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Messages - Loam

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1
Not much you can do in this case. Folks aren't added to your "People" list until you've either met them, or heard about them in very specific circumstances -- as a guide, as someone searching for an artifact, or as someone holding an artifact... possibly a few others I'm forgetting. But you can't ask about just any name you've heard, unfortunately.

In terms of actually finding someone in the town: try the taverns, castle, temples, libraries, guildhalls/counting houses, towers -- any named location, really. That's where most of the historical figures hang out, so I'd check those first.

I believe you can drop off refugees at any of their family member's locations, not just the one they mention to you. So you could ask Luthi about her family and get a list of other names and places to try (or use Legends Viewer or something to track them down).

2
DF Gameplay Questions / Re: necromancer in my fort?
« on: February 19, 2023, 05:11:45 pm »
Keep them away from corpses and don't put them in the military. Other than that, enjoy your immortal weaponsmith who never needs to sleep.

Though if you want to keep him liquored up, you'll need a tavern keeper, since necromancers won't drink on their own.

3
I'd guess she's "resting" (i.e. waiting for medical attention), but because there's no hospital she isn't being brought there and attended to. The fact that dwarves are bringing water to her is suggestive of this, as that's usual for dwarves in the hospital. Try setting up a temporary hospital zone over her bedroom or something.

Most injuries should heal over time, even without medical attention, but the hospital makes it go much faster (& reduces infection risk, with soap and clean water).

I've never heard of trauma or lack of focus causing dwarves to stop doing work.

4
DF Dwarf Mode Discussion / Re: Why is my Queen murdering ?
« on: February 11, 2023, 06:01:58 pm »
Your queen was part of a goblin civ at some point. Either she was born/grew up in a goblin site, or moved there for some reason (typically for an apprenticeship) and lived there long enough to adopt the local "ethics". When she became queen she moved back to dwarven lands, but didn't give up goblin ways.

It's a little funky, but dwarves (and other civilized creatures) can belong to their parent entity, yet have ethics of another entity, due to certain worldgen happenings. I've seen dwarves who had elven (!) ethics and loved nature.

Imagine what it's like to be a dwarf in that kingdom, though. The queen legitimately doesn't see anything wrong with killing people...

"But your majesty, it's... against the law!"

"Urist, I am the law!"

5
DF Community Games & Stories / Re: Thob Goes to the Surface
« on: December 26, 2022, 09:43:38 am »
(Didn't expect to find this on the front page today ;))

Wow... did not realize it had been almost a whole year since I finished this up. How time flies!
I was actually thinking about getting a Part II started a couple months ago, but life rather got in the way. I'd still very much like to continue Thob's adventures, though, when I've finished some of my real-life projects (and if I can keep myself from spending all my time on the Steam release :D)

Ooh, brewery. Community fort?!
Not a half-bad idea - though I wonder if Thob might be more inclined to found a library? What do you call a library where you get drunk?

6
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: November 07, 2022, 06:35:01 pm »
Continuing the adventures of Kubuk Ramcrown "the Magnificent Silence," mountain goat man master wizard. Sometimes you do get lucky with the propel power:
Spoiler (click to show/hide)

As for super strength: in addition to being able to kick folks around (literally), Kubuk can also knock them about like croquet balls with his artifact iron maul:
Spoiler (click to show/hide)
And can strangle a T-Rex with his bare hands:
Spoiler (click to show/hide)
He can also carry the corpse of giant in each hand, without slowing down (I know this because I am collecting said corpses for a raid on a certain mysterious structure [hopefully to obtain some special servants...]. Rimtar, my faithful donkey, is currently carrying four of the big guys, plus the aforementioned T-Rex and a handful of yetis).

It strikes me as somehow the nerdiest thing imaginable to use death magic to get absolutely jacked. Who needs the gym?

7
DF Dwarf Mode Discussion / Re: Trifle Pewter Slab
« on: October 24, 2022, 08:06:42 pm »
Well... necromancer (and other) artifact slabs are often made of unconventional materials. See if you can find and take them by raiding. You might get lucky!

Actually, thought, best to just ignore the mayor. Demands, unlike mandates, don't carry any legal penalties for non-compliance: your mayor will be a bit miffed, but that's just his fault for being unreasonable. He won't punish anyone.

8
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: October 24, 2022, 08:00:38 pm »
Yeah, it took some figuring out; but the actual resurrection process is pretty easy, just tedious. The main hassle was just getting all the different secrets. I used Legends Viewer to find all the slabs (and what secrets they held: sometimes there's duplicates of the same secret), and was fortunate that most of them were located fairly nearby.

It occurred to me you could find and procure the slabs in a more immersive way by using Fort Mode missions to recover or steal them (since I think all artifacts are included on the mission list). But that would require having a raid-ready fortress available beforehand.

