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Messages - duckman

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226
DF Adventure Mode Discussion / Re: Siege
« on: October 06, 2015, 10:32:41 pm »
I found a hamlet with an asterisk in the middle of it once. It was composed of what I can only guess was the entirety of the goblin civ's military. The opening combat was basically the first 138 of them standing up and everyone getting turned into pincushions from the friendly fire.

227
Hasn't the survivor surpassed the limitations of rationality yet? You can make nuclear powered cars, install bionics into yourself, mutate into things that aren't just a sterile human, and do it all after a week of reading.
It's not really a matter of whether it makes that much sense anyways, the time and interest of the devs/modders has basically always been the deciding factor of what and how quickly something gets added.

228
Why do H&K 12mm have a powder component? Aren't they just cobalt spikes that you insert into the rail gun?

229
DF Adventure Mode Discussion / Re: Adventure as vermin
« on: August 31, 2015, 07:32:23 pm »
Fairies have a higher flying speed, so just get off the ground.

230
But even if you're blind you can still sense blood as a vampire, right?
It's akin to Cog's blind adventure, but with more of an idea where people are and a time limit until you succumb to infection.

231
For some reason I wrongly assumed that since in common lore vampires are technically undead you couldn't bleed out. But I was wondering, what about poisons? Would've the snake man venom killed me if not for the bleeding?

Since vampires are for all intents and purposes undead, mortal diseases and poisons will not harm them. I'm not sure about syndromes from forgotten beasts, titans, or demons, but based on how many times I've been covered in their goo and remained unaffected I would say that no, they won't hurt you either.

I have absolutely no idea about evil clouds/rain with harmful effects. I know that a vampire adventurer can become an evil thrall vampire, but since I've had very little real experience with evil dusts outside of that one situation, I can't say for sure whether other evil effects can harm a vampire.

Rotting syndromes can still mess you up as a vampire. I went blind and lost the ability to stand and grasp after a !fun! encounter with a dust spewing forgotten beast. They don't care about numbness and pain, so those syndromes are harmless at least.

232
So is there any way to remove the spent casings from a revolver if you don't have any ammo of that type left? It's kind of hard to make more when you're short by exactly the number of casings that have been inexplicably fused to the chambers.
Unload doesn't work?
Nothing I've tried has worked. Unload, reload, melting the thing in a pool of acid with debug, burning it, running it over with a road roller.

I'm guessing it's just an oversight from when they changed the way that revolvers eject casings.

233
So is there any way to remove the spent casings from a revolver if you don't have any ammo of that type left? It's kind of hard to make more when you're short by exactly the number of casings that have been inexplicably fused to the chambers.

234
So we've got Hulk Smash, but not Hulk Smash And Bash. Noted.
Well, not entirely, I think temporary strength does affect the multipliers from Muay Thai (that really needs an update on the wiki, size multipliers aren't a thing for it anymore as far as I can see) and Tiger Kung Fu.

235
There's actually a formula in the code that makes characters over 20 strength do extra damage from being superhuman. At 31 strength you have 42 damage when unarmed, not including claws or other passive boosts to damage.

Temporary (green) strength boosts don't seem have any visible effect on damage in the status screen, though it does increase your carry weight, so that probably needs some looking into unless it's intended.

236
I recently got new version of Cataclysm DDA after not playing for a long time and I don't know how to speed up reading. Is it a bug or what? It takes minutes in real time. I don't remember it being like that before. I wanted to ask that in official forum, but they got verification questions for elitist club of experts only...

Where/what are you reading? If there's a lot of activity happening around you, it'll take ages to get through. Fungals, blobs and other creatures that multiply or spawn in large numbers are especially bad for any activity that "speeds up" time. If you're reading a high level book that used to have 10 minute read times per skill update, it probably got the reading time changed to about 50 minutes.

As for their forums, I'd always figured that was why they don't have as many people on there as they really could. The game updates so quickly that I don't even remember which major structure out of those listed was supposed to be the feature of 0.B stable, so no account there for me either.

Anyways, while I'm here, I'd also like to report an issue with the Ursine mutation path in Version:93c35bb, where getting all of the mutations makes you dream about Rex and hatchlings. I think the Culler to Apex Predator and Sapiovore mutations tips something a bit too far towards Raptor. I didn't check if Beast is affected in the same way, but that might be worth looking into as well.

237
I decided to give martial arts another go. Is Zui Quan any good if I'm playing with 13 int? Or should I stick with Krav Maga?

Overall, Krav Maga is more general purpose with its plethora of non-critical techniques, you get a 15% increase to damage based on your current strength as well as arm and leg blocks. It also buffs cutting weapons by 20% of their cutting damage, so it isn't totally limited to fighting unarmed or using special "unarmed" weapons.

Zui Quan allows you to dodge pretty much any number of normal melee attack while surrounded on all all sides, by enemies capable of multiple attacks per turn, as long as you've hit someone at least once. You also get a fairly good counter attack along with a buff to your dodge skill based on 12% of your current intelligence. You do lose out on blocking, but not getting hit at all is better than a damage reduction. It also lacks any critical hit techniques as far as I can tell.

Speaking of martial arts, the wiki seems to somewhat out of date on a fair number of them, unless there are stats outside of the techniques and martial arts json that I haven't found.

238
During my goblin world experiments where I had a brief string of only gob civs surviving I found a cluster of titan shrines up in the northwest corner due to the previously mentioned bug. Upon arriving I found some empty shrines and this:
Spoiler (click to show/hide)

I didn't go for the ridiculous numbers like that, but I'll have to play around with some and see what comes out, I tend to keep the numbers more reasonable, only 10 megabeasts/5 semimegabeasts/3 titans on a 17x17 because I'm trying to get surviving civs out to at least 150~ years, but damn.

I'm curious what the mods I've got in place so dragons have ~steel bones would change in the outcome, I doubt the colossi would rout everything so readily in that situation.

Huh... it genned really fast to 175 years with 1000 megabeasts and then lets me play fortress and adventurer mode with no population?

The hell?
Well, everyone is dead, so there's no personal history to gen.

239
DF Dwarf Mode Discussion / Re: Are hostile creatures heal themselves
« on: January 14, 2015, 03:41:32 pm »
Chitin in arthropods like spiders, crabs, and other insects takes the place of bones so they need to be set in a splint or cast before they heal. Since chitin is external, it tends to get smashed the instant any blow lands and tear up the fat underneath unlike bones which are cushioned by skin, fat and muscle.

240
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 04, 2015, 03:10:51 am »
I've noticed that my vampires tend to lose fewer teeth if I don't use endurance as a dump stat. Dodger is a skill affected by endurance according to the wiki, so I assume that even if you don't get tired, it helps you dodge attacks.

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