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Messages - kuniqs

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16
This thing is either bugged or turned off, since ambushers were wearing the same thing as normal.

17
DF Dwarf Mode Discussion / Re: Perpetual motion noble?
« on: June 04, 2013, 03:58:45 am »
you sure you dont have a workshop on repeat crafts somewhere?  I tend to do that if my stone stockpiles get a tad too large makeing those mandates rather nice.

Nope. I took measures to ensure that somebody will get mauled by police.

18
DF Dwarf Mode Discussion / Perpetual motion noble?
« on: June 04, 2013, 01:53:27 am »
My current duke/mayor/chief doctor/broker/manager/bookkeeper for life is mandating bracelets, but for some reason they are made 'automagically'. Mandates end succesfully even when I don't touch craftsdwarf workshop. Actually, one time deadline wasn't met and prison had use.
I stopped respecting mandates at one point to see some dwarfs hammered, and I failed even at that.
I haven't breached caverns yet so maybe there are animal men making crafts down there?

19
Well, tried to do this, it all quickly went out of control and everything went to hell in a massive free-for-all. It was quite glorious, but making the thing reliale seems a bit impossible.

20
Moving fluids up z levels using minecarts.

..no pump stacks anymore? Yay.

Through all the years I've played the game I through it was bugged, since no dwarf dumped refuse from outside. That was especially funny when I got a very late zombie siege, with half of the map tiles peppered with goblin parts. Good times. Figured what to do after got desperate enough to skim through every menu avaliable, looking for salvation.

Wish I knew to protect my graveyard with cage traps when invisible necromancers are doing anything they want. That prompted me to draft every civilian so they'll be able to contain the situation as soon as possible without giving enemy much time.

Wish I knew dorfs have weird equipment shedules, sometimes dropping everything wasting time storing their socks, sometimes going to battle half naked. It's shields and weapons alone for my military now.

21

All I will add, is that fortress-born children tend to become mayors.  This is because they have no job and they follow their mother around stand around the dining hall because they're orphans.  They do no work, and just loiter and chat with the other dwarves, quickly ranking social and friends, easily becoming mayor.

This means, on average, your mayor is the size of a cat as he goes around charismatically pointing at people, shaking hands, and making the ladydwarves swoon.
Spoiler (click to show/hide)

So, dwarf fortress is the only game when you can roleplay Ben Gurion. It's like Monty Python: the Game.

If creature size on both ends (attacker & defender) has difference in power of blunt attacks, then it puts some weapon research into question. Could anyone give his biggest, strongest dwarf a warhammer and compare that with another dwarf with an axe? Maybe hammers are even better than axes when the wielder is strong enough.

22
DF Dwarf Mode Discussion / Re: Kitten alarms
« on: June 03, 2013, 01:34:19 am »
Granted at that point, you're tossing 2 dwarves away to do what one industrial machine could do...
This IS dwarf fortress.... the little bearded midgets are expendable.

Many people don't like needlessly sacrificing bearded midgets if they can avoid it.

That said, we're talking about nobles, so a) its no loss and b) they were going to meet an Unfortunate Accident anyway, but now said Accident is actually accidental and the noble serves a purpose, even if it is only through their death.

We call that a Win-Win where I'm from.

On what kind of plump helmets are you on? Some nobles are harmless or even useful (mandating production of steel bars, forcing idling, welfare-sustained migrants to useful work). Kids, on the other hand, have nothing to do than socialize, getting high skills and probably replacing your 1 good mayor soon after growing up. Considering the recent growing-up bug, they're useless as haulers and soldiers, too. Only thing they're good for is detecting ambushes and being dropped 30 stories tall into crowded areas, preparing your military to gore-filled world outside caves.

23
Well, with necro you don't need training dummies anymore, just lots of butchering remains and lots of soap.

Done arena tests with many legendary unarmed dwarves and unskilled one in various-material full plate. Only thing that could kill the solitary one was getting bitten and shaked around. For some reason teeth behaves like adamantine floss - can't pierce through skin but cuts anything with a sawing motion. That wasn't very common, and everyone could train to lethal level before dummy bled out. Biter skill had no considerable difference, neither wrestler or any unarmed combat skill. Killing was so slow that training could be stopped anytime, giving the dummy time to recover a bit.
Plus, (not noticeable in arena but common with danger-room stat pumping) mighty and above dwarfs have warhammers for limbs and can shatter goblin sized-bones (which includes dwarfs) through armor unarmed, so a careful screening of recruits is required to ensure the training program won't end prematurely.

