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Messages - kefkakrazy

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571
DF Modding / Re: Modding Items [read: ammo]
« on: August 21, 2009, 01:32:21 am »
I did some experiments with the different damage types modded onto trap comps, ones. I didn't find MUCH out-certainly, comps designed to "burn" or "heat" damage didn't set stuff on fire. However, I did find one thing out, which explains why whips, scourges, and most bite attacks are useful despite low damage counts:

Gore damage (whips, a lot of bite attacks) is friggin' hardcore.

572
Spikes ARE fun, though. They ignore trapavoid, so they're even useful against Orcs.

573
DF Dwarf Mode Discussion / Re: Worst artifacts list
« on: August 19, 2009, 12:04:08 pm »
Every bar of iron is a special and precious commodity. every block of obsidian, copper, silver and kimberlite is special, because without it, your craftsdwarves would make platinum piccolos :D
See, I hold a differing opinion. I do my best to try to steer the crafters in to the most expensive components; I'm never in a critical shortage of, say, aluminum, so it's not a problem. I had a crafter make a Steel crossbow, with Blocks of native Aluminum; I considered this a great success. I love added wealth.
Personally, I hate added wealth by artifacts. To see my fort of about 400k wealth suddenly make a 1mil adamantine artifact makes everything else seem worthless. That, and I believe more wealth=more goblins.

But when you think about it, isn't that the way it is? If a fort produces a thousand masterwork steel swords, then you'd have a reputation for good swords, people would come buy your swords. If a fort produces one singular piece of work, a solid gold blade inlaid with precious stones and with craftsdwarfship beyond any other...

Look at it this way, then. Renaissance era. In three centuries, there must have been thousands of individual pieces of art created, buildings, portraits paintings, sculptures, and what have you. But you don't REMEMBER the white noise. You remember the Mona Lisa and the Sistine Chapel paintings, and you remember da Vinci and Michaelangelo. If you make something good but not great, it fails to rise above the crushing seas of mediocrity. Only by creating a work of art so great that people centuries later are still awed by it do you really distinguish yourself. So yes, it makes perfect sense to me for one artifact to be worth more than the rest of my fort put together.

574
Placeholder, rather than intentional, I'm sure.

-Yeah, I just checked. Season growth is all in the raws; ten minutes of modding could set it aright once you decided which plants should grow in which season. I imagine Toady would rather code for the next release rather than muck with something that doesn't matter all that much.

I mean, I'll bet that eventually plants will check for temperature rather than season. What happens, for instance, if you want to grow rope reed, but rope reed only grows in summer? You're on a freezing map and your summers are slightly warmer than a temperate map's winter, say.

575
Note though that right now the game doesn't have very good controls for war animals-I don't know how exactly it works, but when assigning war animals to a dwarf, there's no option to assign a specific type.

Add the [trAINABLE] token to them and you'll be able to train them as war jaguars. My current fortress has war dogs, war cougars, war jaguars and war black bears. [trAINABLE] is a fun little token to apply liberally :D

I can trump that. One of my fortresses has war monkeys. War jaguars might be dangerous, but war rhesus macaques make you wish you'd never been born.

http://en.wikipedia.org/wiki/Rhesus_macaque

How would you like to get torn to pieces by fifty of those?

576
DF Dwarf Mode Discussion / Re: mods that work together
« on: August 11, 2009, 05:25:51 pm »
I haven't played most of the mods, but I can highly recommend the Orc mod. If you want Fun, look no further.

As for better megabeasts, I understand that the next release should help make megabeasts more hax.

577
DF Dwarf Mode Discussion / Re: How did you find out about DF?
« on: August 11, 2009, 04:06:18 pm »
I have a friend who likes to browse the Internet a lot. He points me to a lot of different stuff. Including shock websites on occasion-this is also the guy, I'm pretty sure, who introduced me to lemonparty and Encyclopedia Dramatica.

Anyway, he told me about DF and I've been playing ever since the 2D era.

