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Topics - Sithlordz

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1
DF Adventure Mode Discussion / Vampire cults!
« on: February 18, 2012, 08:56:36 am »
so i just unmasked a wicious wampire (who was also an architect!), thanks to his identifying bling.  but now the names of everyone else in the central keep of this town have switched to '[profession] Cultist', who are trying to destroy me and my loyal band of warriors.  there are a few normal people who are fighting beside me, but there are a hell of a lot of cult fanatics too.  this is freaking awesome! if the entire town splits in half and starts a civil war i'll inform you and wet my pants from the epic.  also, what's with the weird titles people in the top floors of keeps have ('sacred surprise' is my current one, i've had 'sacred marble' and 'holy cluster')? they seem to be regular folks but slightly evangelical and very stuck-up, are they high priests or something?

EDIT:
seems that it was confined to just that one keep, unfortunately.  i got the hell out of dodge ASAP so the loft and the basement might still be crawling with the buggers.  here's a screenshot of it all starting:
Spoiler (click to show/hide)

i wonder: if we recruit companions then become a vampire, then retire and go to fort mode... can we form our own cults?

2
so, here's the scene: my (demigod) adventurer sets off to kill a 'mate of the twilight troll' that lives in some stupid cave somewhere.  easy peasy, i think, as i killed another one of its brood without any fuss whatsoever.

i go to the cave, pop my head 'round the door and see myself a big scary troll bitch.  we do battle.  i smack it in the skull with my scimitar (how did that not kill it?), but, shock horror, it bites me in the leg and latches on.  i slice its hand off in an attack of opportunity, but this doesn't even phase it, rather alarmingly.  it shakes me around, which hits a nerve and removes my freaking ability to walk. 

'fuck, best plan what weapon to specialise in once this chump bleeds out', i think to myself.  instead of running, i decide to stand, fight and die an honourable death.  on the floor, i sink my pearly whites into this troll thing's leg, yet this only annoys it slightly.  i'm backed into a corner with nowhere else to go, so i attempt a final gambit.  a normal/normal aimed head attack, with the faintest chance of hitting, let alone killing in a single hit. 





'the severed part flies off in an arc'. :D

after that page of melodrama, share with us your best near-death saves.  the only criteria is that they must be awesome!

3
I find it incredibly annoying that there are about 4 units of Dwarven wine in a booze barrel, which is surely not the full capacity as I've seen barrels with friggin' 30 items in them, and brewers persist in not using them to make more alcohol.  If it's the same kind of booze as the one in the barrel, I'd like to be able to fill one up, or maybe make a new kind of fill-able barrel called a keg.  Just something to stop me from having to have 50 barrels with contents: dwarven wine 2.

4
DF Suggestions / Name: Lever
« on: February 10, 2010, 07:59:17 am »
I think naming levers would be incredibly useful.  You could give the name 'magma flood', for a Boatmurdered style world-burning device.  Perhaps a keyword detector, if it picks up the words flood, magma, kill, open or whatever, you could get a confirmation screen if you order it to be pulled.  Because killing the entire universe accidentally would suck.

5
DF Gameplay Questions / Wild animals, and their replenishment
« on: February 09, 2010, 08:27:09 am »
Hi, just got back into DF after a long hiatus.  Do wild animals on a site eventually replenish themselves, and if so, on what timescale? I just have a page of deceased hoary marmots and nothing else, would quite like to try and catch a breeding pair of something.  Also, on the subject of breeding pairs, what's the best technique for catching wild animals? Lure dangerous ones into cage traps with a sacrificial dwarf?

6
DF Suggestions / Designate: Megaproject
« on: February 04, 2010, 07:55:03 am »
If you're making a megaproject, say for instance a 20 z-level tall tower built out of obsidian walls, you should be able to designate the wall constructions as a 'megaproject', which mason dwarves have priority in finishing.  Rather than making other walls, they'll focus on making your Armok-impaling tower.  Then, once they're done, Dwarves get a really happy thought, similar on scale to finishing an artifact since.. well, that's what a megaproject is really, a gigantic artifact.   Just thought it would be cool for Dwarves to be happy after making something really gigantic and awesome, there would have to be size limits for a megaproject to be designated or make happiness proportional to the size, to stop people from being able to farm it to stop tantrums.  The designating thing is just so the game knows what is and is not a megaproject.

7
Slaves to Armok: God of Blood / Skills!
« on: January 18, 2010, 09:37:45 am »
So, I just rediscovered Armok (it's like Dwarf Fortress adventurer, but with exploding magic! Awesomeeee!) and am wondering: I just learned the 'improved rend' skill, which I assume is another magical spell that.. rends people.. in an improved way.  Or whatever.  Can I make a new spell of some kind and put said skill into said spell?