If the dummy gets too battered, there's a good chance it'll be bedridden for rest of its life. Additional research required to know if it is possible to divide your fortress into 2 factions by attacking traders, or if every dwarf will be his own faction. If former is true, it might be possible to setup a self-sustaining facility with food/clothes production and hospital to heal damaged goods.

24
DF Dwarf Mode Discussion / Re: Kitten alarms
« on: June 02, 2013, 06:24:23 pm »
Reminds me of turkey gobbler ambush detection system.
Game won't get paused when kitten burns so you'll get notified about this with delay.

25
Wait..  it's a PERPETUAL MOTION training mechanism!
Killing steel-clad dwarf with wooden weapons..  maybe when he passes out of exhaustion and provokes headshots.

26
Ingrediends:
 2 useless migrant
 10 soldiers with training weapons
 full plate armor (material irrevelant) with weak weapon

- wait for dwarven caravan
- equip migrant1 with armor and silver sword
- order migrant2 to attack caravan, he becomes hostile to caravan but not to you.
- order migrant1 to kill migrant2, migrant1 becomes a hostile, controllable training dummy
- ???
- full squad of nicely trained soldiers in 5 minutes! Reusable, automated dummy running on plump helmets!

Controlling the hostile guy is easy - he'll run away when not in military, and will move anywhere you want when alone.

27
DF Dwarf Mode Discussion / Indian graveyard cleanup plan
« on: June 02, 2013, 04:29:25 pm »
I have 1 giant coffin room full of baby corpses and idiots who forgot their helmet in the danger room. Problem is, an asshole necromancer found his way there and raised everything. After that zombie apocalypse I'm left with thousands of stray body parts that rape my fps pretty badly. I think about purifying it with magma or atom smashing, but I worry about ghosts. How early will they appear (or will they appear?), and will they be slabbable? (I have 1 unmemorizable swordwarf nagging everyone, so when I'll get a murderous ghost it'll be the end).
Do body parts in coffins count toward game calculations? I know caged animals don't, so maybe it's the same thing...

28
DF Modding / How to mod goblins to be fully armor-clad on invasions?
« on: June 02, 2013, 02:20:10 pm »
Like in subject, I'm tired of terminator axedwarfs and don't want to mod goblins to be made from steel or something.

29
DF Dwarf Mode Discussion / Spoiled brat dwarfs?
« on: May 21, 2013, 10:32:24 am »
I've never played a fortress older than 2 years, so I've never experienced long term effects (whatever they are). My question is - if I'll keep my subjects happy with legendary meals and bedrooms, will they become 'desentisized' after some time to the point where stuffing them into mediocre quarters could spin a tantrum?

30
Other Games / Re: Incursion
« on: April 04, 2013, 11:38:41 am »
  I've completed nightmare second time, this time with a different build that rapes the game with glitches and intentional/unintentional exploits. The game's unfair on normal difficulty levels and downright sadistic at nightmare.
  Only thing in the end that could harm me were nilfashees (or something), greater demons who had a too strong charisma draining attack and some kind of purple lesser devils + bodaks, both have an bugged instadeath gaze attack that's impossible to avoid.
  Fairday was a rogue at beggining 'cause the multiclass system prevents you gaining skill ranks in side classes. Since rogues rock in skill department and have very nice starting equipment..
  After tense period of trap disarming, lock picking, sucker stabbing few lads and drinking dimension doors like crazy I've immediately got druid level which gave me pet (trap proof and infravision), produce flame (as broken here as in the tabletop). 2nd rogue level and then 2nd druid (barkskin, nature sense + obscurement), then 1 mage level with arcana specialization.
  By this point I was invincible sans occasional stat drain. Empowered barkskin + empowered mage armor with silly luck bonus gave me armor rating of a granite wall. After that game was rather boring because of the annoying message-flooding monster fights at lower levels, which there are 15 in nightmare mode. I've phased into goblin castle without waking anyone, poked the king few times with dex draining dagger till he was reduced to a spastic sack of crap and walked out like nothing happened.


About difficulties and remedies:

- traps, lots of 'em. Problem is that effective DL is higher and traps are both extremely deadly on the very first level and hard to disarm when you don't dump skill points and have a good ability modifier.
   remedy: always search in corridors. Use nighthunter druid pet as a mount to make this a non-problem and always invest in searching.

- stat draining. These come from traps, poisons, monsters and occasional cracked wands you ID by use to train intelligence.
   remedy: play a halfling, they get stat drain resistance which grows stronger. Cloak of the Hin also gives a boost to resistance. Stay the hell away from devils/demons.