(And then: there's no guarantee the powers will be any good. Most are at least situationally useful, even Raise Fog, but some (like bleeding, blisters) are pretty lame.)

Now the question is: what to do with an ultra-powerful wizard?

9
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: October 21, 2022, 05:13:27 pm »
Finally got around to making the "master wizard" character I've been thinking of since .47 came out, whose magical powers come from repeatedly dying and being resurrected as various intelligent undead. After a few hiccups I found a system that works pretty well.

I started with two characters: the soon-to-be wizard (a mountain goat man named Kubuk Ramcrown); and his "apprentice" (the human Artuk Frosthand). Artuk would learn all the secrets of life and death available in the world, so that he could resurrect Kubuk in the different undead forms.

Then Kubuk had to die. The first death was easy: he drowned by swimming under a bridge, I switched to Artuk and resurrected Kubuk (who was still considered one of the party, and I could swap back into him). But after that dying is a little more finicky, since intdead can't suffocate or bleed out (the important consideration being to preserve bodily integrity: if the body is too smashed up, even minor wounds may kill an intdead). Initially I wanted to freeze Kubuk in ice, wait for the thaw, and resurrect the corpse... but for some reason it seems a freeze-killed corpse can't be raised, or even reanimated. Don't know why.

So I had to resort to the much slower process of having Kubuk "starve" in the wilderness (which is apparently possible for an undead...), ending the game; then (after two weeks) unretiring Artuk, journeying back to the site and resurrecting Kubuk, then retiring Artuk; then (after another two weeks) unretiring Kubuk and starving again. So every transformation takes a month... which is actually sort of cool; becoming a powerful wizard should take a while.
Spoiler (click to show/hide)
(I didn't actually call myself "Landraven the Elder"... I don't know why it says that. Kinda cool though)

The results are pretty great:
Spoiler (click to show/hide)
That's seven different intdead interactions, nine different powers. Sicken, Dizziness, Suffocate, and Blind are all good debuffs, equivalent to inflicting the same statuses through combat (though Suffocate and Blind don't last very long, I find). Paralyze is quite powerful, making a foe completely helpless for a time (it also seems to wear off relatively quickly), and is very useful for catching fleeing opponents. Propel Away is of course great fun, though I've yet to see it do any serious damage. And launching ice bolts, well...
Spoiler (click to show/hide)
Haven't tried Vanish yet, but having had intdead use it on me in the past I imagine it's pretty OP.

In addition, one becomes incredibly strong through successive resurrection:
Spoiler (click to show/hide)
I was also able to carry an entire cave dragon corpse without losing speed, so that's cool.
In fact, I actually got *so* strong that I think I broke the game's upper limit on strength: after my eighth resurrection I found that picking up anything - even a >1 weight amulet - dropped my speed to 0.099! I rolled back the save to the seventh resurrection, and that seems to be fine - that may, then, be the soft cap on multiple resurrections.

Also deserving of honorable mention (though unrelated to my wizard experiment) is Kubuk's faithful donkey, Rimtar - who, despite being a completely normal donkey (no undead shenanigans here) has turned out to be an absolute merciless menace on the battlefield:
Spoiler (click to show/hide)
A kill list like that probably puts ol' Rimtar in, like, the top 50 most killingest creatures of all time in this world. She's absolutely brutal:
Spoiler (click to show/hide)

10
DF Adventure Mode Discussion / Re: Weapon Training
« on: October 21, 2022, 04:27:39 pm »
Something to note (just an offhand observation relevant to the thread): fighting zombies will not raise weapon/unarmed combat skills. I'm not sure why this is, unless it's just a bug, but I've noticed it several times. Zombies can, however, train your defensive skills: dodging, shield use, armor use (probably Fighter as well? since that's trained by defense as well as offense).
Not sure if this applies to intelligent undead, though I suspect it doesn't.

11
DF Adventure Mode Discussion / Re: Impatient NPC's
« on: October 21, 2022, 04:20:41 pm »
I believe just letting some time pass will reset their patience level. May have to unload the site too - just travel around a little.

Telling jokes (if your Comedy skill is decent) is a great way to restore/increase people's patience for you. Flattery may work as well, but seems to have a much higher skill threshold to be effective. Gifting people pets seems to permanently increase their attitude towards you; and, since you can just claim any stray animal wandering the site, you could actually gift the lady her own horse back to her for some easy friendship points.

12
DF Modding / Re: Getting Keeps to be built
« on: September 29, 2022, 07:08:57 pm »
Did you correctly add the [RULES_FROM_LOCATION] token on your custom positions?

