Author Topic: The Dwarf Fortress Thread  (Read 11144 times)

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Chaosvolt

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Re: The Dwarf Fortress Thread
« Reply #375 on: August 22, 2016, 08:47:14 pm »
"You have discovered a vault."

OHHHHH FUUUUUUUUCK

Well, you're boned. Unless you have plenty of skills, and maybe essence of giant's might. Well, depending on the mod you're using. o3o

Forrest

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Re: The Dwarf Fortress Thread
« Reply #376 on: August 22, 2016, 09:22:17 pm »
"You have discovered a vault."

OHHHHH FUUUUUUUUCK

Well, you're boned. Unless you have plenty of skills, and maybe essence of giant's might. Well, depending on the mod you're using. o3o
No mods, vanilla fox man with really good skills, a well-made bronze scimitar, and wool and leather clothing.

Along with a badass disabled human pikeman (legs ripped off by a roc) and a dwarf swordsman who was captain of the guard in a fort.

We killed the two angels of ruthlessness in the first room. I took one, it was really scary, but I was able to cut off its sword-arm and then bash its head in with a lucky shield smash. The captain dwarf fought the other, cut its limbs off, and then the pikeman crawled up behind it and stabbed it in the upper body, ripping it to pieces.

I'm gonna leave this place for now. Eslo the badass fox man has got more rocs and dragons to kill before he dies.
Area Record 1782:
Date: 08/29/██

Event: An elderly human feeding itself to a group of kakapo. Did not express pain, appeared ambivalent.

ApatheticExcuse

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Re: The Dwarf Fortress Thread
« Reply #377 on: August 22, 2016, 09:24:02 pm »
I have no idea how to adventure. I can't even usually get out of the mountainhalls I spawn in and end up just trying to rampage everyone.
Gone. Cheers guys.

Forrest

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Re: The Dwarf Fortress Thread
« Reply #378 on: August 22, 2016, 09:27:33 pm »
I have no idea how to adventure. I can't even usually get out of the mountainhalls I spawn in and end up just trying to rampage everyone.
Easiest to start in a human settlement.

And heh, we're basically parallels. I couldn't tell you the first thing about Fortress Mode, but I make a new large Adventure world every week after I'm done killing literally everything evil in the last one.
Area Record 1782:
Date: 08/29/██

Event: An elderly human feeding itself to a group of kakapo. Did not express pain, appeared ambivalent.

ApatheticExcuse

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Re: The Dwarf Fortress Thread
« Reply #379 on: August 24, 2016, 12:29:31 am »
You sure you don't want a go at the fort before I go? I'm pretty sure Salty's sucked up all the bad luck for the next year or two, and thanks to him and RD running things sensibly during their turns, it's pretty hard to screw anything up too badly.
Gone. Cheers guys.

Forrest

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Re: The Dwarf Fortress Thread
« Reply #380 on: August 24, 2016, 12:46:12 am »
You sure you don't want a go at the fort before I go? I'm pretty sure Salty's sucked up all the bad luck for the next year or two, and thanks to him and RD running things sensibly during their turns, it's pretty hard to screw anything up too badly.

I'd love to, thing is though, I actually don't really know how FM works. I got the general idea, but when I actually try it it's just me sitting there not knowing what to do. Cue death by wild animals, or eventual starving to death as I try to find out how jobs and stockpiles work. And that's embark. Wouldn't have the first idea of what to do with an actual large fort with lotsa citizens.

Plus, I've got school and marching band all week. My schedule's fuckin' insane right now.
Area Record 1782:
Date: 08/29/██

Event: An elderly human feeding itself to a group of kakapo. Did not express pain, appeared ambivalent.

Chaosvolt

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Re: The Dwarf Fortress Thread
« Reply #381 on: August 24, 2016, 11:26:15 am »
I'd love to, thing is though, I actually don't really know how FM works. I got the general idea, but when I actually try it it's just me sitting there not knowing what to do. Cue death by wild animals, or eventual starving to death as I try to find out how jobs and stockpiles work. And that's embark. Wouldn't have the first idea of what to do with an actual large fort with lotsa citizens.

Plus, I've got school and marching band all week. My schedule's fuckin' insane right now.

Getting a fortress started and turned into a self-sustaining system is the hard part, and that's taken care of for now. Should be easy to work things out unless an invasion occurs. Okay, or if Salt causes another loyalty cascade. XP

Being busy however is understandable.

Chaosvolt

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Re: The Dwarf Fortress Thread
« Reply #382 on: August 27, 2016, 01:10:55 am »
At last, my derping about today seems to have paid off. Hunting lesser dragons as a village-dwelling reptile man. Only annoyance is the animal-people civilization can still grow enough to develop towns, not to mention mead halls.

