Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3

Author Topic: Any tips on increasing difficulty?  (Read 3299 times)

GlyphGryph

  • Bay Watcher
    • View Profile
Re: Any tips on increasing difficulty?
« Reply #15 on: November 02, 2008, 07:46:15 am »

No, got goblins, but just the occasional snatcher and rare (very rare) ambushes.

So removing snatching makes them siege right away... hmm... have to check that out.
Logged

Tormy

  • Bay Watcher
  • I shall not pass?
    • View Profile
Re: Any tips on increasing difficulty?
« Reply #16 on: November 02, 2008, 09:36:22 am »

Game needs to be harder, period.

Erm, mods?  ::)
I think that the difficulty of the vanilla game is good. It is newbie friendly. Once people are more experienced, they can modify the RAWs anytime, or just download some mods, like Captain's LL for example.
Logged

StrayCat

  • Bay Watcher
  • Living gateway for the demonic Laggabeast
    • View Profile
Re: Any tips on increasing difficulty?
« Reply #17 on: November 22, 2008, 10:57:49 am »

There's a very good mod out, s'called Sage Vs. Sodom. Some entertaining stuff in there, like, say, orcs and amazons and humans who're basically chaos/dark eldar twisted sonsaducks who violate each other and -you- with giant corkscrews and everything else under the sun, elves with wands that hit like a round from a ballista, and all sorts of other crazy stuff. Oh yeah, here's a checklist I made when I was feeling like having an entertaining run at things:

Evil
Savage (Evil+Savage=Terrifying)
HFS
Chasm
Bottomless Pit (Increased likelihood of GCS, I believe, if it's a bottomless pit. I've yet to see a GCS in any other chasm than a BP)
Volcano (Magma men and imps = fun!)
River (I couldn't get one, sadly enough)
Underground River (But the snakemen will make up for that!)

I ended up with a savanna, a plain, and a desert. I've seen nightwings. I've seen giant scorpions. I've seen harpies. I've seen ogres. The humans didn't survive worldgen. Nor did the elves. Goblins sure as shit did though. They'll be sieging me shortly. And I've got a project already planned out- my entire MAP will be my Mega-Construction. Hush-hush on what I'm building though, hehehe. It's going to be
So.
Much.
Fun!
Logged
It takes a dwarf to use magma for snow shoveling

Untelligent

  • Bay Watcher
  • I eat flesh!
    • View Profile
Re: Any tips on increasing difficulty?
« Reply #18 on: November 22, 2008, 01:55:17 pm »

I'm working on a mod filled with all sorts of nasty creatures, ranging from things that explode when you kill them, to flying manta rays that travel at the speed of sound and leave a trail of fiery destruction in their wake, to a race whose bolts are slightly stronger than vanilla bolts.

Also, giant cave river spiders.
Logged
The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

dizzyelk

  • Bay Watcher
  • Likes kittens for their delicious roasts.
    • View Profile
Re: Any tips on increasing difficulty?
« Reply #19 on: November 22, 2008, 02:25:24 pm »

Spider cat, spider cat. Does whatever a spider cat does. Can it breed, till you lag? Yes it can. It's a spider cat. Yay he is the spider cat.

Sig'd
Logged
Dwarf Fortress - Bringing out the evil in people since 2006.
Somehow, that fills me more with dread than anticipation.  It's like being told that someone's exhuming your favorite grandparent and they're going to try to make her into a cyborg stripper.

Rysith

  • Bay Watcher
    • View Profile
Re: Any tips on increasing difficulty?
« Reply #20 on: November 22, 2008, 03:10:15 pm »

There was a race of goblins somebody posted in the modding forums. So much worse than ender's goblins.  If you can find those you won't be worrying about the game being easy anymore.

I've found that making goblins more powerful isn't really the solution, since a well-equipped deathtrap fort can either trap them or throw a bunch of legendary-everything champions at them, and we've seen that those will take down size-100 goblins. No, the solution is to have them show up before you've got your champions, traps, and magma-drowning chamber. Removing [BABYSNATCHER] is a good start, I've also got my orc mod, which includes larger, more aggressive enemies that show up as early as the first summer, know no fear, and feel no pain.

So yeah: the solution is earlier, not more powerful.
Logged
Lanternwebs: a community fort
Try my orc mod!
The OP deserves the violent Dwarven equivalent of the Nobel Peace Prize.

DR

  • Bay Watcher
    • View Profile
Re: Any tips on increasing difficulty?
« Reply #21 on: November 22, 2008, 03:14:54 pm »

Game needs to be harder, period.

Erm, mods?  ::)
I think that the difficulty of the vanilla game is good. It is newbie friendly. Once people are more experienced, they can modify the RAWs anytime, or just download some mods, like Captain's LL for example.

