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Dwarf Fortress => DF Modding => Masterwork DF => Topic started by: Meph on May 27, 2014, 12:41:49 pm

Title: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on May 27, 2014, 12:41:49 pm
(http://i.imgur.com/MVoYAhx.png)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on May 27, 2014, 12:42:38 pm
Please post all discussion, questions, suggestions and bug reports for Warlocks in this thread. Thank you.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Majoras123 on May 27, 2014, 06:42:06 pm
Oh I get first question! :) (is that a good thing? ??? )

So I have a pile of the first invaders who were foolish enough to challenge my right for complete world domination sitting outside my tower, however it seems my ghouls have developed a conscience and are not butchering their corpses, am I missing something obvious like a order that I need to change or something I need to do with their corpses manually? They're not forbidden so that not it so....any help?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Aristion on May 27, 2014, 07:17:59 pm
They might be rotten. Also range may be an issue with butcher's workshop sometimes so move them closer.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: BlackFlyme on May 27, 2014, 07:32:40 pm
You should double check that you allowed the hauling of outside refuse through the orders menu as well.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Majoras123 on May 27, 2014, 08:51:17 pm
You should double check that you allowed the hauling of outside refuse through the orders menu as well.
Ah, Thats the problem, :P whoops
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on May 28, 2014, 07:54:28 pm
PTW
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: mikael grey on May 29, 2014, 02:38:57 am
There is some strange behavior with the Hoardmaster.

Some reactions (like Sell 25 Meat, Sell 10 Weapons) produce a 'soul' plant, which works normaly, as intended, while some other (Sell 5 Drink, Sell 10 Armor) produce 'souls' which seem to not be recognized as a normal soul. Trying to force a reaction by using a manager, it seems that you need one 'soul' but a stack of 'souls' to run a reaction, I dont think thats intended.

And one question, what sources of Thread do warlocks have except Rope Reed? To which I dont have currently access (neither my civ had them, nor does my embark seem to grow them). Shouldnt warlocks have access to some sort of thread made from leather?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Gamerlord on May 29, 2014, 07:37:11 am
I spy a typo in that picture... it says mangledflesh instead of mangled flesh. Just feeling like doing some nitpicking right now.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: biglazyman on May 29, 2014, 12:35:34 pm
I choose at embark and evil biome with the intent  of farming seed from demonic attorney. Bought the skullfrond and build a farm plot but they are not on the list. What am i doing wrong?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Isngrim on May 29, 2014, 01:23:42 pm
Is the farm above or below ground?Skull fronds grow underground.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: biglazyman on May 30, 2014, 09:38:19 am
Tried in all evil biome (terryfing haunted and sinister ) both above and under ground no evil crop listed
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on May 30, 2014, 09:49:38 am
Its a DF problem, a vanilla df bug. There might be a script around to fix it, I think I saw one a few months ago.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: (int) magicMissile on May 31, 2014, 05:28:30 pm
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.

A question about future plans: Since the introduction of the succubi, do you think you're going to transition from warlocks being just bad guys and make them purely undead focused whilst the succubi are demon focused, or are you going to keep them as is?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Isngrim on May 31, 2014, 06:57:41 pm
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?

yes they are Bonecarn
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on May 31, 2014, 09:01:44 pm
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.

1: I've never really had a problem with ghouls starving. Fresh meat's always worked for me. Fish work too, I think.
2: Warlocks don't trade. Except when you call enemy caravans with the Tome of Sator, a relatively late game item.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 01, 2014, 07:10:05 am
I want Warlocks to be undead, Succubi to be demon, which fits.

Warlocks and Succubi might trade as allies in future. I might also add "use prisoner as bait", and use for example an elven prisoner to spawn a elven caravan. Something like a hostage exchange, just that you obviously kill the elves will all your undeads. The Warlocks be like: "Yes of course you can have your elven friend back, if you send us a caravan full of goods... lol", and then kill the elves, harvest their bodies, and throw the goods in the wagon into the next shredder somewhere.  8)

Ghouls eat meat, bones, or any prepared meal containing meat.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Hotawotwot on June 02, 2014, 10:18:40 am
Does that include tallow?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 02, 2014, 10:21:31 am
Absolutely not. Tallow comes from fat, not meat/muscle.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 02, 2014, 01:45:09 pm
year 2, restless zombie got into my pasture, the pack animals i had there  killed it. caused a loyalty cascade, hoofing my warlocks in the grill, not really amusing as it should have been. (already caused problems right off the bat rendering two of my skeletons useless / unrepairable)

ahh the joys of being a warlock.

