You should double check that you allowed the hauling of outside refuse through the orders menu as well.Ah, Thats the problem, :P whoops
A few questions about gameplay:-
1. What the hell do ghouls actually EAT? They start starving when I start with a stockpile of meat, but they seem fine when I butcher stuff. Do they have bonecarn?
A few questions about gameplay:-
1. What the hell do ghouls actually EAT? They start starving when I start with a stockpile of meat, but they seem fine when I butcher stuff. Do they have bonecarn?
2. I had a question about trade, but I think it might be fixed in the latest release.
you do know all skeles and i think ghouls go feral without a warlock nearby after 2-4 weeks, right?Ghouls do not go feral. (opposed to life). Only skeletons.
pylons also help
Warlocks randomly tame evil animals that live in the region your home civ lives. You get rare random animals this way. I will fix it next update.Speaking of which, can we expect a big Warlock update in the next update? If not could we get an ETA on it? Dont mean to rush you or anything, take your time, its just that Warlocks are my favorite race ;)
QuoteWarlocks...again have the weird caste thing that makes it borderline unplayable for me.Could you give me some specifics?
Fair enough. I never used autolabor, so I cant say.
Next update will fix that skeletons-leave-military bug, and with pylons that you can buy at embark the control should be easier, but of course that doesnt affect the "three castes" at all. I dont know if you are aware, but even off-caste labors can be done. For example any Warlock can mine, or Skeletons can butcher. It doesnt have to be the specific caste doing the labor, its just that the others do not get XP for it.
1. I have the raws already. Will be added1 -Yay!
2. No solution know. :(
3. Claw-type weapons will be added.
4. Nope ? You got 3 squads already. :P -
1. I have the raws already. Will be added1 -Yay!
2. No solution know. :(
3. Claw-type weapons will be added.
4. Nope ? You got 3 squads already. :P -
2 a stockpile linked with /take from here with refuse corpses/bodyparts "works" but is annoying. cause of the setting everything else a corpse can leave to be taken... meat for instance..
3 Squee! lets see if an orchicalcum claw-type weapon can pierce a mithril elf hat!
4 Argh. i really just want to make dwarven-esque squads, melee skeletons. and archer skeletons seperated... trainee ghouls and the elites.. need .. more.. squads meph =(
Found this item called "dirt" on my embark preparations screen. It costs 0 Warlock credits, so I bought about a thousand of it.(http://www.truimagz.com/host/fortcrush2/de/embark-already-6-feet-under.png)
meph some of the inscriptions for skeletons are weird. inscribing milling trains milking, tailor is called clothier that sort of thing, havn't seen anyone mention it yet... also while trying to clear a "curious structure" for the sake of FPS and FUN!! Fullheal (df hack script) made skeletons revert back to OPPOSED TO LIFE, briefly and kicked them all from my squad hehe... had to pick a new cryptlord too..couldn't get the shambling skeletons to join armies or I would have told you to just have them be the endless mook army you just keep rebuilding over and over.
not fun waiting for skeletons to heal from their scratched arm at 10fps.
lost to a crash, not entirely sure what caused it was working on the second batch of skeletons getting them some Candy to fight more demons, stem the tide!...
no exert ftw. 22(me) vs 2660 (demons+undead)
could skeletons heal excessively quickly so they don't hop in a hospital bed everytime they break a finger and demand a splint and a full checkup? or is it something that cant be changed?
hehe till the fix. never bothered with skeles in the military till i got the banner up. =)And... fixed it. Skeletons now wont leave the army if you control them correctly. They do not go opposed to life for 1 tick anymore in between. Together with pylons you can bring at embark, as well as a few prisoners you can buy and... ehem, process... it should make it much more viable to use skeletons.
hehe till the fix. never bothered with skeles in the military till i got the banner up. =)And... fixed it. Skeletons now wont leave the army if you control them correctly. They do not go opposed to life for 1 tick anymore in between. Together with pylons you can bring at embark, as well as a few prisoners you can buy and... ehem, process... it should make it much more viable to use skeletons.
And Fairin, the milking does train milking. I checked.
flare- theres 2 bone saws. ones a trap ones an axe
[REACTION:WARLOCK_INSCRIPTOR_TRAIN_SKELETON_MILK]
[NAME:Inscribe skeleton with miling skill]
[BUILDING:INSCRIPTOR:CUSTOM_V]
[REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SOUL]
[REAGENT:F:3:SMALLGEM:NONE:NONE:NONE]
[PRODUCT:0:1:BOULDER:NONE:INORGANIC:TRAIN_SKELETON_MILK]
[SKILL:DETAILSTONE]
[INORGANIC:TRAIN_SKELETON_MILK][USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:ALL:Train one skill point][MATERIAL_VALUE:0][SYNDROME][SYN_CLASS:\AUTO_SYNDROME]
[SYN_AFFECTED_CREATURE:WARLOCK_CIV:SKELETON][SYN_AFFECTED_CREATURE:WARLOCK_CIV:IRONBONE_SKELETON]
[SYN_AFFECTED_CREATURE:WARLOCK_CIV:BLOODSTEEL_SKELETON][SYN_AFFECTED_CREATURE:WARLOCK_CIV:DREADNOUGHT_SKELETON]
[CE_CAN_DO_INTERACTION:PROB:100:START:0:END:500][CDI:INTERACTION:TRAIN_SKELETON_MILK]
CDI:VERB:learn biting:learns :NA
[CDI:TARGET:A:SELF_ONLY][CDI:TARGET_RANGE:A:1][CDI:MAX_TARGET_NUMBER:A:1][CDI:WAIT_PERIOD:600]
[INTERACTION:TRAIN_SKELETON_MILK]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:WARLOCK_CIV:SKELETON]
[IT_AFFECTED_CREATURE:WARLOCK_CIV:IRONBONE_SKELETON]
[IT_AFFECTED_CREATURE:WARLOCK_CIV:BLOODSTEEL_SKELETON]
[IT_AFFECTED_CREATURE:WARLOCK_CIV:DREADNOUGHT_SKELETON]
[I_EFFECT:ADD_SYNDROME][IE_TARGET:A][IE_IMMEDIATE]
[SYNDROME][SYN_CLASS:\COMMAND][SYN_CLASS:skeletontrain][SYN_CLASS:\UNIT_ID][SYN_CLASS:MILK]
[CE_SPEED_CHANGE:SPEED_PERC:99:START:0:END:10]
Milking/Milling: Seriously, I checked.Quote[REACTION:WARLOCK_INSCRIPTOR_TRAIN_SKELETON_MILK]
[NAME:Inscribe skeleton with miling skill]
[BUILDING:INSCRIPTOR:CUSTOM_V]
[REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SOUL]
[REAGENT:F:3:SMALLGEM:NONE:NONE:NONE]
[PRODUCT:0:1:BOULDER:NONE:INORGANIC:TRAIN_SKELETON_MILK]
[SKILL:DETAILSTONE]
Flare: Two bonesaws? Sure? Not "bonesaw" and "saw blade" ? Yes, you can make a saw blade from bone, creating a "bone saw blade", but thats not the same as a "bonesaw".
Try the smiths forge.Flare: Two bonesaws? Sure? Not "bonesaw" and "saw blade" ? Yes, you can make a saw blade from bone, creating a "bone saw blade", but thats not the same as a "bonesaw".Where, in which workshop, do I make the bonesaw that's required for the morgue workshop?
Try the smiths forge.Flare: Two bonesaws? Sure? Not "bonesaw" and "saw blade" ? Yes, you can make a saw blade from bone, creating a "bone saw blade", but thats not the same as a "bonesaw".Where, in which workshop, do I make the bonesaw that's required for the morgue workshop?
Also, meph, I didn't mean tantrums, I meant invaders converted into ghouls were still hostile to my fort, and attacked my warlocks.
Prisoners would be the hard-won captives from successful raids, and are 'kept in cages' to prevent their escape (this explains why they're items in a stockpile instead of active creatures). They're the ones you use for 'dungeon' reactions, which will presumably work a lot smoother when working on 'component items' instead of actual entities.That sounds like Theon and Reek. I might even go as far and call the releases, subservant prisoners "cattle" and not slaves. They dont do work, and they are only kept for their bodyparts...
Slaves, on the other hand, are captives who've been affected by some mind-controlling ritual, rendering them permanently subservient (and too stupid to do real work). They're the 'pet' type captives, which you might 'train' for battle via the animal training system to add some cheap cannon fodder to your armies, or just keep around for breeding/butchering purposes. It shouldn't be terribly difficult to turn prisoners into slaves, but the opposite reaction shouldn't be allowed.
Similarly, it seems like warlocks should be able to do a few other tasks. Architecture, for instance, is by no means an important skill, but it's required for many special warlock buildings, and it seems more fitting to have a warlock in change of the construction planning. Archaeology also makes sense as a warlock skill, for what good it does. To go a step further, brewing is thematically witchly, and doesn't seem to involve any more 'manual labour' than existing warlock 'chemistry', so that might also be a reasonable warlock skill (especially as regards 'potion' type reactions).That I can do. :)
If you intend to make Warlocks more necromancy-oriented why not give them "undead" pets. Maybe move most/all of the summonable evil pets and move them to the succubi/elsewhere.Good idea, now that the succubi exist. But what exactly do you mean by "small selection of (preexisting) poisonous animals" ? War beasts with poison bites, or something that can be milked for poison, or both?
Coral snakes, cobras, tame poisonous vermin (if those can be milked) nothing warbeast-like, just animals that could be milked for their unique poison. Seeing as they are an effectively unlimited source of potentially potent poison, I recommend them costing a hefty number of souls in comparison to other Attorney items.QuoteIf you intend to make Warlocks more necromancy-oriented why not give them "undead" pets. Maybe move most/all of the summonable evil pets and move them to the succubi/elsewhere.Good idea, now that the succubi exist. But what exactly do you mean by "small selection of (preexisting) poisonous animals" ? War beasts with poison bites, or something that can be milked for poison, or both?
