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Messages - Nidilap

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1
DF Adventure Mode Discussion / Re: April Update Hype!!!
« on: December 05, 2023, 01:48:20 pm »
Finally! Excellent work Toady and Threetoe, and Putnam et al.

Adventure mode is and has always been my favorite part of Dwarf Fortress, and to see the most interesting crpg since Nethack now will have mouse support?! Very exciting prospect. I am excited to see screenshots explode across the site of heroes, battles, dungeons, and humble cottages!

I hope that Weird West mod is remade in the far future. And Masterwork. But those are quests for another time, hehe.

2
DF Adventure Mode Discussion / Re: Movement speed and cavalry in combat?
« on: November 21, 2022, 12:39:28 pm »
so, if you Shift+S you open your movement menu, which also lets you go into a stealth mode. You can creep, stroll, walk, jog (at an expense to your stamina), run (greater expense), and sprint (Most strenuous). When you're moving faster, think of it as you get more opportunities to do stuff before others do - in traditional Fallout Rules, that's more AP Points for your turn - or in DnD, if you fancy, you could hypothetically do two bonus actions in a turn - the point is that Sprinting in DF will allow you to strike, block, dodge, all before a Walking Foe (of Average agility) could react with two hit attempts.

Funnily, you can pull some crazy Devil May Cry combos on monsters when you are super high leveled, as multi-attacks are possible too, and seem to increase with your speed and agility stats (and probably some other shit because DF is 700k lines).

This Shift+S also works while mounted! You can mount any neutral [MOUNTABLE] (I think thats the tag in the files) creature by (h)olding on to it and selecting the "Mount the Elephant" button. Note you can also Lead animals, and use animals as beasts of burder ((p)ut into your beast like you would a chest or a bin).

3
DF Adventure Mode Discussion / Re: Adventurer Fort: still useful i guess
« on: November 08, 2022, 01:42:34 pm »
Hey Advfort users, Anyone know if Kitchen or cooking is possible in any way? catching fish and I can't figure how to "Fish Clean" them, or cook them over the fire. Heating them doesn't work.

ok so it's probably best to treat adv fort as a script that lets you do fort mode jobs in adv mode.

so if you haven't poke around fort mode and know what jobs and probably workshops do you probably be pretty confused.

to answer your question Dwarf fortress methods of prepping fish is tied to a fishery workshop and not in the kitchen which just grabs multiple ingredients and cram them into one roast.
also some food items don't need to be turn into a meal in a kitchen and just needs to be butchered/prepared manually by hand or at the butcher shop/or the fishery for fish

warming up food by the fire is mostly there to prevent the adventurer from avoid eating it due to being too cold.


Follow up to the last post in the thread I kinda completed updating the script that jumps between fort mode and adv mode on the fly. So adv fort is pretty much a off site screw around option and possibly using the quirks adv fort brings as means to do stuff you probably couldn't just do in fort mode or would require a bit more work.

Ah, I see! I play fort mode pretty often, but tend to ignore fishing mainly. It seems I need a Fishery Worker shop FIRST to make salmon meat for instance, and then I can use that to 'x' make a meal, I assume?

I appreciate the patience, I've been exploring DFHack a lot more since I've grown a little weary of doing the same vanilla presets over and over / not toying with more Roleplayey aspects of the game.

If I use the script in your subtext will I be able to change relationships between PCs as well as PCs and NPCs? Make lovers, besties, kindred spirits, acquaintances, ect.

4
DF Adventure Mode Discussion / Re: Adventurer Fort: still useful i guess
« on: November 07, 2022, 01:55:22 pm »
Hey Advfort users, Anyone know if Kitchen or cooking is possible in any way? catching fish and I can't figure how to "Fish Clean" them, or cook them over the fire. Heating them doesn't work.

5
You can't really. Armok 1 was more of an engine test than an actual game. There was an Armok board, but like the game, is out of commission. I'd recommend you play it's sequel though. Pretty good.

Also, probably not the best idea to make such a tangential thread on the Adventure Mode Discussion board.

6
I like to use Zelda music and other rpg videogame tunes.

Whenever I'm in an inn I play either the inn music from WoW or "Around the Fire" from the Skyrim soundtrack.

The Conan OST(s) adds a lot to the low-fantasy elements of going into a lair and killing a giant monster too.


7
DF Modding / Re: Frontier Fortress [WIP]
« on: April 24, 2019, 09:58:17 pm »
Is this still ongoing? Trying to install on Mac but it's not working

8
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: September 15, 2018, 01:29:54 pm »
How do I sell goods? I have an item I light up for trade, and [a]sk for currency. Then I press "t" and the merchant is like "yeah just tell me what you want". I get the implication is to barter but I just want money!

