- Pylons needed to control population. (Necron/Protoss style)
- Demon caste. Powerful, but tantrum/berserk possibility.
- More fort-wide spells that have a recharge time, like "once a month I instakill an invader"
- Magma Spawning (couldnt get magmasource to work relyably yet)
- Broodlords/Broodmothers for breeding new civ members.
- Evil Changlings: flilthlings, festerlings, puslings, bloodlings...
- Academy - Mental-attribute/skill training.
- Temporary Uber-Soldier transformation, which ends with the user dying/going berserk.
- Research (Theology College, Observatory, Anatomy Lab) System.
- Summon Balrog, Imps or Mephits.
- More Torture Chambers and "Information-Gathering". Might spawn "escaped prisoner".
- Expedition/Raid System. Kidnap villagers. Raiders Cabal or Warmongers.
- The Black Spiral - Magical Warlock Spawning that can go wrong. Might use prisoners for conversion.
- Homonculi
- Voodoo
- Ransom prisoners = Sell to caravans.
- Permanent upgrade: Frost/Fire/Blight Skeletons. All skellies get this, but you can only chose one.
- Good Ghosts: Take usage-hint away from interactions, use cannot-have-syn-class to make warlocks immune.
- Skill-learning from souls, like the dwarven library system. Devour soul = Get a skill.
- Attribute-boosts from souls. Devour soul = get more strength/agility/endurance.
- Skull Throne = Turn one Warlock into the boss, with extra spells.
- Alternative: Summon unique noble-caste, Sauron style. The evil Overlord.
- Wyrd Weapons = AoE explosion one-time weapons/ammo for traps/suicide bombers.
- Make drinks from souls that have noeat/nodrink/nosleep for a while.
- Elysian Shades = Shearable pet-shade made from souls, can be sheared for souls.
- Slave Pit/arena = Workshop using slave-tools for positive AoE buffs, like the Tavern.
- Shell life for skeletons: MAXAGE:10.
- Needs something for Fossils/Treasures/Relics
- Needs something for Blood/Tear/Bone of Armok
- Tentacle Monster
- Enchantet items/ Rune-Robes
- Extra spells from Staves/Auras for Warlock
- Will-o'the-wisp, Jack'o'lantern, Burning Skulls, classical horror stuff.
- Some sort of Religion. Lovecraft, anyone?
- Cross-race secret reactions - Just adding this so I dont forget it.
- Good adventurers that attack and siege.
If the warlocks don't actually do work I'm not sure what we will do with them in their tower. Would it be caste based system like the guilds where some are called "lords" and others are called "skeletal worker"/"skeletal warrior" or something? It could be that members of those castes will do manual labor. When they reach a certain skill point they could change their sprite into a profession like dwarves do and have those sprites be skeletons or undead.I really like that idea. Limit their skillgrowth to something like 20% and if they reach lvl 6 at any skill they become a NoWork-Warlock.
Idea for the nobles: Since Warlocks dont like to share power, there are only three kinds of nobles:
Militia captians, unlimited, can lead up to 5 soldiers, but can only be skeletons. (the captian, I cant restrict the soldiers to skeletons-only, sadly)
A doctor.
The boss dude. Each time he goes from exped leader to mayor to baron to count to duke, he gets a new ability. The normal things like broker, bookkeeper, manager, sheriff, hammerer, and so on. Essentially you have one noble who is elected and gets new abilities the bigger your fort gets. At some point he will lead a military group of 13 acolytes.
Feedback?
Provide them "pets" of a sort similar to the animated weapons the dorfs get to play with. They don't mine, their magically animated pickaxes do that. Same with woodcutters. So on and so forth.
No migrants at all.I think there should be migrants. Not warlocks of course, but a few undead minions, some restless souls and maybe one apprentice.
See if it's not possible to get different corpses based on mode of death. Would be interesting to see a drowned corpse or a charred corpse to turn into different breeds of zombie.This has to be the greatest Idea ever! I can already see my army of burning undead setting the surface ablaze. It would make towers have a unique flavor(like frost, poison or fire) that sticks (if you have a lot of fire zombies it is likely that invaders are killed by fire)
I think that would rather be a wizard civ. A warlock would rather slaughter some petty villagers and force them to work in his mines until they are completely rotten and fall apart. If they dont fall apart they are slaves. forever.
I think there should be migrants. Not warlocks of course, but a few undead minions, some restless souls and maybe one apprentice.
This has to be the greatest Idea ever! I can already see my army of burning undead setting the surface ablaze. It would make towers have a unique flavor(like frost, poison or fire) that sticks (if you have a lot of fire zombies it is likely that invaders are killed by fire)
About slaves: I think they should not do heavy work like mining. They could be used to make food(who wants to eat a cake made by a rotting corpse anyway?), tend the crops and animals. (make undead really bad at those jobs)
Many of the above suggestions: Sadly a lot of the things are impossible to do with modding, like corpses that get abilities depending on how they died, or the tools that do labors... Only civ members can do labor.
Captured invaders can not be used in reactions either... but killing them and using their corpses should be fine.
@Many of the above suggestions: Sadly a lot of the things are impossible to do with modding, like corpses that get abilities depending on how they died, or the tools that do labors... Only civ members can do labor. And all civ members are a single creature, and use a single graphic spritesheet. They will all look at least similar.Are you absolutely sure that you can make corpses get abilities? because DFhack has (if I remember correctely) a tool to see the cause of death for a unit.
Might result in the very low chance of a Warlock migrant when you already have one, which will make for interesting table conversation. ;)PLEASE do this. Make them fight an epic battle for the control of the tower. If the new one wins have him kill all acolytes!
Udsuna: I get that you like the system. ;)
....
I would like to avoid simply repackaging the same concepts to this race.
I also dont see Warlocks as a race that siege and attack other countries. A crazy wizard in a tower might abduct a kid or terrorize a little village in the woods, but I cant see them going for full on frontal war with a big army. I think as long as they can live in their tower, surrounded by undeads, doing their evil schemes without being interrupted all the time, the Warlocks will be quite happy. :)
who spent the most money won.Tournaments solved that problem. ;) Each class allows different cards, with Extended being around 500€ max for a deck, while my Vintage deck was closer to 6000€. Some times I really think I should have kept it. :-\
Why heal at all? If you are sick or injured, the residing warlock just aranges an accident and he gets a new skeleton worker.Can this be done by using LawWarlock? So the crime in the Tower is to be weak, and when an Acolyte is injured, LawWarlock comes to fight him. If Acolyte dies - so be it, if not, he is allowed to live because he has proved his strength. Presence of an ill Warlock makes others unhappy because he is unpunished criminal.
No, no and no. ^^Why heal at all? If you are sick or injured, the residing warlock just aranges an accident and he gets a new skeleton worker.Can this be done by using LawWarlock? So the crime in the Tower is to be weak, and when an Acolyte is injured, LawWarlock comes to fight him. If Acolyte dies - so be it, if not, he is allowed to live because he has proved his strength. Presence of an ill Warlock makes others unhappy because he is unpunished criminal.
Another random idea: can something important (like wealth or blueprints) depend on the height of the Tower? Maybe building it really high should have some reason.
I finally found the solution to this damn graphics problem:
All civ-members will be skeletons. And you... you will be Sauron, more or less. Skeletons do all the labor, but cant learn spells... but you can bring one skeleton to a workshop and run: "Possess a body", or "Take on form", and then the skeleton will transform into a caste that is allowed for the noble position. And the noble position has the special Warlock sprite.
You now have an army of skeletons, and one Warlock to rule them all. I will make a warlock, an acolyte/apprentice and an advisor. They are your three nobles, they can learn spells, and so on. I think this will work.
and if your Warlock dies... no worries, just his body died. As long as you have phylacteries and souls and skeletons, you can resurrect him, by simply possessing a new body. :)
Warlocks are basically Dungeon Keepers?
Broodmothers in their current form produce dwarves. It was a workaround , a fancy one at that, to get new civ members. The townportal makes this obsolete. I think I will remove them from appearing naturally (they are from a time, when dwarves were the only playable race) and will make a custom reaction to create them in the Warlock Dungeon.
If people claim that Orcs are influenced by Warhammer, then I guess the same people will say that the Warlocks will feel influenced by Dungeon Keeper. I love that game, and I am sure that I will include at least a few references to it. But otherwise the Warlocks will be a wild mix of evil stuff.
Perhaps I should clarify: I was wondering if broodmothers and town portal like reactions could be a workaround on the sprite issue.Nope, not a chance. ^^
I wont be doing slaves. Torture chamber, yeah. Thralls, maybe. (Probably ;) ) But slaves, no. Makes no sense for Warlocks that control the undead to have unrelyable meatbags running around that must be guarded, fed and watered. Undead are more efficient. Besides, drow and goblins use slaves a lot.
I don't know if it was sugested already, but you could implement the repair of minions using corpse parts/bones as reagents and perfoming a quick transformation to a generic creature and back.
How about an aether-based transformation that turns them into a mystical creature covered in the tough aether-y hide, but only lasts so long?What? ???
A suggestion for a Warlock spell, I expect.How about an aether-based transformation that turns them into a mystical creature covered in the tough aether-y hide, but only lasts so long?What? ???
A reaction requiring aether that gives the warlock aetherial(aetheric?) armour (via interaction transforming them into another caste) for a brief time?How about an aether-based transformation that turns them into a mystical creature covered in the tough aether-y hide, but only lasts so long?What? ???
Aethereal like Ethereal.A reaction requiring aether that gives the warlock aetherial(aetheric?) armour (via interaction transforming them into another caste) for a brief time?How about an aether-based transformation that turns them into a mystical creature covered in the tough aether-y hide, but only lasts so long?What? ???
Ui... testing shows an odd behaviour: Skeletons have NOEMOTION, and will never tantrum. But they still make friends. Warlocks do have emotions, and can tantrum. Warlocks can become friends will skeletons. (He is my favourite servant, it would be a shame if anything would happen to him). If skeletons die, Warlocks get unhappy, because fort members died. (Oh, no, Jack Skellington, he was so young).I would suggest training warlocks to be literally heartless, but this is funnier.
This will make for a very tantrum-heavy warlock population. I think I like it.
Gheyr Meqdes Cursedwicked the Sin of Fates is a deity of The Evil of Incests. Gheyr Meqdes most often takes the form of a female witch and is associated with murder.
Alenfayat the Ashen Smuts is a deity of The Evil of Incests. Alenfayat most often takes the form of a skeleton and is associated with disease.
I think Wisps that make enemies fall asleep could be problematic because creatures with [NOSTUN] won't wake up (I have not testet this, but it is in the wiki)I know that this is true for civ-members, I dont know if thats happens to random creatures and invaders as well. Most nostun creatures are some kind of magical or mechanical uber-beast anyway, and wont be affected by a wisp. Titans, Megabeasts, Demons, that kind of stuff.
http://dwarffortresswiki.org/index.php/DF2012:Creature_token#NOSTUN (http://dwarffortresswiki.org/index.php/DF2012:Creature_token#NOSTUN)
- Manually controlled necromancy - 1x1 tile AoE workshop, resurrects undeads around it.
Thats another option, yes. :) Maybe I can add both. I do like the idea of a "necromantic circle", and a Warlock does a ritual to raise all the corpses nearby, but an automated AoE creature is easier for people that want to raise all the corpses. Just need a good concept for it. What kind of creature would you make it?
- Manually controlled necromancy - 1x1 tile AoE workshop, resurrects undeads around it.
How about, instead of a 1x1 workshop, creating an immobile monolith-like creature that animates the dead in a radius around it? It could be created in a workshop and hauled around as needed. Most importantly, invaders can also destroy it without having BUILDINGDESTROYER.
Thats another option, yes. :) Maybe I can add both. I do like the idea of a "necromantic circle", and a Warlock does a ritual to raise all the corpses nearby, but an automated AoE creature is easier for people that want to raise all the corpses. Just need a good concept for it. What kind of creature would you make it?
- Manually controlled necromancy - 1x1 tile AoE workshop, resurrects undeads around it.
How about, instead of a 1x1 workshop, creating an immobile monolith-like creature that animates the dead in a radius around it? It could be created in a workshop and hauled around as needed. Most importantly, invaders can also destroy it without having BUILDINGDESTROYER.
Some "Zombie Master", or a "Dark Crystal" type?...
Necromantic Monolith- Stone pillar creature with a big creepy eye that causes nearby corpses to animate under its gaze.Thats another option, yes. :) Maybe I can add both. I do like the idea of a "necromantic circle", and a Warlock does a ritual to raise all the corpses nearby, but an automated AoE creature is easier for people that want to raise all the corpses. Just need a good concept for it. What kind of creature would you make it?
- Manually controlled necromancy - 1x1 tile AoE workshop, resurrects undeads around it.
How about, instead of a 1x1 workshop, creating an immobile monolith-like creature that animates the dead in a radius around it? It could be created in a workshop and hauled around as needed. Most importantly, invaders can also destroy it without having BUILDINGDESTROYER.
Some "Zombie Master", or a "Dark Crystal" type?...
Maybe a large featureless blob trailing several tendrils? I'm note sure if you could cover it in a thousand, unblinking eyes or have them constantly whispering secrets in utterly unpronounceable languages, but I'm not good at this "modding" thing. For bonus points, make it be composed of a really soft metal and bleed dust/ash.This does sound awesome and very lovecraftian, but I wouldnt use it as one of the most basic things your race does, which is producing undeads. Its like Tier 0.5 tech for Warlocks. ;)
Lore-wise, it should probably be a servant of another entity that the Warlocks worship, gifted to them for their service. Might they be summoned through a sacrificial altar?
[CREATURE:MONOLITH]
[DESCRIPTION:A black monolith. It seems to hum in a frequency just below hearing. Tendrils of green smoky light search the area around it, gently touching and probing its surroundings for anything that once hold a spark of light, animating it to eternal unlife.]
[NAME:black monolith:black monolith:black monolith]
[CASTE_NAME:black monolith:black monoliths:black monolith]
[CREATURE_TILE:244][COLOR:3:0:0]
[FREQUENCY:0][CANNOT_UNDEAD][BENIGN]
[FIREIMMUNE][WEBIMMUNE][MAGMA_VISION]
[SMALL_REMAINS][NOT_BUTCHERABLE][IMMOBILE]
[NO_DRINK][NO_EAT][NO_SLEEP][NOPAIN][EXTRAVISION][NO_FEVERS]
[NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION][NOBONES][NO_DIZZINESS]
[BODY:MONOLITH]
[SOUND:PEACEFUL_INTERMITTENT:12:15000:NONE:hum:hums:humming]
[SOUND:ALERT:20:8000:NONE:resonate:resonates:a resonating tone]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]
[USE_TISSUE_TEMPLATE:BONE:BONE_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:ALL:BONE]
[BODY_SIZE:0:0:35000]
[CASTE:GENERIC]
[CAN_DO_INTERACTION:RAISE_CORPSE]
[CDI:ADV_NAME:Animate corpse]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:5]
[CDI:VERB:hum:hums:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]
How about that? :)
Code: [Select][CREATURE:MONOLITH]
How about that? :)
[DESCRIPTION:A black monolith. It seems to hum in a frequency just below hearing. Tendrils of green smoky light search the area around it, gently touching and probing its surroundings for anything that once hold a spark of light, animating it to eternal unlife.]
[NAME:black monolith:black monolith:black monolith]
[CASTE_NAME:black monolith:black monoliths:black monolith]
[CREATURE_TILE:244][COLOR:3:0:0]
[FREQUENCY:0][CANNOT_UNDEAD][BENIGN]
[FIREIMMUNE][WEBIMMUNE][MAGMA_VISION]
[SMALL_REMAINS][NOT_BUTCHERABLE][IMMOBILE]
[NO_DRINK][NO_EAT][NO_SLEEP][NOPAIN][EXTRAVISION][NO_FEVERS]
[NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION][NOBONES][NO_DIZZINESS]
[BODY:MONOLITH]
[SOUND:PEACEFUL_INTERMITTENT:12:15000:NONE:hum:hums:humming]
[SOUND:ALERT:20:8000:NONE:resonate:resonates:a resonating tone]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]
[USE_TISSUE_TEMPLATE:BONE:BONE_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:ALL:BONE]
[BODY_SIZE:0:0:35000]
[CASTE:GENERIC]
[CAN_DO_INTERACTION:RAISE_CORPSE]
[CDI:ADV_NAME:Animate corpse]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:5]
[CDI:VERB:hum:hums:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]
could you make a workshop that uses blood as a fuel source like a forge uses magma?If you mean: Use blood as fuel = Yes. If you mean: Build a forge on top of a lake of blood = No.
So it's a stasis chamber for preserving a doomed tower.Yes, it might be. It can be a 100 other things too, people just have to bombard me with more suggestions. :) I am just rambling, designing buildings left and right and have no idea what I should use them for. ^^
I like it.
If you can spawn DF demons that are truly randomized, it'll be awesome.Yeah, I can do that.
And from your descriptions, it sounds like modding a race is a heck of a lot of work.It depends what you do. Just a race is easy, but it has to be unique. It must play differently from the other civs, otherwise it would be "dwarves in robes". It must be the same size as the other MDF races, which are huge. If I wrote a civ for vanilla DF, it would be much smaller. But MDF players are used to so many extra workshops that add basic features, I have to redo them all for the new civ. And the balancing... that will be the big one.
I wont be doing slaves. Torture chamber, yeah. Thralls, maybe. (Probably ;) ) But slaves, no. Makes no sense for Warlocks that control the undead to have unrelyable meatbags running around that must be guarded, fed and watered. Undead are more efficient. Besides, drow and goblins use slaves a lot.On torture, how depraved do you want the Warlocks to be? Many people have suggested torture for information, but I think they can do better: torture for fun.
Its funny how you answer on my quote that says: "I wont do slaves", and then continue to write an entire paragraph about how to torture slaves. ^^I wont be doing slaves. Torture chamber, yeah. Thralls, maybe. (Probably ;) ) But slaves, no. Makes no sense for Warlocks that control the undead to have unrelyable meatbags running around that must be guarded, fed and watered. Undead are more efficient. Besides, drow and goblins use slaves a lot.On torture, how depraved do you want the Warlocks to be? Many people have suggested torture for information, but I think they can do better: torture for fun.
Anyway, torture can be accomplished in several different methods. The first, easiest way is to just have slaves as items. That way they can be moved to chambers, tortured, etc (and maybe nearby warlocks nearby can gain happy thoughts during torture if they are particularly sadistic) with no issues. The other is to have them as pets, like plump helmet men, complete with feeding,and other mechanics. This also means that (if they can operate workshops) they can get torture syndromes or from an item syndrome helmet if they can't. Dunno how Warlocks would gain happy thoughts from that though. Or the warlocks could even do the torture themselves via interactions, which I can easily see them getting happy thoughts from. The pain helmets could bestow an interaction giving happy thoughts to nearby warlocks as well.Spoiler (click to show/hide)
Well, that's probably the two main methods outlined. Yes, I'm a bit sick, but it came to me as possibly a really important part of their culture which nobody had looked at yet. It depends on if you can bestow custom happy/sad thoughts really, and how sick you want the warlocks to be.
On torture, how depraved do you want the Warlocks to be? Many people have suggested torture for information, but I think they can do better: torture for fun.
Anyway, torture can be accomplished in several different methods. The first, easiest way is to just have slaves as items. That way they can be moved to chambers, tortured, etc (and maybe nearby warlocks nearby can gain happy thoughts during torture if they are particularly sadistic) with no issues. The other is to have them as pets, like plump helmet men, complete with feeding,and other mechanics. This also means that (if they can operate workshops) they can get torture syndromes or from an item syndrome helmet if they can't. Dunno how Warlocks would gain happy thoughts from that though. Or the warlocks could even do the torture themselves via interactions, which I can easily see them getting happy thoughts from. The pain helmets could bestow an interaction giving happy thoughts to nearby warlocks as well.Spoiler (click to show/hide)
Well, that's probably the two main methods outlined. Yes, I'm a bit sick, but it came to me as possibly a really important part of their culture which nobody had looked at yet. It depends on if you can bestow custom happy/sad thoughts really, and how sick you want the warlocks to be.
I like the idea Octobomb. Could it be possible to add a reaction to the butcher that accomplishes this? Butchering is pretty much instant at the moment. Perhaps a reaction that butchers a creature but takes a while to run and provides a fortress wide/area of influence speed/work boost to the skeleton workers?I thought people might find this a bit sick, but then I remembered: this is Dwarf Fortress.
I am not averse to torture. Just slaves, because they dont fit the race. I can see torturing captured invaders or kidnapped persons for information, but how do I pack that into a workshop? Informations and positive thoughts are not quite items that I could generate with a reaction.Yeah, I worded the whole slave thing wrong. They are essentially useless, don't use em for labour, just hurt em and kill em types. If there is no way to generate happy thoughts via df hack (I thought there might have been but my Google fu is weak and my terms vague) or at least happiness modifiers, fun is useless. I have no idea how info might work, I'm afraid.
[ITEM_INSTRUMENT:ITEM_INSTRUMENT_TORTURE_RACK]
[NAME:torture rack:torture racks]
[HARD_MAT]
[ITEM_INSTRUMENT:ITEM_INSTRUMENT_TORTURE_MAIDEN]
[NAME:iron maiden:iron maidens]
[HARD_MAT]
[ITEM_INSTRUMENT:ITEM_INSTRUMENT_TORTURE_THUMBSCREW]
[NAME:thumbscrew:thumbscrews]
[HARD_MAT] Dont think that warlocks would otherwise use many "instruments", so torture instruments fits fine with the naming scheme of things.
I will never leave my roomFixed that for you.ifwhen this gets finished. Kudos.
to be more precise about skelletons and ghouls:Most of this is impossible. ^^ Like needing more food or drinks, no twins, migrant waves of only giants, and why giants in a undead/monster fort? Werewolves, Demons, Succubi, Cerberus, Tentacle Monsters, that makes sense... classical horror stuff. But most of all: I cant do more castes. I am glad that I managed to fit the ghouls in there, but adding another graphic for another race/species in this would mess up all the skills again. It gets more and more difficult, the more you add.
i imagine the skelletons to be a quickly bonerattling horde, quick fighters but rather weak and brittle (easy to kill) whereas the ghouls are slow, very strong and have a quite tough skin.
and no comes my next idea, a new caste:
THE GIANTS!
tribes from the mountains, that either have been corrupted, enslaved or swore an oath to the warlocks.
they are 2 ore 3 times larger than a human, incredibly strong but rather stupid and clumsy. their main labours would be mining and all kinds of metalworking. they have some natural skills in fighting, wrestling and so on and prefer large blunt weapons
they need to drink, eat, sleep and can even breed.
the downside is, they have very low offspring (no twins etc.) have only an expected lifespawn of about 25 years, need much more food and drink than an average species and arrive quite rarely in migrant waves.
to get more of them there could be a reaction in a somewhat higher magical building like "curse giant tribe" or "call the savage powers of the mountains" wich summons a small migrant wave with only giants
i would picture them somewhat like the giant blacksmith from 'dark souls'
(http://static.giantbomb.com/uploads/original/3/32189/1840457-darksouls83.jpg)
So... The only option is to make massive amounts of wealth before the migration waves in order to get as many as possible? Can't you add some massively time consuming and irritating way to get more which uses large amounts of resources?The first two waves are not affected by your wealth anyway.
