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Messages - vjmdhzgr

Pages: 1 ... 95 96 [97] 98 99 ... 111
1441
DF Adventure Mode Discussion / Re: Opinion on Elves
« on: December 17, 2014, 06:23:46 pm »
They're also quite easy to pick on, especially since the archery nerf since that used to be their only real threat. They use wooden armor and weapons which even if they somehow managed to make full artifact quality wooden equipment, would be completely outclassed by a barely trained dwarf with a copper axe.

1442
That's definitely not the only way. Even before you could retire fortresses you could get adventurers in them, and now that dwarves actually have sites it should be even easier. Just make a dwarf adventurer from the civ you want to embark as, then retire them and make a fortress. You'll get that dwarf as a migrant eventually.

1443
Aluminum seems like the smartest choice as it's tied for platinum at most valuable and very lightweight, but then again platinum is really heavy and therefore more impressive if we carry large amounts of it so I vote we go for only platinum.

1444
DF Adventure Mode Discussion / Re: What sort of adventurer do you create?
« on: December 17, 2014, 12:47:45 am »
I make a hero normally human adventurer with one point in strength, agility, toughness, endurance, willpower, spatial sense, and kinesthetic sense. Then put five points into whatever weapon skill I want, two in fighter, observer, shield user, armor user, and dodger, and one in reader. That does of course change if I want to be a wrestler, or an archer, or maybe want to try and commit to stealth, or whatever.

1445
DF General Discussion / Re: ruled by goblins
« on: December 15, 2014, 09:56:09 pm »
The only thing you can really do about it is make an adventurer. I suppose you can also kill the king if they're a goblin since that's the only goblin that would go to your fort. Maybe if you kill the king then the title will be passed down to another goblin who will then go to your fortress who you can then kill causing the title to go to another goblin...

1446
DF Gameplay Questions / Re: Scourges and whips?
« on: December 15, 2014, 09:44:18 pm »
My steel artifact two hand sword cut an elephant's head off in two hits.
Well a base quality iron short sword could do that if the dwarf was good enough. Also, how? Dwarves can't use two handed swords.

1447
DF Gameplay Questions / Re: Scourges and whips?
« on: December 15, 2014, 09:30:03 pm »
Maces are better for undead killing.
What makes maces better for killing undead though? Is there some magical thing about undead that makes them weak to maces? I really can't imagine anything that could be done in game that would make maces better against undead than hammers aside from Toady putting something into the code to specifically make them weaker. I'm completely open to the idea if it's true, I just don't see how it could be. Also as a reply to the person who posted right before the person who posted right before this (people are just posting constantly wow), whips are mainly good at piercing armor of a better material and better quality than them somehow. This is mostly useless for adventurer mode because unless you're going to try and fight the military of a fortress you made, armor is only very rarely worn and when it is it's just a breastplate and a helmet. Also yeah, misc objext user is the same skill for all nonweapons.
Foreign weapons, especially the human 2handers, are fantstic for massive carnage.  At the least, I would use them as trap components.  They can compare.  The huge size of them help make up for shoddy human craftsmanship.  And I've noticed a definite increase in potential quality since the release of 40.xx . . .
Dwarves can't wield the human two handed weapons. It's actually just impossible for them. They are probably good as trap weapons though I've heard about people using two handed swords in adventurer mode to amazing effect.

1448
DF Gameplay Questions / Re: Scourges and whips?
« on: December 15, 2014, 08:47:27 pm »
Maces are better for undead killing.
What makes maces better for killing undead though? Is there some magical thing about undead that makes them weak to maces? I really can't imagine anything that could be done in game that would make maces better against undead than hammers aside from Toady putting something into the code to specifically make them weaker. I'm completely open to the idea if it's true, I just don't see how it could be. Also as a reply to the person who posted right before the person who posted right before this (people are just posting constantly wow), whips are mainly good at piercing armor of a better material and better quality than them somehow. This is mostly useless for adventurer mode because unless you're going to try and fight the military of a fortress you made, armor is only very rarely worn and when it is it's just a breastplate and a helmet. Also yeah, misc objext user is the same skill for all nonweapons.