Hourglasses can be made only from stone?Currently yes.
Well that's a bummer, it's been happening about 50% of the time to me and it really stings when you go the pain of preparing carefully. Thanks though.
the workaround fix is to set another corpse/refuse pile that accepts corpses and bodyparts (can skip bones n stuff) that Takes from the butchery, they will butcher it. then a hauler will come and snatch it, and keep it from being chain butchered
I just buthered an elf prisoner and he did not give any meat or bones? Is this supposed to happen? I'm thinking it isn't but checking.
I just buthered an elf prisoner and he did not give any meat or bones? Is this supposed to happen? I'm thinking it isn't but checking.
Yes, that's a bug; it was reported earlier. I had it as well.
EDIT: Is anyone else having this issue where your ghouls take a partial skeleton to the butcher to butcher it, but never actually do so, causing it to constantly create a job and never get done? It seems to only occur with sentient corpses.
EDIT: Is anyone else having this issue where your ghouls take a partial skeleton to the butcher to butcher it, but never actually do so, causing it to constantly create a job and never get done? It seems to only occur with sentient corpses.
I'm having the same issue as well. Playing 5.05.
I was wondering why the The two offending species for me at the moment seems to be stranglers and frogmen, and again it is the partial skeleton thing.
One way I've found how to deal with this is to just forbid all the partial skeletons there are in the stock menu and with the aid of the search function. Not too sure hoe partial skeletons are categorized, and I couldn't find a way to automatically stock pile them from the butcheries.
Is there a way to make a stockpile for blood?
EDIT: Is anyone else having this issue where your ghouls take a partial skeleton to the butcher to butcher it, but never actually do so, causing it to constantly create a job and never get done? It seems to only occur with sentient corpses.
I'm having the same issue as well. Playing 5.05.
I was wondering why the The two offending species for me at the moment seems to be stranglers and frogmen, and again it is the partial skeleton thing.
One way I've found how to deal with this is to just forbid all the partial skeletons there are in the stock menu and with the aid of the search function. Not too sure hoe partial skeletons are categorized, and I couldn't find a way to automatically stock pile them from the butcheries.
It's any "sentient" corpse.
The way I do it is have a corpse stockpile feeding butcheries, then a "all refuse" stockpile that ONLY takes from the butcheries, than another all refuse stockpile that is 1x1 and fed by a minecart that takes from the other one.
Haulers will grab the partial skeletons, put them in the stockpile, then quantum pile them up. in the last one. Butcheries won't take from it since they will only take from your original corpse stockpile.
It's a pain in the ass, and quantum stockpiles are kind of exploity...but if you have to exploit to deal with a bug, is it really an exploit?
EDIT: Is anyone else having this issue where your ghouls take a partial skeleton to the butcher to butcher it, but never actually do so, causing it to constantly create a job and never get done? It seems to only occur with sentient corpses.
I'm having the same issue as well. Playing 5.05.
I was wondering why the The two offending species for me at the moment seems to be stranglers and frogmen, and again it is the partial skeleton thing.
One way I've found how to deal with this is to just forbid all the partial skeletons there are in the stock menu and with the aid of the search function. Not too sure hoe partial skeletons are categorized, and I couldn't find a way to automatically stock pile them from the butcheries.
It's any "sentient" corpse.
The way I do it is have a corpse stockpile feeding butcheries, then a "all refuse" stockpile that ONLY takes from the butcheries, than another all refuse stockpile that is 1x1 and fed by a minecart that takes from the other one.
Haulers will grab the partial skeletons, put them in the stockpile, then quantum pile them up. in the last one. Butcheries won't take from it since they will only take from your original corpse stockpile.
It's a pain in the ass, and quantum stockpiles are kind of exploity...but if you have to exploit to deal with a bug, is it really an exploit?
5.05, in my survival 1 warlock fort, i was blessed with just one (even the migrant waves) female warlock, but still settled the caverns level, now roughly.. 6 years later trying hard not to suffer FPS death......
witnessed a (wolfram longsword) behead a dreadnaught skeleton in full bloodsteel (dreadnaught mail)
also witnessed skeletons going opposed to life in close proximity to a pylon (created not embarked with) (yes it was blinking P) i have the fortress sprinkled with them with full open los between them and one in hir room that can see out to link with the others.. so they're all powered yet the ones at the gate barracks sometimes just say. f-this. drop their gear and wander ... down to 2 left to pick for a crypt guard for my archers...
also.. need a use for tallow... and farmed trees... and poisons on weapons besides ammo...
it only happened once. i think i blame it on the "blistering sands" but all the freshly made tough leather shirts and pants (nothing else enmasse) wore off my entire population within minutes. also had some armor get wear and tear X*bloodsteel mask*X ect. probably from the sands somehow..
can the tailor get an option to make full sets of clothing from tough leather? since my skeletons demand clothing.. and pigtails don't grow in my world.. and good luck geting ropereeds in the desert..
The LAA doesnt improve FPS... it helps the worldgen, nothing more. LAA is for RAM, while the FPS depend on your CPU.
The leather set is for armor I think, not clothing. Otherwise, good tips. :)
(v. 505)
Fairin, warlock skeleton or rotten body can not be raised. Very often I am not quick enough to salvage the body fast enough. Need to think of a way to keep them safe.
Even resurrected warlock is not very good, since it can not be noble or lead a squad. Does the summoning effect wear off? Never seem to get warlock fortress to last for long.
Resurrected once a necromancer who left his body in the coffin. He did not appear in unit list and disappeared after a while. It was spooky. :o
Where is blood stockpiled? Blood is not listed under food, animal extracts. There are 3 stale bloods listed, but its not that.
While helpful, the formatting is giving me cancer.
But I might give you your extra squads. :P
more squads would be a freaking godsend, multiple squads of skeletons to station around various guardpoints, if i had dwarf style squads i would put them in groups of 3 or 4 and station / barracks in various places.. actually breach the caverns using that system instead of having a clump of units, as you know training is more effective with smaller squads too...
oh yeah my earlier comment for the tailorshop to have a leather option.. i forgot to mention i meant a TOUGH leather option for clothing =)
More squads would be freaking godsend. Multiple squads of skeletons to station around various guardpoints. If I'd have dwarf-style squads, I would put them in groups of 3-4 and station them in various places. I'd actually breach the caverns using that system, instead of having a clump of units. As you know training is more effective with smaller squads too.
Adding a tough-leather option to the Tailor would be nice as well.
they are.
attempting to make a philosphers stone from scratch is a rediclious pain. can it cost like 50 souls or something? (hopeing i get sieged with people wearing the metal i need for my skeletons to go harvest)
You are right about the clothing. :) Its both available, clothing or armor.
The magma source should work, boltgun just did an update on that... the 0 is not important it uses scripts, but I'll check it out.
I asked this before, but it never really got answered. Are ghouls converted from invaders still hostile to your fort? Not santruming, not opposed to life, but Hostile. I remember this happening in an older version, but I haven't gotten far enough, what with the frequent updates, to find out.I dont know.
I understand that Warlocks are supposed to use the Ironbone/Bloodsteel/Dreadnaught chain of materials, but they do have access to Herbalists. Are Ironwood and Steeloak basically useless for them?I think they can grind them to powder.
I asked this before, but it never really got answered. Are ghouls converted from invaders still hostile to your fort? Not santruming, not opposed to life, but Hostile. I remember this happening in an older version, but I haven't gotten far enough, what with the frequent updates, to find out.
Basically this thing from the great John Carpenter move, The Thing (warning, spectacular 1982 gore FX) http://youtu.be/JjIXwkX1e48?t=1m37s (http://youtu.be/JjIXwkX1e48?t=1m37s)Taco Bell... not even once.
how to micromanage a vampire.
step1 create a room with a blood winery a table a chair, and a bed
step2 create either a switch room you can lock and unlock to deliver meat / barrels or a dump hole from above.
step3 dump in some meat / barrels for him to brew his own blood/bloodwine, i find 20 or so barrels of blood/wine lasts him a -very- long time, like a year or so at best. if he dies of thirst. revive him before his corpse turns to a partial skeleton. then send him back to his room
step4 ???
step5 profit (skeletonbanner transformation)
[/q]
Why waste booze? I built a private room with a water well in it to quarantine my vampire. He was living just fine 3 years without any booze. However, a forgotten beast came up through the well and killed him so I don't know if this works indefinitely.
que up "bait goblin army" 10 times.Then dump 225 goblin corpses into a pit, release HFS, reanimate goblin zombie army. Watch the day of the dead meet the circus.
send cryptlord squad of 25 sword skeletons (all bloodsteel)
"call" it practice for the circus.
225 goblininvadersTraining dummies.
Do even the minor invader races like kobolds and goblins give scalps? Or is it just the major ones like elves/dwarves/humans?All civs give scalps. Kobolds and Goblins included.
que up "bait goblin army" 10 times.
send cryptlord squad of 25 sword skeletons (all bloodsteel)
Try PRAYING. ;)
Try PRAYING. ;)
Nope, that's not it either. I let it be free for all just to see who would show up. Random skeleton went to learn it. I copied all his skills and turned them on for my warlock. Warlock learned it with both sorcery and praying off.
Try PRAYING. ;)
Nope, that's not it either. I let it be free for all just to see who would show up. Random skeleton went to learn it. I copied all his skills and turned them on for my warlock. Warlock learned it with both sorcery and praying off.
Try a researcher & inventor. It's under the farming/related labours, I believe.
