Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - human_dictionary

Pages: [1] 2 3 ... 6
1
DF Dwarf Mode Discussion / Zombies... Definitely Definitely zombies
« on: October 25, 2013, 11:31:11 am »
i have just seen a page of zombies enter my map at the edge. all i have are 10 marksdwarves, a huge stockpile of bones and a budding metal industry. how could i cope with a siege of that magnitude, with probably more still off the map. i have walls and battlements to shoot from. i have enough wood and string to arm by marksdwarves.

if there is a necromancer with them, how do i deal with that? will it be smart and stay away from my fortress while letting his minions do the work? or will it be dumb and try to take on a fortress on lock-down?

2
DF Adventure Mode Discussion / Re: jerk...
« on: October 18, 2013, 03:40:43 pm »
you cannot get any kind of venom in adv mode because it requires a butchers shop, unless you have ADVfort this is impossible

3
DF Adventure Mode Discussion / Re: Skill bug when attacking with tools
« on: September 14, 2013, 02:17:08 pm »
so can you now blast people The Hidden style with your legendary ladle fighting?

4
DF Adventure Mode Discussion / Re: Turn off companion tracers in dungeons?
« on: September 03, 2013, 02:59:57 am »
afaik, there is no way to turn this off. i generally dont have this problem, as i never get companions, they are more of a hindrance than a help, since vey little training can make bogeymen look like kittens, albeit maybe with sharper head-bumps, your companions cant sneak either, which sux major balz.

5
DF Dwarf Mode Discussion / Re: What do you buy from the caravan?
« on: August 31, 2013, 12:54:53 pm »
cheeses, booze, plump helmets for days, plump helmet spawn for days, cloth, leather, rare metals and anvils.

sometimes though its best not to buy anything form the caravans, if some environmentalists show up, just kill them, they never have any guards or diplomats, so you cannot be at war against the elves, and i imagine once they add magic, they will bring enchanted gear as well

6
DF Adventure Mode Discussion / Re: Best weapon for killing undead?
« on: August 31, 2013, 12:51:51 pm »
you dont, its already dead

7
so they dont get slaughtered right away?

8
DF Adventure Mode Discussion / Re: Towers...
« on: August 13, 2013, 06:07:58 am »
reclaim your adventurer and look at the tower again, see if there are any zombies around

9
DF Adventure Mode Discussion / Re: Finding Shops and Houses
« on: August 12, 2013, 12:16:17 pm »
any town with walls generally has shops. the distribution and types of shop are random, but youll find them in quick travel easily, the hardest peart is finding them once youre out of quick travel, especially with sewer entrances

10
bear in mind that the louse may be as big as you are, and has a super-strong exoskeleton

EDIT: a giant louse is more than 3 times larger than a dwarf, and nearly triple the size of a human at 200,000 cm³

11
bronze isnt actually the best material for blunt weapons, as it isnt very dense, the #1 best ever in the world amen material for maces and hammers (use hammers) is platinum, which is rare and cannot be made into a weapon except by a strange mood on a weaponsmith, and then you need to hope for something you can actually USE, let alone a hammer.

the best weapons-grade material for blunt weapons is silver, as it is densest. silver is also a fairly common material for starting weapons in adv mode. the ideal hammerdwarf i started with had a steel shield and a silver war hammer, pity the only dwarf-sized armour you can find is the very occasional piece (but is usually steel, because only dwarves make steel) in creature lairs from deceased invaders, so i trained him up to be the fastest thing in Omon Tetha, and be unhittable with dodging and shield user, to pummel the life out of bandits, wild beats, vampires and the like, and get hoes (but not the last one).

12
DF Modding / Re: How can i make organs bigger and nerves smaller
« on: August 12, 2013, 07:08:09 am »
i dont know how to change the sizes, but the sizes are kinda limited by the size of your creature. you could compromise by making nerves tougher and organs weaker in the materials file, but that will present some problems of its own lime hammers being EVEN MORE overpowered

13
DF Adventure Mode Discussion / Re: I threw my keyboard...
« on: August 12, 2013, 07:06:18 am »
a much easier way to train the 'archery' skill in by throwing, because that trains both skills ad the same level, so find a tile with something you can pick up (black sand, rocks, clay) or just throw something of yours on the ground (remember to pick it up when you are finished). so, press [g]et, used abcde to pick the item, [t]hrow, use a-z to pick the item, enter to throw it on the ground under you so you can pick it up again. congrats! you threw something, you should now have 30 exp in throwing and archery (if you didnt put points into them at the beginning) you will have to do this 600 times to gain the 18000 exp necessary to get legendary thrower/archer, so i recommend setting up a macro: on your tile, press ctrl+r to start recording a macro, perform the throwing procedure once (or twice, or 3 times (or 7 times to be most efficient)) and press ctrl+r again to stop recording. if you press ctrl+p, your character should carry out the action and throw *sand* onto the floor. then press ctrl+u to set a custom macro playback, 99 to play the macro 99 times, and ctrl+p to execute that, and after a while, (you can afk this bit) youll have legendary thrower and archer before youve even left your village

BEWARE: the only way to stop a macro playing is to move your mouse off the DF window or open another window, this means you cant watch youtube while the macro is playing, and you may get attacked and die if you cant stop the macro, human_dictionary and the bay 12 games forum inc. take no responsibility for damage caused to adventurers and morale while using macros™

(if you do stop a macro, the 'playing' text will flash at the top, just find a safe spot and play the macro again a couple of times using ctrl+p and it should go away)

P.S. save the macro you are currently using with ctrl+s, and load macros with ctrl+l

14
DF Adventure Mode Discussion / Re: Why can I not throw things?
« on: July 24, 2013, 04:56:47 am »
hmmm, readily available, better than sharp rocks... FLUFFY WAMBLERS

or bolts, or water, or berries, or sand, or your own clothes if youre getting desparate

15
DF Adventure Mode Discussion / Re: Oh the Drama!
« on: July 14, 2013, 02:19:59 am »
hugo! the pics broken, pls post a link.

and also, whats happened to deebus? have you fixed murime yet?

Pages: [1] 2 3 ... 6