Yup. (I'm not at all sure that token is even required to build mead halls - just to make the lord live there. But haven't tested it.)

It looks like allowing procgen barons is the only way to have keeps built. Didn't use to be that way, I'm pretty sure... oh well, the Toad giveth and the Toad taketh away. I'll just have to rework my concept for the civ a little.

13
DF Modding / Getting Keeps to be built
« on: September 25, 2022, 09:52:39 pm »
Hi all,

I've been trying to figure out what gets human civs to build Keeps in their towns. It is, apparently, not something they do readily, because I've been unable to get them to do it without using the [SITE_VARIABLE_POSITION:ALL] token (whereby keeps are built when a procgen "baron" is created for the town).

Basically I wanted a human civ that functioned like dwarves, with defined positions for civ and site level, land holders in three tiers, etc. All that worked fine, of course - but then I noticed that their civ never built keeps. So I did a bunch of testing, stripping down the position raws for the site leader and adding bits in one by one. I tried a bevy of different responsibilities, giving the leader a squad, succession by heir, appointment vs. election vs. neither, requiring and not requiring a market or population level, having the leader position replace another position, giving him [SPECIAL_BURIAL]... even upping the [REQUIRED_OFFICE...] etc. numbers! Nothing has worked so far.

I know it's not the defined civ-level or landholder positions bothering it either, because those work just fine with the procgen barons.

I did notice a few other oddities, though, that may have bearing on the situation.
  • Ordinarily a Keep replaces an existing Mead Hall, once a Hamlet site gets promoted to Town level. But this doesn't happen for Town sites established in year 1: these Towns NEVER seem to build Mead Halls. They build a Market in year 1, but never a Mead Hall.
    This happens even in vanilla human raws: the year-1 Towns never build a Mead Hall, instead building a Keep right away, as soon as the baron gets created.
  • As a minor corollary to the above - and contrary to what the Wiki currently says - the [REQUIRES_MARKET] token does, in fact, seem to mean the position requires a Market: my site leader position with [REQUIRES_MARKET] did not appear until a Market was built.
  • Keeps can be built without the [BUILDS_OUTDOOR_FORTIFICATIONS] tag (again contrary to the Wiki's suggestion). The tag seems only to allow the creation of free-standing Castle sites.
  • More strangely still, with [BUILD_OUTDOOR_FORTIFICATIONS] enabled, the civ will create a procgen "baron" position to occupy the castle EVEN IF SITE_VARIABLE_POSITIONS ARE NOT ENABLED! With [BUILDS_OUTDOOR_FORTIFICATIONS] but without [SITE_VARIABLE_POSITIONS:ALL], I was getting free-standing castles with "barons", but no keeps in towns with my raw-defined position.

What this suggests to me is that (unfortunately) the creation of Keeps is inextricably tied up with the SITE_VARIABLE_POSITIONS token. That token has always allowed for certain behaviors that were otherwise unavailable - specifically the world-gen creation of position titles, either "by threats of violence", "by a wave of popular support", or "as a matter of course" - so it seems not unlikely that keep-building could have been added to the mix in .47.xx (when the procgen "barons" and free-standing castles were added).

Which would be a shame, IMO, greatly restricting as it does the moddability of town-dwelling entities. So I wondered if anyone has other information on this topic: is there just something I'm missing, some token or sequence of tokens that makes keeps possible without using the procgen positions?

14
DF Gameplay Questions / Re: What should I do with this dwarf?
« on: September 16, 2022, 06:10:10 pm »
A red exclamation point means the dwarf is Enraged!. It's not a problem in and of itself. It's a temporary status effect that triggers when something makes a creature mad. This usually happens in combat, when a creature takes damage. But it can also happen if a creature feels insulted in an argument - which is probably what happened here.

Your dwarf "is in a constant state of internal rage," meaning he's much more likely to feel anger at upsetting things - as you can see, he's angry after getting into an argument. But he's also "rude", so he's more likely to start arguments as well. Since anger is a highly stressing emotion, what's probably happening is that this dwarf keeps arguing with other dwarves, getting mad when they argue back, and mounting up stress thereby.

So, he's probably doomed; in general I find that "constant state of internal rage" is one of the worst personality traits for stress gain. You'd have to keep him away from other dwarves entirely to avoid the argument spiral. Though putting him in the militia might help, since on-duty dwarves don't seem to chat with anybody (even their fellow militia).

If you banish him, his wife won't take the artifact with her (unless for some reason she's carrying it... but even then you could put it on a pedestal)

15
DF Dwarf Mode Discussion / Re: Statuary and Details Mode
« on: September 12, 2022, 09:20:21 pm »
That happens when you make the image "Related to a historical figure."

The workaround is to specify a new image of the desired god (which can be used later as many times as you want).

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