I still can't get skeletons to reliably train. I've started three new warlock forts, and two different fresh installs. Yet, when set to train they just "Individual Combat Drill/Resting" and gain no skills.
So is it intended that various pets created from high level rituals invariably go hostile over time? I can still pasture them and such, but they relentlessly track down and murder all of the members of my fort that get near them. That includes beating the snot out of the skeleton slowly dragging them to their new destination.
[...]\Dwarf Fortress\hack\scripts/eruption.lua:69: attempt to perform arithmetic on local 'ry' (a nil value)
[...]\Dwarf Fortress\hack\scripts/eruption.lua:69: in function 'eruption'
[...]\Dwarf Fortress\hack\scripts/eruption.lua:69: in function 'eruption'
[...]\Dwarf Fortress\hack\scripts/eruption.lua:125: in main chunk
[INORGANIC:ERUPTION_WATER_S]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:ALL:water (radius2)]
[MATERIAL_VALUE:0]
[SYNDROME][SYN_CLASS:ERUPTION][SYN_CLASS:\AUTO_SYNDROME]
[SYN_CLASS:\COMMAND][SYN_CLASS:eruption][SYN_CLASS:water][SYN_CLASS:\WORKER_ID][SYN_CLASS:2][SYN_CLASS:2][SYN_CLASS:7]
[SYN_CLASS:\COMMAND][SYN_CLASS:eruption][SYN_CLASS:water][SYN_CLASS:\WORKER_ID][SYN_CLASS:2,2,0][SYN_CLASS:2][SYN_CLASS:7]
I think I found a bug with the water wells. I built one in my last game, tried to spawn some water to no avail. The dfhack console displayed some kind of lua error.AWESOME. I was wondering why that didnt work... I havent had a look at Roses update for the scripts yet, I only knew that some of the syntax changed, but not what exactly. Thats nice, I will add this asap. :)Code: [Select][...]\Dwarf Fortress\hack\scripts/eruption.lua:69: attempt to perform arithmetic on local 'ry' (a nil value)
[...]\Dwarf Fortress\hack\scripts/eruption.lua:69: in function 'eruption'
[...]\Dwarf Fortress\hack\scripts/eruption.lua:69: in function 'eruption'
[...]\Dwarf Fortress\hack\scripts/eruption.lua:125: in main chunk
Upon further investigation, I got to inorganic_warlock.txt and found the interaction:Code: [Select][INORGANIC:ERUPTION_WATER_S]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:ALL:water (radius2)]
[MATERIAL_VALUE:0]
[SYNDROME][SYN_CLASS:ERUPTION][SYN_CLASS:\AUTO_SYNDROME]
[SYN_CLASS:\COMMAND][SYN_CLASS:eruption][SYN_CLASS:water][SYN_CLASS:\WORKER_ID][SYN_CLASS:2][SYN_CLASS:2][SYN_CLASS:7]
Since the eruption script expects a comma-delimited string as parameter, I went ahead and changed the last line just so:Code: [Select][SYN_CLASS:\COMMAND][SYN_CLASS:eruption][SYN_CLASS:water][SYN_CLASS:\WORKER_ID][SYN_CLASS:2,2,0][SYN_CLASS:2][SYN_CLASS:7]
This seems to have fixed it and now my fort is partially flooded. The magma reactions are bugged in the same way.
i used about 12 bone golems and wolves, never had an opposed to fort issue.
however im pritty sure if they kill a zombie you summoned it causes a loyalty cascade.
get creative with it, you really don't need the gates down all the time for traders to bring wagons *chuckle.* Chuck the bodies overboard an let the monolith res them outside the gate, controlled undead inside. uncontrolled outside. Create an "air lock" with some skeletons to gather the bodies, and minecarts to dump them on your butchery the next z-level- down if your worried about that. Its all about creating solutions to the problem. =)
also i think the cascade comes from the summoned golems and what not being "NOT TAME" so i'm in the process of making a brandnew ghoul just to train up animal training... just to make them tame and wartrainable which is working....slowly...
meph said he was changing the prisoners to use tools instead of the current system, so after we get humans. and some other bug(ed) race he might fix warlocks =)Certainly before the bug race :P
*hands out torches and pitch forks*
Hi, I have encountered an interesting bug/exploit.
Embark in evil region.
Brought "pets" - human prisoners (yay, souls without killing mephits!), also I got 2 prisoners pulling my wagon :D .
Slaughtering them in the butcher leaves nothing - no soul, no meat, no bones, nothing.
Dungeon industry doesnt let me butcher them so I try to get me some skeletons. I pasture the rest of my prisoners on Execution Chamber, run the skeleton transformation, I get a skeleton, but no prisoner dies. At first I pastured 3 prisoners on the Execution, after seeing the bug I left only 1 there but the result was the same - new skeleton, prisoner survived.
maybe prisoners-pets that you get at the embark miss some reaction/status?
Can prisoners breed? :DYes, they breed. And yes, you can feed them, if you build the prison. Pasture them on top and run the feed reaction.
So another thing, prisoners need to eat? My prisoners get the "hungry"-symbol-flashing-thingy, are they eating grass like the "normal" pet's? Or should be prisoners uhm... "use fast"-things?
Hi, one of the main reasons the Warlock have been my favourite race was because they don't get immigrants after the first two waves and you can 1.) Control how many and what kind of undead you got and 2.) Have to take care that your precious Warlocks didn't get killed.Thats strange, because I did not change the creature, they should die out just like before. Maybe open the GUI and set "SEASON" to none. If you have a very short worldgen, the civ might still be active. But really, its not intended to get migrants.
With the new update it seems, that this restriction of immigrants has been lifted and I personally dislike it.
I would much appreciate some hints how to make it like it was: Two waves of immigrants, afterwards no more.
Thank you
Could other people please confirm that they get more than 2 migrant waves?
v5.08 Alpha, post to be updated and edited for completeness.. as i find stuff =)
Warlock Mode
mefits don't spawn at embark, or with migrants.
adders cant be butchered. (man snakes are the most common animal or is it just me...)
Late Summer, Traders from the Warlock mountain home come bearing nothing to trade at all, their prisoner pack animals unloaded their clothing and it was marked as "mine" so i unforbade it so some of my ghouls would quit qqing about being naked
third set of migrants mid-spring, second year anniversary of fort. no hostiles. not even a thief yet
jesus more migrants, 10Female 6Male, 1 Vampire, 10 ghouls 24 skeletons
year 4, more migrants, only an ambush of elves so far nothing new , population around 80. net worth in the 10 million area
it's something a lot of modders could find uses forActually, its only poor lone me. No other mod has multiple playable races, in which you can fight against the "good" races without babysnatcher and itemthief tags.
Just put the later half in a spoiler. Should be enough.eh well that's the thing... it's not
That sadly doesnt help at all, because its AI reports from in the game, not anything about the raws that I could fix. Its perfectly harmless and has nothing to do with the issue you reported.Just put the later half in a spoiler. Should be enough.eh well that's the thing... it's not
the log seems to mostly be full of Interaction Token not recognized : BATTLECRY_SUCCUBUS with the occasional *** Error(s) finalizing the creature GNOME_CIV il try posting what i found thats not thoseits probebly worth mentioning i've never tried playing succubi or gnome and on this Ver ive only played warlockSpoiler (click to show/hide)
"edit" had to shorten even more inside the spoiler
I think prisoner feeding is bugged.
I have two prisoners one male and one female. My Warlocks used 50! meat(1 mouse click), and they are still hungry :/
i thought you took out vampires? i just started a new warlock tower and one of my guys is a vampire :iNo, I said I want to take them out, when I do the Warlock update.
guess i gotta lock him away for a banner..
The counter for killing people and drinking blood is only suspended, not reset when they drink bloodwine. This means if they are just about to kill someone and you make them drink bloodwine, they will do nothing for a bit, and after the effect wears off, instantly kill someone. -.-
Any way to have warlocks force-target Prisoners first? That could be a good medium ground, having them drain some prisoners would prevent them from targeting your warlocks and ghouls.
Any way to have warlocks force-target Prisoners first? That could be a good medium ground, having them drain some prisoners would prevent them from targeting your warlocks and ghouls.
Is that Slade Boulder spell that all warlocks supposedly start with not an attack spell or something?
It should still be there, if you equip a Wraithblade/Mage Staff. Each one adds either slade attack or slow spell. (mostly for wildlife, slade attack shoots down birds, slow spell makes animals easier to catch)Is that Slade Boulder spell that all warlocks supposedly start with not an attack spell or something?
It doesn't exist right now. It may get readded later.
It should still be there, if you equip a Wraithblade/Mage Staff. Each one adds either slade attack or slow spell. (mostly for wildlife, slade attack shoots down birds, slow spell makes animals easier to catch)Is that Slade Boulder spell that all warlocks supposedly start with not an attack spell or something?
It doesn't exist right now. It may get readded later.
I'm not sure about the warlock weapon spells... my Overlord - wraithblade in one hand and magestaff in the other hand - was chasing a bird that got inside my tower and never used any spell. All he did was poke the bird in the head with his staff after the elite ghoul squad whipped it down :D
Overlords can't learn normal spells in my experience. It might extend to weapon spells as well.
There is no reason to pasture prisoners, when they eat all meat, counted in hundredsPasture them on the prison, feed all of them with a single reaction?
1. Not true. Raiding the countryside needs no info.
2. Keep your prisoners locked away from the undead. Pastures with doors help.
Blood goats: anyone use them? I tried my hand with them and can't find a single thing to do with them that's useful.
Milking them gets me a bucket of blood. That bucket of blood is no substitute for any reaction that takes a barrel of blood.