- crap armor. This will be a big problem since rogue's high defence won't help you in lower levels where some enemies get >30 bonus to attack rolls. Bear in mind critical hits, which most of the time bypass conventional armor but not natural one.
   remedy: get empower spell feat and use it with barkskin/mage armor combo. Halfling's high luck gives nice boost to the second spell and they stack istead of using only the bigger bonus like other bonuses. You can get platemail-grade armor with barkskin at 3rd character level (1 rogue/2 druid)

- weak rolls. You'll need them high to impregnate yourself from stat drains/diseases/cursing instadeath/everything else
   remedy: play a halfling with 18 base luck. Go for the one body one soul feat.

- weapons. You need ranged weapons till the mid-late game as one hit can mean one critical hit and death.
   remedy: get on your druid mount, cast produced flame few times and watch your pet killing everything with fire pellets. PF has outrageous -tohit and range so you can safely kill OOD monsters by cherry tapping them from afar as you'll never run out of ammo.


Some tips:

- don't be ashamed to savescum, as this game is glitchy as hell and screwed my savestates few times.

- equiping shields with resistances gives you these resists even after you drop the shield.

- alchemy rocks even when you don't invest in it. Make yourself 20 stimtabs, then gulp them down at once before a tough fight. Speed bonus from tabs stacks, so you can in theory gain 10000% attack speed with them for some time (I had 1000% in the final fight)

- get 5 levels of worship with xel if you wish to use a weapon (instead of beastclaw or produced flames for the rest of the game). He gives you Improved Critical feat for free, so you'll get more crits with a choosen weapon which is always nice. Xel is very easy to please - get a high level monster summoning wand, cast protection from evil, order summoned monster to stand on the altar and to not move and kill him without retaliation.

- 1 level of Zurvash piety (which means 1 sacrifice) gives you one of the hardest to get and best feats for free.

- produced flames can be used in meele without penalties. Which means ~3 attacks in turn for armor-bypassing fire damage. Some common monsters (shadow/grey ooze) are immune to PF.

- scribe scrool sometimes gives you rare, impossible to cast from spellbooks spells (haste, major drain..) you can make yourself for almost nothing.

- very high levels of luck forces the rng to swim in treasure chests. Seriously, there are at least 5 at each level.

- dexterity draining weapons are great, as they give you experience for kills (poisons don't), work on everything except undead and many dangerous monsters have lousy dex. Buy one from shop with all this platinum laying around in chests.

- exploit the 'flanking' mechanic to get free sneak attacks - summon few monsters before a nasty fight, use 'call companions' spell to surround your adversary with too much to kill at once, close in and stab. Sneak attacks are untyped damage, which means it can kill everything except undead.


        Fairday Greenbottle, The Crazed Psychopath [WINNER]


Gender Male
Race   Halfling
Temp.  Clawed
Class  Rogue 6
       Druid 3
       Mage 2
Faith  Zurvash
XP     128453
Next @ 66000
Align  Chaotic Evil


STR: 25/78 [+7/+7] (base 12, +6 magic, +5 morale, +4 inherant, -2 natural)
DEX: 23/00 [+6/+6] (base 8, +5 magic, +3 sacred, +5 inherant, +2 natural)
CON: 11/21 [+0/+0] (base 3, +3 sacred, +5 inherant)
INT: 23/00 [+6/+6] (base 18, +5 magic, -5 morale, +5 inherant)
WIS: 28/04 [+9/+8] (base 18, +5 magic, +5 inherant)
CHA:  5/65 [-2/-3] (base 3, +2 natural)
LUC: 32/06 [+11/+10] (base 18, +5 magic, +5 inherant, +4 natural)
Fortitude  +38(+2/+3/+0 +9Ws +5Ma +5Mr +3Ft +11Lu)
Reflex     +43(+5/+1/+0 +6Dx +5Ma +5Mr +4In +6Co +11Lu)
Will       +43(+2/+3/+3 +9Ws +5Ma +7Mr +3Ft +11Lu)
           (+2 vs. death magic, +4 vs. enchantment, +2 vs. poison, +2 vs. traps, +4 vs. fear, +2 vs. theft, +4 vs. knockdown)
Melee   +toHit +35 (Rogue +4/ Druid +2/ Mage +1, +7 Str, +5 magic, +5 morale, +1 size, +10 circumstance)
        Damage +16 (base 1d6 / 1d3, +11 Str, +5 magic)
        Speed  415%(base 100% +5% Rogue +5% Druid +55% circumstance) x 150% magic x 170% weapon
Size           Small:
  (base small)