you are evil, your not supposed to help the old dwarven lady across the street. your supposed to shoot her in the face with arrows untill it stops being funny - richard
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: steelyeyed on June 02, 2014, 07:22:08 pm
Sorry, for some reason can't post anywhere except this subforum.
My problem does concern the warlocks, however.  In my current embark, I received a dwarf siege group shortly after arriving.  I had dug basic facilities, but when the siege arrived, I hurriedly built walls and drawbridge around my area.  The dwarves never moved from their location.  I am now 2 years into the game, have tunneled out of my embark area and started in an area where I want to build my tower and am in the process of walling in that area as well.  And the siege dwarves still have not moved from the vicinity of their original spawn location.  Gnolls have visited them and left the map, a crocodile is wandering amid them, and they have a campfire set up.  No hostile actions on their part.  I am still under a SIEGE warning.  Is this a bug, or just something peculiar to my situation?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 02, 2014, 07:24:38 pm
They SIEGE you. Park their army outside your walls and starve you out, cancelling trade. Its a valid tactic. humans and orcs do the same. 2 years is a bit long though, usually they leave after 9-12 months.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 02, 2014, 07:46:39 pm
if they're not archers. summon some empyreal bows and arrows and "insist" that they leave. if they are archers consider digging under them and putting some stairs right in the middle with your ghoul/skeleton milita under it, skeletons are naturally adept with pickaxes.

could also try building an elaborate trap inside your walls and lure them into it, sometimes sieges don't come and you gotta goto them.

and i was under the impression meph they never went away till you slaughtered them, i know i have SEEN a siege leave before. but not with warlocks, usually i just give them some incentive to leave. arrows. redicliously skilled ghouls in full mithril.. the like.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: steelyeyed on June 02, 2014, 07:59:39 pm
Two and a half years later, they finally gave up and left.  I didn't have the forces or resources to take them on, a combined force of metal and crossbows (16) against my 2 ghouls and 4 skellies.  I did, however, tunnel out and relocate completely across the map.  Working on the buildup of forces for the next one.

Spoke too soon, I guess.  Dwarves are gone, but no one takes orders now.  Happiness is at content or higher.  Designations are ignored.  In frustration I changed everyone to mining with no other duties, and no mining squares are touched.  Cancelled and re-designated dig areas, still no result.  Even when placed right next to their locations.  They still eat and drink, but that's it.  Cancelled all mining, changed duties to logging, placed areas to chop trees... they still look at me like I've lost my mind.  Then, my vampire died of thirst!  I really liked this location, but looks like it's time to drop back ten and punt.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: zach123b on June 02, 2014, 08:15:12 pm
you do know all skeles and i think ghouls go feral without a warlock nearby after 2-4 weeks, right?
pylons also help
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: steelyeyed on June 02, 2014, 08:17:44 pm
Yeah, I remembered that.  They have all been within 20 blocks of one another almost the entire time.  Right now they are all sitting in a meeting area 5x5, except to run next door to eat or drink.

Okay, here's the situation.   Built a walled in area with drawbridge.  Siege came, pulled everyone inside, raised bridge.  Tunneled to opposite side of map, built underground areas, moved stock, etc.  Dug stairs to surface.  Everything was moved except the old walls, bridge, and lever to operate bridge.   Dwarves left.  No one works.   Deleted all military squads, cancelled all alerts, deleted all burrows.  Nothing left to connect them to the old fortress.

Had a wild thought, sent one back to lower the drawbridge.  When the bridge came down, everyone went back to work.  Thought it might have been a stair-digging problem, but they are using the new stairs just fine.  Walled up the tunnel and still everything is fine.  All had to do with the drawbridge being up.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: zach123b on June 02, 2014, 08:23:14 pm
could it be the burrow bug? that's my last guess :-\
try placing a burrow that covers every square
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: steelyeyed on June 02, 2014, 08:48:15 pm
haven't read about the burrow bug.  Designated a new burrow, entire kitchen-dining area, set the alert, everything seems fine.  Dismantling the old fort, though, just in case.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 03, 2014, 06:10:17 am
you do know all skeles and i think ghouls go feral without a warlock nearby after 2-4 weeks, right?
pylons also help
Ghouls do not go feral. (opposed to life). Only skeletons.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: mikael grey on June 03, 2014, 08:27:22 am
Should Dreadnought skeletons have easily detachable limbs? My dread skeleton seems to be happily loosing both his arms to almost anything, including a simple goblin flagelant.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 03, 2014, 08:29:13 am
The limbs are made of over steel-grade metal, so they shouldnt break. But the connection can break, yes. Skeletons can easily repaired, so that shouldnt be a problem.