I can, however, make blood cheese. Unfortunately, vampires don't eat, and thus don't find this a tasty treat.
one reaction creates 9 wishes9 It should be 1 :-\
Quoteone reaction creates 9 wishes9 It should be 1 :-\
Ok, this is bugging the crap out of me.yes, they can.
Can monolith and pylon line-of-sight cross z-levels or not?
For pylon powering pylons, its across z levels and through solid objects. For pylons powering skeletons and warlocks powering pylons it can be in any direction but they do actually need a clear line of sight.Ehm... wrong. Pylons powering pylons is also line of sight.
Alright, a kind of "cheatery" question here ...if i recall their children will be members,or if they do something major,like create an artifact
I can use spawnunit in DFHACK to create new warlocks, but they aren't members of my civ. They're just "warlock" with no name, no skills, (and no pants). I've had a group of nine of them I spawned and it's been a few years now with them active training (and a civ member to lead them). They're pretty epic warriors at this point, but they still haven't joined my civ. Is there any way to force them to do so, or will they eventually do so on their own, or are they just permanent outsiders?
For pylon powering pylons, its across z levels and through solid objects. For pylons powering skeletons and warlocks powering pylons it can be in any direction but they do actually need a clear line of sight.Ehm... wrong. Pylons powering pylons is also line of sight.
if i recall their children will be members,or if they do something major,like create an artifact
As far as I am aware warlocks don't breed. As long as you have at least one living warlock and have been properly emtombing the fallen warlocks you should be able to ressurrect any dead warlock though.
I am wondering how the "Infuse skeleton with ironbone/bloodsteel/dreadnought" works. Today I was infusing some skellies with ironbone and about 50% of the reactions did not transform (but still consumed the resources). So If anyone could give me some tips how to increase the success rate, I would very much appreciate it before I start infusing the more valuable metals. 100 wasted ironbone is nothing, 100 wasted dreadnaught would be a bit annoying :D
Sometimes it takes awhile before they transition from the blue "Shambling skeleton" to a white name on your person list.
Sometimes it takes awhile before they transition from the blue "Shambling skeleton" to a white name on your person list.
In the inscriptor, i think there is an reaction(the first) exactly for that reason?
Sometimes it takes awhile before they transition from the blue "Shambling skeleton" to a white name on your person list.
In the inscriptor, i think there is an reaction(the first) exactly for that reason?
That's what the manual says, but the first reaction on the list (while requiring no reagents) doesn't appear to do anything. I checked the raws and can't determine what it's supposed to do either. My assumption (may not be correct) was that it had been removed and the manual hasn't been updated yet.
From how I understand it, shambling skeletons when first constructed are not historical figures. They need to create a masterwork or kill a named thing or lots of nameless things or do something else noteworthy to become historical. Once they are historical they can do everything, but until then they are just shambling skeletons, not real people skeletons.
Directly spawning in units is likely to be so buggy its useless. Creating skeletons "legit" is already buggy as it is.
Also, I am not sure upgrading skeletons is worth it. If you look at them in therapist, it seems that they lose pretty much all their ability to learn skills including combat skills. Other than the increase in armor, it seems to be a pure downgrade in all other respects.
It occurs to me that I may not be using an actual overlord to run the reaction though. Is that the problem?yes, only the overlord can use it.
QuoteIt occurs to me that I may not be using an actual overlord to run the reaction though. Is that the problem?yes, only the overlord can use it.
Ah of course how FOOLISH of me. I need souls stored in hour glasses to make the necromancer alters. otherwise the souls vanish and that destroys the building. DOH. thank you very much the advice GUTHBUG, much appreciated. now i must be off to create an army of ghouls and skeletons (cue, manic laugh)
Yeah, raiding the countryside rarely gives you anything. But if you capture a prisoner from it, then you can interrogate him for a caravan info, most of the time. Then just raid caravans forever.
When units get rezzed they get back up fully re-built, missing parts don't matter. If you have injured skeletons it is often easier to just kill them on a spike trap and rez them than it is to repair them.
As for range, I have only had rez work if the coffin was touching the alter, more than 1 square away seems to be too much.
Hi guys, i was just wondering can ghouls learn any other weapons skills other than whip skills? As i gave one of my ghouls a bloodsteel sword and he is sparring quite a bit, yet he has not even become a dabbling swordsman. Also it is a shame the manuel is not updated as it states that skeletons can not learn any skills, yet in my current fort my skeletons are happily learning all kinds of skills like carpenter and stonecrafter. ps, why is it is damn hard for shambling skeletons to turn into proper members of my fort. one or two my shambling skeletons, have killed elves and received a name, yet they are called shambling skeleton,bob( or whatever name they get). should the shambling skeleton description in their name not go away, if they receive a name?
The whole skeletons learn naturally thing is a bug with the latest version. The fact that ironbone skeletons can't learn those skills is because skeletons aren't SUPPOSED to be able to learn non-combat skillz through any means besides inscription. At least, not above a 1% learnrate. The normal skeleton caste doesn't do that because of a bug/mistake. But the upgraded skeleton castes work properly.
The stone itself most likely passes on the spell knowledge imperfectly through vanilla DF syndrome mechanism (probably ~25% of the time or so it will work). The reactions in the workshop use some kind of dark magics from DFHack to guarantee success.
Which seeds? You have to be in the correct biome for them... and there was a vanilla bug, that made them not available in the farm menu, if you didnt own at least one adult plant at some point.
It probably has to do with the condition of the warlock. It might be if they take too much damage they can't get back up. How did the warlocks die? Compare the ones you can raise vs the ones you can't?I used the command "deathcause". Here is what I found:
Why are they in the hospital? Do you have a fleshmonger? Usually it's lack of thread or cloth that puts them there.They rested on the beds and not going to be repaired. I see only one way: to build a bed only for warlocks (ghouls all died, and I'm not the new plant). In general the problem somehow decided.
I have a dead warlock and want to raise him.I have the same problem, also waiting advice =)
I have a dead warlock and want to raise him.I have the same problem, also waiting advice =)
you just need to entomb warlocks quickly before their corpses decay.
To prevent random angry skeleton accidents, I recommend giving each warlock some war pets (animated dreadnought weapons work nicely) and bilding a tight pylon network. Also I started turning artifacts off when playing warlocks after I had to use DFHack to create wool cloth several times :D
What do you guys do with all the fleshy byproducts of sieges? After a siege or two, I usually have enough meat, bones, tallow, and other assorted to last me for half a decade. After a full year of sieges, I'm just dumping the majority of the meat, bones, and equipment into atom smashers. Do you guys just feed them to the hoardmaster?
An itemcorpse, yes. But they way DF works is this: The corpse is replaced by an item, but your civ still thinks its a corpse. So even if the corpse is TOOL:ITEM_TOOL_RESURRECT_WARLOCK, it will be buried in a coffin. I am not sure if you can use it in a reaction, but I can try.
... the overlord caste (which never shows up on its own) ...
I am no modder, but would it be somehow possible to give warlocks a unique bodypart/soul? That could than be used in a reaction to create a new warlock. ... I guess warlocks spawned this way would be new units...
By the way, why the resurrection is tied to the body? Not logical to make a binding to other things? For example, when the murder megabeast appears thing associated with the essence of this creature. Think fantasy. There's every immortal foe has a bit of a vessel of the soul. Ring in The Lord of the Rings, the Horcrux in Harry Potter, etc. Sorcerer body is just a shell, if it was so important, sorcerers would have saved body parts and not the soul. Script resurrection certainly be easier if the resurrection did not bind to multiple remains, scattered all over the map.Because the soul is hardcoded to be part of the upper body.
curve translator, mixes all the words in sentences >:(
I plan a lot of changes, but you probably havent seen the posts, because I made that list a few months ago. I have a large warlock update brainstormed, just need to write the code.
Suggestion:
Replace prisoner creatures with prisoner tools.
This means easy control of torture reactions.
Can be released to spawn the creature.
Can be used to gather more info, but destroys the tool.
Can be butchered to make bones/meat/soul/scalp.
Can be bisected to create more tools: 2legs, 1head, 2arms, 1 torso.
These individual parts can be used to "build" special pets or civ members.
- Thrulls, civ members with random bodypart mixes.
- Fishing pets.
- Igors, medical-skill civ members.
- "Repair" Ghouls.
- Improve Ghouls, like double headed ones. Or add an extra arm.
- Warbeasts, like 4 armed guard zombies.
- Scout like "Screaming heads", use bodyless head as early warning system.
- Animated arms and legs running around, because why not.
These bodypart tools could also be butchered for bone/meat.
Following new civ members:
- Zombie. Learns no skills, acts as hauler.
- Thrulls. Specifically build Ghouls.
- Igors. The medical helpers.
- Lich. A magically able skeleton type.
- More Warlock castes.
Vampires are not very... neat. It seems it is too hard to micromanage them in their current state, so I will either remove or alter them. Suggestions for more Warlock types are more than welcome.
will increase the rate of Warlocks though.
Warlocks could get a ranged spell.
Witches a slow/paralyze spell.
Summoners make Mephits once a year (normal Warlocks wouldnt create them anymore)
Sorcerer gets three minor starting spells. Support, mostly.
Enchanter creates a random, magical item/weapon/armor. (free once a year, like Mephits)
Necromancer buffs zombies/ghouls/skeletons around him. (good military leader)
Thats six castes, with different abilities. Ranged, melee, AoE, Support, Creature creation and item creation. Sounds good so far?
I could buff whip-weapons. They had been nerfed because vanilla whips are lightsabers.
I could add a frenzy ability from drinking blood/bloodwine. Would give it more uses.
A "ground all flyers" reaction in the orrery.
