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Messages - kuniqs

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1
You should pair FRIENDS as sparring partners. Non-friends never sparred in my forts.
Maybe grudges work, too?

2
DF Dwarf Mode Discussion / Re: Goblin fortresses?
« on: July 02, 2015, 06:39:53 am »
Make bigger worlds, I guess?

3
Is this RTS battletoads?

4
Other Games / Re: Incursion (open source) play & development
« on: October 02, 2014, 03:52:57 am »
Does anyone know the difference between 'fast-talk' & 'distract' for bluff? I know distract makes enemy flat-footed and unaware, but what fast-talk does?

5
Other Games / Re: Incursion (open source) play & development
« on: September 04, 2014, 04:42:26 am »
I wonder if Mensch will write the story & flavor text for 'finished' Incursion. The Gods'n races descriptions are wonderfull.

6
Other Games / Re: Incursion (open source) play & development
« on: August 11, 2014, 05:40:57 am »
There are maybe 5 or 6 spells worth autobuffing, and 14 armor is around the same as full plate mail. It also protects you from critical hits, which standard armor almost never does under current rules. You also don't need dimension door potions to get out of slime/tanglefoot, don't suffer skill/spell penalties and your maximum spell level is governed by your caster level/2 and class level,  1mage/2druid will have access to 2level druid spells.
I don't know what you are talking about coverage - normal armor doesn't give you ac bonus, and coverage makes you better at avoiding armor-punching hits, and is increased by shields.
~100 mana isn't such a big deal for spellcasters, by 4th level I was able to cast empowered Mage armor/barkskin without any problems or sacrificing other buffs.

7
DF Dwarf Mode Discussion / It's good to be the queen!
« on: August 08, 2014, 09:34:45 am »
I've had one tiny fortress, dedicated to churning out steel armor for adventurers. Suddenly, about 1 month after embarking my furnace operator became a queen, without any warning or message.
Whaaaaaa.....  ?

8
Other Games / Re: Incursion (open source) play & development
« on: August 08, 2014, 09:09:37 am »


I've finally layed my hands on 3.5 Player's Handbook and it turns out:
   1) Empower Spell works only for spells with random component
   2) Barkskin gives +2ac, +1 for 3 caster levels
   3) Mage Armor gives +4ac, period

Under 3.5 edition rules (and maybe 3.0), you can combine neither of those two spells with the Empower Spell metamagic.
I'm not trying to say "It's not in the rules" but to point out that in Incursion, stacking Mage armor with Barkskin and Empower spell on both is wildly unbalanced. The strongest armor without enchantment gives you ~16 armor across the board. By sacrificing 2 spell slots and 1 feat slot, you can get ~40 natural armor which isn't bypassed by critical hits and doesn't give you skill penalties.
There's currently no point in playing a fighter except to get few bonus feats and magic items at start. Fighters are good as dead when making balance/escape artist checks. Mage/druids can make themselves practically invulnerable to physical damage at level 3.
The only pure fighter I've won the game with was a rider who charged everything before it had a chance to touch him.

9
DF Dwarf Mode Discussion / Weird new features on map
« on: July 28, 2014, 04:36:00 am »
'Fortress' and 'Pits', the late being hostile. I've seen them generated on map only once, but didn't embarked nearby. Anyone knows what those are?

10
DF Dwarf Mode Discussion / Re: .40 military training research
« on: July 28, 2014, 04:01:37 am »
Mine dwarf always punch themselves no matter what weapon they have. Maybe it was fixed now?

11
DF Dwarf Mode Discussion / .40 military training research
« on: July 28, 2014, 03:18:54 am »
Sparring sucks - not only your dwarves need decent fighter skill to even start, they don't even use their weapons! I've made some tests, embarking with lots of food and gear for everyone, so they will do nothing but train 'till the caravan arrives.
   Things that have no effect on skill gain:
      - Weapon type
      - Training weapons vs. real ones
      - Personal weapon preferences
      - Dwarf's physique/personality
      - Active/inactive mode
      - Squad's size

   Things that have noticeable affect:
      - How crowded the training room is
      - Dwarf's stamina

   One thing I've noticed during tests is that dwarves assigned all to 1-tile training room gained skills slower than those with large rooms or individually assigned to different armor stands. Those in crowded conditions gained at most Proficent level 'till the caravan, those in spacious conditions managed to go as far as Adept.
   Other thing - those that were slow to tire and more fared much better that those who were quick to tire. I guess they made less breaks. There was about 3 levels of difference between the extremes.

   So, do NOT set your training squads as active because they will keep teaching themselves dabbling levels of everything over and over again. Squads who spend their time on individual combat drills acquire, on average, 1 weapon/fighter/discipline level per season. You might want to make officers from high stamina dwarves, as they will develop skills faster. Once you have >Proficent Fighter soldiers you can set them to active so they will spar and train dodging/shield user.

12
Other Games / Re: Incursion (open source) play & development
« on: July 21, 2014, 04:48:45 am »
I haven't read the whole topic but:
1) Barkskin spell gives much more armor than it reads in the description
2) Should Mage Armor & Barkskin stack? Because druid/mages can pull some insane armor ratings with the Empower spell metamagic (empower spell should also be made more costly since it can significantly boost buffing spells)

13
DF Dwarf Mode Discussion / Re: Indian graveyard cleanup plan
« on: June 17, 2013, 03:07:33 am »
Well, I've destroyed everything and got a bit of speedup. The ghosts are a bit unreliable as they appear at random, about 4 in a year. They can be slabbed.
That, and my best military dwarf clogged the garbage chute. And some murderous ghosts pulled out legs from 2 other soldiers.

14
DF Dwarf Mode Discussion / Re: Perpetual motion noble?
« on: June 16, 2013, 03:57:54 pm »
Update: from what I saw, magical mandates might be a result of caravans bringing required stuff on the map.

15
Once I had a crippled dwarf in old, crippled version which had unusable crutches, making leg-wounded dwarfs useless. He got a mod, crawled to armory and became a legendary armorsmith. Then he got back to bed and continued to be useless again.

I've breached hell and arranged so he'll be the last one to die, hearing the screams of his friends and going insane from imagining what's coming for him.

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