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Messages - Archereon

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1
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r1
« on: June 23, 2020, 06:58:25 pm »
Hey, I was screwing around, and it seems like the "names" script, which lets you use the native interface to rename units, is broken unless I'm using it wrong, it seems to be throwing an error.




https://imgur.com/Im6t0M9

2
DF General Discussion / Re: What Would Urist Do?
« on: June 22, 2020, 11:19:15 pm »
Urist experiences horror whilst horrified. Then he reports the baby to the sheriff for assault.

What would Urist McSheriff do if he received reports of a baby rampaging through the fort with a rain bow?

Trigger a loyalty cascade after the hammerer beat the baby to death in front of his father since there's no jail, then interdimensional warp into a new universe because the player ragequit and regened the world.

What would Urist do if he ended up in a world where dwarves live in forest retreats and eat sentient corpses while elves live deep below the ground and don't give a fuck about trees? (that last part actually happened in my most recent world gen where the dominant "dwarven" civ ended up somehow being like 90% elves due to worldgen shennanigans.)

3
Become a necromancer + werebeast

Becoming a werebeast necromancer adventurer is something I did before back in the 0.34 versions when night creatures first became a thing, the trick is to become a necromancer before you become a werebeast, since werebeasts are immortal and immortals can't become necromancers, hence you can't become a necromancer ever if you're an elf or goblin. This is definitely still possible in vanilla, sine I just recently encountered one in fortress mode. Keep in mind that when you transform your zombies turn hostile since werebeasts lack the [NOT_LIVING] tag that means necromancers leave them alone.


   
  • Marry, get a wife or husband, get children
    Spoiler: How (click to show/hide)

As far as picking spouses for an adventurer goes, you can do that in fortress mode via dfhack with gui/family-affairs to force marriages. I'm not sure if this results in children working properly. This only works in fortress mode mind you. You can even force interspecies marriages with this command, though you need to use an argument that disables checks. Surprisingly if you use a script to force pregnancies between members of two different sentient races, it doesn't crash, and simply results in a child that's the race of the mother, ie Elder Scrolls rules, which honestly might be a nice and easy solution for Toady once that comes on the agenda if half-breeds are too annoying.

4
I don't know of any such thing, but right now it's really easy to get made into a werebeast, just go find some divination dice at a monastery and throw them until you piss of the gods. If you want a particular werebeast you can savescum until you end up being cursed to become a wereass or whatever it is you wanted.

5
DF Dwarf Mode Discussion / Re: What to do with Necromancer Mayor?
« on: June 14, 2020, 08:46:55 pm »
Properly harnessed necrocitizens are incredibly useful. They can potentially raise your dead dorfs as ridiculously tough intelligent undead that experience no stress whatsoever. It's best of course to do this in a controlled environment, since it seems kind of random whether they decide to raise people as intelligent undead or zombies.

6
DF General Discussion / Re: What Would Urist Do?
« on: June 14, 2020, 08:36:20 pm »
the stray cat has been struck down by Urist McHammerer using a silver warhammer!


WWUD if the fortress was invaded by an army of 40d zombie carp and 0.34.x husk giant sponges?

7
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: February 13, 2017, 08:57:10 pm »
This has probably been asked a million times, but as there are over 200 pages to peruse, I'll ask again... is there an ETA on this being updated to 43.05?
From what I understand, it's a matter of getting dfhack and DT done first, so... No.
Unfortunately this is correct.  There's an alpha version of DFHack, and Therapist supports 32-bit 43.05, but there's no TwbT.  So we'll continue to wait and see...

I'm afraid I'm not understanding the new importer.

I get this message after selecting the old DF folder: WARNING: Can only import content from single basedir.

If I don't select the main DF folder, I get: Import failed. Does not seem to be a DF install directory.
This was originally posted as a question in October, but I haven't seen an answer here. I'm having the same problem. Which folder is it asking for, when I try to "Import from previous installation"? Nothing seems to work.

I don't really need my old game, but after two hourse of churning out a new world, the game crashed before I got it saved. So I figured I'd use the world I'd created last May. But I can't get that to work, either.
It should work by selecting the old DF dir, but apparently this doesn't work for everyone.  Unfortunately it does work on my computer, so there's not much I can do to fix it. :(


I mean, at this rate, I'm somewhat worried we'll end up getting 0.45.01 before TWBT gets updated to the latest version, much less therapist.

8
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: February 10, 2017, 01:50:09 pm »
64-bit DF won't give you "more power". The only thing it really changes is the amount of memory DF can use without crashing. It may also be a little faster, but not significantly, so if you're running into performance issues with a specific fort in 32-bit DF, chances are that 64-bit DF will also be slow.

I believe it does make it much easier to run large embarks and/or very long world gens without crashes.

9
Hmm, so it looks like that "plague on both your houses" got a bit more literal than I was expecting. Or something. How have things been in the years since I last bothered to look at Dwarf Fortress?

10
So that's it then, I'm dead.


Oh well. A plague on both your houses, and all that.  :'(

11
So...I think I'm still alive right now? Cool. Though I gather than I'm getting beaten up by a skin.

12
So Niner is still alive after being repeatedly bitten by a zombie head? Damn. If you want to save him you'll probably have to use water to push them into a cage trap to get rid of that damned thing.

13
Is it just me, or is Bloodyhells tethering on the edge of extinction a lot more than our usual Battlefailed forts do? Also, am I still part of the technically living?

Looking at the save, we have 44 people, most of whom are necromancers. We're not in serious trouble. Niner on the other hand...

14
The necromancers will typically ignore undead and in turn be ignored unless they are being attacked/see someone under attack, so you can literally have someone go up and build cage traps right next to them, if you care to do so.

15
You can force dwarves to retreat from combat by burrowing them into an area they are not currently in and deactivating their squad.

You'll need to trap the skins in cages and atom smash or incinerate them.

I've tried reburrowing them, but so far the ones that were burrowed aren't leaving. Niner and Speciesunk0wn are both there, neither of them are necromancers. They keep passing out from exhaustion, but no injuries yet. Only Twinwolf and spish wandered off, they weren't burrowed because I'd hoped they would continue to distract the undead long enough for the mortals to get out of reach, but I'd canceled squad orders a month ago.


Alright, Speciesunk0wn is dead a second time. A troll corpse got in somehow.
Then a bunch of crundle corpses got in there and beat up the unconscious niner to no great effect. I'm suspecting a breach leading to the caverns but I've been unable to find it thus far.

He's quickly becoming the Kenny of Bloodyhells I see.

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