I need to go check my fish traps real quick down by the pond, but at first glance that looks awesome. :) Will comment in more detail shortly.Hehe, most people here will assume you talk about DF fish traps. :P
QuoteSuggestion:
A "ground all flyers" reaction in the orrery.
I get sieges in the first and second year that are pretty tough, but if you survive those than you are usually strong enough to handle anything later on because you've gained skills, weapons, and armor from it.
The sieges just don't scale in difficulty, it seems. 16 dwarves in the second year is just as tough as the 16 dwarves that show up in your 8th year.
Guys. Ettins and Eldjotuns are NOT frost giants. They are the Jotuns from Fortress Defense. MDF Frost Giants are much, much worse.
QuoteSuggestions for more Warlock types are more than welcome.
Following new civ members:
- Zombie. Learns no skills, acts as hauler.
Maybe fullheal or kill and resurrect will cure it.How can I raise the dead ghoul? ???
Already appointed. But in the control menu fort worth is not displayed, only the number of products and people. I thought it was intended, because warlocks do not sell. Or is it a bug?
I did not even see the value of the items, only their weight
[REACTION:RAIDKIT_WARLOCK]
[NAME:Assemble a raiding kit]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_R]
[REAGENT:Backpack:1:BACKPACK:NONE:NONE:NONE]
[REAGENT:Meat:1:MEAT:NONE:NONE:NONE]
[REAGENT:Bag:1:BOX:NONE:NONE:NONE]
[BAG][EMPTY]
[PRODUCT:100:1:TOOL:WARLOCK_RAID_KIT:INORGANIC:RHENAYAS_DARKLIGHT_IRON]
No, no one has appraisal skill, but it rises during trade, no more (I think). And warlocks do not trade =) Here's the answer, thank you.Already appointed. But in the control menu fort worth is not displayed, only the number of products and people. I thought it was intended, because warlocks do not sell. Or is it a bug?
I did not even see the value of the items, only their weight
It displays on mine, but only after I had my keeper trained in one level of appraisal skill. Are you sure your keeper has the appraisal skill?
Nope. Put a stockpile right next to the workshop, no barrels allowed. A worker brought in a stack of 38 unrotten meat, set it down. Still red.I just make Ironbone raiding party from meat (without barrel), backpack and empty bag. All work properly.
No, no one has appraisal skill, but it rises during trade, no more (I think). And warlocks do not trade =) Here's the answer, thank you.Already appointed. But in the control menu fort worth is not displayed, only the number of products and people. I thought it was intended, because warlocks do not sell. Or is it a bug?
I did not even see the value of the items, only their weight
It displays on mine, but only after I had my keeper trained in one level of appraisal skill. Are you sure your keeper has the appraisal skill?
Yeah, I think. It's called "prisoners info" here.
The prisoner info is used in the throne room I think. It allows you to hit areas other than the country side.
Having a devil of a time getting souls to store in hourglasses. Made some rock hourglasses at the craftsdorf, built a soul-syphon, built Graveyard. Set a 'lock searching for souls on repeat. Problem is that when the soul generates in the Graveyard it never gets tasked. The 'store soul' is an auto-generator it seems but none of the warlocks/witches in my little enclave will do that job even with all other labours off. It sits there till it withers. Will try using them directly next.
What am I missing here to get them to actually do this storing? Checked with Therapist and the praying labour is there as it should be, syphon is accessible as are hourglasses.
[REACTION:BAR_MAKE_MITHRIL_WARLOCK]Thought necessary to do a workshop of more durable materials, rebuilt from Mithril components. Nothing has changed.
[NAME:Grind mithril bar to powder]
[BUILDING:ORE_SHREDDER:CUSTOM_SHIFT_K]
[REAGENT:A:150:BAR:NONE:NONE:NONE][REACTION_CLASS:MITHRIL]
[REAGENT:B:1:BOX:NONE:NONE:NONE][BAG][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:MITHRIL][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[SKILL:OPERATE_PUMP]
[REACTION:BAR_MAKE_HEMATITE_WARLOCK]
[NAME:Grind iron bar to powder]
[BUILDING:ORE_SHREDDER:CUSTOM_SHIFT_I]
[REAGENT:A:150:BAR:NONE:INORGANIC:IRON]
[REAGENT:B:1:BOX:NONE:NONE:NONE][BAG][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:IRON][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[SKILL:OPERATE_PUMP]
I have already changed. There's half reactions broken.Sorry, could you repeat that in different words?
[REACTION:MAKE_SILVER_GALENA_WARLOCK]
[NAME:Grind galena ore to powder]
[BUILDING:ORE_SHREDDER:CUSTOM_F]
[REAGENT:A:2:BOULDER:NONE:INORGANIC:GALENA]
[REAGENT:B:1:BOX:NONE:NONE:NONE][BAG][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:SILVER][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[SKILL:OPERATE_PUMP]
[REACTION:MAKE_MITHRIL_WARLOCK]This reaction does not seem to work. (but maby I create wrong Mithril ore)
[NAME:Grind mithril ore to powder]
[BUILDING:ORE_SHREDDER:CUSTOM_K]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:MITHRIL]
[REAGENT:B:1:BOX:NONE:NONE:NONE][BAG][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:MITHRIL][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[SKILL:OPERATE_PUMP]
Giant Noob question. I'm having some trouble butchering some prisoners I brought with me on embark. None of them show up on the list of animals. Is there another way to set them as butchering? Am I missing something?
Looks like the issue was backpacks. I queued up several to be made, but they either weren't or otherwise poofed somewhere. Thanks for the help. c:Probably taken by your military. Try setting at least the skeletons to not carry food or drink.
perhaps a significant chance for the ritual to fail and kill the apprentice in a spectacular and horrific fashion?
Oh! Maybe there is a way to limit the number of apprentices to 1 per existing full warlock, or to just 1 total, like is the current situation with the overlord? That plus a time progression of two years and a chance for a failed initiation seems balanced to me. If your apprentice kicks the bucket in their invitation you'd have start over the time progression, you wouldn't just have an unlimited pool of other apprentices to redo the ritual with.
A massive amount of souls?Perhaps a half dozen megabeast souls?
The reaction for making a new warlock could have a chance to kill or turn them into abominations that go on a killing spree.
The reaction for making a new warlock could have a chance to kill or turn them into abominations that go on a killing spree.
That's what I was suggesting above. I think that this, along with a limitation on how frequently you could attempt the reaction (via a system with a limited number of apprentices that take time to develop) would result in a fun and well balanced mechanism for getting more warlocks.
Looking at the code for the overlord transform and human squire -> knight progression, I don't think this would be terribly difficult to set up. I'll see if I can throw it together later today.
As another alternative, if apprentices were a thing, you could make the grand convocation spells consume them instead. I don't know, maybe people are happy with the way it works now, I just can't see my warlocks willingly sacrificing themselves for the spell effects, it seems too altruistic...
Are the items aboveground? Aboveground organic materials will slowly degrade in freezing or scorching climates.
I think the mod is supposed to encourage the player to mass mine everything, although I personally avoid this due to the sheer game crippling amount of lag this leads to.
That's what I was getting at. I hadn't called on them before last night and was... Well, deeply disappointed. I wasn't expecting instant death machines, but I was expecting them to not need to breath or care about injuries/feel fear. ANd not be easily slain by small snakes.If you want to get cheaty, then set up the altar that makes them so the only route in is covered in traps. Since butchering their dead bodies gives more parts than are needed to raise them plus a soul you're laughing.
[SELECT_CASTE:WARLOCK_OVERLORDF]
[SELECT_ADDITIONAL_CASTE:WARLOCK_OVERLORDF]
double female, but no male
...
[SELECT_CASTE:WARLOCK_M]
[SELECT_ADDITIONAL_CASTE:WARLOCK_F]
[SELECT_ADDITIONAL_CASTE:WARLOCK_V_M]
[SELECT_ADDITIONAL_CASTE:WARLOCK_V_F]
[SELECT_ADDITIONAL_CASTE:WARLOCK_OVERLORD]
miss WARLOCK_OVERLORDF
Also female warlock transformed into male overlord. Wrong sys_class in interaction TRANSFORM_OVERLORDF [REAGENT:gold:150:POWDER_MISC:NONE:INORGANIC:GOLD]
[REAGENT:Bag 8:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:gold][PRESERVE_REAGENT]
[REAGENT:gold2:150:POWDER_MISC:NONE:INORGANIC:GOLD]
[REAGENT:Bag 2:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:gold2][PRESERVE_REAGENT]
[REAGENT:gold2:150:POWDER_MISC:NONE:INORGANIC:GOLD] must be gold3
[REAGENT:Bag 3:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:gold3][PRESERVE_REAGENT]
Using the profile won't prevent the intended skeleton from doing other engraving jobs when you mean for him to upgrade himself.
The simple solution is obviously to not have other engraving jobs around. It seems like a simple thing to plan but could potentially be annoying if you just assigned a large area to be smoothed/engraved and let the workforce do it as they get around to it, and later wanted to upgrade a skeleton.
As an interim solution to that problem, you can have a small burrow encompassing the workshop and a stockpile that includes the cut gems and souls, preferably exclusively and assign the intended skeleton to the burrow. (Hmm... can phylacteries even be stockpiled?)
I... already suggested that. The main problem is that with the workshop in the burrow, the components (gem and soul/phylactery) also need to be in the burrow. Which, I mean, is not a big deal one way or another but it is as much work as having an engraving workforce and areas designated for engraving and meanwhile wanting a specific skeleton to inscribe himself without wasting time doing some of that designated engraving.
You trying to farm the metal that the metal staves shoot out? Because you can totally do that with the bullet turrets.Actually its because I thought that's what wraithblade's were supposed to do from the early documentation (which I may or may not have misread) and I kinda liked that idea.