Edit: Holy crap, I just BIT THE HEAD OFF A RABBIT.  And I didn't need to cripple my arms to do it! ;D

Editedit: Also, I am now wearing shadows as trousers.  Shadow demons for the win.

8
Curses / I love my new president
« on: December 18, 2009, 10:48:51 am »
I just got a L+ president.  His name is Wade Shagwell.  Shag.  Fucking.  Well.  Seriously, that's the best last name ever.  Anyone else had names this brilliant?

9
Curses / Game modes
« on: October 09, 2009, 10:52:40 am »
Little question about the game modes available at the start (classic mode, nightmare, etc).  Do you have to pick the "We didn't start the fire," mode for the CCS to be active? I've started regular games with no extra options (all boxes unticked), and I've not seen any news headlines about the CCS in many months of in-game time, even after gunning down dozens upon dozens of conservatives and making my presence more than known.  I don't really want a fully-armed and active CCS from the start of the game, as I'm something of a shit player, so would it be possible to have the gradual buildup of the opposing crime squad to give the game something of a difficulty curve, rather than throwing you straight into the fire from the get-go?

10
Curses / Limb-punching!
« on: October 05, 2009, 10:05:33 am »
So, one of my squadmembers just punched someone's arm off.  Or other appendage, it doesn't really matter.  What does matter is if this is a bug or not, I wasn't really paying attention to the combat announcements so I dunno what they actually severed.  I saw the flash of yellow text and a big blood splat on the navigation window, yet all of my squad's people still have liberal health and nothing ripped off.  Can you actually punch things off people, or punch them in half with good enough stats? If so, that's fucking awesome!

Everyone was wearing SWAT armour, 4 people in my squad with martial arts skills ranging from 12 to 16, and strength stats from 11 to 17.

Secondary note: All my squad members other than the founder have a higher Wisdom than Heart.  Remind me never to try and take on news anchors >.>

11
DF Modding / Body enhancements/More lethal wrestling
« on: August 30, 2009, 08:23:15 am »
Hi.  I was wondering if anyone has made a mod which enhances creatures' bodily structures and makes wrestling more lethal? Being able to break quadrupeds' limbs, being able to snap necks Sam Fisher(dwarf) style, more vital parts to target et al.  If so, could someone link me to it?  Kthxbai.

12
Curses / Suggestion: Bones, internal bleeding
« on: June 02, 2009, 09:25:25 am »
Attacking someone in unarmed combat should have a chance of snapping one of their limbs, if you attack it especially hard.  Say, instead of landing 4 or 5 hits on someone's left arm, you break it with a jump-kick.  It might send them into shock (groaning, soiling self), immobilizing the C in question.  If it doesn't shock them, breaking an arm should probably lower the accuracy of attacks, or if it's a leg, stop them from running away.  Plus, if you break someone's bones/ribs, you should have a chance of causing internal bleeding or rupturing an organ if it's a rib, which will bring about their death just a little bit faster.  Either that, or when a C is immobilized, you should stop attacking their limbs and beat them to death.  It doesn't make much sense attacking someone's limbs when they're already cowering on the floor, as far as I can tell it has no effect.

13
Curses / Guitar bug
« on: December 04, 2008, 06:35:58 am »
OK, if you have a guitar and manage to covert a conservative with it while in combat, they don't stop attacking you.  It also tends to bug and you keep converting the single ex-conservative again and again, even if there are others in the group you're fighting against.

14
Curses / Question and suggestion about torches
« on: October 07, 2008, 07:14:35 am »
First off, I love fire.  Just thought it'd be a good idea to get that out into the open.  Secondly, where do I find torches?  Do angry mobs chase you with them, can you buy them?  Third and finally, can you burn stuff down with torches?  Or, maybe, if you devastate say 1/3 of a site with fire from Molotov cocktails, you could turn it into a derelict building that would have to be closed down for years on end to refurbish it?  Firebomb the police station to stop all those pesky sieges  ;D

15
Curses / Hostage from siege crash?
« on: September 29, 2008, 07:44:27 am »
This may just be my savescumming so my squad isn't destroyed, but if you take a hostage from a siege, say an injured swat officer, or merc, and try to interrogate them, the game appears to crash.  Is this known already or?..

Edit: Also, would it be possible to keep activities if you change buildings?  E.G., if you're in a safehouse with a squad who are credit card frauding and you move to avoid a siege, can we keep them doing fraud rather than hanging out?

Another edit:  A prompt saying "Press ctrl + Y to continue" or something would be nice on screens that flash up on the liberal actions menu, you know the one with check the liberal agenda, and "Go forth to stop EVIL," on it.  I hold down or tap W to get my cash flow going, and might miss a sleeper telling me about a siege.  Not really a huge gripe, just a bit of an annoyance if you miss an important message flicking up.

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