I like the engineers quarters. I'm currently bashing my head on workshop design (your libraries are a miracle of engineering - even on a 3x3 scale it's maddening) so I'll drop that and just get on with it. I'm thinking 3 different torture chambers, one sacrificial altar and one other special thing. Too much?Do as you see fit. Thats 5 workshops in total? The sacrifical altar I can probably absorb into another building, because some sort of this will exist anyway. And whats the "one other special thing"? :)
That special thing has a couple ideas floating around it at the moment. These include the suitably evil experimentation - prehaps finding new ways to inflict pain and improve themselves, or the much more entertaining humiliation chamber, the idea it's something you place in dining halls and such because it provides long term benefits, like increased skill gain say. 'Tortures' basically involve humiliating the prisoner for the warlock's amusement.I like the engineers quarters. I'm currently bashing my head on workshop design (your libraries are a miracle of engineering - even on a 3x3 scale it's maddening) so I'll drop that and just get on with it. I'm thinking 3 different torture chambers, one sacrificial altar and one other special thing. Too much?Do as you see fit. Thats 5 workshops in total? The sacrifical altar I can probably absorb into another building, because some sort of this will exist anyway. And whats the "one other special thing"? :)
Clan Brujah
Strengths: Fierce warriors.
Weaknesses: Quick to anger, prone to frenzy.
Clan Gangrel
Strengths: Shapeshifters
Weakneses: ??? => Low Intelligence/Patients
Clan Malkavian
Strengths: Seers and oracles
Weaknesses: Insanity. Varying forms of insanity.
Clan Nosferatu
Strengths: Stealth and espionage
Weaknesses: Hideous, hideous looks.
Clan Toreador
Strengths: Art and socializing
Weaknesses: Obsession with beauty; pretty much subpar with everything else.
Clan Tremere
Strengths: Mastery of blood magic(Thaumatology)
Weaknesses: ??? => Self-Control/Weak Physical Form
Clan Ventrue
Strengths: Mastery of politics
Weaknesses: ??? => Vanity/Hybris
Have you ever considered the possibility of cross-race secret reactions?
That is, a race that is able to make use of a workshop that they cannot build themselves. Only reclaim forts could use them. You could simply copy/paste the reactions from one race to another... or even make special reactions that could ONLY be used by a cross-race reclaim.
I can't imagine spending too much time on them, but they could be nice as an easter egg. I was just thinking that dwarves should probably be able to make some use of all these workshops - even the Corrupted Forge...
And what would Necromancers do if they took over a fortress that had Altars of Armok waiting there? Would they use them for their own rituals? Or would they desecrate the altar, bringing curses down upon themselves?
Could be fun. :)
More Warlocks: 2 migrant waves, thats it. You cant get more. But I want to do it that you can resurrect each one unlimited times, if you have the materials and the corpse hasnt been destroyed or animated by accident. Skeletons you can construct, ghouls you can make from captured invaders. But Warlocks are rare and you have to take good care of the ones you have.
What if we -didn't- normally have skill growth in skeletons of any type?Thats the way they are designed already. :) They only have 50% skill learn rate on military skills, but nothing on labors.
Fading away furnitureThats what I was trying to do at first, but I couldnt get it to wither/rot.
I'd like if it had some really minimal fuel cost. Like, one soul powers the portal for 20 uses, be it block or furniture.I can make the build-mat for the ethereal portal a soul. This means you can use the portal for 1 month, then it self-deconstructs. Temporary buildings are possible.
It is, however, possible to make furniture that fades away after a few months. Give it a heatdam or colddam point equal to its fixed temperature. Doesn't work with constructions, but it does for everything else. Beware of ephemeral cages or mechanisms though :)This is.... interesting. 9 months I assume, the same as coal that is burning away? I will do testing right away, I did not know about this. Are ephemeral weapons/metals possible as well? I would assume so.
Oh, and while we're on the topic, it is possible to make cold, eternally burning objects by setting their ignite point below their fixed temperature. These will function just like regular items but will produce smoke. Useless, but good for atmosphere. Incense pans. Flaming cloaks. Something.:o (probably kills FPS)
You could have two sets of reactions at the ethereal portal - One set for permanent blocks, maybe with a reagent that is readily abundant, like clay or sand, and make it a high yield like slag to concrete. The second set would be truly ethereal, and fade after 120 days. That would allow players to decided how to make things.Most of this is what I was going for.
For ethereal weapons, maybe make them out of second workshop, and limit the qualities of the ethereal material type to make it a mid range material, so it won't just be an IWIN button.
The smoke idea is interesting, but I would maybe be careful adding that to underground-centric races. It would make using magma workshops much more difficult, and it can already be a big challenge digging down to the magma without have smokestacks going all the way to the surface or a cavern level. Very cool idea though. Thematically I like it.
PS: I guess the mistress uses a scourge nowIts not by weapon, but weapon skill:
So the way the military is set up sounds like you can only have 2 squads? (the harbringer one and the doctor one?) or can you also have other militia captains aside from the 4 thematic ones?The horsemen of the apocalypse are all in 4 separate squads, apparently.
Quick question, will ethereal forge be able to mass product weapons in single reaction?No, no mass producing. The reactions are already free, what do you want more? (Well, mass producing obviously^^)
Cause when the invader come , I would love to have ability to turn my 100 air head skeletons into steel clad murder machine ASAP
By the way that light is sexy :)
Well, if youFTFY :Ddont want alove your skeleton friend, just make a nice breastplate of him. 8)
Hmmm, I really like your idea about squad limitations. But there is one problem. While I don't mind, that ranged units have to be in the same squad as melee units (players will adapt, not every race has to play the same) BUT... DF is simply not made for that. If you want to have 5 ranged skeletons in your 100 skeleton force... every skeleton will have to carry a quiver and ammo, since it can't be assigned individually but only on a squad level :(The fleshmonger can lead a squad of 5, so you could turn that into a ranged squad.
Its a limitation that I didnt think of. Warlocks use magical weapons which use ammo as well. I dont know. :-\ Maybe no ranged weapons at all? ^^ Or ranged weapons that are actually meele weapons that add an interaction to shoot?Yeah, i think daggers adding some ranged spells would be fine. Is there some way to make those weapons get used up? either based on usage (can cast 50 times) or on time(lasts 30 days). If it is on time, it would be nice, if there was a way to store them without counting for that time. Actually the same way as it happens with food. While stored in a barrel it does not wither, but if it is lying around (or carried around) it starts to wither away.
General ideas:
- If all Warlocks are dead, your Skeletons/Ghouls slowly turn opposed to life, till you lose the fort.
- Warlocks can recruit Necromancers from tombs and towers.
- Wights, Draugrs, Tomblords, Liches, Ghosts, Werebeasts, Possessed Warlocks. All missing.
- Lovecraftian stuff.
- Warhammer Chaos.
- TES Oblivion.
- Boltguns Pets, Tentacle Monster and Pain Elementals and more.
List of missing workshops/furnaces:
- Glass Shaper = Makes alchemical tools like Retort, Alembic and Calcinator from glass.
- Chemist = Make... acids? Explosives? I dont know.
- Alchemist = Make... I got no clue. Maybe reagents for Rituals and Spells. (instead of souls)
- Doctor = More Experiments of some kind.
- Black Nest = Spawn undead skeleton dragons.
- Spawning Pool = Spawn changelings and all that fits.
- Spider Pit = Spawn spider pets and silk.
- Fortune Teller = Get a fort-wide effect for 1 month, good or bad, randomized.
- Emissary = Invite migrants, caravans and sieges.
- Warmonger = Start raids/kidnappings for prisoners or loot.
- Hoardmaster = Sell corpses and kidnapped prisoners for... stuff.
- Demonic Attorney = Sell souls to the underworld.
- Torture Chamber = Some sort of information/map system used in raids.
- Library Center = Bind and write books.
- Library 1 = 1 (maybe spell learn (done in all libraries))
- Library 2 = 2 (maybe skill teach to ghouls/skeletons)
- Library 3 = 3 (maybe better Necromancy)
- Library 4 = 4 (maybe creature charming)
- Library 5 = 5 (maybe plant summoning)
- Library 6 = 6 (maybe item summoning)
- Library 7 = 7 (maybe creature summoning)
- Library 8 = 8 (maybe gobal spells)
- Fountain of Tears = Make souls
- Fountain of Blood = Make blood
- Fountain of Bones = Make bones
- Enchanter of Weapons = Special effects for weapons
- Enchanter of Cloths = Special effects for robes/cloaks/hoods
- Fleshsmith = Build better undeads, Fleshgolem, Abominations, Monsters...
- Battleforge = Armorsets, add spikes to armor and shields for interactions
- Ebonglass Forge = Make metal-grade glasses and more expensive glasses.
- The Abyss = Summon demons.
- The Darkpact = Trade with the devil. Needs Putnams script to work without crashes.
- The Grand Convocation= Slayrace and immolate. Fort wide epic spells. Needs all libraries.
- The Eternal Rose = Stasis chamber. Keep warlocks on ice for bad times.
- Thrall Chamber = Make thralls from... prisoners? Skeleton? Ghouls?
- Vampire Crypt = Make vampires from... prisoners? Warlocks?
- Werebeasts Lair = Make werebeasts from... prisoners? Warlocks? Ghouls?
Any chance of a light source being made from phylacteries?No. lightsources are only decoration and have no gameplay effect, so I decided on empty hourglasses. Yes, it would make sense to use those with souls in them, but thats too expensive.
the werebeast lairs a good idea,but it should be for prisoners and warlocks only,the warlocks would get a bonus to physical attributes but lose the ability to caste higher level spells.I would probably do a werebeast caste of warlocks. The problem is that werebeasts use transformations, drop their gear and fully heal every month. ^^
Are map wide spells possible? Like could warlocks summon randomized evil weather to assault the entire map. Seems like a good high risk/high reward spell. When used correctly it could wipe out an entire siege! When used correctly it could still wipe out your fortress. Contaminates everywhere, barefoot warlocks die.There is already a fort-wide slay all invaders in the grand convocation. I cant do weather though... tried it, doesnt work.
I think you could use alchemy as a research system. And may be as an ingredient to perform litual to learn spell (something like make the circle of iron salt around you ,drink the fluid from oak sapling and raise your hand to accept the power of the universe :P)Thats what I was going for, but I have no clear ideas yet as to what parts onluck which parts and so forth. ;)
If you really want TES Oblivion stuff, there may be stuff in Nchardahrk that can help speed the process. Take what you want.Thank you. I just like the thought of hiding a few easter eggs here and there.
Wow, dark pact is amazingly fun. 5 times in a row before it crashed. Slade platemail. Slade whip. Bifrost flail of reaper. Bifrost runerobe. Magma chainaxe. Then I picked an item that didn't exist. Returning from the 'pick another item' screen it froze.Thanks for this long report. I can certainly add AUTOMATIC to soul storage, and add a manual blood-wine feeding for vampires. Ring Wraith leader of skeleton army: Yeah, why not. The refuse is probably in your orders "dwarves ignore refuse". Because I know that it works in my test forts, and I couldnt influence the AI anyway.
Edit: I have just made it through year one. I genned a world 150 years old. My civ had several domesticed animals at embark. Evil animals...except for Aurachocs Cows. The bone wolves I bought (which were apparantly opposed to life) ate them. Then they rose up and spent the entire next year chasing the living one.
A vampire ate one of my warlocks. I'm assuming strategic placement of bloodwine stockpiles is the only way to get them to choose wine over sleepers.
Since I embarked on a terrifying biome, it's slightly more difficult to get souls. Things keep re-animating before I can get to them. In other news, my fisher-ghouls are busy creating a massive army of mussel shells to protect the dungeon.
The orcs, taiga orcs, and goblins keep insisting on trying to trade with me. The wagons make it to my depot but the guards make a nuisance of themselves the entire time killing my uncontrolled undead.
Question: I like the theme of the military, but it has made it...dangerous to use until I have a room set up for the warlock. Perhaps, there could be just one more army group, but it can only be led by a ghoul or skeleton. Only requirement is a tomb. And since they are ghouls and skeletons, they wont get overly upset when you dont get around to it for a while. The 9 Ring Wraiths kind of theme.
Second Question: Storing souls into phylacteries is awesome. But since I pretty much want to always store them, is there way it could automatically be done. Like looming turning thread into cloth.
Bug: No one will pick up refuse. Anywhere. Inside. Outside. Granted, most of it gets back up by itself...but the few things I manage to butcher...no one will move the bones. Also, no one wants to move dead warlocks to the corpse stockpile.
On the squads:How would that be different from dwarves, orcs or kobolds?
I really like the 'specialist' squads, the harbinger one seems also quite cool but maybe i don't really get the purpose rather than making a quick and large civilian army.
i would appreciate if appart from the existing ones, you could also just make infinite common sergeants wich will be then propper armed melee and ranged skeleton squads or such...
Its a limitation that I didnt think of. Warlocks use magical weapons which use ammo as well. I dont know. :-\ Maybe no ranged weapons at all? ^^ Or ranged weapons that are actually meele weapons that add an interaction to shoot?Yeah, i think daggers adding some ranged spells would be fine. Is there some way to make those weapons get used up? either based on usage (can cast 50 times) or on time(lasts 30 days). If it is on time, it would be nice, if there was a way to store them without counting for that time. Actually the same way as it happens with food. While stored in a barrel it does not wither, but if it is lying around (or carried around) it starts to wither away.
How would that be different from dwarves, orcs or kobolds?
On the caravans: I wish I could spawn them specifically without guards, but thats not possible. I dont know exactly how to handle traders yet.the merchant_bodyguards token controls if the caravans have bodyguards i think.
The Eternal Rose is looking really cool Meph.
It'd make sense if it was used in some part when you get to all that Eldritch God stuff. Like, a warlock has to enter the eternal sleep to contact the deep gods, and then dies so the God can awaken.
No, impossible. ^^The Eternal Rose is looking really cool Meph.
It'd make sense if it was used in some part when you get to all that Eldritch God stuff. Like, a warlock has to enter the eternal sleep to contact the deep gods, and then dies so the God can awaken.
could it be made so only one with the ranks of Death, War, Famine, or Plague could use that reaction? Perhaps have it so that their stats effect the final reaction?
the merchant_bodyguards token controls if the caravans have bodyguards i think.Yes , I know. ;) But thats entity specific, not reaction specific. I cant say: "Now bring me elves without bodyguards", if they usually arrive with bodyguards. If I do remove the bodyguards, they will arrive without them even if you play orcs or kobolds or dwarves. So no, again, something I sadly cant do.
t'd make sense if it was used in some part when you get to all that Eldritch God stuff. Like, a warlock has to enter the eternal sleep to contact the deep gods, and then dies so the God can awaken.Oh, I like that. :)
Hey, having a little trouble with the mod. Warlocks are not playable civilization for me, and I cannot find masterwork.exe sorry for my ignorance!
[CREATURE:NIGHTMARE]
[CREATURE:BALOR_DETAILED] => balrog
[CREATURE:MANTICORE]
[CREATURE:WRAITH_VILE_PLAGUE]
[CREATURE:GARGOYLE_WINGED_BLACK_MARBLE]
[CREATURE:HELLHOUND]
[CREATURE:BIRD_CROW] => possible vermin hunter
[CREATURE:BIRD_RAVEN] => possible vermin hunter
[CREATURE:BIRD_VULTURE] => possible vermin hunter
[CREATURE:BUGBAT] => possible vermin hunter
[CREATURE:GRAVE_CAT] => possible vermin hunter
[CREATURE:RAVEN_GHOUL] => possible vermin hunter
[CREATURE:CROW_GHOUL] => possible vermin hunter
[CREATURE:GARGOYLE]
[CREATURE:BONE_GOLEM]
[CREATURE:BLOOD_GOAT] => can be milked for blood
[CREATURE:BLOODBEAST]
[CREATURE:BLOOD_ELEMENTAL]
[CREATURE:NIGHTCLOAK] => evil bat thing, only wings and mouth with teeth
[CREATURE:FROZEN_SKULL]
[CREATURE:BURNING_SKULL]
[CREATURE:DEVILKIN] => classical tiny devil with horns and wings
[CREATURE:ARMORMAN] => animated armor
[CREATURE:DEEP_ONE] => innsmouth citizens lovecraftian
[CREATURE:ELEMENTMAN_EMERALD]
[CREATURE:ELEMENTMAN_DIAMOND]
[CREATURE:ELEMENTMAN_RUBY]
[CREATURE:ELEMENTMAN_SAPPHIRE]
[CREATURE:CERBERUS]
[CREATURE:BAT_GIANT_BLIGHT]
[CREATURE:SHYLVIC_TRANSPARENT] => wraith ghost
[CREATURE:MEPHIT] => goofy little elemtental pets
[CREATURE:WRAITH_VAPOROUS_BLOOD]
[CREATURE:BEAST_SHADOW]
[CREATURE:BEAST_CINDER]
[CREATURE:GOLEM_GARGANTUAN_BONE]
[CREATURE:HIEROPHANT_SINISTER] => fallen priest/healer
[CREATURE:MASTIFF_FERAL_BONE]
[CREATURE:BARGHEST]
[CREATURE:BARGHEST_HULKING_BLACK]
[CREATURE:HOLISTIC_SPAWN] => if you wont know them, you need to see syrupleaf lets play.
[CREATURE:DRYAD_BLOOD] => evil blood tree sprite
[CREATURE:DRYAD_ROTTING_DEADWOOD] => evil undead tree sprite
[CREATURE:NYAD_SICKLY_BLIGHTWATER] => evil undead water sprite
[CREATURE:NYAD_BLOOD] => evil blood water sprite
[CREATURE:GARGOYLE_BLACK_MARBLE]
[CREATURE:VINE_WORMWOOD] => carnivorous plants
[CREATURE:VINE_BLOOD] => carnivorous plants
[CREATURE:MOTH_DUSKY_SCYTHEWING]
[CREATURE:SEORDMAOR_SCALY] => scaled black panther demons
[CREATURE:WORM_GRAVE]
[CREATURE:SHADOWEAVER] => intelligent female demon
[CREATURE:HOUND_SHADOW] => shadow dog demon
[CREATURE:GHAST_ICY_BLUE] => ice demon
[CREATURE:BEAK_DOG]
[CREATURE:WOLF_BONE]
[CREATURE:GRIMELING]
[CREATURE:BLENDEC_FOUL]
[CREATURE:HARPY]
[CREATURE:ELEMENTMAN_MAGMA]
[CREATURE:SOGGOTH] => special. Multiply unendingly.
[CREATURE:BROOD] => special. gives birth to new civ-members. Broodmother.
Buel: I dont even.... You did download the alpha, unpacked the 7-zip, and then ran the Dwarf Fortress.exe ? Because thats how you do it.
If anyone checks my brower history for today, they will be very confused. Demon summoning and deomonology, as well as how to get visas for ghana and gambia. Apparently its easier to summon satan than getting a visa to Ghana. Anyway, I wanted to base some rituals on real life stuff, but so far its difficult to translate into DF. But I came up with a new building design that I like a lot:
(http://i.imgur.com/KAVK1aO.png)
Try reading it backwards. Or upside down. Or both. Its a text-based magic square palindrome, which was used in magic and religion a lot.
Tomorrow I will be going around to some consulates with my new passport I got today, so probably not much time for modding.
Two random idea's for warlock tower. 1. A randomly generated race or races of adventurers attempt to raid the fort (dungeon.) When you've accumulated enough wealth. Depending on the wealth, they may bring mounts, carry bows etc. 2. (Dunno if its implemented) Creatures turned into zombies, like antmen, and other two legged creatures could possibly join the work force? Just ideas some random ideas I had!
[CREATURE:NIGHTMARE]
[CREATURE:BALOR_DETAILED] => balrog
[CREATURE:MANTICORE]
[CREATURE:WRAITH_VILE_PLAGUE]
[CREATURE:GARGOYLE_WINGED_BLACK_MARBLE]
[CREATURE:HELLHOUND]
[CREATURE:BIRD_CROW] => possible vermin hunter
[CREATURE:BIRD_RAVEN] => possible vermin hunter
[CREATURE:BIRD_VULTURE] => possible vermin hunter
[CREATURE:BUGBAT] => possible vermin hunter
[CREATURE:GRAVE_CAT] => possible vermin hunter
[CREATURE:RAVEN_GHOUL] => possible vermin hunter
[CREATURE:CROW_GHOUL] => possible vermin hunter
[CREATURE:GARGOYLE]
[CREATURE:BONE_GOLEM]
[CREATURE:BLOOD_GOAT] => can be milked for blood
[CREATURE:BLOODBEAST]
[CREATURE:BLOOD_ELEMENTAL]
[CREATURE:NIGHTCLOAK] => evil bat thing, only wings and mouth with teeth
[CREATURE:FROZEN_SKULL]
[CREATURE:BURNING_SKULL]
[CREATURE:DEVILKIN] => classical tiny devil with horns and wings
[CREATURE:ARMORMAN] => animated armor
[CREATURE:DEEP_ONE] => innsmouth citizens lovecraftian
[CREATURE:ELEMENTMAN_EMERALD]
[CREATURE:ELEMENTMAN_DIAMOND]
[CREATURE:ELEMENTMAN_RUBY]
[CREATURE:ELEMENTMAN_SAPPHIRE]
[CREATURE:CERBERUS]
[CREATURE:BAT_GIANT_BLIGHT]
[CREATURE:SHYLVIC_TRANSPARENT] => wraith ghost
[CREATURE:MEPHIT] => goofy little elemtental pets
[CREATURE:WRAITH_VAPOROUS_BLOOD]
[CREATURE:BEAST_SHADOW]
[CREATURE:BEAST_CINDER]
[CREATURE:GOLEM_GARGANTUAN_BONE]
[CREATURE:HIEROPHANT_SINISTER] => fallen priest/healer
[CREATURE:MASTIFF_FERAL_BONE]
[CREATURE:BARGHEST]
[CREATURE:BARGHEST_HULKING_BLACK]
[CREATURE:HOLISTIC_SPAWN] => if you wont know them, you need to see syrupleaf lets play.
[CREATURE:DRYAD_BLOOD] => evil blood tree sprite
[CREATURE:DRYAD_ROTTING_DEADWOOD] => evil undead tree sprite
[CREATURE:NYAD_SICKLY_BLIGHTWATER] => evil undead water sprite
[CREATURE:NYAD_BLOOD] => evil blood water sprite
[CREATURE:GARGOYLE_BLACK_MARBLE]
[CREATURE:VINE_WORMWOOD] => carnivorous plants
[CREATURE:VINE_BLOOD] => carnivorous plants
[CREATURE:MOTH_DUSKY_SCYTHEWING]
[CREATURE:SEORDMAOR_SCALY] => scaled black panther demons
[CREATURE:WORM_GRAVE]
[CREATURE:SHADOWEAVER] => intelligent female demon
[CREATURE:HOUND_SHADOW] => shadow dog demon
[CREATURE:GHAST_ICY_BLUE] => ice demon
[CREATURE:BEAK_DOG]
[CREATURE:WOLF_BONE]
[CREATURE:GRIMELING]
[CREATURE:BLENDEC_FOUL]
[CREATURE:HARPY]
[CREATURE:ELEMENTMAN_MAGMA]
[CREATURE:SOGGOTH] => special. Multiply unendingly. Maybe FPS death...
[CREATURE:BROOD] => special. gives birth to new civ-members. Broodmother. Might breed ghouls.
The Flesh Mongers or Soul Traders or whatever. They only carry with them souls, phylacteries, some warlock building blue prints, spell types, and perhaps some other stuff?I can simply make Warlocks have pull animals, no active seasons, and you call the traders like you call gnomish traders in dwarf mode. And dwarves, orcs and kobolds would only get Warlock sieges, when you do something that attracts their attention. :) (that would also fix the issue with people that say: Warlock too overpowered, I play without them.)