I think he meant invaders caught by cage traps, not slaves, because he used the word "prisoners".Meant the ones you can take with you on embark, that functions like pets, my apologies for being unclear.
But with slaves for warlocks and succubus, it becomes easy to become confused pretty fast.
The embark profile has nothing to do with your selected civ. You select the civ before you embark, on the map. Just tab through the menus till you see the list of civs. If you have a dwarf civ and try a gnome profile, of course it wont fit.
Stewards shouldnt have a squad attached.
If this is an issue with skeletons going partially uncontrolled, would using the warlock-sacrificing reaction that allows your skeletons immunity from it help?
I'm still in favor of getting some kind of relatively expensive but more expendable apprentice-type warlock via portal or something for that sort of thing.
Searching for: forge ironbone (bones & ash)
reaction_warlock.txt(1484): [NAME:Forge Ironbone (bones & ash)]
Found 1 occurrence(s) in 1 file(s)
[REACTION:IRONBONE_WARLOCK]
[NAME:Forge Ironbone (bones & ash)]
[BUILDING:SKULLFORGE:CUSTOM_I] [BUILDING:MAGMA_SKULLFORGE:CUSTOM_I]
[REAGENT:h:150:BAR:NONE:ASH:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:BAR:NONE:INORGANIC:RHENAYAS_DARKLIGHT_IRON][PRODUCT_DIMENSION:150]
[SKILL:SMELT] [FUEL]
[REACTION:BLOODSTEEL_WARLOCK]
[NAME:Forge Bloodsteel (ironbone & blood)]
[BUILDING:SKULLFORGE:CUSTOM_B][BUILDING:MAGMA_SKULLFORGE:CUSTOM_B]
[REAGENT:blood:150:NONE:NONE:NONE:NONE]
[REACTION_CLASS:BLOOD]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:blood barrel:1:NONE:NONE:NONE:NONE]
[FOOD_STORAGE_CONTAINER]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[CONTAINS:blood]
[REAGENT:a:150:BAR:NONE:INORGANIC:RHENAYAS_DARKLIGHT_IRON][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:BAR:NONE:INORGANIC:STEEL_DROW][PRODUCT_DIMENSION:150]
[SKILL:SMELT] [FUEL]
Searching for: skullforge
building_warlock.txt(4149): [BUILDING_FURNACE:SKULLFORGE]
building_warlock.txt(4190): [BUILDING_FURNACE:MAGMA_SKULLFORGE]
[BUILDING_FURNACE:SKULLFORGE]
[NAME:Corrupted Forge]
Yes Warlocks have a normal Forge. Yes it functions like a vanilla/mdf forge.
If you need more anvils, create a Stonecutters workshop, you should be able to make anvils from blocks there (Make anvil from 3 blocks). They work like normal anvils (need magmaproof blocks for magmaproof anvils), so you dont need to hope for caravan/raid loot.
Given how it works - the reaction creates a boulder, which vaporizes, and the vapor applies a permanent syndrome which allows the unit to perform a new action (the spell) - it may be possible to stack the warlocks together on the workshop and have one of them run the reaction, leading all them to be caught in the effect and learn the spell.No.
Haven't personally tried that, though, and it is probably intended that each warlock learn the spells individually.
Semi new to masterwork.They cant. In theory they could, if you'd use adv-fort to build the libraries, but that would take way too long.
Can warlocks learn spells in adventure mode? If so, how?
Is there a large disadvantage to embarking with only a few warlocks? Since there's no way to reproduce, it seems like the optimal embark would be something like 6 warlocks and a skeleton (assuming you can survive with it) or is there some kind of counterbalance so you always end up with a standard number of them through the first two migrant waves or something?
On another note, with the 'Basic' premade load-out for embark, I get an error message saying Ironbone Wraithblades + Magestaffs aren't available. Is that normal, or is something screwed up with my copy of Masterwork?i think that is pretty normal that premade embark profiles can have non avaiable items in them.
(also i think Wraithblades + Magestaffs need ammo, these shards and other whatever they are called thingies for their "ranged attacks" to work, so the warlocks dont just charge into melee combat with them.)
If you give ghouls and other civ members itemcorpses, these itemcorpses still count as corpse, regardless of the actual item used. They will bury it and store it in corpse stockpiles. You can maybe use them in reactions to destroy the itemcorpses, but you will get skeleton and ghouls ghosts that way.
You think it would be better to make the past regrets boil away into nothing, and use slabs instead of coffins?If you give ghouls and other civ members itemcorpses, these itemcorpses still count as corpse, regardless of the actual item used. They will bury it and store it in corpse stockpiles. You can maybe use them in reactions to destroy the itemcorpses, but you will get skeleton and ghouls ghosts that way.
They only get counted as corpses if the death is witnessed. I had some issues with the hermit's "Past regrets" not going into coffins because they tended to die without someone to report them on the spot as having melted/died/whatever, so it'd probably be the same here.
You think it would be better to make the past regrets boil away into nothing, and use slabs instead of coffins?If you give ghouls and other civ members itemcorpses, these itemcorpses still count as corpse, regardless of the actual item used. They will bury it and store it in corpse stockpiles. You can maybe use them in reactions to destroy the itemcorpses, but you will get skeleton and ghouls ghosts that way.
They only get counted as corpses if the death is witnessed. I had some issues with the hermit's "Past regrets" not going into coffins because they tended to die without someone to report them on the spot as having melted/died/whatever, so it'd probably be the same here.
My hermit games were fortress where the first 6 past regrets were buried, sometimes even one or two of the migration waves, but past that I saw those past regrets "rotting" to the ground for years, even in timeframes when bob were in "No Job" state (and even the hermit).You think it would be better to make the past regrets boil away into nothing, and use slabs instead of coffins?If you give ghouls and other civ members itemcorpses, these itemcorpses still count as corpse, regardless of the actual item used. They will bury it and store it in corpse stockpiles. You can maybe use them in reactions to destroy the itemcorpses, but you will get skeleton and ghouls ghosts that way.
They only get counted as corpses if the death is witnessed. I had some issues with the hermit's "Past regrets" not going into coffins because they tended to die without someone to report them on the spot as having melted/died/whatever, so it'd probably be the same here.
Probably a necessity for anything past the initial group - no witness, no death, no burial - though I think I tried that and lack of a potential corpse screwed with that for whatever reason (it isn't a dead body, it's an item! At least according to the game.) Someone who's played hermit mode more than twice could probably give better input though.
Don't know if it's been asked before, but...I'm not quite sure what you mean. The pre-made embark profiles for Warlocks dont include skills, only items.
I'm having some trouble with the skills. Now, when I pick a premade embark template, the skills reset, saying embark preparations were not completed. I might have missed something, but I don't know what else to do. (Note, this happens with other races too, I just want to play Warlocks though.
That would probably be the problem. Thanks.Don't know if it's been asked before, but...I'm not quite sure what you mean. The pre-made embark profiles for Warlocks dont include skills, only items.
I'm having some trouble with the skills. Now, when I pick a premade embark template, the skills reset, saying embark preparations were not completed. I might have missed something, but I don't know what else to do. (Note, this happens with other races too, I just want to play Warlocks though.
So if i give my multiarmed ghouls multiple weapons, will they use all of them? A quick arena test says no but what do you guys say?
So if i give my multiarmed ghouls multiple weapons, will they use all of them? A quick arena test says no but what do you guys say?I checked, you cant be right about the necromantic shrine zombie.
EDIT: Alright bug report time.
It appears that the reaction at the Necromantic Shrine to create a zombie is still the old one. It just takes a couple of bones and spawns an uncontrollable zombie like before. It also seems like my 2 headed 4 armed ghoul, that i embarked with, cannot become a Ghoul Master. It just says no valid candidates.
[INORGANIC:SPAWN_ZOMBIE_PROB]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[SYNDROME]
[SYN_CLASS:\AUTO_SYNDROME]
[SYN_CLASS:\COMMAND]
[SYN_CLASS:probability-syndrome][SYN_CLASS:cmd]
[SYN_CLASS:spawn]
[SYN_CLASS:WARLOCK_CIV]
[SYN_CLASS:4]
[SYN_CLASS:"Zombie"]
[SYN_CLASS:\LOCATION]
[INORGANIC:SPAWN_ZOMBIE]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[SYNDROME]
[SYN_CLASS:\AUTO_SYNDROME]
[SYN_CLASS:\COMMAND]
[SYN_CLASS:spawn]
[SYN_CLASS:WARLOCK_CIV]
[SYN_CLASS:4]
[SYN_CLASS:"Zombie"]
[SYN_CLASS:\LOCATION]
Well i could (and did) butcher it like any other animal. Ill try adding the intelligent tag myself and see what that does.So if i give my multiarmed ghouls multiple weapons, will they use all of them? A quick arena test says no but what do you guys say?The creature that is spawned is CREATURE:WARLOCK_CIV, its not an uncontrollable zombie. It must be a civ member. Maybe because its lacking the INTELLIGENT tag, spawnunit thinks its a pet? Like the dwarven concubines I had so long ago?
EDIT: Alright bug report time.
It appears that the reaction at the Necromantic Shrine to create a zombie is still the old one. It just takes a couple of bones and spawns an uncontrollable zombie like before. It also seems like my 2 headed 4 armed ghoul, that i embarked with, cannot become a Ghoul Master. It just says no valid candidates.
They use all weapons, but you cant really decide which and they dont attack faster. I know that the block chance of multiple shields is better (from old arena tests of Antmen), but you can give them an edged and a blunt weapon, a bow and a shield... :) Or two-handed weapons and 2 shields... for example.Question about multi-armed: can't you decide weapons? Why?
