to ruining such an amazing ecksperience for others. And Aquaria is carried by the plot, which means truncating the plot means truncating the game means ruining it.
Anyone who clicks on a spoiler is accepting personal and total responsibility for what lies within. You're not party to it, in any way, shape, or form. Hiding something under a spoiler is basically a disclaimer, in essence. Not your fault if they ruin their own experience.

Anyway, just mentioning the name is being party to spoiling it, heh. Search engines exist :P

27852
It's vaguely hilarious to make wholly wooden structures immersed in hell-lava, though. With obsy pots, you can even make it so you have to lavadive to get into the building at all.

27853
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: June 30, 2011, 12:46:13 am »
Question for Sif Muna people: is invocation good to train when following this deity? Does increased invocation skill cause you to channel more energy?

To quote the knowledge bot, Sif's channelling is "d(2+inv/4) mp." So yeah, at about 1 extra MP per 4 levels of invocation, added to the maximum a channel can give you. Can still get only 1 mp, but higher inv makes that a lot less likely.

27854
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: June 29, 2011, 09:15:55 pm »
Airstrike, iirc, is basically bypass damage. It does full damage and smite targeting to ruddy everything.
Quote from: bot sez
A single target attack spell; uses smite targeting, so it can hit any monster you can see (it goes through translucent walls too). It checks AC and does 1/2 more damage on flying or levitating monsters. Spell level 4.

It can also hit harder than mystic blast, eventually. Higher power cap, though blast does more damage at equal power.

Only time I've ran into silence angel was in sprint maps, before some sadistic bastid ported him into the main game. Only time I actually killed the thing was, disturbingly enough, with a sif MuSu chain casting haunt. It took probably 250-300 ghosts (note: not exaggeration), but they eventually killed the bugger. Same character killed the cloning rakasha the same way, with probably roughly equal ally expenditure :P That mummy almost beat th'bloody map. A lot of ghosts died.

Chain-haunt can kill almost anything that can't fire through bodies, eventually.

27855
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: June 29, 2011, 06:11:30 pm »
The summoners never really bother me terribly, as uniques go. The ones I hate are the ones that are faster than I am -- the same speed is fine, it's just faster that's the problem -- and those with abilities that pierce. Lightning bolts, smite, etc.

Any of them with ranged attacks can sometimes cause problems, especially those that are faster than my character. I well remember getting shot three times the same turn I came into FoV of that centaur unique, ferex. Lost that character, obviously.

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