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Messages - Zomg

Pages: [1] 2 3 ... 6
1
Curses / Re: Rethinking the issues
« on: July 20, 2008, 05:33:13 pm »
Flag burning hasn't been salient since the late '80s/early '90s (there was something in 2005, but it was defeated in the senate and more importantly got almost no media attention because it's just too kitschy at this point), nuclear power doesn't have anywhere near the controversy attached to it as it did in the '70s and '80s, Free speech politics is way more nuanced now given hate speech concepts. That's not to mention what's been intentionally omitted, like mass immigration and foreign policy, globalization and trade policy, race, banking, global warming, and so on which aren't there because they're either too interesting to fit into LCS's silly universe or maybe too new and unassimilated into conventional left-right mythology.

2
Curses / Re: Rethinking the issues
« on: July 20, 2008, 12:30:37 am »
The issues are correct as they are, since they're essentially the perfect ones to show a silly left/right political caricature that feels a decade or two out of date (like pollution being the main environmental issue rather than anthropogenic global warming). The politics are supposed to be at arms length.

3
DF Adventure Mode Discussion / Re: Really Basic Adventuring Questions
« on: April 02, 2007, 07:22:00 pm »
To lock or gouge you have to use your own hand for the grab, meaning you have to put away either your weapon or shield. I believe you can strangle with anything, though, so feel free to suffocate a goblin child with a zombie's soiled loincloth.

4
It's called plate mail in the game, meaning plate and mail (I guess as opposed to true articulated plate armor). So, you're assuming one integral suit of mail to begin with, and you're sticking another one underneath it. I think that the weight usually ends up balancing things.

5
DF Adventure Mode Discussion / Re: Gaining Weapon Experiance
« on: April 22, 2007, 12:19:00 pm »
AFAIK it's just the number of swings you take, which provide around 10 points a piece. However, you don't get any points for hitting a knocked-over opponent, since I believe you automatically hit opponents that aren't standing. The fastest way to train is probably to go prone in a ruin to let a dozen skeletons whack at you, triggering your own experience-building counterattacks. Of course, you can't do that until you're a walking tank defense-wise.

6
If it's held, it will go with the owner, and he or she will usually be wandering around in a dwarven town if you start an adventurer in the same realm. You can recruit one, although you probably have to have a certain reputation with that civilization. Get the poor owner torn in half by a giant cave spider and scoop the artifact up, woo.

If the artifact has been "b"uilt somewhere, it will still be in the fortress at the same spot. However, there's no way to deconstruct a building in adventure mode AFAIK so it's stuck there unless you reclaim.

If the artifact was on the ground I *believe* it will be scattered somewhere in the fortress, usually at the deepest point (since there seems to be a bias in the object scattering that sends valuable stuff deeper).  I haven't seen that myself.

That actually leaves a few other possibilities - the artifact could have been stolen by kobolds, for one, or dropped in the chasm or river. It might be possible to recover stolen things in adventure mode, although I think anything in the chasm or river is gone for good.


7
DF Dwarf Mode Discussion / Re: These ratmen are outta hand
« on: June 08, 2007, 06:47:00 pm »
I think there might be some chance for wounded dwarves to quickly heal some wounds when first rescued. I can vaguely remember seeing some guys I thought of as permanently-unconscious-from-pain goners when checking their pre-rescue wounds that had become normal Rest-ers with a yellow wound or two when I checked their bed. It would have been a few months back when I was less attuned to noticing fine mechanics like that.

As far as red wounds never healing, I'm not sure if they never or merely almost never heal. Yellows clearly have a chance only on season changes (at least past this mystery instant heal mechanic), and if reds can heal at all I assume the same mechanic applies.

[ June 08, 2007: Message edited by: Zomg ]


8
DF Dwarf Mode Discussion / Re: These ratmen are outta hand
« on: June 08, 2007, 11:26:00 am »
The higher injuries (yellow/red) heal on season changes rather than continuously the way brown/grey wounds do. If a season flips just a moment after a guy with five yellow wounds hits a bed he has a shot to pop back up nigh instantly.

Edit - A fun use for ratman swarms is to set up archery targets next to the chasm, and dig out a nearby closed refuse room to put all those ratman corpses while they rot into bones and skulls. Chasm the skulls, turn the ratman bones into practice bolts, and let your off duty marksdwarves shoot up the hapless ratmen as they climb up, closing the cycle.

[ June 08, 2007: Message edited by: Zomg ]


9
DF Dwarf Mode Discussion / Re: Best budget weapon traps
« on: November 16, 2006, 01:55:00 pm »
Green glass terrarium traps are powerful if labor intensive, consume no limited resoures with a magma glassery, make for interesting zoos, and you can release goblins and ratmen one at a time as live training for military dwarves. It's also fun to chasm them. I just wish they drowned when you get a dwarf to turn the terrarium to an aquarium.

10
DF Dwarf Mode Discussion / Re: Do caged animals breed?
« on: November 01, 2006, 02:00:00 pm »
Does it? Is there some trick, like leaving a male free? I used to buy a pair of kittens in my new games and immediately cage them so no one would adopt them when I still had a lot of 1 wide corridors, then mostly forgot about them and while they became adults they never made any new kittens. I know animals will give birth in cages if they've already become "pregnant," but I thought new breeding didn't occur. I've been using a doctrine of not using meeting halls, zoos or statuaries and just letting my animals mill around the default rally point, the spot your settlers appeared on the map.

Dwarves also have an annoying habit of queuing up jobs to free newborns from the cage without being told to, so if cage breeding does work it's probably a good idea to stick it behind a forbidden door when you're not doing livestock-related stuff.


11
I don't think dragons even set off cage traps. I think the [Megabeast] flag protects them, or at least gives them some "saving throw", because I once had a dragon waltz through one of my animal capturing chokepoints, although that was several versions ago.

12
DF Dwarf Mode Discussion / Re: Siege defense strategies
« on: October 15, 2006, 12:42:00 am »
Spoilers for a cheap way to nullify the threat of sieges:

You can easily force a sieging army to pathfind into extremely dangerous (to them) areas by digging and filling 1xMany channels, similar to the tricks used to capture tameable wild animals. Just create a moat channel around your entrance area and make the only clear path into your sanctum a twisty maze through interior mountain squares (you can accomodate an exterior or pseudoexterior trade depot with this and a bit of imagination). You can then just line it with dozens of weapon traps, or raised bridges to be pancake-dropped on them, or or a floodgate system to drown them (remember that trolls can smash closed floodgates, though). The AI is forced to take any open path, no matter how suicidally dangerous.

It feels very cheap to do it, but goblin bowmen are just too deadly to fight troops vs. troops with acceptable losses in the current build.


13
DF Dwarf Mode Discussion / Re: trading
« on: October 04, 2006, 11:11:00 pm »
So, is the size of caravan you get determined just by your total generated wealth? Does overpaying for goods or offering provide any benefit in terms of getting the Broker-type nobles faster?

14
DF Dwarf Mode Discussion / Re: Biggest letdown!
« on: June 06, 2007, 08:48:00 pm »
I typically start with a proficient weaponsmith and a proficient armorsmith. In my current game, both went Strange Mood... possession-style. To go along with four Fey/Secretive weavers. Grr.

15
Try it with a stack of elephant bone arrows - 80 arrows can be encrusted with just one gem or studded with one bar. For masterwork platinum studs that's 10*40*80*12 = 384,000, plus whatever the arrows give.

Then watch them get used for target practice.


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