They use all weapons, but you cant really decide which and they dont attack faster. I know that the block chance of multiple shields is better (from old arena tests of Antmen), but you can give them an edged and a blunt weapon, a bow and a shield... :) Or two-handed weapons and 2 shields... for example.Question about multi-armed: can't you decide weapons? Why?
And, can one actually equip more than a shield at a time? And multiple ranged weapons, like 4 bows?
Thanks guys.
So they fight only with a weapon? So it's good to put ranged+close+shield, then, and prefer 2H weapons or 2 shields?
Game keeps crashing when trying to make squad for steward, anyone else having this problem?The steward cant make squads. ??? Its the expedition leader of the Warlocks, same raws, just different name.
Guess I should wait a little bit before starting up that tutorial dungeon huh.Ehm... well... maybe? ^^
Guess I should wait a little bit before starting up that tutorial dungeon huh.Ehm... well... maybe? ^^
Thanks for the report. :)
I'll check the overlord again, and I already found the problem with the zombies. I commented out the INTELLIGENT tag, which seems to make them pets when it concerns spawnunit. Just adding that back fixes them. We are successfully using zombies in our community fortress: http://www.bay12forums.com/smf/index.php?topic=146594.0
I'll make another bugfix release in the coming days, I'll include the fixes for the issues you posted. Although I'm not quite sure how skeletons still go opposed to life... that shouldnt be possible.
Can someone advise me how much Warlocks are actually needed for a first time play? I mean, how often they usually die, even if you don't send them on fights (from strange moods, insane undeads, justice, armok-free unfortunate accidents)? And are there some jobs (professions, not noble positions), which cannot be performed by undeads?'Just like in Dwarf Fortress, there are no un-avoidable deaths. You can play an unlimited amount of time without any deaths, if you got the skill. ;)
Just like in Dwarf Fortress, there are no un-avoidable deaths. You can play an unlimited amount of time without any deaths, if you got the skill.Well, warlocks seem to have a very isolated playstyle. So I'm mostly warned about strange moods requiring stuff like glass, cloth, shells and other bizarre things that insane crafter may want. Even in kobold camp it was a problem for me (mostly because of my affection to "dorfs" though), while bolds are probably the most unlimited race in the mod. In vanilla it was pretty common thing to have my original Seven die out in the first 3 years, migrants always save the game anyway. But, according to the manual, it seems that warlocks are your main embark resource...
For nobles, check the manual. They have all the noble-jobs that dwarves have, just differently set up.
So i have 4 chinchilla corpses sitting in my stock pile and every warlock set to butcher, and for some reason they instead are deciding to starve themselves. am I missing something obvious or is this a bug?
Thanks, just killed some coyotes and now i can butcher them. didn't know butchery was tied to size, thanks
Oh sorry, I must have skimmed the question.So warlocks can do every job?
All units can do any labor, but they might not learn the fitting skills. Zombies learn nothing, Ghouls mostly butchery/fishing and wrestling/whip, Skeletons all other military skills and can be tought all skills in a workshop, and Warlocks learn a lot just like dwarves.
Is it normal that skeletons learn skills by themselves, without help of Inscriptor? I mean, even kobolds seem to be slower learners than skeletons.
Depends on the skill. Noncombat no, combat yes, if I read the manual right.
Turns out the base skeleton does have the [SKILL_RATES:1:0:0:0] that the ironbone/bloodsteel/dreadnought skeleton castes have. Thats why the learn some skill now. But they shouldnt.Depends on the skill. Noncombat no, combat yes, if I read the manual right.
Well, they learn cooking and engraving just as fine as dwarves do.
Turns out the base skeleton does have the [SKILL_RATES:1:0:0:0] that the ironbone/bloodsteel/dreadnought skeleton castes have. Thats why the learn some skill now. But they shouldnt.Depends on the skill. Noncombat no, combat yes, if I read the manual right.
Well, they learn cooking and engraving just as fine as dwarves do.
How Exactly are you supposed to make ghouls now?I was told by Boltgun that this was fixed. I use the same script that he wrote for the Succubus mode.
I trapped some invaders in cages, dumped the cages in the corruption chamber,
then I ran the "corrupt invader into ghoul" reaction, which turned them into screaming prisioners, followed by the "corrupt prisioner into ghoul" reaction which changed them into ghouls.
I check their description, they're ghouls and i checked the Units screen, they're citizens, so I build their cages attach levels to them and release them, and they're hostile to my other CIV members interrupting jobs and swiping at people,
How do you fix/Avoid this?
Why exactly does everything I butcher have a gizzard stone? Everything from wild animals to prisoners to captured invaders have gizzard stones called "<creature name> rock", it's ridiculous. They're filling up my "body(part)s only" stockpiles and I don't know what to do with them because they don't count as bones or actual rocks.
I was told by Boltgun that this was fixed. I use the same script that he wrote for the Succubus mode.
This is the way its intended to work, just with non-hostile results. Maybe I'm somehow using an outdated script version?
Why exactly does everything I butcher have a gizzard stone? Everything from wild animals to prisoners to captured invaders have gizzard stones called "<creature name> rock", it's ridiculous. They're filling up my "body(part)s only" stockpiles and I don't know what to do with them because they don't count as bones or actual rocks.
Pretty sure you can encrust things with them in the jewelers shop.
i mean, you get tons of blocks out of nowhere... no need to also get furniture out of nowhere if you can make it from all the blocks or?
How Exactly are you supposed to make ghouls now?I was told by Boltgun that this was fixed. I use the same script that he wrote for the Succubus mode.
I trapped some invaders in cages, dumped the cages in the corruption chamber,
then I ran the "corrupt invader into ghoul" reaction, which turned them into screaming prisioners, followed by the "corrupt prisioner into ghoul" reaction which changed them into ghouls.
I check their description, they're ghouls and i checked the Units screen, they're citizens, so I build their cages attach levels to them and release them, and they're hostile to my other CIV members interrupting jobs and swiping at people,
How do you fix/Avoid this?
This is the way its intended to work, just with non-hostile results. Maybe I'm somehow using an outdated script version?
Quotei mean, you get tons of blocks out of nowhere... no need to also get furniture out of nowhere if you can make it from all the blocks or?
That may be there to stop you from abusing it and power training the hell out of various crafting skills. I have absolutely no idea though, that's just a theory.
You can fix that by selecting the offending ghouls and typing 'pacify' in dfhack.
Edit : Yes the ghoulification script is outdated, I think you can safely delete ghoul-makeown and use succubus/makeown as it only moves an invader to your side without further effects.
I hate to be -that- guy, Meph, but is there any chance you'll upload those bugfixes despite your Siberian adventures?Yes.
[POSITION:GHOUL_COMMANDER] => ghoul only squad leader
[NAME:ghoul master:ghoul masters]
[ALLOWED_CREATURE:WARLOCK_CIV:GHOUL]
[ALLOWED_CREATURE:WARLOCK_CIV:GHOUL_4ARM]
[ALLOWED_CREATURE:WARLOCK_CIV:GHOUL_2HEAD]
[ALLOWED_CREATURE:WARLOCK_CIV:GHOUL_2HEAD_4ARM]
[ALLOWED_CLASS:GHOUL]
This should allow all ghouls to act as a squad leader.looks like the Archeologist reactions do not work for warlocks. I have some relics and old chests but all I can do in the Archeologist workshop is the Excavate stones(5) job. (before someone asks, there are no burrows or stockpile links)The same problem I encountered.
Raised pop-ratio of Warlocks, this means you embark with more Warlocks and less Ghouls/Skeletons.
Yes; I know why.Can i change that by editing the raws or init files?
To quote the changelog of the last update:QuoteRaised pop-ratio of Warlocks, this means you embark with more Warlocks and less Ghouls/Skeletons.
Yes. Why would you want to do that?I dont know how to get ghouls.
Am I doing something wrong/ on the wrong version, or would this also involve adding Warlock Caravans? I got precisely nobody trading with me XDThats intended.
Lets all have a collective moment of silence for stitches...................................
You should chronicle the tales of stitches... I would love to hear the misadventures of the four armed ghoul.... howd he get four arms in the first place?!
Am I doing something wrong/ on the wrong version, or would this also involve adding Warlock Caravans? I got precisely nobody trading with me XD
What are some of your favourite Embark skills to send along with your warlocks? I found, during Embark, I would get 7/7 Warlock/Witches about 80% of the time. I find that as soon as I get a few skeletons roaming around, I tend to only use my Warlock/Witches for Sorcery-related reactions, so I'm wondering what's worthwhile for Embark skills?
On one of my games, I took a few prisoners, along with some Pylons, built a Mason and Craftsman shop, rushed corruption chamber, then churned out a couple ghouls to be Miners (as I mentioned earlier, this didn't actually kill the Embark prisoners) then turned the rest into Skeletons to farm and churn out hourglasses on the surface. I didn't really use my warlocks for anything other than building the Corruption Chamber and doing their Sorcery reactions.
Another question: With a 7/7 Warlock start, what's the most effective way to kill animals at the beginning? I have been temporarily assigning a Warlock (that I'd given 5 Magic Weapon Use, and some other combat skills (what's useful for a warlock?) as well as a copper Stave and Wraithblade) to the Overload position and having him s -> a -> k a target, but this is very micromanage-ee, and if he happens to sleep while in this position, he gets very unhappy thoughts. I try to assign and unassign him as I need him, although he still manages to sneak a demand in here and there.
...
The only thing I can think of is that the "darkened centre square" of the Magma Smelter that the skeletons in the Magma Forge area stand on is blocking the Line of Sight of the Pylon. Is this possible?
All of my skeletons constantly go opposed to life, even when next to a blinking pylon, which was said in the manual to be powered. Is this a known bug or can skeletons permanently get stuck in opposed to life?
