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Difference between revisions of "User:Frostedfire/adv"
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ok, so you did the smart thing and had a look at your world in adventure mode. Good job. The world I am using has been mentioned back on [[User:Frostedfire|My user page]], so go look there. | ok, so you did the smart thing and had a look at your world in adventure mode. Good job. The world I am using has been mentioned back on [[User:Frostedfire|My user page]], so go look there. | ||
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:hammerdwarf/man/elf - big club. remember the force commander in dawn of war? yeah, that kind of powerful. humans can get the maul, the highest raw-damage weapon in-game. | :hammerdwarf/man/elf - big club. remember the force commander in dawn of war? yeah, that kind of powerful. humans can get the maul, the highest raw-damage weapon in-game. | ||
:axedwarf/man/elf - 1. Walk up to target. 2. *SCHA-WINNNNGG!* 3. (part of body goes flying) (soandso, goblin has been struck down). 4. ??? 5. profit. | :axedwarf/man/elf - 1. Walk up to target. 2. *SCHA-WINNNNGG!* 3. (part of body goes flying) (soandso, goblin has been struck down). 4. ??? 5. profit. | ||
− | :speardwarf/man/elf - da pointy stikk! has critboost | + | :speardwarf/man/elf - da pointy stikk! has critboost<sup>tm</sup> like the xbow and also has highest rate of getting stuck in your target, where you can twist it in the wound to bleed/pain your enemies to death or attempt to pull it out and have another stab at the target |
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Revision as of 10:29, 3 June 2008
ok, so you did the smart thing and had a look at your world in adventure mode. Good job. The world I am using has been mentioned back on My user page, so go look there.
the world is a northern-hemisphere map (ie the bottom is hot where the top is cold), with a setup that is, apart from the trees, goblins, elves, lack of humans, etc, not dissimilar to the eastern mediterranean, with a big sea to the west (with islands), a middle sea largely cut off from the big sea and a good sea on the eastern half - these can be abstracted to the seas around northern Turkey . But enough of real-world geography...
strangely, there is a definite lack of humans around the map, with 2 large empires and adequately-populated elves, dwarves and goblins spread out over the map (although the dwarves and gobbos were packed onto the southern mountain range, none of them dared to settle on the "Urals". I chose a dwarf for this run from mafol tholest, although you could choose your own hero to fight with.
[pictures of worldgen go here]
Now comes the skills menu. because I'm a n00b, I forgot to screenshot it but I'll get along anyway:
Wee-apon skills
see Weapon skills for more info on this
- marksdwarf/marksman/bowman/bowelf - cross/composite bows. This tends to also limit the ranger's initial armour to eg leather, as anything else tends to weigh the character down and you don't want to have to use it as a melee weapon (it works great as a hammer tho)
- swordsdwarf/man/elf - shortswords/scimitars/longswords and so on. Can cut off limbs, get stuck in wounds, and even cause knockback. It slices, it dices, eviscerates and decapitates!
- macedwarf/man/elf - ye-olde-club. You swing, it bashes target, sends target flying if conditions are right. smaller version of the warhammer.
- hammerdwarf/man/elf - big club. remember the force commander in dawn of war? yeah, that kind of powerful. humans can get the maul, the highest raw-damage weapon in-game.
- axedwarf/man/elf - 1. Walk up to target. 2. *SCHA-WINNNNGG!* 3. (part of body goes flying) (soandso, goblin has been struck down). 4. ??? 5. profit.
- speardwarf/man/elf - da pointy stikk! has critboosttm like the xbow and also has highest rate of getting stuck in your target, where you can twist it in the wound to bleed/pain your enemies to death or attempt to pull it out and have another stab at the target
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[picture of your possession of your chosen character go here]
your avatar of Armok should now be somewhere in one of the towns in your city's empire. If you started in a human town, you should be in their mead hall, with the mayor either nearby or upstairs on the 2nd tier. You can talk to him/her for quests involving whatever cave/goblin fort is nearby, and continue on your endless conquest of the game universe, in what shall be come to known as The age of Urist (or whatever your character's name happens to be). I started in thei middle mountain hall, which is only accessible via a river trek up from the good sea of faeries and unicorns. when you're bored running around town or the lands outside, hit Travel mode, and save all that boring walking-around crap, and do it Indiana Jones style with the map overlay and the little dashed lines between points*
- note: travel mode may not have dotted lines like Raiders of the Lost Ark
In may travels to the rival mountainhomes (the geniuses had my fortress accessible from one side and kicked me off the cliff mr Bean-style, complete with the beam of light and teddy), I came upon a Jaguar that for whatever reason, was walking up and down the river. why he was walking down somewhere that had carp in it I'll never know.
- enter combat mode*
as it charges towards me, I steadfastly prepare myself for the ownage that was to come. It launches itself at me, but I'm too fast for it. before it hit me and sent me sprawling, I managed to mangle two of its paws, then righted myself as the weakling jaguar packed it in from a couple of small injuries. I got to the Jaguar and resumed the carnage, sending it flying out of sight skidding along the ground to its death some distance away
- end combat mode*
[insert image of combat log here]
I make a brief stint into the forests down our river system, before turning back into the mountains to find more homes. All these fortresses were blocked off, although I found a fellow dwarf, a guard who had obviously suffered the same fate as myself.
[insert picture of dwarf guard at bottom of 14-storey cliff here]
inter-character interaction
if you use the talk menu, you can initiate friendly conversations with those who are "on your side" - that is, everyone except thieves, wild animals/[insert animal here]men and those evil skinny fellows. I talked tho this dwarf and, although I didn't get to know much about his family, I found out a lot about world outside of the vault mountainhomes, including some human towns far to the northwest, near the capital and the accursed towers a few hours walk to the Southwest.
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During my trips out of the mountainhomes, I decided to investigate that river I had seen previously travelling up. As I investigated, I found those accursed beasts of all dwarven fortresses, THE CARP!
[image of me spotting carp here]
As I approached the dwarf-senses kicked in, and I entered fighting mode
[image of me entering martial trance here]
The carp didn't take too kindly to this, and buggered off up the river. Sensing they might be luring me into a trap, I decided to peg rocks at them instead:
throwing stuff
throwing things is vital to dwarf fortress. Throwing rocks. Throwing sandy loam. throwing body parts. Throwing vomit. anything that can be picked up can be thrown, including live rats, beetles and other critters. when you have chosen your weapon of choice, even throwing weapons and coins, a little x will appear which will tell you where your throw will be aimed. As with normal ranged weapons, the quality of the weapon counts, and it will use the default attack for that weapon - if you throw a spear, it can stick in the pincushion you're making, if you throw a *large iron dagger*, it can sch-lice pieces, off, if you throw warhammers/maces at the target you could probably play [1] with the unwitting targets. Beware, however - if you try to peg stuff, it can fly off to buggary and if you're throwing it at carp unless you skip it off the water you probably won't be able to get it back without drowning.
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