I'd really like to be able to purchase/order the warlock-exclusive pets somehowThis is already half done. I just posted yesterday about the creatures I want to spawn. The first set is now in the Demonic Attorney, buyable with souls. At embark you still wont have any creatures (maybe a few odd ones), but all others you have to constructs or buy for souls.
another idea for dumping items would be to just shred them like warlocks do with everything else? steel warhammer gets shredded into steel powder or whatever steel bars get shredded into, and then it's used as reagents for spells, like everything else...That makes sense. :) I dont have an bar/metal shredder atm, just rock/ore, but maybe I will do one more. Who knows. It could include items made of metal.
Ritual circles. They're workshops that are incredibly quick to build, require someone of warlock caste to work (or perhaps just require a warlock's weapon type tool?), and are basically big 'LoS' spell effectsNot possible. Or better: Perfectly possible, but the civilians would probably flee from the enemy, and the soldiers dont do jobs, so you dont have anyone to activate it. Same problem that siege engines have in normal DF.
Also expanding on the idea of the hoard-master to dump invader items in exchange for souls, maybe instead of giving the soul item directly it spawns a living creature that you can kill to get the soul?That would also mean you get free scouts, bones, skulls, meat and organs. A bit much.
Like a black market devil, selling you back sacrificed souls?I never heard about demons GIVING people souls for material goods. Its the other way around. ;)
can't masterwork ethereal items be used in a reaction in a workshopI cant say which quality an item has to have. Would be awesome if I could, but I cant. ^^
Honestly, I agree with the previous sentiments. Warlocks shouldn't trade, even with the Drow. A demon? Maybe. Trading doesn't seem to be a good word for it.I do like those ideas. In general I wanted to go for something that lets you get rid of unwanted items that Warlocks dont need, and gives you back something you do need. Souls. I almost made that guy be a Corpse-Trader, buying totems, bones, coffins, meat, corpses and give you back coins... but what should you do with coins?
How about a Sloth Demon? You'd literally toss batches of metal, gems, leather, what have you into his gaping maw and he'd spit out souls, which you'd then catch with hourglasses. Or a demon of greed, who hordes trinkets and shiny items and pays you in souls? Like a black market devil, selling you back sacrificed souls?
Or even just a kind of evil wishing well, a portal into the underworld that you throw "refuse", that it weapons and gems and things Warlocks don't use, and it forces souls out?
Or a Kobold catcher!
The Demonic Attorney buys souls in exchange for favors from the underworld. You can buy poisons for 1 soul, rare shrooms and wood for 2 souls, vermin-hunters for 3 souls, blood goats for 5, hounds and nightmares for 10, a shadow hound for 15, fell cinder or shadow beasts for 25 spouls.
Poisons can be applied to any arrows you have.
Devilkin are small, flying devils that hunt vermin.
Nightcloaks are bat-like demons that hunt vermin.
Blood Goats are domestic animals that can be milked for blood.
Hellhounds, Cerberus and Nightmares are fire-breathing guard animals.
Shadow Hounds are strong fighters and can be war-trained.
Shadow Beasts and Cinder Beasts are the best fighters you can buy from this workshop.
Special items are the Eternal Rose for 50 souls, which unlocks the High-Ritual Workshop: Eternal Rose, and the Tome of Sator for 100 souls, which unlocks the High-Ritual Workshop: Square of Sator. Both can be created by your own research in the libraries as well.
What's the demonic attorney gonna do? Is it like, gonna summon an undead phoenix?Do we have phoenixes in Masterwork?
Actually, why not make attack spell circles grant interactions that are not restricted by LINE_OF_SIGHT? That should allow you to have a civilian warlock inside casting spells on enemies while the soldiers outside do the fighting.I do plan on those for the late game. but its fort wide than.
If we don't, we should.What's the demonic attorney gonna do? Is it like, gonna summon an undead phoenix?Do we have phoenixes in Masterwork?
For some reason, I think phoenixes would fit the Taiga Orcs best due to the fall of their golden age thing in the demi-fluff and their resurgence. But this little statement should be in the Orc thread. Bad Gamerlord.If we don't, we should.What's the demonic attorney gonna do? Is it like, gonna summon an undead phoenix?Do we have phoenixes in Masterwork?
If we don't, we should.What's the demonic attorney gonna do? Is it like, gonna summon an undead phoenix?Do we have phoenixes in Masterwork?
If we don't, we should.What's the demonic attorney gonna do? Is it like, gonna summon an undead phoenix?Do we have phoenixes in Masterwork?
So no one knows what a necromancer tower has for a graphic in map mode in Phoebus? :<
So, what does the demonic attorney have to do with lawyers?Contracts or souls.
Moods via reactions would be great for... Every race. Cab you remove moods as well? That would be fantastic for normal dwarf forts, with an expensive reaction to save someone who fails a mood.
You can remove insanity just fineThat alone is worth a lot. Not for Warlocks, but for dwarves.
How do you embark on necromancer towers? I've never tried to use Embark Everywhere before trying warlocks.
I turned it on already. Just not sure how to embark on the tower. Do I just put my cursor on the I and hit e to embark?
What would be interesting is if we could ever build things that are 3 dimensional and standing in the middle of an area regardless of the ground under it (building stuff in the air). Making a merperson civilization could be possible then.
Getting ready to embark and wondered if anybody had any tips what to train my skeletons in. Currently have four of them, two ghouls and a warlock. :D
What would be interesting is if we could ever build things that are 3 dimensional and standing in the middle of an area regardless of the ground under it (building stuff in the air). Making a merperson civilization could be possible then.
It is possible to attach buildings to the sky... :D (but afaik MDF uses an open sky plugin and has no sky ceiling, but not sure)
What would be interesting is if we could ever build things that are 3 dimensional and standing in the middle of an area regardless of the ground under it (building stuff in the air). Making a merperson civilization could be possible then.
It is possible to attach buildings to the sky... :D (but afaik MDF uses an open sky plugin and has no sky ceiling, but not sure)
Already can be done by turning caveins off in the init (or was it d_init?) file. As for the merpeople, though, pathing would still be completely broken, and you'd have to drain all water from an area to build things or produce a good at a workshop since neither of those can happen underwater so far as I know.
Are ghouls and skeletons supposed to get married to warlocks? Also, does marrying their minions mean what I think it does, that those particular couples can't have children?Warlocks are depraved perverts.
Seriously though if ghouls can't learn bow skills I'm kind of confused how they're supposed to be hunters since they kind of need ranged weapons. Which makes me confused why skeletons do learn bow skill.I thought the ambusher skill could be used with melee or ranged attacks? Hunters without ammo will wrestle prey to the ground won't they? Seems very ghoulish to me.
I thought hunters only used ranged weapons though I don't think I'd want my ghouls fighting hand-to-hand with wildlife.and yet it would be fairly fitting would it not? Especially if they could be made to hunt wild undead (since ghouls traditionally are corpse eaters).
Seriously though if ghouls can't learn bow skills I'm kind of confused how they're supposed to be hunters since they kind of need ranged weapons. Which makes me confused why skeletons do learn bow skill.
Seriously though if ghouls can't learn bow skills I'm kind of confused how they're supposed to be hunters since they kind of need ranged weapons. Which makes me confused why skeletons do learn bow skill.
IIRC the "Hunting" skill only affects how close the unit can get to a target before they de-cloak. What I've been doing is getting the hunters on a squad and sending the squad out against some easily killed wildlife. After that I just need a warlock to run "Raise Zombie from Corpse" to make a Walker, then I kill that one and butcher it to get enough remains to build 2-3 more Walkers, and then I just go through that motion to infinity/as I need it and I never have to worry about running out of food, drinks, bones or totems ever again. (They also sometimes drop a soul, so there's that bonus.)
Seriously though if ghouls can't learn bow skills I'm kind of confused how they're supposed to be hunters since they kind of need ranged weapons. Which makes me confused why skeletons do learn bow skill.
IIRC the "Hunting" skill only affects how close the unit can get to a target before they de-cloak. What I've been doing is getting the hunters on a squad and sending the squad out against some easily killed wildlife. After that I just need a warlock to run "Raise Zombie from Corpse" to make a Walker, then I kill that one and butcher it to get enough remains to build 2-3 more Walkers, and then I just go through that motion to infinity/as I need it and I never have to worry about running out of food, drinks, bones or totems ever again. (They also sometimes drop a soul, so there's that bonus.)
Sounds a bit exploity... perhaps we need to increase the costs of making walkers?
make a Walker, then I kill that one and butcher it to get enough remains to build 2-3 more Walkers, and then I just go through that motion to infinityThat sounds fair. >:(
Are ghouls and skeletons supposed to get married to warlocks?Well. No? Skeletons have NOEMOTION, and both Ghouls and Skeletons are genderless. Their description even says 'it', not he or she. Only Warlocks have genders... I didnt think that they could marry, but I dont think I can do anything against it. :-\
I vote for either throwing blades (It'd be really cool if they had some kind of javelin type weapon, with a rope so they could hit figures and pull them in. But I doubt that can be programmed in).
Bolos with a stun mechanic (they release a tiny dust cloud upon impact)
[INORGANIC:MONOLITH_SPAWN]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:ALL:Build a monolith]
[SYNDROME]
[SYN_CLASS:\AUTO_SYNDROME]
[SYN_CLASS:\COMMAND]
[SYN_CLASS:spawn][SYN_CLASS:MONOLITH][SYN_CLASS:0][SYN_CLASS:Monolith][SYN_CLASS:\LOCATION]
[INORGANIC:MONOLITH_TEACH]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:ALL:Teach a monolith]
[SYNDROME]
[SYN_CLASS:\AUTO_SYNDROME]
[SYN_CLASS:\ALLOW_MULTIPLE_TARGETS]
[SYN_CLASS:\ALLOW_NONWORKER_TARGETS]
[CE_CAN_DO_INTERACTION:PROB:100:START:0]
[CDI:INTERACTION:RAISE_CORPSE_MONOLITH]
[CDI:ADV_NAME:Animate corpse]
[CDI:TARGET_RANGE:A:10]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:VERB:hum:hums:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:100]
[INORGANIC:MONOLITH_TRANSFORM]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:ALL:Transform a Monolith]
[SYNDROME]
[SYN_CLASS:\AUTO_SYNDROME]
[SYN_CLASS:\ALLOW_MULTIPLE_TARGETS]
[SYN_CLASS:\ALLOW_NONWORKER_TARGETS]
[SYN_AFFECTED_CREATURE:MONOLITH:GENERIC]
[CE_BODY_TRANSFORMATION:PROB:100:START:0]
[CE:CREATURE:MONOLITH:GENERIC2]
[CREATURE:MONOLITH]
[DESCRIPTION:A black monolith. It seems to hum in a frequency just below hearing. Tendrils of green smoky light search the area around it, gently touching and probing its surroundings for anything that once hold a spark of light, animating it to eternal unlife.]
[NAME:black monolith:black monoliths:black monolith]
[CASTE_NAME:black monolith:black monoliths:black monolith]
[CREATURE_TILE:244][COLOR:3:0:0]
[FREQUENCY:0][CANNOT_UNDEAD][BENIGN]
[EVIL]
[FIREIMMUNE][WEBIMMUNE][MAGMA_VISION]
[SMALL_REMAINS][NOT_BUTCHERABLE][IMMOBILE]
[NO_DRINK][NO_EAT][NO_SLEEP][NOPAIN][EXTRAVISION][NO_FEVERS]
[NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION][NOBONES][NO_DIZZINESS]
[BODY:MONOLITH]
[SOUND:PEACEFUL_INTERMITTENT:12:15000:NONE:hum:hums:humming]
[SOUND:ALERT:20:8000:NONE:resonate:resonates:a resonating tone]
[USE_MATERIAL_TEMPLATE:BONE:MUSCLE_TEMPLATE]
[USE_TISSUE_TEMPLATE:BONE:MUSCLE_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:ALL:BONE]
[BODY_SIZE:0:0:15000]
[CAN_DO_INTERACTION:RAISE_CORPSE_MONOLITH] => should animate dead.
[CDI:ADV_NAME:Animate corpse]
[CDI:TARGET_RANGE:A:10]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:VERB:hum:hums:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:100]
[CASTE:GENERIC]
[CASTE:GENERIC2]
Note the interaction in the creature. Its the same that it learns from the inorganic. And note the castes, there is literally no difference, just that I needed at least two, to make the creature transform.
True there are skeleton archers, but meh. Never bought it. A workaround could be making the skill learning for ranged low. That way you can use them, but it is a poor solition. Add in a reaction to train the skill, actually any skill really, say at the skelegym, and you can force better stats for a price.Having been a sniper in the german airforce myself: Yes, but this is still a game with dragons and skeletons. ;) Do mind that skeletons only learn in a 50% rate, so I wouldnt call them "good ranged undead".
But again, if the majority wants good ranged undead, i can deal.
Edit: Just to be annoying, a few thoughts. Having trained and used swords and bows, it takes a lot longer to be dangerous with a bow. With a sword a beginner poses as much danger to themselves as the target, but the principle of swinging a sharp stick at the thing in front of you makes it relatively easy. For a bow you need to knock, aim, lead, angle, and have good spatial awareness and depth perception. This is why many medieval armies had conscripted foot soldiers and trained archers, for example. And why US GIs have 6 weeks of training now and Rangers train for much longer to become snipers. Accuracy with aimed weapons requires a lot of mental training and skill.
/end rant :)
SO MANY SPELLS.They're warlocks. What do you expect them to do, bash people to death with a stick like some sort of primitive DWARVES or ORCS?
[SELECT_MATERIAL:ALL]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
I had hoped that this would solve that issue.any idea on creating Abominations? say like using 10 souls and multiple body parts to create a large slow pile of corpses? could act as a pet or use the golem system from the dwarf counterpart by using lots of bone and corpses to create an Abomination and then activating it?
How does hunting work when someone doesn't actually have the ability to gain proficency in a weapon? For example, ghouls can't use any ranged weapons as far as I know. Will they just go into a constant 'cancel job' loop because they're equipping a weapon they can't use? or do they just equip it and not use it?
-snip-
=Soils/Sands=
soils and sands just give normal sand. (soil and clay have to be specially treated to reduce them to sand)
=Fuels=
Fuels are reduced to 'burning dust' or maybe 'combustible dust'
=Special Gems=
Blood of Armok becomes 'stone-vein dust'
Tear of Armok becomes 'stone-gland dust'
Bone of Armok becomes 'stone-marrow dust'
=Fossils=
Fossils become 'dust of ancient death'
Relics become 'dust of ancient memory'
Treasure becomes 'dust of ancient wealth'
=Special Inorganic Materials=
Cave Fungus is reduced to 'fungal powder'
Living Rock is reduced to 'flesh essence'
Stable warpstone is reduced to 'warp dust'
=Living Materials=
Meats are reduced to 'flesh essence'
Bones are reduced to 'bone essence'
leathers are reduced to 'skin essence' or 'hide essence' I guess.
blood is reduced to 'blood essence'
shells are reduced to 'shell essence'
scales are reduced to 'scale essence'
poisons taken from animals are reduced to 'venom essence'
Spawned units can now join squads. YEAH THIS IS HUGER. I KNOW THIS ISNT A WORD.
Book of Eibon
Cultes des Goules
De Vermis Mysteriis
Necronomicon
Liber Ivonis
Unaussprechlichen Kulten
Book of Azathoth
Testament of Carnamagos
Book of Eibon
Cultes des Goules
De Vermis Mysteriis
Necronomicon
Liber Ivonis
Unaussprechlichen Kulten
Book of Azathoth
Testament of Carnamagos
isn't it a bit game breaking to be able to wish for any item?Do you have any idea what it costs, and what negative sideeffects it might have? 8)
isn't it a bit game breaking to be able to wish for any item?Do you have any idea what it costs, and what negative sideeffects it might have? 8)
aRegarding the 'Wish' reaction... my thoughts is that it should be a calculated risk, but it should be a big risk. As in, more likely to go awry than well.That does sound awesome. Its also partly possible, but many things require rewriting the script. I cant do that. But evil sideeffects I want to do for sure.
Some thoughts:
Receive correct item
Receive wrong item
Receive correct item, but wrong material
Receive wrong item, but correct material
Receive enchanted version of item (various beneficial buffs possible)
Receive cursed version of item. (is there a way to, say, make wielding an item cause a mood? Like picking up a cursed axe and going Berserk? Otherwise, syndromes/diseases might also be a possibility)
Warlock is killed
Warlock is transformed into some horrible monstrosity
Warlock is transformed into a random vermin
!FUN! occurs, like accidentally summoning a random HFS
Spawns a font of everflowing water/magma (as in, potentially floods the fortress, dunno if that would be possible from a reaction)
Chance to slay all living creatures
Absolutely nothing occurs
A random race sieges you
... there's really just a lot of things that could go wrong with it. Furthermore, another option is to have it be successful AND have something bad happen as well. I like the concept of the wish being a monkey's paw/evil genie style wish. Something where, no matter what happens, you're likely going to regret making the Wish.
The way I see it, using the Wish reaction is either something you a) do after making extensive preparations if it goes horribly wrong or b) do as an act of desperation. Furthermore, I don't think it should cost anything more than, at most, a soul/phylactery. The option should always be there... tempting you. Trying to lure you into using it. It fits into that concept of dark power that warlocks have going for them - potential for huge power, but at high risk.
Also... with regards to enchantments, Warlocks are always sieging and have those talismans on them - those could be another option. Something like the standard infantry boosts, but also things like immunity to fire (if that would even be possible) could be cool. Have them cost reagents, but the better enchantments take something hard to find/valuable.
Can you set specific skill levels on castes and such? EG: Everyone in this caste will have expert skill in X?
That only works on born/migrated creatures. Not spawned ones, which is an issue.
So, with the necromancer altar or what ever to raise the dead. Does said corpse have to be a humanoid? Aka, goblin etc? Cause I put it right next to leprechauns and had the raise the dead on repeat, nothing happened!
Dang. Well... hmmm... okay. Question? Can a SYNDROME trigger it? Like, a disease that increases skill level? (I have absolutely no idea if this works, you said using syndrometrigger so yeah). So, we make the upgrade from a normal skeleton to a 'ironbone craftskeleton' and that reaction also creates a boulder that automatically evaporates and releases a VERY small cloud that infects the skeleton and upgrades their skill level on the spot? Could be combined with clever design of a fortress to insure that it happens, roleplaying it and all. No more difficult than setting up a departure point on the edge of the map.
@shadowclasper: No, there is only one skeleton caste. I cant alter skills per caste, not with conventional means. Different materials would act like natural armor though. If their bones are made of steel-grade metal, its essentially steel armor. And yeah, I can sort of upgrade them based on caste with specific skills, using syndrometrigger and other scripts. But in the end it all comes down to the handling, how easy it is for the player to use.
@razorback: No, just one skeleton caste. It was a suggestions, has not been implemented yet. Since skeletons can be build from any bone stacks, it would be weird to make a "dwarf skeleton" from badger and cat bones. And yes, skeleton update workshops can be done. Any good names?
:'(It might not be something you added. Some time ago my own mod was facing worldgen crashes. The reason turned out to be minotaurs, a vanilla DF creature. I recommend disabling all creature files except, say, dwarves, and genning a world. If there is a crash, then it's something else. If there isn't, go enabling files (in batches, maybe?) and testing. Until you narrow it down to a single file. Yeah, it's not very fun.
Something is crashing the worldgen 100% of the time. I have to revert back to Alpha V.02. From Day 10. :(
I will try to add parts I wrote step by step, to find out whats causing it. I tried since 2 hours, but I have not clue what it is yet. I even used an older save that certainly worked (obviously, because otherwise there wouldnt be a save folder), but even these raws crash 100% of the time. I am mildly confused.
If your civ is dead, you can still embark and build a fort, and you get 2 migrant waves. Its the only way to stop migration. And no civ has rivals, because you can never be at war with your own civ. Thralls are undead, and therefore friendly to my creatures, not the civ itself. They wont reveal anything, otherwise the undeads in curious underground structures would reveal things. They also cant be told to walk into the caverns. they act like meandering creatures.I wonder what will happend with this on the next version, since you'll be theoretically able to revive the civilization.
- Permanent upgrade: Frost/Fire/Blight Skeletons. All skellies get this, but you can only chose one.Sounds awesome. But we'd need a way to avoid Fire skellies from setting everything on fire wouldn't we?
- Needs something for Fossils/Treasures/RelicsDinosaur zombies! Or alternatively turning and perverting ancient things into vile uses.
- Needs something for Blood/Tear/Bone of Armokdidn't you already have something for this earlier in the thread? Blood/Magma Fountain, Soul/Water Fountain, Bone/Dust Fountain? If you do do them that way there should be a toggle on them for switching them between modes that costs something and can't be used more than once a month perhaps?
Seem like my ironbone skelaton which I embark with can't become noble, damn he would make a very fearsome cryptlord. :'(
[POSITION:SKELETON_COMMANDER] => skeleton only squad leader
[NAME:crypt lord:crypt lords]
[ALLOWED_CREATURE:WARLOCK_CIV:SKELETON]
[ALLOWED_CREATURE:WARLOCK_CIV:IRONBONE_SKELETON]
[ALLOWED_CREATURE:WARLOCK_CIV:BLOODSTEEL_SKELETON]
[ALLOWED_CREATURE:WARLOCK_CIV:DREADNOUGHT_SKELETON]
[SITE]
[NUMBER:1]
[SQUAD:25:skeleton:skeletons]
[APPOINTED_BY:EXPEDITION_LEADER]
[RESPONSIBILITY:MILITARY_STRATEGY]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
MILITARY_SCREEN_ONLY
[REQUIRED_TOMB:250]
Its not really important to me but why not make the werebeasts similar to the druids in kobold mode?
And for a little bit !fun!:
2 types:
stable werebeast - transforms when enemy in sight
unstable one - transforms once a month (or just unpredictable^^) and goes berserk.
And about combat, because you said there will be no real difference between vampires and warlocks:
why not make the vampires a little bit better in melee but as a drawback, they can not reach the highes tier in magic
Skeletons are now opposed-to-life by default.Won't this mean that a player could theoreticaly lose on embark due to not having a warlock in the starting 7?
I tried to call migrants.Ah, ok. I somehow remembered that it was just "force migrants", but its "force migrants civ-id". I fixed it. :) Thanks for the report.
Yes, theoretically you can lose on embark, if you have 7 skeletons. But ghouls are not undead, and warlocks, witches and vampires can control the skeletons. It should be quite rare to have 7 skeletons. I have not seen it while testing.Skeletons are now opposed-to-life by default.Won't this mean that a player could theoreticaly lose on embark due to not having a warlock in the starting 7?
Are ghouls opposed to life as well?
Witches?Yes, theoretically you can lose on embark, if you have 7 skeletons. But ghouls are not undead, and warlocks, witches and vampires can control the skeletons. It should be quite rare to have 7 skeletons. I have not seen it while testing.Skeletons are now opposed-to-life by default.Won't this mean that a player could theoreticaly lose on embark due to not having a warlock in the starting 7?
Are ghouls opposed to life as well?
Female warlocks.Witches?Yes, theoretically you can lose on embark, if you have 7 skeletons. But ghouls are not undead, and warlocks, witches and vampires can control the skeletons. It should be quite rare to have 7 skeletons. I have not seen it while testing.Skeletons are now opposed-to-life by default.Won't this mean that a player could theoreticaly lose on embark due to not having a warlock in the starting 7?
Are ghouls opposed to life as well?
Ah.Female warlocks.Witches?Yes, theoretically you can lose on embark, if you have 7 skeletons. But ghouls are not undead, and warlocks, witches and vampires can control the skeletons. It should be quite rare to have 7 skeletons. I have not seen it while testing.Skeletons are now opposed-to-life by default.Won't this mean that a player could theoreticaly lose on embark due to not having a warlock in the starting 7?
Are ghouls opposed to life as well?
Skeletons are now opposed-to-life by default. Warlocks remove this, but only when the skeletons are in line of sight. If the skeletons leave the area they will obey orders for 1-2 ingame weeks, before stopping what they are doing, dropping their gear and slowing down. If a warlock comes into line of sight again, they take up their gear and jobs again.
