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Author Topic: General tips for a long-lasting adventure anyone?  (Read 2121 times)

Naryar

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Re: General tips for a long-lasting adventure anyone?
« Reply #15 on: March 25, 2011, 02:02:41 pm »

3. Find a bronze collosus.
4. Throw a fluffy wambler at it
5. ??
6. Profit.

fixed

StreetPizza

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Re: General tips for a long-lasting adventure anyone?
« Reply #16 on: March 25, 2011, 10:32:40 pm »

For good armor and weapons, it's always a good idea to check around towns with shops. It might be a good idea in future worldgens to consider that if you set population parameters high and let the worldgen run for a century or so, there will be more towns and shops for you to buy stuff from. Failing that, there's usually good stuff in the caves and lairs of especially accomplished megabeasts and night beasts as well as in bandit camps treasure stashes.

Both of those aside, you could always mod in adventurer reactions to produce the items you want (except gloves--those won't come out with left/right handedness). If that feels too cheat-y to you, you could always modify the reaction to also require some kind of component you feel is appropriate for it.
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Dwarfoloid

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Re: General tips for a long-lasting adventure anyone?
« Reply #17 on: March 25, 2011, 10:56:56 pm »

For good armor and weapons, it's always a good idea to check around towns with shops. It might be a good idea in future worldgens to consider that if you set population parameters high and let the worldgen run for a century or so, there will be more towns and shops for you to buy stuff from.

Yeah, if you are genning a new world and plan to use it for adventure it's good idea to aim for global population of at least 1000 for small island and 3000-4000 for medium island size worlds assuming you keep the amount of sites and civs at defaults. You'll still run into sacked towns, but most of them should have fully manned shops.
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Langdon

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Re: General tips for a long-lasting adventure anyone?
« Reply #18 on: March 26, 2011, 01:06:34 am »

Both of those aside, you could always mod in adventurer reactions to produce the items you want (except gloves--those won't come out with left/right handedness). If that feels too cheat-y to you, you could always modify the reaction to also require some kind of component you feel is appropriate for it.

I've been having good results with the Wanderer's Friend mod (http://www.bay12forums.com/smf/index.php?topic=61304.0) which includes Tanmod - it adds adventurer reactions to allow you to tan hides, furs, feathers and chitin, and craft your own armor. So the first thing I do with any new adventurer is to go hunting so I can craft myself some wolf bone helms and breastplates, and maybe a snazzy buzzard feather cloak. These can usually tide me over until I can get metal armor from night creature lairs and bandit camps.

The gauntlet/glove bug still exists though, you can craft them but you won't be able to wear them.

If you're not adverse to a little bit of "cheating" in the name of roleplaying or survivability, you can use DFusion (http://www.bay12forums.com/smf/index.php?topic=69682.0) to outfit your companions properly. The "Change Adventurer" function allows you to swap temporarily into the body of some other creature, so you can possess your companions briefly and have them pick up better weapons and armor. Having the rest of your party outfitted in bone boots, breastplates and helms means the majority of your people will survive the next goblin ambush. You can even sew backpacks for everyone and use them as mules.

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Rumrusher

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Re: General tips for a long-lasting adventure anyone?
« Reply #19 on: March 26, 2011, 03:18:32 am »

Both of those aside, you could always mod in adventurer reactions to produce the items you want (except gloves--those won't come out with left/right handedness). If that feels too cheat-y to you, you could always modify the reaction to also require some kind of component you feel is appropriate for it.

I've been having good results with the Wanderer's Friend mod (http://www.bay12forums.com/smf/index.php?topic=61304.0) which includes Tanmod - it adds adventurer reactions to allow you to tan hides, furs, feathers and chitin, and craft your own armor. So the first thing I do with any new adventurer is to go hunting so I can craft myself some wolf bone helms and breastplates, and maybe a snazzy buzzard feather cloak. These can usually tide me over until I can get metal armor from night creature lairs and bandit camps.

The gauntlet/glove bug still exists though, you can craft them but you won't be able to wear them.

If you're not adverse to a little bit of "cheating" in the name of roleplaying or survivability, you can use DFusion (http://www.bay12forums.com/smf/index.php?topic=69682.0) to outfit your companions properly. The "Change Adventurer" function allows you to swap temporarily into the body of some other creature, so you can possess your companions briefly and have them pick up better weapons and armor. Having the rest of your party outfitted in bone boots, breastplates and helms means the majority of your people will survive the next goblin ambush. You can even sew backpacks for everyone and use them as mules.
if your using Dfusion best to use DFMODE and mix fort mode with your adventurer.
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StreetPizza

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Re: General tips for a long-lasting adventure anyone?
« Reply #20 on: March 27, 2011, 02:48:07 am »

Ooo, thanks for the info on DFusion. I've been looking for a way to make my companion-meat shields not look like a bunch of crawlers missing limbs all over the place.
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