Defense Class  35:
  (base 10, +3 Rogue, +1 Druid, +6 Dex, +5 morale, +4 insight, +1 size, +5 circumstance)
_______________(27 while casting)

Coverage       0:
  (base 0)

Movement Rate  80%:
  (base 75%) x 150% magic x 145% skill x 50% hiding

Hit Dice Rolls 172:
   [20 + 6d6 (3, 3, 3, 2, 3, 3) + 3d8 (4, 4, 6) + 2d4 (2, 2) + 99 (WIS bonus) x 90% (Size)] + 25% (Toughness)
Mana Rolls     409:
   10 + 6d6 (6, 1, 3, 3, 3, 3) x 5 + 3d12 (3, 6, 6) x 5 + 2d20 (18, 8) x 5 + 99 (WIS bonus)
__(Bonus Mana)______(base 409, +40 magic)
Encumbrance    None:
   (Light 99.9s, Moderate 300.0s, Heavy 600.0s, Extreme 900.0s, Max Press 800.0s)

Magic Resist   75%:
  (base 0, +75 magic)

Spell Slots    5th:
  3+7 / 2+2 / 1+1

Special Abilities:
  Animal Companions
  Command Animals
  Earthmeld
  Evasion
  Infravision (100 ft)
  Innate Spells:
    Heroism
    Hold Person
    Vampiric Touch
    Magic Fang
    Pass without Trace
    Divine Agility
    Hallow
  Nature Sense
  Phase
  Reverie
  Scent (70 ft)
  Sharp Senses +6
  Sneak Attack +4d6
  Spellcasting (5th)
  Specialist:
    Arcana
  Strong Soul
  Improved Uncanny Dodge
  Unearthly Luck
  Wild Shape (3 HD)
  Woodland Stride
  Psychosomatic Might
  Thief in the Night (54%)
  See Invisibility
  Caster Level: Cold Magic +4

Feats:
  Armor Proficiency: Light
  Combat Reflexes
  Empower Spell
  Great Fortitude
  Improved Critical
  Intensive Study:
    Improve Stealth and Sneak Attack +1
  Iron Will
  One Body, One Soul
  Scribe Scroll
  Spring Attack
  Toughness

Resistances and Armor:
  Slashing Damage 40
  Piercing Damage 40
  Blunt Damage 40
  Fire 19
  Cold 12
  Acid 15
  Lightning 15
  Life Drain 15

Complete Immunities:
  Sleep
  Slowing
  Paralysis
  Entangling
  Petrification

Proficiencies Simple Weapons, Short Blades, Archery, Staves, Thrown, Spears, Daggers, Flexible, Light Armor, short bow, scimitar and scythe

Skill Ratings:
Spoiler (click to show/hide)
Spiritual State:
Spoiler (click to show/hide)
CharGen Options and Choices:
Spoiler (click to show/hide)

Inventory:
Spoiler (click to show/hide)
On The Ground:
  32 uncursed sheaf arrows
  uncursed small glass vial (with 5 doses of viper venom)
  uncursed small glass vial (with 3 doses of dark reaver powder)
  uncursed studded leather
  uncursed short sword
  uncursed short bow

Known Spells:
  Mage Armor                      1  100%   10 +15
  Protection from Evil            1  100%    5 +4
  Shield                          1  100%   10
  Spook                           1  100%    5 -2
  Magic Missile                   1  100%    1 3d4+3
  Spider Climb                    1  100%    5 +10
  Phase Door                      1  100%    2 1d4+4
  Resist Fire                     2  100%    7 +8
  Bull's Strength                 2  100%   15 1d4+1
  Heroism                         3  100%   25 +2
  Hold Person                     3  100%    6
  Vampiric Touch                  3  100%    5 3d6
  Produce Flame                   1  100%    1
  Cure Light Wounds               1   97%    0 1d8+5
  Lifesight                       1  100%   10 +11
  Camouflage                      1  100%    5 +5
  Call Companions                 1  100%    2
  Magic Fang                      1  100%    5 +2
  Obscurement                     1  100%   10 +2
  Summon Nature's Ally I          1   94%    2
  Pass without Trace              1  100%    5
  Beast Claw                      2  100%   20 +4
  Barkskin                        2  100%   20 +13
  Prayer                          3  100%   25 +2
  Meld into Stone                 3  100%   30
  Divine Agility                  5  100%   45 +4, +25%
  Hallow                          5  100%   80





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