9
Depends how big the party will be

If I can get away with thirteen Dwarves and a small Human, I'll journey to find a Dragon Lair and get some heavy combat going.

Assuming that the game will be more - ahem - conservative, with the party amount, I'll enjoy a party of Humans and Dwarves getting drunk and fighting bandits. Hell, maybe incite a revolt or two.

10
DF Adventure Mode Discussion / Re: Funniest things said in dialogues
« on: October 23, 2017, 02:40:49 pm »
"My third eldest daughter is named Arkur Fortuneweakness. She is also my aunt."
This is either incest or a time paradox. Possibly both. I can't be sure.
Only in Dwarf Fortress can such a thing happen.

well, that would imply he gave his mom a sister, which means he banged his grandma.

...Or switch sexes, and she banged her grandpa.

squick.

11
My most recent Adventurer (and most badass) is Nguk Smithleaped the Exalted Grip of Spirals, a legendary swordsman and fighter, who's slain over a hundred foes, and razed his home village.

He started as a hearthperson of the Faint Coalition of the Waning Confederation, a kingdom at war against the Circular Hell, a Goblin civ. He's slain dozens of raiding troops by himself, and even a Vampiress. He abstained from her blood, not yet the best swordsman.

Months went by, and after trying to live by himself in a tower once owned by Goblins, Nguk discovered Armok's blessings, and wished for equipment that would make him the greatest warrior. But all wishes to Armok come with a cost. For adamantine armor and an adamantine zweihander, Armok demanded blood of relatives. Nguk, possessed by an unholy rage, slew his former meadhall and the village of Chuckedspoons, once fervently defended by Nguk himself. After coming to, and realizing he had slain his village, wanders north, hoping to find some way to release his rage from within, and absolving his sins by slaying beasts and creatures of the night....

12
DF Adventure Mode Discussion / Re: Cog the blind Drunk
« on: January 25, 2017, 11:00:27 am »
I say Cog spends some time waiting for the sea to freeze over. He can train some storytelling skills in that time.

Can Cog read or write?

Considering the whole point is he's blind, I don't think he'll write any books any time soon. But, he could be like Homer, and blindly walk around telling tales of heroic feats to villages, in exchange for sleep and drink. His stories will be transcribed by others, and will inspire generations of drunks to join in adventuring.

13
DF Adventure Mode Discussion / Re: Getting companions
« on: September 22, 2016, 08:49:25 am »
I think they just interfere with exploring for no good reason.

If my adventurer is to be eaten at night by some monsters, wolves, hyenas and bears or zombies will do a better job at it.
Teleporting bunnies just make little sense to me.

I am sure we could find excuses for their existence, but as I said above - they interfere with exploring and there are other ways to make travelling at night dangerous.

Completely agree. Why not just have more prowling creatures in the night, or more active bandits? Bogeymen are really cheap because they are a pain in the ass to fight every night, and if you screw up once, ya dead.

14
DF Adventure Mode Discussion / Re: Getting companions
« on: September 21, 2016, 04:43:43 pm »
-snip-

This guy makes some really good points for ya, but he meant "Q" for the w menu. Think "Q"uestlog.

I play adv mode more than I do Fort, and it really is a game of enjoying set pieces.

One thing I suggest is you make several characters in one particular hamlet, and use them as companions. In head canon, you can make them a bunch of friends going on a journey like Frodo, Pippin and Sam, or they can all be knights of the same Lord, brigands, what have you.

Get to know your companions. People always overlook the people they lead to "glory and death", which is a real shame because you grow attached to them and their little quirks.

I remember one time I had a lasher friend whose nose was ripped off by an Ettin, but I had saved. I nicknamed him "Sniff".

Once you have a nice party, go to a MeadHall (the three-by-three yellow spots outside the hamlet) and get yourself a helmet, a shield, and a better weapon, if you find one (read up on what metals are better for certain kinds of weapons). If you are high level in armor, wear all you can. Hold as many shields as you want, because they all are rolled to block an oncoming attack.

You can also give armor and weapons to your companions by speaking to them with K, which makes them more likely to not die.

15
DF Adventure Mode Discussion / Re: What do I do with all my stuff
« on: September 21, 2016, 09:01:08 am »
Now may be the time for you to get a bunch of drunk dwarves and build yourself a home!

All carpentry is possible in Adventurer mode, just get yourself an axe

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