Will there labor reset after they turn oppost to life?No - At embark skeletons have no labors assigned at all, but if your miner skeleton with active mining labor goes opposedtolife and turns back normal, he will still have the labor assigned and goes right back to work.
Some cuthulhuian cult maybe?Doing something of the like with the goblins. Sort of merging that with the demon cults.
Not sure if I over look it or something, is there a way to increase skelaton skill other than combat ?
Cause it hard to satisfy harby with all the crappy grade furniture, engrave and food I have ::)
So, the enchanter can create animated armor, completely for free. Is that intentional?Obviously not, its still work in progress. I havent gotten to the enchanter yet. They are pretty beast btw, they are from deons old genesis. I might have to nerf the animated armors a lot.
RE: Pitchforks - while at first glance they seem to fit the theme, on second thought these are the weapons that are usually wielded by the peasants in horror movies when they want to kill the evil scientists/wizards/etc. Maybe something more fitting would be more appropriate? Just a thought.I think they're supposed to be like the devil pitchforks.
RE: Pitchforks - while at first glance they seem to fit the theme, on second thought these are the weapons that are usually wielded by the peasants in horror movies when they want to kill the evil scientists/wizards/etc. Maybe something more fitting would be more appropriate? Just a thought.I think they're supposed to be like the devil pitchforks.
nor do I want to add more creatures with different graphics to the civ. For each one I add, I have to give 6 points in natural skills for 1 civilians skill and 1 combat skill, to each caste.
shadowclasper, sometimes I think you are never actually reading what is being written. I stated at least 5 times in this thread, and just 2 posts ago (!!!) again, that I cant do that.Quotenor do I want to add more creatures with different graphics to the civ. For each one I add, I have to give 6 points in natural skills for 1 civilians skill and 1 combat skill, to each caste.
You just suggested that I add a multitude of castes that require different graphics, like deep ones, minions, gremlins, etc.
Is that mean I can have my warlock chilling at his 15th floor penhouse while the pylon at the ground floor doing the control?Yes, you can have a warlock with a pylon in sight in your penthouse, and a pylon at the bottom. If its within 30 tiles of penthouse-pylon, it will power the pylon downstairs.
Will there be some in game warning sign that show us which skel is out of range, like some blinking "?"
I made skeletons opposed to life, and you need Warlocks to keep them under control now. :) They are also no longer genderless, as this caused weird friendships and even marriages. They are now all male. Some of the warlock witches will still marry them, but hey, why not? ;)this gives a new meaning to "getting boned"! :P
Hm... about the pylons...Hehe, you suggest one thing to make it simpler, and one thing to make it harder. :P Ok, lets see: Doubling the control radius would mean you need only half the pylons. Reducing the power radius means you need twice the pylons. I did spend a lot of thought on the difference. Because you can set up pylons 30 tiles away, they are powered, and their control range with 2x15 just touches.
3 things:
a) I would suggest to make control radius and power radius the same. Yes this leads to double coverage for most areas, but in return simplifies the system, imho. But maybe this is just my personal preference ;) But it is imho much simpler, if you just say, the pylon powers everything (other pylon/skel) in that one radius
b) is it really a sphere? or a cube? So is really only one tile controlled on z+-15?
c) Those pylons are destructible? Because right now I just see everyone to build a pylon network 5 z levels below ground. Then no enemy will ever reach those and skels can fight on the surface without any issues.
If you want to make those pylons valuable and force the player to take care of his pylons (or at least invest a bit more in them by walling each of them in) you could (it it is possible) make them only transferring power/control on their zlevel and add a second type called transfer pylon that can not control skels, but power other pylons across zlevels. If you follow a), you could give those transfer pylons a longer range, but keep the control pylons at a range of 20 or something alike.
This would require control pylons on every level, where skels stay for longer times. No need for it in stairways, as they pass through those fairly quick anyway.
I don't suppose a transformation would work? Rather than blinking you transform them between two states? Don't Pylons have to undergo a transformation in the first place once they're made in order to get them to do stuff? I recall that earlier on.Every time a creature transforms in the mod, a popup shows up and the game pauses. If people have a 200 skeleton fort, with 100 pylons, and something happens to unpower part of your network, it will spam the living hell out of the player. It will also fully heal the pylon. I add their abilities with interactions btw, no need for transformation.
shredder most rocksThey dont shredder rocks. Only ores.
sleeping roomslol. Skeletons dont sleep. They dont need rooms. They dont have emotions, and wouldnt even feel bad about having none. They also dont need clothes, and therefore no chests/cabinets.
About the pylons, would it be possible that the control radious spreads through stone if the tile is DARK/INSIDE/UNDERGOUND and only work on Line of sight if its ABOVEGROUND/OUTSIDE? That would solve the 'underground pylon network' exploit. Not sure if thats even possible, just throwing an idea out there.no, thats not possible.
Just to clarify, are necromantic circles supposed to wreck themselves when the soul they were made with expires, much in the same way that things from the ethereal portal do?yes. Use Phylacteries, if you want a stable build material.
I made skeletons opposed to life, and you need Warlocks to keep them under control now. :) They are also no longer genderless, as this caused weird friendships and even marriages. They are now all male. Some of the warlock witches will still marry them, but hey, why not? ;)this gives a new meaning to "getting boned"! :P
Are the fortress guard and royal guard sprites currently used for anything?these are noble sprites. I can make unlimited of those. I have to check how it works with soldiers that serve in specific squads.
Call them Gaolers.QuoteAre the fortress guard and royal guard sprites currently used for anything?these are noble sprites. I can make unlimited of those. I have to check how it works with soldiers that serve in specific squads.
EDIT: seems that squad members that are lead by the law_enforcer (sheriff) get a different sprite then other soldier. I could possible make a squad for the mistress that looks different from the rest. Not sure what to use this for, because the members of the squad will still be skeletons, ghouls and mages. Maybe call them Inquisition or Jailors or Turnkey.
But as i said, I don't know how similar DF modding is to normal programming :DDF modding is very different, and much easier. It's like text Legos.
already partial skeleton?Yep. There is a good chance that this is the case. ^^
shadowclasper: The problem is just that you try to suggest how to do thing, without the background knowledge to actually do so.
Also, um, and sorry for doing the whole 'suggesting a way of doing it' type thing.
shadowclasper: The problem is just that you try to suggest how to do thing, without the background knowledge to actually do so.Also, um, and sorry for doing the whole 'suggesting a way of doing it' type thing.
...
We've already got the whole rune system for weapons and armor. Heck, since we've already got chemistry covering most reactions, we could just turn herbalism into the whole rune profession.Wait... we dont have any runes. I havent written anything for weapons and armor yet, and I didnt want to use runes or the SPATTER_ADD system, but itemsyndrome. And chemistry is covering only the reactions in the chemist... the acids and rust removal. Did you mean the ALCHEMY skill? (which is renamed Sorcery ingame)
Will the inscription system be the same way we get those fancy elemental skeletons you mentioned?In so far that a skeleton walks to a workshop, does something, and the effect is applied: Yes. The skeleton worker goes to the building and runs the reaction, which triggers a script. No transformations involved.
Oh! Can the inscription system be applied to animated armors and weapons too?Theoratically. Not exactly the same, you would have to pasture the animated items on the workshop, and someone else does the reaction (because animals cant do the labor), but it could add skills to them, yes. I already do this in dwarf-mode with animal training in the war kennels.
Also, for the sake of convenience, I'd say extend how long skeletons can remain autonomous outside pylon control. Say a month. Makes mining and recon/hunting through military easier, and it preserves the purpose of warlocks-die-fortress-collapse. That's just me though. Great work so far!I will first wait for feedback from people that actually played with the pylons, before I change balance again.
Shortcut reactions: Certainly possible, but it would add to the already long list of reactions. It would mean a lot of scrolling in the workshop menu.
Artifical gems are planned. made from glass and metal dust.
pylon-picks: Lol, yeah, just from a modding perspective that can be done. But like I said: before I balance pylon stuff, I want to see how people play with it in the first place.
Can it be fix? Cause the 3 month cooldown will make it imposible to do it many timeQuotealready partial skeleton?Yep. There is a good chance that this is the case. ^^
Use a soul and a totem to make a floating skull at a voodoo workshop?
Expanding on the soul + skull/totem idea:That would work. I dont have race specific skulls, but I do have race specific scalps and souls. :)
An immobile entity that cast/interacts a debuff on the skulls/totem material race invaders.
Example - goblins ambush encounters a line of goblin skull totems get a debuff of some sort.
Expanding on the soul + skull/totem idea:That would work. I dont have race specific skulls, but I do have race specific scalps and souls. :)
An immobile entity that cast/interacts a debuff on the skulls/totem material race invaders.
Example - goblins ambush encounters a line of goblin skull totems get a debuff of some sort.
So, day 18 will be just a whole bunch of floating inanimate things?No, I dont think I will spend all day on these. Most of them are done already.
Only problem: The attackers would destroy these totems on sight. Because the totems would count as creatures. I could make them workshops, but then you would have to run one reaction in them once every time invaders show up, like "intimidate goblin invaders with the totem".
Or I make them items, that can be worn by the military, and they add an AoE effect around the creature. That would actually make most sense. "Breatplate decorated with goblin skulls => gives nerfs to all goblins near the creature that wears that breastplate". :)
And I just had some good ideas for my epic uber spell workshop. :) More on that later.
Only problem: The attackers would destroy these totems on sight. Because the totems would count as creatures. I could make them workshops, but then you would have to run one reaction in them once every time invaders show up, like "intimidate goblin invaders with the totem".
Or I make them items, that can be worn by the military, and they add an AoE effect around the creature. That would actually make most sense. "Breatplate decorated with goblin skulls => gives nerfs to all goblins near the creature that wears that breastplate". :)
And I just had some good ideas for my epic uber spell workshop. :) More on that later.
Debuffing skull decorated armor? Even better! Meph you are awesome!
given type of boneThere is only one type of bone in the mod. So I cant really do that.
Debuffing skull decorated armor? Even better!I will have a look at it tomorrow. :) But it should be no big problem. I just need to check orc mode and the correct syntax for scalps.
Hostlistic SpawnUps, wrote that wrong in the manual. Holistic Detective it is. ^^ Good book btw.
So how do we trigger sapient invasions?Emissary Quarters. Possibly from the raiding system as well.
If we set the number of procedurally generated HFS to 1,000, does the reaction allow summoning any of the 1000 or is it just limited to the first 20?20. I have to set the reaction for each one individually. I can make one for 1000, but it would be seriously buggy if you play in a world that doesnt have 1000. ;) Usually its 26, so I thought 20 is a save number. I can also raise the demon number in the worldgen files to 100 by default, and make the reaction have a 1% chance for each. Thats about the most reasonable I can think of.
Ok, I will use scalps to make skin-covers.Please don't forget about fortress defence race, these guy love to pay me a visit a lot :D
Kill dwarf.
Butcher dwarf corpse.
Get soul and bones and all that usual stuff.
Get dwarf scalp.
Make dwarf skin cover.
Write book => "This is a dwarf skin-bound book".
"This is a human skin-bound Codex of Vampirism."Spoiler: disgusting picture of said book. (click to show/hide)
I like it. It also slows down the progress in the libraries down quite a bit, because you only get books if you kill sapient being for it. :)
You can also use the scalps for the armor decorations, I will have a look at them now. Each one should give nerfs/buffs for this specific race. So a armor with "drow-skin decorations" should help against drow, and so forth. Will take a while to set this up, but its certainly possible.
Noted a game crash with the spider pit with v.4. Tried building one without the available thread. Got through the five blocks and then it asked for <blank>. Immediate crash when I tried selecting the blank item for the building.I know what this is. The game counts the webs on the map as well. So your dwarf thinks: Yeah, lets build this building with the webs/thread from the undiscovered third cavern, and BAM!, blackout and game over. I will change it.
Please don't forget about fortress defence race, these guy love to pay me a visit a lot :DMaybe. Its a lot of races. ^^ (wait. They are all babysnatchers, arent they? dont they trade with you then? do FD races trade with the current orcs?)
I'm really liking where this is going. Keep up the good work Meph!I thought about that too, then decided I call it... a feature. Your skeletons are fireproof, and your warlocks should survive something like that too.
I'm slightly concerned about the fire mephits. I think starting with a fire-starting creature and being hostile to wildlife could make for a very short game. I seem to recall a similar problem with embarking with a fire mage in dwarf mode. Just my 2 cents.
Ah, makes sense. I like the theme of that too: Dwarves come to an embark and start digging, while Warlocks come to an embark and burn it to the ground.I'm really liking where this is going. Keep up the good work Meph!I thought about that too, then decided I call it... a feature. Your skeletons are fireproof, and your warlocks should survive something like that too.
I'm slightly concerned about the fire mephits. I think starting with a fire-starting creature and being hostile to wildlife could make for a very short game. I seem to recall a similar problem with embarking with a fire mage in dwarf mode. Just my 2 cents.
They are all babysnatchers, arent they? dont they trade with you then? do FD races trade with the current orcs?Well,somehow I fight them in both warlock and orcs fort
I dont know ^^ If they cant speak they are always hostile to everyone. But yeah, they have scalps, and you can bind books with those. "skin-bound book".They are all babysnatchers, arent they? dont they trade with you then? do FD races trade with the current orcs?Well,somehow I fight them in both warlock and orcs fort
And thank for the scalp ^^
'Fraid not. Time and life hate me at the moment, like I said. Torture chambers are so... interconnected. Which is complicated. But I'll definitely check what you've done when you do it, or expand it or do a little at some point when I can. But this project is designable from my phone, and far simpler.I have runes for weapons and armor, but they dont add interactions. Only tags, like NOFEAR or NOSLEEP and such. I wanted to do a Thaumaturg for dwarves that makes magical items for ... a long time, but never got around doing it. But I will certainly add something like this for Warlocks. The spiked and skin-decorated armor works the same way.Spoiler: Idea (click to show/hide)
Ah, makes sense. I like the theme of that too: Dwarves come to an embark and start digging, while Warlocks come to an embark and burn it to the ground.Maybe. ^^ I havent seen any embarks that burn down ingame... its not supposed to happen. It will destroy your wagon and items. and clothing.
clean all should be fine. You can clean the specific item, but I think clean all doesnt cause any problems with this.
My mistake.
[PERMITTED_REACTION:BUILD_PYLON] is missing from the entity file. Just add it to the entity_warlock_civ and gen a new world.
If you want pylons now, mark a unit with 'v', then go the dfhack and type: "spawn CRYSTAL 0 Pylon", without the "". It will spawn a pylon for you.
Was playing with v.4 and was having issues getting anyone to make a traction bench to build the torture chamber. Tried ghoul, skeleton and lock with no luck.Traction bench is hardcoded, Mechanics, as always. No way I can influence that.
I have runes for weapons and armor, but they dont add interactions. Only tags, like NOFEAR or NOSLEEP and such. I wanted to do a Thaumaturg for dwarves that makes magical items for ... a long time, but never got around doing it. But I will certainly add something like this for Warlocks. The spiked and skin-decorated armor works the same way.Cool. Do like. I'm going to try and mainly focus on gauntlets, for 'active' powers for now.
(http://i.imgur.com/NnIZj0L.png)
Do you think I should start up a dev thread (to help keep me motivated) in general modding?Why do you ask me? I dont even know exactly what you are doing, and how much it will be. :P
Sleep-addled me knows well enough to try and fetch advice before doing something dumb (in this case, asking was the dumb thing to do. Paradox anyone?). Well, I'll do a bit more work on it - namely trying to get the gloves to work in arena mode first - itemsyndrome acknowledges their presence but they won't use them. Grrr.QuoteDo you think I should start up a dev thread (to help keep me motivated) in general modding?Why do you ask me? I dont even know exactly what you are doing, and how much it will be. :P
Dev Log - Day 19
I added the Overlord. You can transform ONE of your warlocks into your warlock leader. He gets different abilities. For example he can slap other warlocks, making them faster but causing pain, and he can summon minions once a year.
Its heavily Dungeon Keeper inspired. I got a textfile with all the quotes from the first game. I plan to build them in, as announcements. Mostly for the rainding system. :)Dev Log - Day 19
I added the Overlord. You can transform ONE of your warlocks into your warlock leader. He gets different abilities. For example he can slap other warlocks, making them faster but causing pain, and he can summon minions once a year.
This is beautiful.
I advocate you name one of the studying reactions after DnD. It's too good an opportunity to miss.I never played DnD. I wouldnt know how.
I've never played Dungeons and Dragons either, but just add another reaction titled 'Play Dungeons and Dragons'. I was intentionally playing off of the dual meaning. Or if you like, play 'Play modern setting tabletop game'. I'm sure a lot of people would crack a smile.I advocate you name one of the studying reactions after DnD. It's too good an opportunity to miss.I never played DnD. I wouldnt know how.
They are all called "Study Skill-name with Pen&Paper" (because you need ink and paper to study, so pen&paper can also mean that. For people that dont know what a pen & paper rpg is)
I just had this vision of Warlocks as DF forum members... discussing horrendous tortures, horrible infections, new magics to fuck with dwarves and humans... all in the name of !!SCIENCE!!DF: The only game where all the forum members are lizard men, mantis, pathos, pawns of Xantalos, dolphins and now warlocks. At the same time.
But they'd never insult your mother. Perfectly gentlemanly and polite for the most part.
I just had this vision of Warlocks as DF forum members... discussing horrendous tortures, horrible infections, new magics to fuck with dwarves and humans... all in the name of !!SCIENCE!!
But they'd never insult your mother. Perfectly gentlemanly and polite for the most part.
...Yup. Sounds good to me.I have runes for weapons and armor, but they dont add interactions. Only tags, like NOFEAR or NOSLEEP and such. I wanted to do a Thaumaturg for dwarves that makes magical items for ... a long time, but never got around doing it. But I will certainly add something like this for Warlocks. The spiked and skin-decorated armor works the same way.Cool. Do like. I'm going to try and mainly focus on gauntlets, for 'active' powers for now.
(http://i.imgur.com/NnIZj0L.png)
Do you think I should start up a dev thread (to help keep me motivated) in general modding?
It looks like the runes are applied as contaminants. Do they wash off if the items end up in water or magma?
Add Spatter
This plugin makes reactions with names starting with SPATTER_ADD_ produce contaminants on the items instead of improvements. The produced contaminants are immune to being washed away by water or destroyed by the clean items command.
:)
so the prisoner ==> skeleton idea via the torture chamber building group was discarded? damn.
It might be possible to search prisoners for items, corrupt prisoners into ghouls
I have some questions.
Do the prisoners remain in cages, or does the Prison Cell actually hold them?
The Prison system looks great, I love the idea of luring people into the lair as
a primary industry for souls and what not.
But I'm some what concerned about how exactly prisoners are captured.
I think there should be a common-ish way for your troops to capture enemies so that sending skeletons/ghouls/warlocks is more attractive to your soul industry than just spamming cage-traps
HAHA In my first fort ,I fail for this too "Oh I lost all my goul I can't do butcher now, ABANDON THE FORT!!" :-[Maybe a little hint about the jobs. ^^ I think I only say that they cant learn them, but of course they can still do them at minimum skill.
The very specific cast of warlock society did fool me.
I think meph should write something in the manual like "What if I told you, you can assign miner job to warlock and goul too 8)"
Question:
1. Is there anyway to deal with constructed skelaton ghost, because I can't engrave their name.
2.Which stockpile are paper and ink belong to?
3.Please give warlock red carpet, My tower seem empty without it.
Trying out the latest test-version (4) so far... Loving it, but a few questions:1. souls cant be stockpiled. phylactieries sould go into tool stockpiles that only accept "material:soul".
1. What stockpile setting for Souls/phylacteries?
2. Where do I produce the magic weapon's ammo?
So far my only problem has been a vampire drinking out a ghoul instead of the available blood or bloodwine. Guess I need to rush that vampire lair to force that.
Second has been my slowness on figuring out I should use Warlocks and Ghouls for early labor items too. I relied only on my initial 2 skeletons and it's been slow going. The 2 ghouls hunted (only snakes!) and the Vampire and two Witches just hauled stuff.
My ghouls also been getting really upset from rain, is that moddable to make them not care about any rain? Not sure why'd they care.
I believe it says the prisoners would be an animal that you pasture on top of the prison cell building or dug-out jail cells.exactly.
edit: Also, what's the sprite for the Overlord look like? Going to base him on the Overlord from the games by the same name? Cause that'd be awesome. I take it he's transformed on the Skull throne?overlord is a caste, he has no sprite.
Also, are the Death/Famine/Plague/War positions transformations like the Overlord? Their own castes? Or are they just positions? It won't change how I plan to change them, but it'd be interesting if War caused a random enemy to berserk around him (attacking friend and foe), Plague to release a horrible syndrome, Famine to sap the energy from foes, and Death to just suck the souls out of people.
I appear to be unable to assign my skeletons on noble positions (riders, steward even Crypt Lord!). And yes i have checked and they are still under my control.That is known. No way around it so far. Its the spawnunit script, it needs to make them historical figures, but it cant yet. The lasts tries resulted in crashes.
But it even effects skelis that i embarked with or got with migrant waves. They count as spawned in too?QuoteI appear to be unable to assign my skeletons on noble positions (riders, steward even Crypt Lord!). And yes i have checked and they are still under my control.That is known. No way around it so far. Its the spawnunit script, it needs to make them historical figures, but it cant yet. The lasts tries resulted in crashes.
Its a pretty big handicap, I know. I hope it gets fixed at some point, but its nothing I can affect.
No, they are fine. But you can only make them cryptlords. All other noble positions are warlock-only.Well i cant make them cryptlords. Or anything for that matter :'(
[POSITION:SKELETON_COMMANDER] => skeleton only squad leader
[NAME:crypt lord:crypt lords]
[ALLOWED_CREATURE:WARLOCK_CIV:SKELETON]
[ALLOWED_CREATURE:WARLOCK_CIV:IRONBONE_SKELETON]
[ALLOWED_CREATURE:WARLOCK_CIV:BLOODSTEEL_SKELETON]
[ALLOWED_CREATURE:WARLOCK_CIV:DREADNOUGHT_SKELETON]
3. red carpet can be done. I can even make it take on the color of its build-mat, but if I do that its no longer free. What should it be? Free red carpet, or 1-block-colored carpet?Etherial portal for the win :D
I appear to, uh, have encountered a strange bug of sorts. A vampire arrived in a migrant wave, but he was opposed to life. He summoned his minions, and they attacked him. I stationed a warlock near him to see if the skeleton control thingy would work, still opposed to life.:o (no idea about that. The creature file looks ok)
Desintegrating carpets for the win (they are buildings, not contructions, and would selfdestruct)3. red carpet can be done. I can even make it take on the color of its build-mat, but if I do that its no longer free. What should it be? Free red carpet, or 1-block-colored carpet?Etherial portal for the win :D
Solid! By the by, will the raiding system be similar to the Orc Fortress version, ala prisoners as tokens/buildmat? Or will we be actually capturing live, sentient creatures in cages? Sorry if you've already answered this.He said they'd be actual creatures that you have to keep in prison cells to survive.
This is a gold statue of Alheb the Whirling Bodice.
The item is a image of Alheb the Whirling Bodice, the deity of depravity and lust, depicted as a female witch and warlocks in gold by Ghemwed Defbelwem. The warlocks are prostrating themselves before Alheb the Whirling Bodice.
I am just going to leave this here.Quote
This is a gold statue of Alheb the Whirling Bodice.