Alternatively, is there a way to remove the opposed to life effect on skeletons by editing the raws? I see it mentioned but don't know exactly how to go about doing so.
What are some of your favourite Embark skills to send along with your warlocks? I found, during Embark, I would get 7/7 Warlock/Witches about 80% of the time. I find that as soon as I get a few skeletons roaming around, I tend to only use my Warlock/Witches for Sorcery-related reactions, so I'm wondering what's worthwhile for Embark skills?
How does dreadnought rank in terms of blade quality? I'm trying to decide what would be the best material for the Overlord's wraithblade without spending too much to buy his minion's copper staves, but the "supernatural heaviness" is making me a bit wary about it's use in non-armor/blunts.
Apparently warlocks embarks are pretty much exclusively warlocks now, with no skeletons and ghouls.
Any updated tips on how to proceed?
The cabochons are for gemcutters, right? But how do you level up the mason and the others you mentioned in your example? Are those warlocks, or skeletons you leveled up on the Inscriptor? I need a bit more of details.
I also noticed that skeletons do gain experience on their tasks other than military. At first I thought they only get via Inscriptor, which obviously speed things up, but it is not as vital as I thought, which is good.
Well, they learn cooking and engraving just as fine as dwarves do.Turns out the base skeleton does have the [SKILL_RATES:1:0:0:0] that the ironbone/bloodsteel/dreadnought skeleton castes have. Thats why the learn some skill now. But they shouldnt.
I still got no answer if regular armor have any effect at all on skeletons.
Also, Ghouls don't use the hit points system, right?
I still got no answer if regular armor have any effect at all on skeletons.
God damn it......Lying manual. Says 'Each section needs 10 books to be build', so me and my friend assumed "Oh, you need to get books to make it." That needs cleaere wording. >:(The very next paragraph in the manual described the scriptorium. ;)
God damn it......Lying manual. Says 'Each section needs 10 books to be build', so me and my friend assumed "Oh, you need to get books to make it." That needs cleaere wording. >:(The very next paragraph in the manual described the scriptorium. ;)
God damn it......Lying manual. Says 'Each section needs 10 books to be build', so me and my friend assumed "Oh, you need to get books to make it." That needs cleaere wording. >:(The very next paragraph in the manual described the scriptorium. ;)
Yes, it describes the scriptorium, but the paragraph on The Library above says '9 different sections are available, sorted by direction....Each section needs 10 books to be build'. One would assume that means ALL sections including the Scriptorium require 10 books to build. It says nowhere the Scriptorium requires no books.
im wondering, is this version generally playable ? what are the main issues to be aware of?6.2 here. So I am not sure how relevant it will be since this latest stable version is based on 0.34, and the modders are working on 0.4x DF.
the last time i tried there was just too much, like overlord cannot cast spells, the prisoner feeding cell took whole stacks, exclamation marks all over the place(somehow because of the raiding system) with butchering of bones was also something wrong.
How do you get controllable zombies? The ones I spawn from my graveyard are always mindless.
Thanks, I was really confused.How do you get controllable zombies? The ones I spawn from my graveyard are always mindless.
Necromatic Shrine. Despite what the manual says, it doesn't actually require corpses, just body parts. Bones can count for that. For whatever reason, they show up as livestock and not "units." Dwarf Therapist classifies them as units and lets you assign jobs however.
Slightly related: Creating skeletons from the shrine uses leather, not thread FYI.
Unrelated edit to keep from double-posting:
In running a "learning" warlock fort, just learned that the "Butcher Torso" reaction in the Execution Chamber is going after legs and not the torso:
This(in /raw/objects/reaction_warlock.txt):Should be:Spoiler (click to show/hide)Spoiler (click to show/hide)
Just tested and can be done on active saves. Now I'm debating on seeing if I can figure out a way to bisect "pet" prisoners and also get bones out of the reactions...
How do you get controllable zombies? The ones I spawn from my graveyard are always mindless.
Necromatic Shrine. Despite what the manual says, it doesn't actually require corpses, just body parts. Bones can count for that. For whatever reason, they show up as livestock and not "units." Dwarf Therapist classifies them as units and lets you assign jobs however.
Slightly related: Creating skeletons from the shrine uses leather, not thread FYI.
Unrelated edit to keep from double-posting:
In running a "learning" warlock fort, just learned that the "Butcher Torso" reaction in the Execution Chamber is going after legs and not the torso:
This(in /raw/objects/reaction_warlock.txt):Should be:Spoiler (click to show/hide)Spoiler (click to show/hide)
Just tested and can be done on active saves. Now I'm debating on seeing if I can figure out a way to bisect "pet" prisoners and also get bones out of the reactions...
You can also use "u" to bring up a screen, embedded by dfhack that came with masterwork I believe, and then "tab" to switch to animals, then press "l" to assign labors to the zombies.
The attach limbs to ghouls also use the wrong material but somehow I managed to produce the 2 headed 4 armed ghoul.
It's certainly new and allows for weird combat situations, but maybe the wandering dead affect the FPS too much after you get several hundreds of them.
It would be far, far easier to program though. :D
That leaves the issue of... what kind of peasantry? Elven peasants and a crazy elven druid? Dwarven peasants and a crazy dwarven magmamancer turning people into golems? Human peasants with a crazy necromancers?
I need a base creature for them... I'd assume they'd be humans.
I don't know if anyone has reported this. But if you try to create a squad using steward the game crashes. Also.... None of my starter warlocks/witches are viable candidates for ghoulmaster or crypt lord... Who do I appoint?
Ghouls can be created from caged prisoners in the Corruption Chamber. Skeletons, on the other hand, are created in the Necromantic Shrine, from one soul, 10 bones, a totem and some thread.Actually, skeletons use leather, not thread.
Ah, I understand.
Many of the vanilla reactions do not exist in the raws. Most of them in fact. You cant see, alter or copy them.
ROFL. Go figure I missed the tiniest thing xD No idea how I kept missing that. *facepalm*
thanks
##########################################################################################################################
/// Pump mechanism are like enormous corkscrews, just way weaker in weapon traps. Intended just for screw pumps.
0
[ITEM_TRAPCOMP:ITEM_TRAPCOMP_PUMP]
[NAME:pump mechanism:pump mechanisms]
[SIZE:100]
[HITS:1]
[MATERIAL_SIZE:1]
[IS_SCREW]
[WOOD]
[METAL]
[ATTACK:EDGE:5:1:fall on:falls on:NO_SUB:5]
Soul phylacteries and hourglasses are crowns if i remember correctly.Huh... I'll check and see. Thanks!
Speaking of, you know what's really annoying? I didn't realize ethereal bows and such had quality, so my warlocks were churning out masterwork ethereal bows and then throwing tantrums when they vanished. Also isn't there supposed to be a reaction to just make ethereal arrows? I don't need to keep making bows if I can just crank out unlimited ammunition and use normal boring ironbone bows or something.
Eh, just would have been nice to know beforehand. It didn't matter in the end, I just walled the upset warlocks off and let them starve to death then raised them again.Speaking of, you know what's really annoying? I didn't realize ethereal bows and such had quality, so my warlocks were churning out masterwork ethereal bows and then throwing tantrums when they vanished. Also isn't there supposed to be a reaction to just make ethereal arrows? I don't need to keep making bows if I can just crank out unlimited ammunition and use normal boring ironbone bows or something.
From what I remember, that's a feature. Drawing too deeply from the ether being damaging to your sanity is how I remember it being explained in-fluff.
That effect is in the manual included in the mod folder.I noticed that later, once I actually looked at the manual. :P
Ah, cause I was thinking about playing one in adventure mode. Ghouls don't really seem to learn certain skills either. StrangeIt's mostly due to limitations with the graphics. You can change a creature's tile by profession, but not caste so if ghouls could learn normal weapon skills, or gem cutting, then they'd look like a skeleton or warlock.
"The backbone of your fort. Skeletons and Zombies do most of the menial labors, like woodcutting, mining and crafting. They are unable to learn new skills and move rather slowly. They never eat, drink or sleep, making them a cheap workforce."No, but I probably should have written "higher military skill learn rates". Skeletons only learn military skills, like sword, armor, shield, etc. None of the actual labors.
"Skeletons come in 4 castes: Bone, Ironbone, Bloodsteel and Dreadnought. Each caste gets 2 points in natural skills and 25% higher learn rates than the previous."
"They are unable to learn new skills"
"25% higher learn rates than the previous."
am I reading this wrong?
Love the idea of using a forge for arrows.
How should we balance that, unlimited free steel arrows is a bit OP, especially if you use a skeleton/zombie to run the reaction. (Skeletons can learn magic, but can't tantrum...)
Again, the prisoners killed my remaining Warlocks. And with only skeles, the warlock civ can't really do anything. So was there something i was doing wrong here or was is just dumb luck and didn't fully turn?
How it works:so maybe check the corrupted forge for these raiding kits?
You use Workshop Profiles to link the Overlord to this workshop. Only he can gather his minions and give commands. Make some raiding kits in the Corrupted Forge. They only cost a bag (for snatching) and a ironbone bar (for a basic weapon).
Hi !
I am playing MDF not so long, but I have a lot of questions
1) how can I place the pylon?
2) in the throne room : I need ironebone raiding party for raiding, what is it? Only ironebone skeletons?
3) can I make ghoul without any invaders and prisoners?
Thanks for help)
2) There are a lot of items "minion command" on the floor near Throne Room: what is it? How can I delete them?
3) I can make anvils only from iron and steel? Unfortunately, I don't have them near the surface(((
My understanding is that the only way to play warlocks currently is to use the older version of masterwork. Is this correct?Yes.
I keep finding items labeled [creature] rock (they have the creature names). What are these for, and how can I profit from them?