1449
DF Gameplay Questions / Re: Scourges and whips?
« on: December 15, 2014, 06:40:31 pm »
Sounds like whips are pretty bad ass. 

What's best for the undead?  I've been reading you want blunt weapons, but not hammers cause they are too slow.
The only weapon that's alower than another weapon is whips which have an attack speed of 4:4 rather than 3:3 because they're still incredibly powerful. Hammers are really just better than maces except that the mace skill also includes a few other weapons, some of which are good. However exotic weapons aren't good for a military as a finely crafted steel weapon will be better than a masterwork iron one and you're only going to be getting base quality weapons if you're not making them yourself.

1450
Let's just calm down and not eat any head, okay guys?
Except for a one-head.

Eat no head except for a one-head.
That's a great idea! Eat more one-head heads to absorb their ability to read and speak.

1451
DF General Discussion / Re: goblin extinction?
« on: December 13, 2014, 09:31:46 pm »
I'm pretty sure that means they just always have one child which would be less than one and sometimes more.

1452
DF Suggestions / Re: Incorporate Gelding skill into Animal Caretaking skill
« on: December 13, 2014, 08:59:18 pm »
I think that if there's a skill that's going to be under use constantly it should not be merged with another skill. An example I think trapping shouldn't be combined with hunting because if one wants a trapper, but not a hunter that becomes impossible since hunter is a constant job that you don't designate it just happens. Farming also shouldn't be merged because first, the skills you're suggesting to be merged into it are completely different from farming crop fields and second if you have a farm dwarves are going to be farming it and you can't tell them to not farm it without ruining that season's harvest so you'd end up with situations where you have a strange mood or a food shortage and you need yarn or cheese, but the dwarves just won't stop farming plants. I do think fish cleaning and dissecting could be merged, but not into butcher because again, if you have fisherdwarves your fish cleaner will be cleaning fish constantly and will just ignore the 50 animals you need to butcher before they have even more children and the population goes out of control, and your FPS plummets. Spinning going into weaving might be okay, but again weaving goes on basically constantly once you open the caverns so maybe not. I don't like Crossbow-making into weaponsmith either because I've heard that they're very different skills, and also it would be pretty much free training for your weaponsmiths which I think would be too good since weaponsmithing is one of the most important skills and getting legendary weaponsmiths with the only cost being the most common resource and that being outweighed by spare crossbows being a good trade good.

1453
I checked the files for the gauntlets since I didn't think there was anything that might mess it up and I thought it wouldn't work based off of how gauntlets have a layer permit of fifteen and mittens have a layer size of fifteen. Though mittens do have a layer permit of 20 with gauntlets having a layer size of 15 so if they went over the gauntlets rather than under them it would work fine. So the problem could be the dwarves insisting on putting their gauntlets on wrong (probably not) or ordering two pairs of gauntlets to wear.

1454
Yeah your problem can probably just be solved by setting clothing to be replaced. Boots can't be worn with shoes, helms can't be worn with caps, gauntlets can't be worn with mittens so for all those items there's an item of regular civilian clothing that stops the dwarf from wearing the armor. Not sure about shields though, are you using any weapons of non-dwarven origin or are modded that might require the use of two hands? As for ammo I don't have any experience creating working archer squads (though I have made some before just never sent one into combat), but I've heard of problems with it I just can't remember. I'm pretty sure you can't have an archer in a squad with dwarves that aren't archers at least which might be the problem.

1455
DF General Discussion / Re: Artifact nickel battle axe?
« on: December 12, 2014, 03:06:19 am »
http://www.bay12forums.com/smf/index.php?topic=92852.msg2601760#msg2601760
A similar topic.
In said similar topic there's the guy with all the metals listed in his signature and nickel is right below silver. So, the artifact bonus won't be saving it. I decided to look at the stats myself just to see if it made sense, and yeah nickel is worse for edged weapons than silver.

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