The item is a image of Alheb the Whirling Bodice, the deity of depravity and lust, depicted as a female witch and warlocks in gold by Ghemwed Defbelwem. The warlocks are prostrating themselves before Alheb the Whirling Bodice.
local pos=position or copyall(df.global.cursor)
if pos.x==-30000 then
qerror("Select a location")
end
local x = 0
local y = 0
for x=pos.x-5,pos.x+5,1 do
for y=pos.y-5,pos.y+5,1 do
z=pos.z
while true do
local block = dfhack.maps.getTileBlock(x,y,z)
if block then
--print(x..","..y)
block.tiletype[x%16][y%16]=32
z = z-1
else
z = z+1
block = dfhack.maps.getTileBlock(x,y,z)
block.tiletype[x%16][y%16]=42
break
end
end
end
end
Dwarf Therapist still lists opposed-to-life skeletons as being fortress-members for some reason, and trying to alter their labors when they're not on the in-game unit list crashes the game.I will let splinterz know.
EDIT: Also, attacking them results in a loyalty cascade.
Oh man I always wanted to do a super evil fort or renovate a tower with out having to deal with the friendly necromancers inside. So did you figure out how to get raids or attacks listed in legend mode?You can embark on necromancer towers, the guys are friendly to you. I even thought about a interaction to assimilate them as civ-members. You can even use the books lying around to build your libraries.
The raiding system is not linked to legends mode, or any actual civs in the world. Its all reactions, all workshops. It can run the "force siege" script, so you get ambushed or attacked more often if you use it, but thats all. The rest is just flavor.
In theory yes.
Giving a prisoner, that hates your guts for burning down his village and slaughtering his wife, the power to break down doors and kick your skeletons into the walls, is probably not the best idea. ^^
I am just going to leave this here.Quote
This is a gold statue of Alheb the Whirling Bodice.
The item is a image of Alheb the Whirling Bodice, the deity of depravity and lust, depicted as a female witch and warlocks in gold by Ghemwed Defbelwem. The warlocks are prostrating themselves before Alheb the Whirling Bodice.
By the way, how about interactions to activate evil biome features like corpse raising and the growth of evil plants?
Can evil weather be summoned too? Imagine the face of goody good invader when half of them turns into husks.
Weather test was successfull. Lets see how these silly elves like rain of dragonfire.
Hehe, Nightmare before christmas, isnt it?
Weather test was successfull. Lets see how these silly elves like rain of dragonfire.
Prisoner feeding is in.
Prisoner search is in. Each prisoner can be searched once and drops an items. This item can be identified with a reaction, and results in a random item. Maybe a hidden weapon, a piece of info, I dont know yet.
Prisoners are official civ-members, but can still be pastured. But they need to be buried (or at least should be), and cant be butchered. Not sure about that one. I wanted them to make ghosts, but that didnt work. If I make them pets again, people can just butcher them...
Once-a-millenium reaction to make them controllable for 2 weeks??
I dont see a problem with that. Its better than opposed to life skeletons that run at your fort. Picking up migrants at the map edge is fine by me.For the skeletons. They arrive, cast the interaction on themselves, you have two weeks to get them in, then they go feral for another 1000 years. I don't think any fort will last that long without getting the skeleton near a warlock.
Loyality cascades I havent seen... only single units that get attack for a bit.Once-a-millenium reaction to make them controllable for 2 weeks??
I dont see a problem with that. Its better than opposed to life skeletons that run at your fort. Picking up migrants at the map edge is fine by me.
Question: how do I install this? Do I have to install Masterwork beforehand? Is it linux compatible?its preinstalled, buts its the WIN version. no idea about linux.
For the skeletons. They arrive, cast the interaction on themselves, you have two weeks to get them in, then they go feral for another 1000 years. I don't think any fort will last that long without getting the skeleton near a warlock.that makes perfect sense. I will use that. :)
Hey, I got my computer up and running again. Do you still want me to run some test towers?Yeah, sure. :) I will upload a new test version today, maybe in 1 hour or so. :)
Problem signature:
Problem Event Name: APPCRASH
Application Name: Dwarf Fortress.exe
Application Version: 0.0.0.0
Application Timestamp: 4fcc9488
Fault Module Name: SDL.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 526ab9ea
Exception Code: c0000005
Exception Offset: 000f2b05
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 3082
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
So, I brought along some blood wolves at embark. One of them immediately attacked a warlock and the other became opposed to life and ran off to kill a bobcat.Thats fine, they are opposed to life by default. they are evil critters from evil biomes. Not my fault if you buy them at embark :P (did the warlock die?)
PD: It kinda works, despite the grayed x, but I get this as soon as I embark and set an order to dig out something:It that something linux related? I cant help with that.QuoteProblem signature:
Problem Event Name: APPCRASH
Application Name: Dwarf Fortress.exe
Application Version: 0.0.0.0
Application Timestamp: 4fcc9488
Fault Module Name: SDL.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 526ab9ea
Exception Code: c0000005
Exception Offset: 000f2b05
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 3082
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
Was trying out the v5 build and I got a child ghoul and a child skeleton as part of my first migration wave. Not sure if that is intended.Crap. I might have to remove Witches. No female civ members. That would also mean no dungeon mistress, but thats the price to pay, if the worldgen ignores that sterile tag. :-X
Edit: I also seem to be running into starving/dehydrating keepers of knowledge for some reason.
-With all the mephits, I didn't need any additional security yet, as well as they make it fine keeping an open surface encampment while your initial dungeon and tower is underway. I may slaughter them for bones/souls next time, but a couple of them was pulling legs off a Forest Spider with ease, so they are tough little buggers. Certainly seem to be worth their own soul over a wisp.Thats good. I want to make people feel save, not to hurry with moats and walls.
-The furniture planning Add-on seems to be bugged. After "planning" for objects to be placed, even with suitable items in stock, nothing is getting moved into place. I am not sure if the ethereal items are related to it, but it's also a problem with doors, statues, and other items I have not made with the portal.Thats falconnes territory. I havent used that plugin yet, so better ask him. :)
-Warlocks(& witches & vamps) I feel I have too many. They've been 50% of the population so far. I learned that I need to have them use their labor specialties better, but initially they have just been haulers and odd-job doers. One of the first things needed is to take gems and stones and cut them to jewels for the skeleton inscribing. The graveyard keeps 1 busy non-stop as well. The other item is 1 or 2 ethereal portals for the free blocks and good training practice. All these workshops takes up a lot of real estate, so I worry about how to keep them busy when I have 50+. Perhaps they should also have farming (planting) and brewing skills? Don't think skeletons would make good green thumbs and the darker plants would be needed.You shouldnt get migrants, remember. Only 2 waves. So whatever you have in Warlocks, its just the embark, and 2 waves of migrants. After that you get no new ones.
-Skeletons on the other hand seem to be short on supply. Because they are the only (potential) skilled labor for many things, it's more important to inscribe them for specialties instead of using them for war right now. I recommend building several inscripters to speed the process up since they are cheap buildings. There isn't however many skills you truly need to be advanced if you counter with lots of labor and extra workshops to get replace the speed for volume. I haven't upgraded their bones yet since I haven't fixed it to allow the Crypt Lord squad. I only have 4, and the 5th I built was not yet historical, so I can't get him to a squad. Any tricks to make this happen easier? It's either make a masterwork (hard with no skill training) or kill something (hard with no squading)?That gives me a good idea: I could give skeletons bonecarving skill. Naturally level 10 in it, or something like that. This way you can easily have them make a masterwork item quickly. :)
-Really fun and easy to get a pack of Ghouls with simple leather armor and bone scourges to do the hunting for souls. I simply put all of them to the Ghoul Master squad. They seem unhappy constantly, but haven't started anything about it yet. The only problem here is the lack of range weapons which makes hunting fast creatures down a problem. Sure they can use bows, but never really hit what they are shooting. Really useful to use for many of the labors that will not need specialization - which I have them all assigned to do between pack hunts. Ghouls are master wall builders as the time involved is more moving blocks and less the construction time.Arent ghouls fast enough to take down most prey even without ranged weapons?
small bug report (not really a bug, dont know what to call it):Meph said it's intended.
My warlocks are using withered souls fo phylacteries, gonna assume thats not intended.
Don't do that, I see the skelaton child as a flavor and the thing that remind me of how cruel can this world be "Death don't care how young you are, it don't care how much time you think you have left, it don't care what you had done and what you haven't, the death will come to you (and then some crazy warlock will resurrect you to be his midget skelaton :P)"Was trying out the v5 build and I got a child ghoul and a child skeleton as part of my first migration wave. Not sure if that is intended.Crap. I might have to remove Witches. No female civ members. That would also mean no dungeon mistress, but thats the price to pay, if the worldgen ignores that sterile tag. :-X
Edit: I also seem to be running into starving/dehydrating keepers of knowledge for some reason.
I have to do it. The civ MUST die out in worldgen. Thats essential. Otherwise you get migrants, which I dont want. As long as they can breed in worldgen, they will not die out.
Or someone can tell me a another trick to make them die out ^^
fricy: Yes. Thats the idea. You dont want slade-throwing warlocks with near-golem grade skeletons attacking you? (or do you? ^^)
fricy: Yes. Thats the idea. You dont want slade-throwing warlocks with near-golem grade skeletons attacking you? (or do you? ^^)
ChairmanPoo: I dont know. Looks like something dfhack related, since it mentions the SDL.dll.
Trying to force migrants with the emissary just says "The fortress attracted no migrants this season."Thats fine. The script just makes the normal "migrant event" happen. If there are none, it cant force any to come.
I am not sure what you are talking about at all.
I tried again, and pressed m in the designation window, then unpressed it. This seemed to avoid the crash, but only my warlocks dig?
fricy: Yes. Thats the idea. You dont want slade-throwing warlocks with near-golem grade skeletons attacking you? (or do you? ^^)
I honestly can't answer that. Warlock are/were a PITA so far in their previous incarnation with their AO spells, and they are getting more OP. On the other hand DF can become too easy, and the flavor is welcome. So the answer is: ??
1. Embark on Necromancer Towers or Tombs
By using the included 'embark everywhere' tool in the Gui, you can embark together with an army of friendly undeads. Before you do your embark selection, while looking at the map, open the Gui, go to the ControlBar on the top and press on 'Embark'. You can now embark on the tomb or tower.
2. Rob caravans
Be sure to invite caravans through your Emissary. Lure them to your dungeon and have the undead rip them up. Worst case scenario is trading, best case scenario is free stuff, including undead caravan guards.
3. Masterwork Bone Items
Skeletons are natural bone carvers and their masterwork bone arrows pack a mean punch. Since skeletons have no emotions, they dont care if these masterwork arrows are destroyed. Their masterwork bone armors are also not bad.
4. Souls vs Phylacteries
While Phylacteries are usually preferable, it makes a lot of sense to use souls for reactions. This takes less work steps, since you save the hourglass and the storing of the soul. But for buildmats you should use Phylacteries.
5. Fires & Magma
Skeletons are fireproof. Send them to light braziers or candelabras. Or put them into squads with fire mages. They also make good miners that breach volcanos.
since you save the hourglassWhy would you want to save the hourglass, though? You're not really gonna do anything else with it and you're not gonna trade it either because warlocks prefer to kill the merchants instead.
Right after embark the resident dead killed my warlock. I could not figure out why. some clues:What caravans?
- some dead caravan guards were there shouting their Battlecries
- the Necromancer was caught in a burst of "call down the doom"
-> next embark
What caravans?Some dead Caravan guards in the tower. They were there from the start.
I have to do it. The civ MUST die out in worldgen. Thats essential. Otherwise you get migrants, which I dont want. As long as they can breed in worldgen, they will not die out.
Or someone can tell me a another trick to make them die out ^^
would you consider some other way to storage souls for the late end game, like a soul pool/vortex/giant hourgalss. something similar to the bannersPhylacteries already do that. They hold souls forever.
I made a new embark, no weird boiling blood atm, but at the start there was a explosion of Rotten Meat flying in all directions. Now there are random explosions of Rotten Meat. They seem to be originating from a Ghoul and only go in one direction.I use dfhack r4. And what? Explosion of rotten meat? Are you sure you installed it correctly? rotten meat should be impossible. Absolutely impossible in the first 2 weeks of the game, because the meat you embark with has no time to rot. Any errorlogs? And what was in your embark selection, any weird materials?
[EDIT:] do you use a modified version of dfhack? I used v4 on my end
In the manual if you click the Warlock link and go down to ghouls, in the first paragraph, it still mentions them learning fishing and hunting.thank you, is fixed.
arcvasti: possibly. I could give them a skill that uses no profession (like... [poet) and use it to make some masterworks in a custom reaction. I dont know. Its a workaround for something that hopefully gets fixed at some point in the future (in the script, so I can stop doing these ridiculus things with the skills)
Miasma aboveground is impossible. And how do you have a butcher that already butchered something on day 1? First thing you build?Really, dont worry, It just my setup. screen inc :) Rotten meat in the first frame (initial pause still on) Every Ghoul is a butcher :)
I know, but there is no orange in DF.
fricy: Yes. Thats the idea. You dont want slade-throwing warlocks with near-golem grade skeletons attacking you? (or do you? ^^)Yes! I mean I realize that the playable warlock civ needs to go extinct it seems like such a shame for warlocks to only affect themselves is there any way that sieges from warlocks against dwarves/orc/kobolds could happen without making it so more warlock migrate to your tower?
God, sometimes the game makes modding hard. ^^
Things missing:
- Square of Sator => AoE Spells that affect the map.
- Fleshsmith => Special gear and flesh/bone constructs.
- Prisoners => Turn them into Ghouls. Turn them into Thralls.
- Werebeast Shapechange. (Putnam just finished that script, yeah :) )
- Catapult Ammo => Some sort of Warpstone AoE Ammo.
- More manual entries (?)
- Prisoner Riot / Poltergeist. Some negative effect from Prisoners.
- Pylon Rebalance. Maybe Line-of-Sight control only?
- Use for Megabeast Souls
- Use for fossils, treasures and relics.
- Use for Tear, Blood and Bone of Armok Gems.
- Magma-spawning of some kind.
- A magma-only workshop/tech of some kind.
- Burning / floating skull
- A use for tar/pitch
- A use for the curious ritual knives
- Special magical gear from the Enchanter.
- Ammo for the Magestaff / Wraithblade
- Special effects for Magestaff / Wraithblde.
- Aura-Shields (?)
- Attribute-boosts from souls. Devour soul = get more strength/agility/endurance.
- Temporary Uber-Soldier transformation, which ends with the user dying/going berserk.
- Use some of the dwarven/orc/kobold magic as well.
So, you are doing that on purpose?nope. I was trying to make a linux version. I had no Issues with the last few releases. But something changed. I never had those Problems before. And I try to figure out why :)
is it possible to make a caste or spell to shoot blood?Spoiler (click to show/hide)
Feral ghouls are a separate creature that is crazed. They come from the Graveyard only. Splint, did you have these troubles from migrants, or from spawned ghouls from the graveyard?
funnier solution have a warlock granted the task of walking in the new guests. not so funnier solution place a pylon next to the edge of the map.
[ITEM_TOOL:COMMAND_KIDNAP]
[NAME:command:commands]
[UNIMPROVABLE][TILE:33]
[INORGANIC:MINION]
[STATE_NAME_ADJ:ALL_SOLID:minion]
[DISPLAY_COLOR:7:7:1][TILE:176]
[MATERIAL_VALUE:1]
lol.
ThisCode: [Select][ITEM_TOOL:COMMAND_KIDNAP]
[NAME:command:commands]
[UNIMPROVABLE][TILE:33]
made from thisCode: [Select][INORGANIC:MINION]
[STATE_NAME_ADJ:ALL_SOLID:minion]
[DISPLAY_COLOR:7:7:1][TILE:176]
[MATERIAL_VALUE:1]
aka a "Minion Command", which is just used for your Overlord to tell your minions in raids what to do... is worth... wait for it... 37945413*. The prisoner intel is of similar value. Wtf. I dont know why ^^ Probably because the tool has no size. But wow. My fort is super rich. I have 1,3 billion wealth because of these items. :D (I played a 1,5 year fort so far. Got some issues noted down, but mostly it plays ok. I just think that Skeletons are vastly overpowered, because they dont have this undead hitpoint system, but instead act like Golems. Alive, with nopain and noblood. -.-
I just think that Skeletons are vastly overpowered, because they dont have this undead hitpoint system, but instead act like Golems. Alive, with nopain and noblood. -.-
I am really bad at adding these weak points. I tried with the pylons/monolith and added a core that has THOUGHT, but it doesnt seem to work. Creatures attack and break their cores, its completely red, but they still live.
If you know how to add that, I would really appreciate the help.
I am really bad at adding these weak points. I tried with the pylons/monolith and added a core that has THOUGHT, but it doesnt seem to work. Creatures attack and break their cores, its completely red, but they still live.
If you know how to add that, I would really appreciate the help.
And my wealth is so high now, that its negative. "-a lot."
Oh you had an integer overflow, I wonder what happens then. Invaders come alone and naked ?What? No, once you reach 120k they just come. Its just flipping a switch, even if the wealth goes below that number, or negative like in this case... once the amount is reached, sieges can come.
[BODY:MONOLITH]
[BP:UB:core:cores][UPPERBODY][THOUGHT][SIGHT][EMBEDDED][SMALL][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:10]
[BP:LB:body:bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BODY:HUMANOID_SKELETON]
[BP:UB:upper spine:upper spines][UPPERBODY][CATEGORY:BODY_UPPER][SKELETON]
[DEFAULT_RELSIZE:150]
[BP:LB:lower spine:lower spines][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER][SKELETON]
[DEFAULT_RELSIZE:150]
[BP:HD:skull:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[TOTEMABLE]
[BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:L_TRUE_RIB:left true rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_TRUE][NUMBER:7][SMALL]
[DEFAULT_RELSIZE:30]
[BP:R_TRUE_RIB:right true rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_TRUE][NUMBER:7][SMALL]
[DEFAULT_RELSIZE:30]
[BP:L_FALSE_RIB:left false rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_FALSE][NUMBER:3][SMALL]
[DEFAULT_RELSIZE:30]
[BP:R_FALSE_RIB:right false rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_FALSE][NUMBER:3][SMALL]
[DEFAULT_RELSIZE:30]
[BP:L_FLOATING_RIB:left floating rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_FLOATING][NUMBER:2][SMALL]
[DEFAULT_RELSIZE:20]
[BP:R_FLOATING_RIB:right floating rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_FLOATING][NUMBER:2][SMALL]
[DEFAULT_RELSIZE:20]
The crypt lord doesn't seem to be working. I have a bunch of skeletons, both migrants and constructs. I couldn't use any of them.I have been using one all day ??? The constructed ones dont work, but the embark/migrant skeletons should be fine.
I was under the impression such civ members (that is those made artificially) need to be lead by "natural" fort members (embark/migrants,) regardless since that's how it works with civ members made by broodmothers. So migrant or embark bone bags should be fine to lead but built ones won't ever be permitted to.The crypt lord doesn't seem to be working. I have a bunch of skeletons, both migrants and constructs. I couldn't use any of them.I have been using one all day ??? The constructed ones dont work, but the embark/migrant skeletons should be fine.
What happens when you build more than one red or blue portal?
The game is crashing whenever I try to reload my save. linked to below.Downloaded it, and will have a look.
http://dffd.wimbli.com/file.php?id=8357
I've been thinking of some uses for the portals:not all of those will work, because its line-of-sight without 15 tiles. you can teleport enemies, because the worker would be distracted by them.
1 Make it so the only entrance to your fort is via portal. For the excessively paranoid.
2 Teleport magmalings through a portal with the "Teleport all units within 15 tiles" function. Then activate them.
3 Have one adjoining a bunch of enemies. Construct a portal of the opposite type. Deconstruct the 2nd portal. Place some sort of danger at the old site of the 2nd portal. Teleport an ambush above a magma pit.
4 Use it to rotate pylons around if you're low on them.
5 Use it to transport otherwise uncontrollable undead.
There should really be some way to select which portal you get teleported to. There should also be a way to use these teleporters to teleport liquids around.Thats not my jurisdiction. :P
correct.What happens when you build more than one red or blue portal?
Most recently built ones are the active ones. The others I assume just sit there and look pretty.
meph, my game keeps crashing after embarking. i got lucky, i guess, and got a warlock overlord in my starting 7. it appears the game crashes when he summons his mephitsyou didnt get an overlord, every warlock can summon minions. I had the same problem, dont know why. it appears randomly just at embark, since I added some self-targetted interactions to them to delay the minions. :-\
i'll keep the save around for awhile but i think i'm best off starting a new tower
EDOT: The_Force: I tried loading the save, it crashes while loading, I cant look at anything. No way for me to dertemine whats the cause.
I was thinking about morphing all Warlocks in bats around the 4th Obsidian in the next community fort :D
PS:mahrgell, you do have a point about the bats. ^^
The game is crashing whenever I try to reload my save. linked to below.This looks like a 0.05b(or older) save. Does it work in .005b?
http://dffd.wimbli.com/file.php?id=8357
Why the 4th Obsidian?Because it makes a nice cliffhanger...
No errorlog, and the gamelog just says: Starting new game. thats it.
and might stumble over a kobold druid that tries to steel from you.But... how did they get the metalworking skill?
This may be me simply missing something obvious, but how do you pasture a prisoner in the torture chamber? I placed a pasture and my minions kept getting scared by the human repeatedly until he was eventually bludgeoned to death with slade.A human soldier in a cage? Just leave the cage nearby. If thats the case it not a prisoner, but a caged invader. Prisoners are pet-creatures actually called "human prisoner" (literally), that you can pasture like normal pets.
Morrigi: Crap. Was it actually saying "SAVING" on the screen when it froze?Yup. Is that bad?
i demand a picture for todayDay 24 Warlocks and gnomes
EDIT: The default slade boulder throwing thing is NASTY. My necromancer was fetching a coyote corpse for butchering and he got interupted by a coyote. Then he slade bouldered him in the leg, making him give in to pain. The next shot was in the head. And the manual says its supposed to be armor piercing. I am seriously doubting the nessecity of having librararies to learn more advanced spells if the basic one kills or maims THIS easily.
EDIT X3 combo: Also the Restless walker things are really tough to kill. I spawned one out of curiosity. It currently has killed the entire animal population of the embark 4 times. His kills:Most of those are relatively small, unarmed besides teeth and claws, and completely unarmored though. How do they fare against armed and armored humans or what have you?
11 coyotes
7 giant dingoes
8 badgers
3 stranglers
Not bad for something spawned from one unit of meat. Now imagine 20 of them. **Evil smile**
Unless I happen to stumble across a HUGE gem vein I rarely get more then 10-12 gems per fort. Thats partly because I don't stripmine that much. If I decided to strip-mine for gems with mostly low-level miners, it'd take quite a while to get enough gems for the legendary engraver.
Unless I happen to stumble across a HUGE gem vein I rarely get more then 10-12 gems per fort. Thats partly because I don't stripmine that much. If I decided to strip-mine for gems with mostly low-level miners, it'd take quite a while to get enough gems for the legendary engraver.Thanks, that'll help with alot of the problems I'm having so far. I even embarked on a map with peat.There are a number of ways to acquire gems in this mod, as well as glass from the vanilla reactions. You can lure caravans that have them, press coke into them at the screw press (Hint: Gather peat -> compact peat in screw press -> smelt peat to coke -> press coke to gems in screw press.) or more easier, collect sand.
Depends on the creature and where they get hit really. Bigger animals will often only get bruised or shallow cuts and smaller ones tend to dodge mine until the minions jump on them and pretty much hold them in place.
EDIT X3 combo: Also the Restless walker things are really tough to kill. I spawned one out of curiosity. It currently has killed the entire animal population of the embark 4 times. His kills:
11 coyotes
7 giant dingoes
8 badgers
3 stranglers
Not bad for something spawned from one unit of meat. Now imagine 20 of them. **Evil smile**
Most of those are relatively small, unarmed besides teeth and claws, and completely unarmored though. How do they fare against armed and armored humans or what have you?