Naturally, playing defensively around a durgon gets my companion killed. D:

But soon, my adventure met a violent end. Next mission was to go hunt a legit dragon, fire-breathing and all. So I ventured in and managed to do a fine job of hobbling it, bleeding it out slowly. The fight got a bit more frantic once we took it outside, as I struggled to not linger in the grass too long. Strangely, my wooden shield never seemed to suffer from blocking dragonfire.

Then...I just up and melt, after no sign of damage, nothing on fire, and while standing on sand.

Forrest

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Re: The Dwarf Fortress Thread
« Reply #383 on: August 28, 2016, 04:25:44 am »
Holy shit, just got the latest version, where pulling damage is a thing.

Pulling damage is fucking BRUTAL. Like, to the point of being kinda broken. Every grazing hit to an armored goblin's neck so far by my cougar man's iron short sword has torn apart the upper spine's nervous tissue instantly. Which, as most of you know, causes the enemy to be unable to stand, renders their hands useless, and causes them to suffocate after a while. And gauntleted/greaved arms and legs are no different, semi-solid hits to armor of the same metal as my weapon still tear the limb, thanks to the pulling damage.
Area Record 1782:
Date: 08/29/██

Event: An elderly human feeding itself to a group of kakapo. Did not express pain, appeared ambivalent.

Chaosvolt

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Re: The Dwarf Fortress Thread
« Reply #384 on: August 28, 2016, 04:41:00 am »
Yep. That's half of why kobolds in our community Kobold Kamp are so fucking hardcore right now. It doesn't matter if their dinky stone spears can't get past metal armor, what matters is we can dole out more hits than the enemy.

The armor DAMAGE system however is fucked. I beefed up megabeast-tier bone in Adventurecraft, to match or exceed the shear strength of copper. And mundane wildlife can still get through it.

Forrest

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Re: The Dwarf Fortress Thread
« Reply #385 on: August 28, 2016, 04:45:00 am »
Yep. That's half of why kobolds in our community Kobold Kamp are so fucking hardcore right now. It doesn't matter if their dinky stone spears can't get past metal armor, what matters is we can dole out more hits than the enemy.

The armor DAMAGE system however is fucked. I beefed up megabeast-tier bone in Adventurecraft, to match or exceed the shear strength of copper. And mundane wildlife can still get through it.

Yeah. I've noticed the armor fuckery. My lumbering characters in full iron get ripped to shreds by gobbos and kobolds. It's why I go for all-dodging and all-blocking, besides weapon parrying and all. Sometimes I still go with a helm, 'cause head armor still seems to work most of the time, unless it's a solid hit and pulls the neck.
Area Record 1782:
Date: 08/29/██

Event: An elderly human feeding itself to a group of kakapo. Did not express pain, appeared ambivalent.

Chaosvolt

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Re: The Dwarf Fortress Thread
« Reply #386 on: August 28, 2016, 04:48:42 am »
Best option is to cheese the combat mechanics. Start an attack, select it as a multi-attack, then pick dodge instead of attacking a second time. Your strike will either hit or miss, then you'll automatically dodge away and avoid being hit. Unless you don't dodge AWAY from themn, or on the off chance they dodge your strike and it moves them close to where you'll be.

Forrest

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Re: The Dwarf Fortress Thread
« Reply #387 on: August 28, 2016, 04:54:10 am »
Best option is to cheese the combat mechanics. Start an attack, select it as a multi-attack, then pick dodge instead of attacking a second time. Your strike will either hit or miss, then you'll automatically dodge away and avoid being hit. Unless you don't dodge AWAY from themn, or on the off chance they dodge your strike and it moves them close to where you'll be.

Oh wow. Hadn't ever thought of that. Haven't had a need for it yet, at least, my usual tactic of stabbing legs, then stabbing weapon arms, and then slashing necks/heads works most of the time, thanks to the majority of points I put into weapon skills, I can usually get away with a Tricky strike fine.
Area Record 1782:
Date: 08/29/██

Event: An elderly human feeding itself to a group of kakapo. Did not express pain, appeared ambivalent.

Chaosvolt

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Re: The Dwarf Fortress Thread
« Reply #388 on: August 28, 2016, 05:11:23 am »
Legs and feet are always good targets. I tend to also go for the upper and lower body. Windedness and nausea are incredibly useful debuffs.

Forrest

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Re: The Dwarf Fortress Thread
« Reply #389 on: August 28, 2016, 05:18:17 am »
Legs and feet are always good targets. I tend to also go for the upper and lower body. Windedness and nausea are incredibly useful debuffs.

True that. Something I've also found useful are heavy lower body slashes. About half the time, it'll spill the guts. Then, aim a precise slash at the guts themselves, since they're now unprotected. It'll sever the guts, which is essentially a mortal wound. It causes nausea, and the bleeding will never stop.
Area Record 1782:
Date: 08/29/██

Event: An elderly human feeding itself to a group of kakapo. Did not express pain, appeared ambivalent.

 

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