578
DF Dwarf Mode Discussion / Re: I have a confession...
« on: August 06, 2009, 09:06:24 pm »
I have a confession... I modded in Magmatite, a mysterious metal refined from three bars of iron which shares the unique properties of HFS, letting it be used to make almost anything. Mostly for use in forging magma-safe mechanisms.

I also have a folder where goblins have been deleted. I got tired of getting pissant little wussy raids that run away after the initial apocalyptic implosion of the group leader instead of fifty-orc murder bands.

579
DF Dwarf Mode Discussion / Re: When Sieges go wrong
« on: August 06, 2009, 06:52:20 pm »
See, when I got my first orc siege on this one fortress, I had been setting up this immense diversion route-something where, when I closed a set of floodgates, all traffic in and out of the fort got diverted from a one-tile-long route from staircase to staircase, to a huge hallway a couple hundred tiles. I locked the front door, then rigged it into a drownitorium by diverting the plumbing for my farm (fed by a windmill/pump from a brook, this setup being contained in a walled enclosure). This worked pretty well, and this fort broke several sieges until one day one lucky orc wrestler and his GIANT WOLF SPIDER MOUNT broke away from the pack and got out before the chamber sealed. He was eventually beaten, but he killed like eight dwarves and nearly put me into a tantrum spiral. I got tired of the fort, since several of my better workers got eaten by the spider and the rest of the dwarves were being whiny brats about their poor lovers and best friends getting spidered to death, so I opened the floodgates and diverted the brook into the fort.

Stayed awake for two hours watching the place flood. It was glorious. The last batch sheltered in the drownitorium, built butcher shops, and butchered all the surviving animals, then waited for the water to claim them. One dwarf, trapped in his bedroom with 5/7 water, survived long after two or three entire levels above him were completely submerged. Made it to proficient swimmer before he died of either thirst or starvation-I remember finding that dwarves wouldn't drink water on their own level.

580
DF Dwarf Mode Discussion / Re: Goblins... and trolls?
« on: August 06, 2009, 03:15:56 pm »
Clearly, what you need to do is give goblins the buildingdestroyer ability. Screw trolls.

581
DF Dwarf Mode Discussion / Re: Hostile Horses
« on: August 04, 2009, 07:41:46 pm »
Won't they attack the foals? I remember reading that horses who gave birth during a siege attacked the foals.

582
DF Gameplay Questions / Re: Atrifacts
« on: August 04, 2009, 07:37:43 pm »
Yeah, I don't know if it's Legendary Armor User, though. I think they just have to be Champions.

Crafts, like gems and idols, are essentially useless except as super-high-value objects. Store them. Anything else is generally usable and will make the value of a room go up at an absurd rate-sticking an artifact golden cabinet in the room of a baron who likes gold will pretty much make him instantly and orgasmically happy. Making a well with an artifact chain, an artifact bucket, and an adamantine block... Good way to find out the maximum cap on an immigrant wave, is all I'll say.

583
DF Gameplay Questions / Re: Siege operator intelligence
« on: August 04, 2009, 07:28:10 pm »
I just set my immense miscellaneous-labor gang to Siege Operator. It gives me a good pack of highly skilled siege operators-twenty, perhaps, depending on fort size. It gives one of my primary sources of hauling labor a lot of experience. And it means that I generally have a good few dwarves who can be pulled off of tasks to go lob stony death at the orcish infidels.

584
DF Dwarf Mode Discussion / Re: 30 seconds of fun
« on: August 04, 2009, 01:32:14 am »
In my world history, the founder of my civilization met his end after beating the crap out of an elf. The elf killed him, then ate him, then got ganked twenty seconds later by one of the founder's sons.

585
DF Gameplay Questions / Re: Breeding Beak Dogs
« on: August 01, 2009, 12:59:37 pm »
I think that if you sling them into a pit outside of a cage, beakies will breed so long as you've managed to catch at least a breeding pair. Judging by the number you've caught, I'm pretty sure you have.

I've never toyed much with beakie breeding, though. The few beak dogs that blitz through the magma shower ahead of the lever-puller dwarf usually get thrown to the monkeys. (Pit full of tame rhesus macaques; I don't care if they're tiny little monkeys, they still have teeth and poo flinging!)

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