Also, the stonecrafter shop is your best friend for helping with value (and building stuff of use in general before you have that portal thing,) alongside engraving and general size.
I've finally found a solution to the room value problem:
Step 1: Have wood on the map
Step 2: Have someone cut down 10 trees
Step 3: Build a crematorium and a screw press
Step 4: Turn 10 wood into 30 coke
Step 5: Press coke into diamonds
Step 6: ???
Step 7: Profit!!!!
EDIT:
(Step 8: Optional) repeat steps 1-7 5 times and use the resulting gems to boost a skeleton to legendary engraver skill
Can you remove the gnome? That Warlock is SO COOL. I WANT IT FOR MY BACKGROUND.i demand a picture for todayDay 24 Warlocks and gnomes
A Shitty photoshop image for youSpoiler (click to show/hide)
Edit: dammit I figured I'd make a quick image, but meph beat me too it, his looks better too.
I wish there was some way to farm trees like in dwarf mode :(
I sould at least be able to farm the evil ones.
You still cant use the farmed trees. ;)I wish there was some way to farm trees like in dwarf mode :(
I sould at least be able to farm the evil ones.
You can still build a sawmill the last I checked (under the industry workshops). That will let you get your hands on acorns and spores when your lumberjacks are smoothing wood. This assumes you did not get any at embark. Just set them to farm and restrict your fields (d->o->r) to keep your guys from randomly stomping your seeds out of the ground on their way to kicking the occasional puppy. Warlocks tend to make poor farmers, but if you need trees, you need trees.
As an additional note, the ethereal portal makes for a near instant stone carving industry now that the blocks do not vaporize anymore. Cannot set a workflow yet to stop production, but that's not surprising given that it is a new workshop generating the blocks.
I've finally found a solution to the room value problem:
Step 1: Have wood on the map
Step 2: Have someone cut down 10 trees
Step 3: Build a crematorium and a screw press
Step 4: Turn 10 wood into 30 coke
Step 5: Press coke into diamonds
Step 6: ???
Step 7: Profit!!!!
EDIT:
(Step 8: Optional) repeat steps 1-7 5 times and use the resulting gems to boost a skeleton to legendary engraver skill
you should keep watch on your value, you wouldn't want to trigger sieges too early
the artificial gems are in the Ebonforge, which also makes the new glasses. I think 15 gems is fine for a legendary worker.
Yeah, I should probably add something that uses up seeds.Why? Just farm them at a farmplot. Then shred them at the plant shredder. Tada
Can you remove the gnome? That Warlock is SO COOL. I WANT IT FOR MY BACKGROUND.Sure, Also included Plague Green edition
how do i active warlocks as playable? 0_oThey are already playable.
for some reason i can't active fort mode for them
how do i active warlocks as playable? 0_oThey are already playable.
for some reason i can't active fort mode for them
plant shredder cant shred them yet, but I will add that. :)I haven't gotten any scalps yet, so I haven't even started on the book industry thing. Souls are pretty easy to get though. I'm in early autumn in the first year, I have ethereal portal and around 10 constructed skeletons and I'm still drowning in souls. I was having my warlocks devour them for speed boosts in batchs of 5 because I had so many. Now I'm storing them in peat hourglasses. You get excess souls a lot if you're doing anything major with a creatures bones. Normally it goes something like this:
Gems, Souls and Skins should be the bottleneck for Warlocks. ;) Spells and Books barely require gems btw
Yeah, its the THOUGHT bodypart. The brain in most cases, that was easiest to add, because not all creatures have the same upper body.Makes a certain amount of sense. Won't that mean that creatures without thought(EX: Giant water sponges)won't leave souls?
thats true, but how do you want to kill a sponge anyway?
Warlocks don't appear to have access to the ore processor. Is this intended?
is there any other way to get warlocks besides the first 3 migrant waves?You could go on a mass butchering spree and spend all the souls you get on attracting the dead in the embassy quarters. It only seems to work in spring, summer and autumn in the first year, after that you are out of luck, seeing as you can't trade, you can't increase the value of the fort. So no migrants can come.
You could go on a mass butchering spree and spend all the souls you get on attracting the dead in the embassy quarters. It only seems to work in spring, summer and autumn in the first year, after that you are out of luck, seeing as you can't trade, you can't increase the value of the fort. So no migrants can come.This is so wrong. ^^
Still can't get the mod to work. I'll probably have to redownload because I can't do anything. Not gen a new world or load a save game without crashing. Might be a problem on my end as I've had problems like this with autosaves turned on before. Thing autosaves, then I save game right afterward and I can't load the original save after. I've never been barred from world generation though. I'm running DF on my netbook, so FPS isn't the best in case that matters for causing crashes.I cant help you with that, it sounds system related. Aka your Netbook causes the issues.
is there any other way to get warlocks besides the first 3 migrant waves?Nope.
Doesn't that mean you would have to do the same trick like you did with the skeletons in order to recruit them in the military?Yes. -.- But at least it works better than having a loyality cascade.
Ah, allright then. Sorta weirded out because It ws working fine for the first 3 seasons and then spazzed out. I should probably start using my desktop computer for DF more often. I'm definately doing that for Cathedral once my turn rolls around for that.Still can't get the mod to work. I'll probably have to redownload because I can't do anything. Not gen a new world or load a save game without crashing. Might be a problem on my end as I've had problems like this with autosaves turned on before. Thing autosaves, then I save game right afterward and I can't load the original save after. I've never been barred from world generation though. I'm running DF on my netbook, so FPS isn't the best in case that matters for causing crashes.I cant help you with that, it sounds system related. Aka your Netbook causes the issues.
EDIT: Thanks to Arcvastis feedback: They now have 6 reactions. Spawning liquids on the same level is free, and spawning liquids on the same level AND the level above (even through solid floor) costs another of the tear/blood of armok gems. You can build these under the surface, wait for things to run over them, then spawn liquids above as below. Thats obviously very powerful, but you need on of the gems for each activation.
Agreed, but at the same time your chances of getting less than 1 warlock in both your migrant waves should be nonexistent. Even if the migrant wave contains no new warlock migrants, you should have some way of getting a warlock migrant OUT of them. That way all warlock fortresses will have 2-3 warlocks in them.That cant be done.
Agreed, but at the same time your chances of getting less than 1 warlock in both your migrant waves should be nonexistent. Even if the migrant wave contains no new warlock migrants, you should have some way of getting a warlock migrant OUT of them. That way all warlock fortresses will have 2-3 warlocks in them.That cant be done.
So something that converts Iron into Bloodsteel? Which can then be made into dreadnaught?
That's potentially really good!
Perhaps a building? Rather than just a reaction? The blood and tears of armok are made into buildings? Perhaps the bone of armok as well? Something like the Crucible of Bones?
Agreed, but at the same time your chances of getting less than 1 warlock in both your migrant waves should be nonexistent. Even if the migrant wave contains no new warlock migrants, you should have some way of getting a warlock migrant OUT of them. That way all warlock fortresses will have 2-3 warlocks in them.That cant be done.
Dev Log - Day 25how hard is it to convert an invader? like if you can Gm editor an invader manually you could automate the event. Wonder if people want more migrants could just use the 'force migrant' wave the command.
Testing, Testing, Testing. Mostly trying to replicate these crashes some people have been reporting, but not much luck so far. I am mostly taking notes for balancing.
The last things I want to add are quite easy to mod (weather, special gear), so I am mostly trying to get a good balancing for the raiding and prisoner system, but I noticed that it does not always trigger right. -.-
And now that problem with the corruption of invaders. Mh... I think I know a way around it: Give them a self-kill interaction that also spawns a new ghoul. Instead of transforming them, I just get rid of the old unit and make a completly new one. AAaahhh, have to rewrite the entire thing.
Tomorrow I will try to release a new test version. :) I think I found the reason for some freezes, the new digging invaders AI is messing them up. ^^
You can't force migrants if your civ is dead and since warlocks can't have children in world gen, the civ dies out after a generation. This is intended.Dev Log - Day 25how hard is it to convert an invader? like if you can Gm editor an invader manually you could automate the event. Wonder if people want more migrants could just use the 'force migrant' wave the command.
Testing, Testing, Testing. Mostly trying to replicate these crashes some people have been reporting, but not much luck so far. I am mostly taking notes for balancing.
The last things I want to add are quite easy to mod (weather, special gear), so I am mostly trying to get a good balancing for the raiding and prisoner system, but I noticed that it does not always trigger right. -.-
And now that problem with the corruption of invaders. Mh... I think I know a way around it: Give them a self-kill interaction that also spawns a new ghoul. Instead of transforming them, I just get rid of the old unit and make a completley new one. AAaahhh, have to rewrite the entire thing.
Tomorrow I will try to release a new test version. :) I think I found the reason for some freezes, the new digging invaders AI is messing them up. ^^
You can't force migrants if your civ is dead and since warlocks can't have children in world gen, the civ dies out after a generation. This is intended.Dev Log - Day 25how hard is it to convert an invader? like if you can Gm editor an invader manually you could automate the event. Wonder if people want more migrants could just use the 'force migrant' wave the command.
Testing, Testing, Testing. Mostly trying to replicate these crashes some people have been reporting, but not much luck so far. I am mostly taking notes for balancing.
The last things I want to add are quite easy to mod (weather, special gear), so I am mostly trying to get a good balancing for the raiding and prisoner system, but I noticed that it does not always trigger right. -.-
And now that problem with the corruption of invaders. Mh... I think I know a way around it: Give them a self-kill interaction that also spawns a new ghoul. Instead of transforming them, I just get rid of the old unit and make a completley new one. AAaahhh, have to rewrite the entire thing.
Tomorrow I will try to release a new test version. :) I think I found the reason for some freezes, the new digging invaders AI is messing them up. ^^
Agreed, but at the same time your chances of getting less than 1 warlock in both your migrant waves should be nonexistent. Even if the migrant wave contains no new warlock migrants, you should have some way of getting a warlock migrant OUT of them. That way all warlock fortresses will have 2-3 warlocks in them.That cant be done.
Dev Log - Day 27Sounds great!
Long day of more testing. I also would like to propose a tutorial fort... maybe the last 2 days I can do one large fort, and make a lot of screenshots that explains the features. Mostly because playing the Warlocks is so vastly different from the other races.
how hard is it to convert an invader? like if you can Gm editor an invader manually you could automate the event. Wonder if people want more migrants could just use the 'force migrant' wave the command.
Is it just me or are the ghouls more "Squishy" in the v6 update? Lost two flail wielding ghouls to coyotes not long ago. The coyotes just ripped them apart :o
- Wrong color in unit screen: ?in the unit screen Warlocks are blue, skeletons are white and ghouls brownish. Or is that not the intention?
- Wrong color in unit screen: ?in the unit screen Warlocks are blue, skeletons are white and ghouls brownish. Or is that not the intention?
I guess it has something to do with skill levels in professions.
I would love a last beta. More bug hunting!
Alright, something's not right. My warlocks aren't using hourglasses and making phylacteries. I have over twenty hourglasses to spare and souls that keep piling up from my butchers as well as a soul siphon right next to them.
Is it a bug?
You have some warlocks with sorcery enabled, right? By default they don't have that labor turned on and it took me a while to figure out that that's why one of my forts wasn't storing souls.Ah hell, that's probably it.
Is it possible to obtain seeds somehow after you embark? I've noticed a common trend in that my butcher shops get so backed up that everything is a skeleton by the time it gets butchered. Also, what am I supposed to do with all this bone?!
Ah, upon closer inspection I noticed that sometimes my gohuls seem to try butchering the same skeletons several times over, to no avail. Does it just take a really long time to get these bone chops, or am I experiencing an actual bug?
I've been mostly cowering behind drawbridges and trying to find ways to feed my guys without going outside much. Since skeletons don't need to eat or drink though, I've been thinking about building a big tower with archer skeletons walled in on every floor, basically working as cheap turrets.Yeah, I've been having some trouble as well. These guys are either hard to play as, or it's just my general inexperience with Dwarf Fortress shining through.
- Just set the necroshrine up make body stockpile near it, when your lock die, use random skeleton with prayer labor to resurrect him. And make sure you do that before he begin to rot :P
- You can turn rendermax on at GUI, it will make nighttime and cave dark without light source. But not effect any game mechanic yet.
- In vanilla it is purple "I"
- Just set the necroshrine up make body stockpile near it, when your lock die, use random skeleton with prayer labor to resurrect him. And make sure you do that before he begin to rot :P
- You can turn rendermax on at GUI, it will make nighttime and cave dark without light source. But not effect any game mechanic yet.
- In vanilla it is purple "I"
Thank you! Found a Warlock Tower now. :D
That covers resurrection then, but what about getting a compeltely _new_ lock? Do they migrate or is there a way to train one?
The Warlocks are fairly easy to play, having undead, horribly evil spells and tough minions at their command, as well as the ability to simply make new minions (The skellies and Ghouls) to balance this, and because it is thematically awesome, there are are no more migrants, no civilisation to call new members from.
There is just your small number of warlocks, your skeleton marrying, undead creating, spell obsessed neurotic warlocks.
Plus maybe a vampire or two to eat them. I mean, drink blood out of barrels.
Yep. Never drink from your endangered, valuable and rare warlocks.
So no, there is no "get more warlocks" function after the two migrant waves, and the point is to safeguard them at all costs, as the minions are all expendable. Warlocks (and those filthy leeches I suppose) are not.
terrifying>haunted>sinister
terrifying>haunted>sinister
Technically a biome is either evil, neutral, or good. Further modifications are based on savagery.
Sinister: Evil/Calm
Haunted: Evil/Wilderness
Terrifying: Evil/Untamed Wilds
But practically, terrifying biomes are the most dangerous.
Whats with butchers chopping xxx's partial skeletons over and over in butchers workshop? I have noticed that butchering invaders (humans, elves, dwarfs etc.) creates these partial skeletons
Pylons: You might have noticed that skeletons turn opposed-to-life now and then. If they run too far from your Warlocks, you cant control them. Build a network of Pylons at the Soul Syphon to establish control across the map. More info later in the manual.
Hmmm... I'll try that, cheers. Still wondering if we're maybe both missing something since "just hide for the first couple sieges" doesn't sound like the thing Meph would force one to do with a race that seems built around killing stuff and turning killed stuff into more stuff. =P
Is anyone else having trouble breeding livestock?
It seems that no matter what I capture, be they skunks, bone wolfs or lions, will refuse to breed. Did you disable breeding somehow Meth?
Also I'm not sure if its intentional or not but butchering captured prisoners yields nothing what so ever.
I've also had some issues corrupting caged invaders, an orc artisan specifically, into a ghoul.
What do you guys usually do for food while you wait out sieges? Have you been able to find a way to get seeds for edible plants? The Demon Attorney sells blood goats, but I'm not sure if they're grazers. If not, buying a herd of them seems like the most solid plan.
Is anyone else having trouble breeding livestock?
It seems that no matter what I capture, be they skunks, bone wolfs or lions, will refuse to breed. Did you disable breeding somehow Meth?
Also I'm not sure if its intentional or not but butchering captured prisoners yields nothing what so ever.
I've also had some issues corrupting caged invaders, an orc artisan specifically, into a ghoul.
-words-
-more words-
-words-Sigged
Really like the idea of converting people into corrupting the soul itself and all that technical mumbojumbo so, hearing word that ghouls don't co-op properly kinda made me sad.
oh wait I remember warmist made a disguise plugin that allows units to get away with murder maybe it's possible to use that to convert prisoners into minions, or strip the soul of any hostilities of the site?
- Ethereal blocks/furniture does not fade away. Only ethereal armor/weapons. Should take 3-4 months.Should be fixed in the manual. Also "an Ethereal Gate"
Once you have 3 full phylacteries (hourglass with soul), build a Ethereal Gate. It allows free furniture and blocks. Mind that you need to use the blocks quickly, they will disappear after a while. If you build a wall or floor with them, they will stay.
Bags. Yikes! How to get enough bags for all the gold dust, herbs, raiding kits, etc... I have a 50 tile rope reed farm and just cannot keep enough bags for all the spell components. Does training a warlock with a new spell destroy the bags? It seems like it, but I think it should not.
Ghouls - the ones from the graveyard appear naked, and quickly become unhappy about it. Need to have a strong clothing industry if you want to mass summon ghouls. Would be nice if they could wear small and /or large things left over from the seiges. I have all my cloth going towards bags. Also - why do ghouls care if they are naked?
Skeletons are ridiculously hard to kill. Even the bone ones. I shudder to think about what a dreadnought one would be like. One of my skellies had a failed mood and went berserk. I sent in my squad of 5 bone clad and armed lasher ghouls to deal with it. 25 pages later, the ghoul master with the bronze scourge gets lucky and bisects him. The skeleton is by this point a spine, a lower body and a head. He's also in the middle of my workshop area, disrupting things.
TLDR: Skeletons are OP, but whips are more OP.
Here's a new one.
Buildings like the shrine, alter, circle, that have the option of building them with "fresh" souls, that is souls that haven't been preserved in phylacteries. Problem is, those souls still wither, and the workshop breaks (akin to ice melting). Removing the option to use non-preserved souls might be good.
Thats true. But my point was that skeletons are much harder to kill then the feeble fleshlings.Skeletons are ridiculously hard to kill. Even the bone ones. I shudder to think about what a dreadnought one would be like. One of my skellies had a failed mood and went berserk. I sent in my squad of 5 bone clad and armed lasher ghouls to deal with it. 25 pages later, the ghoul master with the bronze scourge gets lucky and bisects him. The skeleton is by this point a spine, a lower body and a head. He's also in the middle of my workshop area, disrupting things.
TLDR: Skeletons are OP, but whips are more OP.
Skeletons are considerably less OP up against steel armed humans.
- Training is a bit buggy, especially the crypt lord army. Periodically, if set to train, they'll randomly be removed from the squad, and become ineligible for "Crypt Lord" noble status. Do skeletons gain skills in weapons/armor just through combat? There doesn't seem to be a reaction in inscribing.
Meth
Meth
Meth
Two things so far: Magma Well doesn't spawn anything. dfhack console reads:Same here. I wanted to make a lava moat :(
[DF folder]\hack\scripts/eruption.lua:69: attempt to perform arithmetic on local 'ry' (a nil value)
stack traceback:
[DF folder]\hack\scripts/eruption.lua:69: in function 'eruption'
[DF folder]\hack\scripts/eruption.lua:125: in main chunk
(...tail calls...)
I had a dwarven siege first autumn as well, the siege triggers have to be raised.
So can warlocks make pearlash? My KON kinda wants a clear glass window in his (underground) room.
I'm pretty sure this isn't supposed to happen.
One of my ghouls just got taken by a strange mood, claimed a craftsmans shop, grabbed two kaolonite boulders, and created a kaolinite abacus encrusted with kaolinite cabochons
I'm pretty sure this isn't supposed to happen.
One of my ghouls just got taken by a strange mood, claimed a craftsmans shop, grabbed two kaolonite boulders, and created a kaolinite abacus encrusted with kaolinite cabochons
Oh. It just seemed weird. There's no way to disable them by creature or caste then?I'm pretty sure this isn't supposed to happen.
One of my ghouls just got taken by a strange mood, claimed a craftsmans shop, grabbed two kaolonite boulders, and created a kaolinite abacus encrusted with kaolinite cabochons
Moods can still happen regardless of what you play as unless you disable moods altogether.
Oh. It just seemed weird. There's no way to disable them by creature or caste then?I'm pretty sure this isn't supposed to happen.
One of my ghouls just got taken by a strange mood, claimed a craftsmans shop, grabbed two kaolonite boulders, and created a kaolinite abacus encrusted with kaolinite cabochons
Moods can still happen regardless of what you play as unless you disable moods altogether.
So... this just happend:
I was building a platform over a magma lake in the first cavern when a giant mole rat got in via an opening a missed and attacked my skeli worker. In the fighting the skeli was knocked over the edge and strait into magma. Assuming him (her?/it?) dead i had my ghouls deal with the rat and continue construction. A while later i got the announcement that an other magma lake was discovered, but i hadent explore any yet. So i looked and founded that it was several z lvls below me. Knowing that skeletons are magma proof i checked and, sure enough, my skeli was not only alive but compliantly unharmed, just going down the lava like it was slide! Eventually he even found candy and soon came to rest at the bottom of the magma, still unharmed in the slightest btw. And no he isint upgraded in any way, he is just a normal bone skeleton.
Soooo yea... ???
EDIT: Now he got a mood. This sould be fun?
Hey Meph, I just stumbled upon two things there were rather interesting...you want to talk funny you can talk to the zombies and they will act like normal citizens if you retire the fort well normal to any necromancer.
First up, Those zombies that are spawned in the lvl 2 nerco building? Those things are lacking a lot of traits that would strike me as zombie like, plus there is the fact that they move faster then most birds and elves.Spoiler (click to show/hide)
There is also the fact that I can spawn a zombie with the teeth of another fallen zombie, just one to make a full on shambling corpse that runs at crack speed. Also they are butcherable, and drop souls which is a bit much for just a tooth.
Now, when I took a look at the raws for these little speed devils, I noticed that they have a syndrome... But it wasn't done correctly so it was inactive, not sure if this was intended. Same thing with the ghouls with their conversion syndrome.
Now, after some tweaks and some changing around and testing... I made a zombie that is pretty weak alone, but you wouldn't want to use a spear or hammer for this guy, you'd kill yourself overtime in prolonged combat.Spoiler (click to show/hide)
In addition, My little dungeon was attack by these little thieving monkeys and when my mephits went in to attack, they didn't use any of their syndome attacks or abilities. I thought that was broken too, but it checked out fine. When I tested them in the arena, they were working fine. Kinda weird.
Just wanted to share that little bit.
I guess so :PSo... this just happend:
I was building a platform over a magma lake in the first cavern when a giant mole rat got in via an opening a missed and attacked my skeli worker. In the fighting the skeli was knocked over the edge and strait into magma. Assuming him (her?/it?) dead i had my ghouls deal with the rat and continue construction. A while later i got the announcement that an other magma lake was discovered, but i hadent explore any yet. So i looked and founded that it was several z lvls below me. Knowing that skeletons are magma proof i checked and, sure enough, my skeli was not only alive but compliantly unharmed, just going down the lava like it was slide! Eventually he even found candy and soon came to rest at the bottom of the magma, still unharmed in the slightest btw. And no he isint upgraded in any way, he is just a normal bone skeleton.
Soooo yea... ???
EDIT: Now he got a mood. This sould be fun?
Why are you confused? Seems like just another day in "My Little Dungeon, Magma is Magic!"
An idea to reduce micromanagement of adding Skeletons to the military: Creating the masterwork item also reduces their Discipline skill to zero, so we can exclude already "militarized" skeletons via workshop skill ranges. It's kind of tiring to sort out ten or twenty "Shambling Skeletons" manually. Also, no more blinking units EVERYWHERE.that cant be done. Its only a 20% chance (or something along these lines) of creating a masterpiece. So if it sets their skill to 0, they couldnt always create one. And the blinking would stay, once anything gets legendary it blinks, no matter if I remove the skill afterwards.
Check out my new avatar, co,urtesy of wrightly678 and Meph! Ooh, yeah!
You could give Warlocks a renewable source of Warpstone, like trading it from Demons/Drow or transmute it from other useless ores. Then some research to unlock Warpstone-related workshops.Warlocks can't fish. Murdering siegers and animals is the only way. Or you might get meat from raiding too?
I never realised i could get so much poison from the Demonic Attorney. Ill need to start building that thing early on. Nether Horror poison for 1 Soul?! God damn.