Mods aren't the answer to everything.
Logged

numerobis

  • Bay Watcher
    • View Profile
Re: Any tips on increasing difficulty?
« Reply #22 on: November 22, 2008, 03:45:51 pm »

Game needs to be harder, period.
It's a sandbox game, so you can't really "win" anyway, you have to set yourself goals.  For a beginner, that goal is to survive the first raccoon raid; figure out how to avoid starving to death; survive the first goblin ambush; grow the fortress, etc.  An intermediate player figures out plumbing and other more advanced game mechanics.  An advanced player does crazy things like refusing to build impregnable defenses, or running a hermit challenge or a last-seven-of-the-species challenge, or a megalomaniacal project like committing to building an inverted pyramid of engraved obsidian and clear glass windows with its apex at z-3 several mini-map tiles out in the ocean, by the end of the third year.
Logged

Thuellai

  • Bay Watcher
  • Nobody's business but the Turks
    • View Profile
Re: Any tips on increasing difficulty?
« Reply #23 on: November 22, 2008, 05:00:54 pm »

Game needs to be harder, period.

Erm, mods?  ::)
I think that the difficulty of the vanilla game is good. It is newbie friendly. Once people are more experienced, they can modify the RAWs anytime, or just download some mods, like Captain's LL for example.

Mods aren't the answer to everything.

...Blasphemy.

Well, no...

I guess sometimes, the answer is "green glass serrated discs".
Logged
When you're following an angel, does it mean you have to throw your body off a building?

"So kids, what story do you want me to read to you tonight?"
"Oooh!  Oooh!  Goldibeard and the The Rotting Corpses!"
~LegacyCWAL

Inquisitor Saturn

  • Bay Watcher
    • View Profile
Re: Any tips on increasing difficulty?
« Reply #24 on: November 22, 2008, 05:11:03 pm »

If you just play without traps or perimeter walls, the game is much harder.
Logged

Haven

  • Bay Watcher
  • Studiously Avoidant
    • View Profile
Re: Any tips on increasing difficulty?
« Reply #25 on: November 22, 2008, 08:39:41 pm »

Game needs to be harder, period.

Erm, mods?  ::)
I think that the difficulty of the vanilla game is good. It is newbie friendly. Once people are more experienced, they can modify the RAWs anytime, or just download some mods, like Captain's LL for example.

Mods aren't the answer to everything.

...Blasphemy.

Well, no...

I guess sometimes, the answer is "green glass serrated discs".

10% Serrated Green Glass Discs, 10% Crossbows, 10% Obsidian, 70% PULL THE LEVER!

I'm thinking part of the 'difficulty deficiency' is more that we've all been playing this for however long now. Might need more difficulty settings... Meanwhile, go get the Microfort enabler and embark on an aquifer in Terrifying lands... Forests, which should solve your lack of critters.
« Last Edit: November 22, 2008, 08:41:28 pm by Haven »
Logged

woose1

  • Bay Watcher
  • Yay for bandwagons!
    • View Profile
Re: Any tips on increasing difficulty?
« Reply #26 on: November 22, 2008, 09:58:11 pm »

Want to make the game harder?

Make,
Spidercats,
Seige.

"The multiply like rabbit-cats, sting like a bee-cat, and are goddanm annoying!!!"
Logged

IvanF

  • Bay Watcher
    • View Profile
Re: Any tips on increasing difficulty?
« Reply #27 on: November 22, 2008, 11:28:46 pm »

Does removing [SNATCHER] actually work? I did it once but instead of sieging they started sending caravans instead.
Logged

Shoruke

  • Bay Watcher
  • There's a Prinny in Fire Emblem, dood!?
    • View Profile
Re: Any tips on increasing difficulty?
« Reply #28 on: November 22, 2008, 11:38:31 pm »

Here's an idea... make a new civ. Make it so that they only produce ranged weapons, whose ammunition does stuff like "300 burn damage" or "400 gore damage".

If you play as them, the game becomes easier.
If you play against them without traps, it's like trying to make the Nist Akath thread hit page five.
Logged
The Unforgotten Beast, Shoruke, has come! A pale-skinned human. It has heterochromatic eyes and moves in an unpredictable manner. Beware its rapier wit!

The Grackle

  • Bay Watcher
    • View Profile
Re: Any tips on increasing difficulty?
« Reply #29 on: November 23, 2008, 01:33:07 am »

Does removing [SNATCHER] actually work? I did it once but instead of sieging they started sending caravans instead.
I'd think you'd have to replace it with [SIEGER] or [AMBUSHER], though it might default to [SIEGER].  They would send caravans first though.

I think the tags are pretty basic packages right now:
ambusher->like elves: sneak attack but starts neutral/trading
sieger->like humans: sieges, starts neutral/trading
item thief->like kobolds: theft then small attacks. starts hostile.
baby snatcher-> like goblins: snatchers then ambushes then sieges at pop 80. starts hostile

If you want to guarantee a hostile sieger or ambusher, you also have to remove its ability to speak.
Logged
Pages: 1 [2] 3