Is there any reliable indoor way to farm meat for my Ghouls? None of the animals seem like they breed very fast, and i cannot make a Fishpond. So i guess fishing from cave systems is my main option?
Anyone know how to disable the dfhack dwarf preference search? It apparently is keyed to 'm'. I can't figure out how to get to the military screen. Extremely frustrated.your alt key is stuck from alt-tabbing. press alt once.
The Race is incredibly fun to play, but I also have major problems with early sieges. I was just completely annihilated by humans sieging me in the very first summer, shortly after the first migrant wave. The game before that had Dwarves appear first autumn. They destroyed me pretty quickly. If this is intentional, can someone provide some directions for what to do first? I was barely done with my first few rooms and building Workshops, and was jsut getting to Necromancy Cirlces to create more Skeletons.I noticed that. Just open the GUI, races and set their siege and trade times to late or very late, then gen a new world.
I had assumed it was intentional. Ive almost always had enough time to set up walls and a bridge before a siege hits. I recommend you guys embark with some stone blocks and 4 Hourglasses, along with alteast 2 Warlocks. With one Hourglass and some blocks you can instantly set up a Soul Syphon, then butcher 3 of those minions your Warlocks bring for souls, which allows you to create 3 Phylacteries and set up an Ethereal Gate. You can then pump out an unlimited amount of blocks and build your walls fast.
Ive tried fighting the sieges, but its always been suicide to take them head-on. The Dwarves will be using copper/iron level gear, along with a few steel level weapons. Even with just one or two steel weapons, they will chop up your Ghouls in no time. The only way i can imagine surviving is by making some Soul Wisps or a 1-tile wide corridor filled with atleast 10 cage traps.
Question though, if i set Goblins to "good", will they invade my fort?
What am I doing wrong with military? All I have is Ghoul master, which I have with ghouls training lashing. I can't use the 4 evils or crypt lord and can't yet afford the rooms for the overlord. What are people doing with the skeletons that can be in the military? I'd like some to use heavy weapons like scythes and another squad for posioned arrows but even with a working crypt lord that'd just be one squad.
I don't mind the idea of ghouls or warlocks leading every squad, but they just don't seem to be available to create. Could the 4 evils be able to have 3-5 units each?
Right now my best military is the zombies. They clean the map of life well, but yet to face true invaders with those.
Sorry for bit of an unrelated question. I tried searching the forums but didn't find anything.
You know how in Vanilla DF you can zoom in on the tiles with wither square brackets "[]" or the mouse wheel?
It doesn't seem to work with Masterwork. Can anyone point me in the right direction?
Sorry for bit of an unrelated question. I tried searching the forums but didn't find anything.
You know how in Vanilla DF you can zoom in on the tiles with wither square brackets "[]" or the mouse wheel?
It doesn't seem to work with Masterwork. Can anyone point me in the right direction?
I believe that you zoom in or out with either 1 and 2 or f1 and f2. If you zoom out with rendermax enabled, the game crashes.
On another note. I just found some platinum Greaves. The wiki doesn't seem to list Platinum in its list of materials, I have to imagine that they're better than Steel for armor, yes?
Thanks.
On another note. I just found some platinum Greaves. The wiki doesn't seem to list Platinum in its list of materials, I have to imagine that they're better than Steel for armor, yes?
Thanks.
Have you tried poking around the in-game options menu? You should be able to change keybindings from there. Just press the escape key, go to key bindings, go into the general sub-menu, and look for zoom in and zoom out.
As for platinum, I would say don't use it. It can be made into weapons and armour, but it is no where near steel in terms of quality. It is closer to copper, if anything.
Not really. Platinum isn't a weapon metal in Valnilla DF because its only really good for denseness and value. It makes pretty good hammers and nobles furniture, but horrible everything else. It might be worth using if its an artifact though. Also, I would recommend putting this kind of stuff in [DWARF]-Gameplay questions, rather then here.
On another note. I just found some platinum Greaves. The wiki doesn't seem to list Platinum in its list of materials, I have to imagine that they're better than Steel for armor, yes?
Thanks.
EDIT: Ninja'dNot really. Platinum isn't a weapon metal in Valnilla DF because its only really good for denseness and value. It makes pretty good hammers and nobles furniture, but horrible everything else. It might be worth using if its an artifact though. Also, I would recommend putting this kind of stuff in [DWARF]-Gameplay questions, rather then here.
On another note. I just found some platinum Greaves. The wiki doesn't seem to list Platinum in its list of materials, I have to imagine that they're better than Steel for armor, yes?
Thanks.
EDIT: Ninja'dNot really. Platinum isn't a weapon metal in Valnilla DF because its only really good for denseness and value. It makes pretty good hammers and nobles furniture, but horrible everything else. It might be worth using if its an artifact though. Also, I would recommend putting this kind of stuff in [DWARF]-Gameplay questions, rather then here.
On another note. I just found some platinum Greaves. The wiki doesn't seem to list Platinum in its list of materials, I have to imagine that they're better than Steel for armor, yes?
Thanks.
Maybe start another thread called Adventure mode discussion or something? This is a bit of a derail from talking about fort mode warlocks.EDIT: Ninja'dNot really. Platinum isn't a weapon metal in Valnilla DF because its only really good for denseness and value. It makes pretty good hammers and nobles furniture, but horrible everything else. It might be worth using if its an artifact though. Also, I would recommend putting this kind of stuff in [DWARF]-Gameplay questions, rather then here.
On another note. I just found some platinum Greaves. The wiki doesn't seem to list Platinum in its list of materials, I have to imagine that they're better than Steel for armor, yes?
Thanks.
Lol it's cool. Maybe you can answer this for me:
Any chance my adventurer can make weapons/armor better than stone/bone stuff? It seems like I can smelt a bunch of bars from metal I find in the game. Not too sure what I can do with these bars.
I'm currently sitting on a stash of ~30 bifrost bars from killing a dungeon full of Frost Giants.
Earlier on, somebody suggested doing damage to skeletons instead of them turning 'opposed to life' which makes sense to me. The damage would probably be mitigated by the type of material they're built of right? So better invested in skeletons would last much longer than normal ones?
Maybe start another thread called Adventure mode discussion or something? This is a bit of a derail from talking about fort mode warlocks.
Earlier on, somebody suggested doing damage to skeletons instead of them turning 'opposed to life' which makes sense to me. The damage would probably be mitigated by the type of material they're built of right? So better invested in skeletons would last much longer than normal ones?
But wouldn't every time the skeletons start to take damage, wouldn't someone go try to bring them to the medical bay? This could be good or bad depending on how you look at it.
1. Good. Skeletons are automatically brought back to the fort and most likely in range of a warlock/pylon.
2. Bad. This has the potential for boat loads of rescue wounded jobs. Which could just be annoying.
Not sure if this is a bug, but has anyone else been having issues with Slag disposal? Ive been telling my guys to dump Slag in the Slag Pit thing, but its...producing Slag Doors at an alarming rate. Im talking hundreds of Slag Doors. I did order it to make some Slag Doors a while ago, but that order has long since been completed, and ive just been setting it to repeatedly dispose of the Slag since.I just attempted to make some slag tables and the workshop is now cluttered to the point of yellow which I know is at least the third level of being cluttered and just level one of clutter is a lot.
So I place a pylon on my refuse pile. The undead that gets animated instantly goes and attacks the pylon and kills it while all my units go running towards the undead to kill them. What. I tried searching around and doesn't seem like anyone has run into this, and there doesn't seem to be anything that points as to why this is in the manual.
Can we get some new reactions at the Inscriptor for quick-upgrading Skeletons? As in, rather than 5 separate reactions to get a skill to legendary, have just a single reaction that uses x5 the materials and raises a skill by 15 points?I wont do such a reaction. Its easy enough to queue 5 of the normal ones to get up to legendary.
Also is Dreadnought straight up better than Bloodsteel for weapons? I know it makes better armor with its 50% damage reduction.
I thought both hunting and fishing were disabled for warlock dungeons? And, shouldn't 'Opposed to Life' undead take care of hostile, living, wildlife for you? Hypothetically, at least?
It didn't seem, to me at least, that a lot of phylacteries were necessary; only to keep workshops built with souls from deconstructing, other souls could be used as they were 'collected'. Well, apart from the high-level items from the Demonic Attorney at least. But, maybe I'm missing something important.
The Therapist ignores the enabled jobs in the entity file. So you cant assign fishing, but you can assign fishing in the therapist... I might as well enable it again, because its so easy to forget and accidently cheat ;)
I like the idea of this mod, but there's a few things I don't quite 'get':I have this problem too. What I notice is my warlock don't seem to have any problem with zombie until they are draft into overlord squard, whenever I active their squrd my warlock will try to kill any zombie that stand in their way.
1) What are the undead for, besides just theme I mean? On my first experimental fort, and have about 100 "Restless Walker" Zombies and 100 animated random parts: 'Undead Mandrill Heads' and so on. And none of them do anything. The only thing the Zombies have done so far is attack my Old Corpses and Pylons occasionally. They entirely ignore Wild Animals and Invaders. I even dropped a handful of Elven ambushers into a pit full of zombies, some of the zombies getting wounded by the falling elves, and still they just ignore each other.
And Meph, you haven't responded to the talk about the skeletons' problems. Do you plan to fix the bug, or alter the mechanics to where they weaken away from pylons, or what? As it is, the malfunctioning pylons make warlocks my least favorite race to play since they just require so much more micromanagement. You have to create more skeletons, do the engraving thing to make them work, throw pylons around every corridor, and constantly reassign skeletons to their squad.Then its working as intended. There is no bug. Skeletons need a Warlock or Pylon to be controled, period. When you say that you need to reassign them to the squad: Put a Warlock in it. If you say that you need too many pylons: Make large, open areas, since it works line-of-sight. If you dont like the engraving thing, use unskilled labor, or spawn more ghouls from invaders, prisoners or the graveyard.
Anyone know how to "corrupt an invader" to turn them into a Ghoul at the Torture Chamber? I have a stockpile right next to the building with caged invaders in it and i have a garbage stockpile right next to the center of the workshop tile with a caged invader in there too. Nothing happens after i run the reaction though. What am i doing wrong?It should work the way you describe it. I know several people have converted invaders in reports I got.
Then its working as intended. There is no bug. Skeletons need a Warlock or Pylon to be controled, period. When you say that you need to reassign them to the squad: Put a Warlock in it. If you say that you need too many pylons: Make large, open areas, since it works line-of-sight. If you dont like the engraving thing, use unskilled labor, or spawn more ghouls from invaders, prisoners or the graveyard.
There are always options. You have to adapt to the features.
QuoteAnd Meph, you haven't responded to the talk about the skeletons' problems. Do you plan to fix the bug, or alter the mechanics to where they weaken away from pylons, or what? As it is, the malfunctioning pylons make warlocks my least favorite race to play since they just require so much more micromanagement. You have to create more skeletons, do the engraving thing to make them work, throw pylons around every corridor, and constantly reassign skeletons to their squad.Then its working as intended. There is no bug. Skeletons need a Warlock or Pylon to be controled, period. When you say that you need to reassign them to the squad: Put a Warlock in it. If you say that you need too many pylons: Make large, open areas, since it works line-of-sight. If you dont like the engraving thing, use unskilled labor, or spawn more ghouls from invaders, prisoners or the graveyard.
There are always options. You have to adapt to the features.Anyone know how to "corrupt an invader" to turn them into a Ghoul at the Torture Chamber? I have a stockpile right next to the building with caged invaders in it and i have a garbage stockpile right next to the center of the workshop tile with a caged invader in there too. Nothing happens after i run the reaction though. What am i doing wrong?It should work the way you describe it. I know several people have converted invaders in reports I got.
The invader souls dealio has been addressed, it's a result of the new orc fortress changes. I bugged Meph about it enough. Also, them souls are also tasty treats for skeleton engraving, so save your dwarf/elf/human/gnome/more dwarf butchering for when you're mass upgrading the local talent.
Also buying demons. Demons are nice.
It helped, thanks!
Another question: is there any way to melt ice into water? I could swear that I saw reaction like that in one of workshops, but I cannot recall which workshop was that....
I know that inscriptor has a special reaction for "homemade" skeletons to made them available, but what about ghouls? is there any way to use them in military?
How did you even make a new Ghoul?Graveyard
What are the requirements for the slade bullet spell? My overlord has a bone staff, but will not ever cast. He just pummels everything to death. Does he require a quiver as well?
Its THROWING and another one, but I would have to look it up. Maybe ranged-combat, or misc object user, not sure.
Pylons on fire can stay, its awesome.
Pylons on fire can stay, its awesome.
I fumbled for answers on why this could be happening.... then it dawned on me.
The gnomes were integrated with the patch I had, so I suspected that the gnomes many interactions with the animals may be the cause for this.... problem.
What is one to do?
Would simply deleting all the gnome specific raws work to 'decouple' it from the rest of the game? Thoughts?
QuoteWould simply deleting all the gnome specific raws work to 'decouple' it from the rest of the game? Thoughts?
I remember in previous versions of warlocks, this wasn't a problem when the gnome patch wasn't present.
Maybe they should be separated again so that it could revert the undead to their normal state, then when all the kinks are worked out in the gnomes with warlocks, it can be safely reintegrated.
4. I try to replace the raw file of the current version with the V03 one by one:
Replace "creature_warlock_civ" file with the version03 one, this FIX IT!!!!!!
I try embark on the necro tower of 2 different world, and the undead is chasing and killing everything they find :)
So the problem is something in the "creature_warlock_civ" file that has been add in V04.
I think its because warlocks not only remove opposed to life from the skeleton workers, but also other undead wildlife, which then is undead wildlife, instaed of opposed to life. That might be the cause.
I think I did it....I did it?!?......OMFG I FINALLY DID IT!!!!
THIS is the cause of derp undead
in "creature_warlock_civ"
[CAN_DO_INTERACTION:MAKE_VAMPIRE]
[CDI:TARGET_RANGE:A:50]
[CDI:FREE_ACTION]
Remove it and BAM I get my good oldrestless murder machineundead back. 8)
PS. I use this website to compare the raws : http://www.diffnow.com/ (this is real life-saving :D)
Haven't whips and such always been OP? I've heard stories of whips crushing the skulls of opponents in one go wearing adamantine helmets with steel mail and leather hoods over the top. The tip accelerates insanely fast. In fact from hearing these previous rumors I will purposefully avoid fighting whip wielding enemies and let the traps take care of them.Thats not AS true since in masterwork there is an outer brain which eliminates a lot of the one-hit headshots from blunt weapons. Plus the bone weapons were light enough that they didn't get nearly as much force as a silver or copper weapon. They often glanced off or scored bruises or minor cuts as opposed to my experiences with chipping bone every strike with copper whips in adv mode. And they were against goblin with iron whips of their own. The OPness of whips is only a part of the ridiculousness of ghoul militia. But I'd say that having the only skill your early militia can learn be one of the more powerful weapon types might not be the best idea. I'd even pit properly armored and armed ghouls against ninja drow and demons.
Dwarves are total dicks in Warlock mode.Dwarves are just total dicks in general.
Yeah but they're less dickish in Orc mode. Welded mithril daikatanas have that effect on dwarves. Warlocks only have their magic to use and that takes AGES to get around to working on. So most of my souls are now spent on spawning demons to give me even a slight chance at survival.Dwarves are total dicks in Warlock mode.Dwarves are just total dicks in general.
it makes pets immune to undeads. Remove it, and the undeads will attacks pylons, monoliths, soul wisps and everything else you have. Its just the targeting that botched, it seems the warlocks also made wildlife and invaders "friendly" to undeads.You win some you lose some, I think :P
I think I did it....I did it?!?......OMFG I FINALLY DID IT!!!!
THIS is the cause of derp undead
in "creature_warlock_civ"
[CAN_DO_INTERACTION:MAKE_VAMPIRE]
[CDI:TARGET_RANGE:A:50]
[CDI:FREE_ACTION]
Remove it and BAM I get my good oldrestless murder machineundead back. 8)
PS. I use this website to compare the raws : http://www.diffnow.com/ (this is real life-saving :D)
Well them been hostile to my "pets" is a bit of big downside.I think I did it....I did it?!?......OMFG I FINALLY DID IT!!!!
THIS is the cause of derp undead
in "creature_warlock_civ"
[CAN_DO_INTERACTION:MAKE_VAMPIRE]
[CDI:TARGET_RANGE:A:50]
[CDI:FREE_ACTION]
Remove it and BAM I get my good oldrestless murder machineundead back. 8)
PS. I use this website to compare the raws : http://www.diffnow.com/ (this is real life-saving :D)
I already fix the undead. With a downside of them hostile to your pet and pylon as well, well seem like you can't win it all :P
maybe nothing new i cannot bother read the hole tread.1- Minions have to be butchered manually. You need to select them with "v" and then mark them for slaughter. They don't show up on the animals screen because of a kink in the script which summons them.
1 minions are sometimes butcher able and sometimes not. Is it a feature ? how does it work ?
2 ghoul butchers are trying to butcher partial skeletons again and again.
3 the therapist does not show the atribute upgrades by the soul siphon of Ghouls and Warlocks, but the upgrades seem to work ingame.
4 a ghoul has become a "lasher cryptlord" during training. This is a bit confusing as cryptlord is a noble typename.
5 a old corpse from the graveyard gave 45 bones after butchering. not sure but it seems to be too much.
6 hornet workers/drownes(strong, quite unreachable flyers) are there all the time in 3 fortresses in a row. Is this random or made this way for balance reasons ?
Except undead giant hornets who make no fuss amongst your workers and casually trash everything that isn't a proper construction without you noticing.Oh, didn't know they were building destroyer level 2. I've seen them smash doors, but those were made of wood. That complicates matters
Except undead giant hornets who make no fuss amongst your workers and casually trash everything that isn't a proper construction without you noticing.Oh, didn't know they were building destroyer level 2. I've seen them smash doors, but those were made of wood. That complicates matters
- a ghoul has become a "lasher cryptlord" during training. This is a bit confusing as cryptlord is a noble typename.
I think I did it....I did it?!?......OMFG I FINALLY DID IT!!!!
THIS is the cause of derp undead
in "creature_warlock_civ"
[CAN_DO_INTERACTION:MAKE_VAMPIRE]
[CDI:TARGET_RANGE:A:50]
[CDI:FREE_ACTION]
So Im having a problem with sentients souls rotting away "un-phylactoried" or used in any way so I did a bit of investigating and it turns out the reactions dont have a way to use them. Im not sure if there are plans to have specific goblin, elf, drow, or dwarf soul reactions ie sacrifices or spells but if so then i was going to write some specific reactions so that they stay different from each other in the soul syphon.
I had a look, yeah, I used the specific soul plant, instead of any plant with soul reaction class. The posted fix works, except that you slightly messed up the reagent, you have one NONE too much. ;)Kiss me you bastard!
But yeah, I fixed it in the dev version, among a few other things... like... wait for it.... ALL SUMMONED CREATURES CAN BECOME NOBLES AND SOLDIERS!
No. :PI had a look, yeah, I used the specific soul plant, instead of any plant with soul reaction class. The posted fix works, except that you slightly messed up the reagent, you have one NONE too much. ;)Kiss me you bastard!
But yeah, I fixed it in the dev version, among a few other things... like... wait for it.... ALL SUMMONED CREATURES CAN BECOME NOBLES AND SOLDIERS!
And befor i sacrafice my warlocks anyone have experiance with the reactions that consum warlocks? It's possible to ressurect them after that? Or are they out of the game after the reaction? If it's possible i have no problem that we can not "order/make" new warlocks. ;D
Well, I've run into a new bug. The inscriptor does not seem to be able to increase the skills of my skeletons. I run the reaction and 3 gems and a soul are used up, but no skill increase.It takes a few ticks for the script to kick in. Maybe thats it?
To get throne room to work you have to run object (kill prunder kidnap) reaction and then target (country site, town,...) reaction. From what I understand, throne room will generate item from first reaction which will be use in the second one.Plus the reaction should be run by the Overlord. That might have something to do with it.
So if you don't run both of them reaction will not complete
Correct, only the Overlord can do this.To get throne room to work you have to run object (kill prunder kidnap) reaction and then target (country site, town,...) reaction. From what I understand, throne room will generate item from first reaction which will be use in the second one.Plus the reaction should be run by the Overlord. That might have something to do with it.
So if you don't run both of them reaction will not complete
I might change the embark crew and migrants to all warlocks.. and ghouls and skeletons have to be made. What do you guys think?
Correct, only the Overlord can do this.To get throne room to work you have to run object (kill prunder kidnap) reaction and then target (country site, town,...) reaction. From what I understand, throne room will generate item from first reaction which will be use in the second one.Plus the reaction should be run by the Overlord. That might have something to do with it.
So if you don't run both of them reaction will not complete
I might change the embark crew and migrants to all warlocks.. and ghouls and skeletons have to be made. What do you guys think?
Correct, only the Overlord can do this.To get throne room to work you have to run object (kill prunder kidnap) reaction and then target (country site, town,...) reaction. From what I understand, throne room will generate item from first reaction which will be use in the second one.Plus the reaction should be run by the Overlord. That might have something to do with it.
So if you don't run both of them reaction will not complete
I might change the embark crew and migrants to all warlocks.. and ghouls and skeletons have to be made. What do you guys think?
Then I'll have too many warlocks. Seriously, even with 3-4 Warlocks I don't have enough work for all of them and its a really long process to teach any of them spells. If I had 21 of them, I think I'd kill off most of them. Especially since all that warlocks do when they don't have jobs is form grudges and whine about it. Maybe increase the Warlock % a bit, but having all warlocks is not nessecarily good. I'd prefer if you only got ghouls and warlocks. Or you could get around the low warlock problem by having an expensive reaction that turns a ghoul into a vampiric Warlock?
1 badass overlord is all I need, with spell and attribute upgrade, he can break a siege before his skeleton squard arrive. 8)
For long time I wait for the Warlocks. I ve out from MWDF for some time.Heres what i learned:
Someone can give some tips for embarking, building etc?
Heres what i learned:
Do NOT embark on an evil biome! It may seem like fun at first but soon you will see that you cant butcher any corpses becase they come back to life before they get too the Butchers Shop! Also, God help you if you have mussels in your river and you fish them...
Mussel shells reanimate and sence you fish out tons of them your FPS goes to hell :'( They cant even help with enemys in anyway!Heres what i learned:
Do NOT embark on an evil biome! It may seem like fun at first but soon you will see that you cant butcher any corpses becase they come back to life before they get too the Butchers Shop! Also, God help you if you have mussels in your river and you fish them...
Mussels? they are pretty common in my games what is going on with them? How about starting skills for my Skeletons / Ghouls?
Heres what i learned:
Do NOT embark on an evil biome! It may seem like fun at first but soon you will see that you cant butcher any corpses becase they come back to life before they get too the Butchers Shop! Also, God help you if you have mussels in your river and you fish them...
- Did you enable their praying/sorcery job
- I think you use pure soul for the constructed, the soul that not stored in hourglass will rot. When the building meterial gone the building is deconstructed.
1. Concerning the Shambling Skeletons becoming real historical figures to join the military.You dont need to do that anymore. They can join the military right away.
I don't know what reaction at the Inscriptor causes their becoming a real fortressmember.
Hi guys,1. If you have the latest version of Masterwork [4i], then they should be historical figures already. There IS an ongoing bug where they are periodically removed from the military and must be re-added from the individual unit preferences screen. They can't become nobles for very long either, so have the squad leader be a warlock or ghoul.
just started playing masterwork and building a warlock tower so far.
At this point i have two questions i couldn't answer myself by reading the manual.
1. Concerning the Shambling Skeletons becoming real historical figures to join the military.
I don't know what reaction at the Inscriptor causes their becoming a real fortressmember.
2. After aquiring 2 dwarfen caged invaders and stockpiling them next to the torture chamber, i tried the make em ghouls reaction which doesnt seem to work.
So far im having lots of fun building my own dungeon.
One thing i missed; The first fight i had in my Tower (very start of year 3) was vs a siege of fully steel clad, steal armed humans, this seems a bit harsh as the first enemy you encounter after the wildlife. Is it possible to add some intermediate enemies that arrive earlier, *snip*
*snip*
Could you please post the save of your 10 year fort? I guess its the longest running tower so far, and it could give some nice examples of what i could add or improve.
So what changes to warlocks were made in Vj. The changelog looks pretty much exactly like the changelog from the last version? I don't want to abandon my dungeon if there is nothing new.
function PrintHelp()
print "Create units with customized skills and items."
print ""
print "Usage: Spawn.lua CREATURE CASTE NAME X Y Z CIV extraconfig"
print "extraconfig can be one or more of the following in any order (if calling via autosyndrom command each is a seperate SYN_CLASS E.g. [SYN_CLASS:SKILL:MINING:0:0:5:1:10]"
print "SKILL:skillname:skilllevelDiceCount:skilllevelDiceSize:skilllevelDiceBonus:minlevel:maxlevel"
print " minlevel and maxlevel are optional"
print " E.g. SKILL:MINING:0:0:5:1:10 (grants mining at skill level 5)"
print " E.g. SKILL:MINING:1:6:2:1:10 (grants mining at skill level 3-8)"
print " E.g. SKILL:MINING:1:6:-2:2:10 (grants mining at skill level 2-4, and 2 happens half the time as value below at capped to 2)"
print ""
print "ITEM:chance:quantity:quality(1-5):wearlevel(1-5):typetoken:materialtoken"
print " E.g. ITEM:50:1:1:1:ITEM_HELM:ITEM_HELM_CAP:INORGANIC:STEEL (50% chance of 1 steel cap)"
print " Created items will be worn/wielded/placed in quivers as appropiate, other item will be place in the units inventory (E.g. could have 20% chance or a created adventurer invader carrying a treasure map to use in a special reaction)"
print " For now layer restriction are not checked (E.g. Wearing 10 breast plates) and it is also possible to over-encumber the unit so it can not move"
print ""
print "SYNDROME:chance:inorganic:immuneSyndromeClasses:immuneTokens"
print " inorganic = syndrome to be added. specified in an inorganic (VALID TOKENS: ANY INORGANIC)"
print " immuneSyndromeClasses = syndrome class that is immune, use NONE to skip this check (VALID TOKENS: ANY SYNDROME CLASS TOKENS {seperated by commas}, or NONE)"
print " immuneTokens = tokens that are forbidden, use NONE to skip this check (VALID TOKENS: ANY TOKENS FOUND IN 'tokens.txt' {seperated by commas}, or NONE)"
print " immune tokens should mainly be used to used to apply one of a group of syndromes (e.g. 5x20% syndromes all in the same class, will garantee not more than one is applied)"
print " attempts to apply syndromes will be done is the order they are specified in"
print ""
print "LOCATION:EDGE:LEVEL(SURFACE, UNDERGROUND, CAVERN1, CAVERN2, CAVERN3):edge(NORTH, EAST, SOUTH, WEST, RANDOM)"
print "or"
print "LOCATION:POINT:X:Y:Z"
print "or"
print "LOCATION:POINT:X,Y,Z"
print " E.g. LOCATION:EDGE:SURFACE:RANDOM or LOCATION:POINT:20:30:140"
print " Only the last location specified will be used."
print " Location will be ignored if X Y Z on the command line are >= 0"
print ""
print "All values where numbers can be specified can use mathmatical operators (+-()*/) and the following special tokens"
print " {POP} - Fortress population"
print " {AGE} - Fortress age in years"
print " {WEALTH} - Fortress total wealth (as per stocks screen)"
print " {EXPORTWEALTH} - Fortress exported wealth (as per stocks screen)"
print " {IMPORTWEALTH} - Fortress imported wealth (as per stocks screen)"
print ""
print "E.g. SKILL:FIGHTER:1:{AGE}:0:1:10 (skill between 1 and the fortress age, capped at 1-10)"
print "E.g. SKILL:FIGHTER:1:6:-5 + {POP}/10 + {WEALTH}/100000:1:15 (d6-5 + 1 for every 10 pop and 1000000 wealth, capped at 1-15)"
print "After the maths the value for a field is rounded down. SKILL:FIGHTER:{POP}/10 + {POP}/10: would roll 3 dice for 15 pop but SKILL:FIGHTER:1.9: would only roll 1 dice"
print "item wear level and quality are capped at 1-5, location is capped by the map bounds, and presently will case issues if you try to create units inside rock. In future will find the nearest floor to place unit on."
print ""
print "TODO: groups, named groups loaded from text file (E.g. GROUP:LOAD:AdventureSquad1.txt) and setting squad leader"
print "TODO: allow civ to support named race (e.g. goblin, human), will then random pick one civ of appropiate type (within trade range if any available) to create units as. Should then mean appropiate diplomat penalties for kill the civ members. "
print "TODO: built in ai (setting thief, ambush, seige, border siege, failing that working setting some/all dwarves as present kill/move targets)"
print "TODO: create unit on nearest valid location, if specified location is blocked (allow (partially) random locations to be used)"
print "TODO: impliment the create UNDERGROUND, CAVERN1, CAVERN2, CAVERN3"
print "TODO: let creation location prefer either EDGE or random location than can path to a dwarf/building/ construction etc."
print ""
print "TOINVESTIGATE: Proper dice parser for all number fields rahter than seperate entries for each dice part (e.g. :3d({POP}/10 + 2) + {AGE}/3) + 2d2:"
print "TOINVESTIGATE: additional math operators (e.g. max(), min(), avg() etc.) adding any lua function call required no work, BUT need to update the validator to ensure only safe lua code is executed."
print "TOINVESTIGATE: Adding splatter to items (e.g. poison)"
print "TOINVESTIGATE: Intergrate with DiggingInvader to have flag to mark a specific unit digging ability (E.g. Sapper unit)"
print "TOINVESTIGATE: Creating a proper invasion (show as SIEGE in ui, show in site history after fortress death)"
print "TOINVESTIGATE: Custom ai (hit and run snipers, assasinate targetd creature and then run etc)"
end
I would like a way (possibly through the bonecarver?) to make an axe or pick, no matter how crap in combat, simply so that itemless/refugee embarks are possible.
for which you need two anvils, for which you need a smelter. for which you need rock, ore, and coke. for which you need a pick.
About the mephits: One of my mephits gave birth to two mephit childs, one of them has been fire. This fire mephit child was pastured with it's mom at my entrance. A thief was spotted and soon the outside was burning, the child was using it's powers, but I never saw a grown up mephit use them.
Are Ghoul/Warlock children supposed to occur as migrants? Do either of them ever grow up or should I stage some elaborate accident for the poor things?
Well, there's a reaction create skeletons and ghouls, can't I maybe add a reaction to the portals? Sort of like pulling un-named disciples from other dimensions/forts?
The manual mentions luring caravans with the emissary, but I only see options to bait armies, was this feature removed or moved elsewhere?
How do I add noble classes/militia commanders to DF?
I tried addingSpoiler (click to show/hide)
And it didn't work, and I tried adding changing [NUMBER:1] to [NUMBER:AS_NEEDED] to existing nobles and it didn't work either
It's important for what I'm modding in, so I can station them individually to both maintain control of skeletons AND guard
Hey Meph, I'm making a lore-friendly solution to the lack of warlocks. Just wondering if you can tell me what in the raws determines when you lose control of skeletons? I should have a solution posted by tonight or tomorrow (I'm done with the unit, but other skeletons stopped losing control)
Hey Meph, I'm making a lore-friendly solution to the lack of warlocks. Just wondering if you can tell me what in the raws determines when you lose control of skeletons? I should have a solution posted by tonight or tomorrow (I'm done with the unit, but other skeletons stopped losing control)
Skeleton castes have the tag [OPPOSED_TO_LIFE]. Creatures that are opposed to life cannot be controlled in fort mode, even if they are still technically a part of your fort.
Warlocks have a number of interactions that can remove the [OPPOSED_TO_LIFE] tag for a period of time, which will allow you to control your skeletons again. They also have an interaction to power pylons, enabling the pylons to control skeletons for a time.
The skeletons themselves have a one-use interaction that prevents them from turning for a short time, so that you don't immediately lose control of them the moment they appear.
So it's not any specific interraction that gives them opposed to life? It just sort of appears over time?
So it's not any specific interraction that gives them opposed to life? It just sort of appears over time?
They start off already opposed to life, it's that interactions remove it temporarily so that you can control them. So long as there is a warlock or an active pylon nearby, the interactions that prevent them from turning will get constantly re-applied. If a skeleton goes without contact with a pylon or a warlock for an extended period of time, then they lose control.
Remove the IS_WIELDED_ONLY part and see if it works thenWraithblades and mage staves dont give interactions to Warlocks at the moment, but they should. Could somebody look through the inorganics and remove the only-if-wielded part from the inorganics that are used for itemsyndrome? Staves should give a ranged attack and Wraithblades a slow spell.
It was because dozens of canadians from BC tell me that its the most beautiful part. ;)
Pylons should be work. Skeletons are cheap, sturdy, can be upgraded, never sleep, eat or drink... they are the perfect citizens. They wont even tantrum. I had to give them some negative side.
I had a start without a single Warlock... obviously I quickly abandoned it, but still... Is there any way to force at least one warlock?
I personally haven't had any trouble with skeles going uncontrollable really... as long as they get face time with a warlock at some point in a given week/month they seem to be fine. Still have trouble with the other undead and various demonic/summoned/animated pets though... had a pack of shambling skeletons chase down and attack a tamed animated ironbone maul or something. They couldn't hurt it, but it caused serious disruption until I managed to DFHack it dead.
Its line of sight. Put a pylon on a pillar ouside, and it will cover a lot of ground. And you have a week before the skeletons goes feral. Put a Warlock or pylon in a heavily trafficked area, and there shouldnt be any issues. Large, open areas are good. I wanted to force players away from the cramped dwarven forts... thats why you get free blocks and line of sight control. A tower. Thats the best design to play warlocks. A tower full of mages that control the undeads running around the countryside.
Ehm... they are completely unbalanced. They dont eat, sleep, drink, age and you can wall one of them in and never lose the game. Which is exactly why that undead-control system exists in the first place. No Warlocks = No Undeads.
But I might add a system that allows making more Warlocks... it seems like the most requested feature.
I was going to suggest some kind of incorporeal undead but then those aren't going to work as civ members at all. Ghosts hauling stone? That's some useful poltergeist activity.
"This script requires a job selected in the 'q' mode"
I get this bug once in a while where the Overlord's chamber or the inscriptor no longer works. Flat out doesnt work. Not even the little cloud of smoke. I see the error above in dfhack when I try to que up jobs. I'm not sure what sets it off, but once it happens nothing will work again. The only thing to do is reload till before it happened.
(I'm using 4i, right now as 4j is crashing a lot on me)
More civ members are a problem, because graphics are tied to castes. I could maybe add a zombie (using ghoul graphics) or a lich (using skeleton graphics) but nothing fancy...
Dwarves 100 also works ;)
Yes with mephits and no, animals do have souls. you need to butcher them. the souls wither away without hourglasses though.
Which animals?
Hehe, i have seen these questions before. ;)I just wanted to move them to the correct thread. I dont wana clutter the other one.
no and yes. no rotting, yes it needs los. butchering dead undeads should still give souls/scalps, as long as the corpse has a head.
I know. And good on you for actually doing this. :)
bennerman, they will come with mephits, however they mephits won't cast any spells (so are a bit useless). I posted a fix (well work around) a couple of pages back but it does need a world regen.
Hrm, just got a migrant wave with a child skeleton and child ghoul... wonder if they can grow up.I asked a similar question, and the answer I got said ghouls can. Dunno about skeletons though, just got a skeleton child myself.
Any way to make some sort of cryogenic item or something to preserve corpses longer? I was just thinking it would be nice to keep some corpses around longer, at least unrotten, without turning them undead.
Suggestion
Ease of use on skelleton (iron->steel->dread) upgrades
Add an additional option to the forge, that instead of upgrading the unit that runs the reaction just upgrades a random skelleton. Insead of having to play around with profiles can just repeat the reaction 10 times to upgrade 10 skelletons.
Grant the unit a candointeraction: range 500, single creature target, no los, caste restricted to unit type upgrading from, start-end-delay so can only use once; performed the required upgrade.
Suggestion
Ease of use on spell training
Add a combination learn spells to each library section. Teaches all spells that section teaches with one reaction (possibly at a slight reagent discount to doing them seperatly)
I need some kind of "Raiding for dummies" manual. As far as I know, I need raiding kit, overlord and throne room. I command my imaginary minions to plunder, got few messages ("Your Ovelord command his minions to focus on stealing", "Your minion turns every stone....", "Your minions arrive with smug grin on their faces. But did they succeded?") and.... nothing else. No loot. What have I done wrong?
It can doom early fortresses getting a very early siege/invasion, especially with the problematic military that Warlocks field.
It can doom early fortresses getting a very early siege/invasion, especially with the problematic military that Warlocks field.Unless I'm doing it wrong? Anyone have any other experiences with military skeletons?
You can get more ghouls at the graveyard workshop.
re-add them every 3 months
...In my case i lost my start 2 ghouls reasonably early to giant animals, but luckily replaced them with vampires....
...if a bunch of skeletons are caught outside in an attack they are cheap to re-raise....
The more reports and suggestions I get till then, the more I can do. :)Ghouls disgusted by miasma/embarassed by being naked and skeletons wearing clothes - that's annoying.
Unfortunately I dont know the source of the endless-bodypart-butchering. And I cant fix it if I dont know whats wrong with it. Butchering is hardcoded, there isnt even a reaction I could look at.
Aren't kobolds also SPECIFIC_FOOD, as they just can eat meat?
The butchery stuff is a bit of a pain, was wondering if there was a way to have a manual reaction on another workshop that explicitly takes just the dodgy items, and converts to a small stack of bone. Not sure if it is possible to reaction target the bad items though. Othere than that the only workaround i could think of wasa dfhack script that periodically nukes bad items by name matches. (e.g. "* partial skelleton")Not all races have same unbutcherable bodyparts, some have unbutcherable tights but hands butcherable, some have only left hands unbutcherable while everything fine with right etc. Only partial skeletons really same for all.
So ,after ALOT of effort, i finally made a gargantuan bone golem. I was planing to assign it to my Overlord as a bodyguard, but it wont show up as a work animal and i cant train it cuase its not in the Z screen! Any ideas?
No, it dint work :(So ,after ALOT of effort, i finally made a gargantuan bone golem. I was planing to assign it to my Overlord as a bodyguard, but it wont show up as a work animal and i cant train it cuase its not in the Z screen! Any ideas?
Try saving and reloading, this is a known issue when it comes to creating units.
No, it dint work :(So ,after ALOT of effort, i finally made a gargantuan bone golem. I was planing to assign it to my Overlord as a bodyguard, but it wont show up as a work animal and i cant train it cuase its not in the Z screen! Any ideas?
Try saving and reloading, this is a known issue when it comes to creating units.
It worked for a normal Bone Golem, that is i can see it in the Z screen. But when i assign it to be war trained nobody does so! And yes i have everything it needs for training (idle trainer, training area, etc.) but nothing.No, it dint work :(So ,after ALOT of effort, i finally made a gargantuan bone golem. I was planing to assign it to my Overlord as a bodyguard, but it wont show up as a work animal and i cant train it cuase its not in the Z screen! Any ideas?
Try saving and reloading, this is a known issue when it comes to creating units.
Ow, then does building a cage and putting the golem in helps?
Mh... they should be war-trainable.They are not :'(
It seems my warlocks are absolutely positive they do not want to work as a necromancer, I have a graveyard and when i try to harvest remains and such they don't seem to want to come at all, do I have to have a special Warlock? I do have a necromancer with me, as a job person.
Two in fact.
Err... Is there any start up guide for Warlock?
((my fort got murdered by a titanium spear weilding death dorfs))
Harg... How do I start up my raiding?
I keep raiding the country side but so far I ahve not gotten a single prisoner at all.
((built a big bad wall around my base, probbably should build a barricks too.))
Hmm so the ghoul I have that has a broken outer brain, broken upper true ribs, broken skull, and a broken left arm... how bad is it? Will he recover doc?
@Splint whelp... he still died... of thirst... stupid winter. Then again I didn't think they could die... of thirst... being undead an all.
@Kiefatar More like Orders being to pillage, kidnap, and slaughter.
Targets being Countryside, Caravans, Villages, and Castles.
Now I'm running into a butchery problem someone else just mentioned a few pages back. The dreadful endless partial skeleton butchery bug! Anyways is it possible to fix this by making partial skeletons unbutcherable? Then give the crematorium a reaction to just burn these into ash? Could this work as a temp fix? If not I could just... dump em then atom smash them. Kinda annoying though to keep rummaging through it and marking them all for dumping. I'd rather everything be as automatic as possible.
- Animated arms and legs running around, because why not.Mannequins anyone?
How about making Soul Wisps and Pain Elementals flyers? If possible limited flying like... only a few Z levels above the ground. Maybe as an early AA system?flight pathfinding for pets is broken atm,from what i understand,they only fly if they dodge into open space.
The idea is that whatever kills them will fall asleep and fall to the ground. As for the pain element maybe the explosion will knock them out of the sky? Fall damage plus being stunned... it seems like a good idea. Anyways these would just help get the enemies to the ground. Where the devouring undead hordes are waiting. =D
I am really enjoying this new race, and after seeing some videos, I think I am ready for trying. Been quite some time since last time I played dwarf fortress, and even though I know I really should master the dwarfs first (something I never did), I am totally looking into playing with those guys.
However, I don't really know the ideal skills for my starting warlock(s), and the skills they apparently can learn don't match with the ones I can assign them to in embark (like Praying and Writing). No video showed this yet.
So, what's the ideal skill set? Also, the embark assign creatures randomly. I can start with 4 skeletons, 2 ghouls and a warlock, or with 2 vampires, 3 warlocks, 1 skelly and 1 ghoul. Got these and a few other combinations during my first tests. So, besides the skills, what kind of embark would be ideal?
1 Warlock Necromancer
1 Warlock Sorcerer
would be my preferred set-up. Miner is needed, military and butcher are needed and Necromancy and Sorcery are the most important early Warlock jobs. Engraving is really good when you use lots of ethereal furniture.
Don't worry about adding skill points into those two.
Necromancy or Praying levels up pretty fast as long as you either raise a bunch of zombies or make skeletons. I don't recommend raising a bunch of zombies... FPS death. 20-30 is a okay number.
Sorcery is used in summoning furniture and blocks at the Eternal Gate. You can summon colored blocks, armor stand, statues, weapon racks, beds, chests, doors, cabinets, tables and chairs. This also levels up sorcery and that in turn summons better quality furniture. You could also use the blocks to wall yourself in. I think it's also used for magic spells, but I haven't touched that yet... making books is taking a long time.
Also the manual is outdated and lacking. Soul Syphon uses the sorcery skill not the praying skill.
This building is absolutely essential. Without it souls wither then disappear. So set them up near Graveyard that are farming souls and butchery. This also applies to buildings made with souls and not phylacteries. The buildings would literally deconstruct after the souls vanish. So when your making buildings that require souls use the phylacteries and not the souls themselves.
This also levels up sorcery and that in turn summons better quality furniture.
This also levels up sorcery and that in turn summons better quality furniture.
Don't worry about only using masterwork summoned furniture. All summoned items have a native value of 0 so there is no benefit in it being of good quality.
Dwarf Therapist probably doesn't work is probably because you didn't hit the commit changes button. It's on the top bar and right side. It has a green arrow on it. The red - is to clear/reset all changes currently listed. After you press commit it should change the labor ingame when you unpause it.
Now I have a question... how the heck do I plant trees? When I q my farm plot the only thing I can plant is "Tree Sapling", but they don't plant it all the time stating they need Acorns to plant them. What gives? I need trees to fuel my coke plant which in turn creates diamonds and also fuels my corrupted forges.
Bah! I must have only masterwork furniture even if it's just for the AESTHETICS! I'll just toss in artifacts to up the room value.
Now, three questions: ghouls only eat raw meat, or they can eat cooked meat? Do they eat rotten meat? And fish counts as meat?
Now, three questions: ghouls only eat raw meat, or they can eat cooked meat? Do they eat rotten meat? And fish counts as meat?
Any unrotten meat (if by rotten you mean the kind producing miasma,) will work, and fish indeed counts as meat, as some kobold camps can subsist on fish alone for a long time if needed/until the fish runs out.
What? Are you crazy?
Watchout on Untamed Wilds, some of the giant animals will eat your ghouls whole. Wilderness would be the best. The real problem is how animals are spawned, and that a new set only comes when the old set goes away. Thus, sometimes you'll get waves of meat followed by more waves of meat, and then difficult to kill birds, one after another.
What is a good way to get drink as warlocks? Bloodwine is inefficient and tedious to mass produce. Is surface crops the way to go here?
Warlocks are fine with water. I usually just use a well. Surface crops would probably work pretty well too.Ah, alright. Thanks :3
Now, tell me: how exigent are ghouls in the matter of their accommodations? Can I make them happy with minimal infrastructure?
Fedobear: Good suggestions overall,.but one thing I have to say: Warlocks can already learn the paralyse/petrify spell. ;)
Warlocks cant plant/farm wood like other races, its ibtended. They are not the farming type.
I started my first warlock fort last night and was wondering alternative ways to acquire anvils. I went from the 'getting started' section of the manual that all I needed to bring was Food/Drinks and spent the rest of my points on blocks for making a palisade. I couldn't find a way to create any form of axe or pick and ended up dieing on the surface not long after the 2nd year with no traders.
That 6pt malachite ore only has a 20% chance of giving you a bar without an ore processor. Buying the bars for 10pts each is much more cost effective.
So question about reviving charachters. Have two dead warlocks, and I am trying to revive them, Ran the reaction twice, with only warlocks able to work at the necro alter, but no revived locks. I am sure that the reactions ran because I lost the three souls that It takes. Do the corpses need to be close to the Altar for it to work like it does for the skelies?
I noticed some wierd behavior of a ressurected Megabeast. Game version v.4j, windows 7 os.
A Thunderbird showed up, and surprisingly he seemed to take offence at the human siege that was camping outside my tower, after a rather short fight, I finished off the humans, butchered the birds corpse, and figuring I have nothing better to do with the soul, I used it to ressurect the Thunderbird. Now all is fun and games, he became my 'pet', tame and all, friendly and all that, but he seems to be growing thirsty. Up to the point of being dehydrated right now. Since he doesnt seem to be interested in booze, and there is no water on the map, I am afraid that he will soon die, is that intended behavior?
Not sure if there is a gameplay question thread for Warlocks, so I'll ask this here.
I can't get my warlocks to store souls in hourglasses. Have hourglasses, have souls, and have a soul syphon. Praying labor is enabled.
Any suggestions?
You need Sorcery labour. Under misc labours.Thank you much. That fixed it.
I really want to like Warlocks, I'm super intrigued by the magical parts of this whole mod...but Warlocks just have so much micromanaging.Are you using workshop profiles? Because you do just pick a name of the list that way.
Trying to sort out jobs based on caste before anything, trying to assign skeletons to specific workshops so they can be upgraded, trying to maintain control of the skeletons so they don't go stupid and leave the military...just so much micro.
I wish the reactions that "target" specific units could be done like engraving slabs. Open a list of names, select from that list, then the reaction targets that unit, rather than having to have them standing on top of the workshop at the time it completes.