I thought that a complete body made of steel, undead, no pain, etc would be a bit overpowered, because you would have fully armed and armored "steel colossus" version of civ members. Thats too easy. So yes, its intended.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: mikael grey on June 03, 2014, 08:31:44 am
Ok cool, I dont mind it, it just silly how after every combat I need to re-attach his arms ;-)

Bonus question, should skeletons get tired during combat training? They seem to be doing alot of 'Individual combat drill/Resting'. Or should I just feed them lots of souls to boost there endurance?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 03, 2014, 08:33:11 am
I think that "resting" is actually taking a break, and has nothing to do with combat exhaustion. They should have NOEXERT and cant get tired in combat. But the combat training is hardcoded. -.-

Is your skeleton wearing full armor? gauntlets should help to protect the arms.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: mikael grey on June 03, 2014, 08:49:29 am
Im in the process of armoring him right now. Gauntlets are the first armor I ever make, I have a terrible luck for my fighters (both Warlock and Dwarf) to loose arms in combat, on the bright side, there is nothing more amusing then an armless skeleton biting goblin heads off.

Checked the 'wounds' status, he was Tired. But if its hardcoded, then nothing can be done here, Ill just force feed him some souls so he doesnt get tired so often.

Thanks for the fast replies!
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Darkren on June 03, 2014, 02:26:01 pm
On embark, one of my wagon's nightmares decided to start attacking my skeletons, chasing it around the map for a couple of minutes, gradually dismantling it until it severed the spine, when it moved on to the next skeleton. After that, it tried to attack my mephits, which finally fought back, dog-piled onto it and killed it. I've been having problems with resurrected animal parts and migrants' nightmares and such not getting along since then, too, and I almost always have an unread combat report as a result. Not sure what the deal is or how normal this is, but my warlock fort is a bit difficult to manage with all the infighting.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 03, 2014, 02:27:20 pm
You shouldnt have access to the nightmares, which is the issue. Warlocks turn EVIL animals usually to your side, making undeads ignore them, but in that case the correct tags are missing.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Darkren on June 03, 2014, 02:53:30 pm
I had the choice to buy them, I believe (in fact, I think it was the only thing I could buy), and two came with my wagon, but it seems as if only one of them went particularly crazy. Might have messed something up when I manually changed my save's raws to make Warlocks civ controllable? I'm guessing the solution is to remove nightmares from Warlocks, or to give them the evil tag.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 03, 2014, 03:18:32 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Jaso11111 on June 03, 2014, 05:47:36 pm
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  ;)   
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 03, 2014, 05:56:46 pm
I am currently working on raw merging and cleanup.
After that I want to do one update per race. I havent decided on the order yet, but probably dwarves first, than the other races... warlocks, kobolds, orcs. Gnomes and Succubi are done by other modders.

ETA? 1-2 weeks for a warlock update?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 04, 2014, 03:49:19 am
here's hoping for the skeleton abandons militia fix.
the endless butchering of partial skeletons fix.
adding in a second (or third?) weapon for ghouls? scourges cant coup-de-grace well.
adding in the ability to make our own damn squads >;[
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 04, 2014, 04:39:05 am
1. I have the raws already. Will be added
2. No solution know. :(
3. Claw-type weapons will be added.
4. Nope ? You got 3 squads already. :P
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 04, 2014, 04:49:38 am
Quote
Warlocks...again have the weird caste thing that makes it borderline unplayable for me.
Could you give me some specifics?

(to not take the succubi thread off track)

I really dislike the micromanaging of specific jobs. I've gotten to the point where I just rely on autolabor for all of my forts. Stuff just "gets done".

Unfortunately, Warlocks have three different "castes" (warlocks, skeletons, and ghouls) that all do completely different tasks, so autolabor doesn't work that well. Micromanaging all jobs, and keeping track of which job each caste does isn't my thing. Especially losing control of skeletons. Especially when they are in the military.

Just my opinion, of course. I like the idea of Warlocks, and their general concepts, but they're just too much menial work for me.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 04, 2014, 04:54:44 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 04, 2014, 05:03:13 am
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.

Hmm, might give them another go with the next update then :)

Another thing, though it's pretty unrelated in general and common among all of the "evil" races, is the tendency to get sieged within the first year. Warlocks feel very much like a "slow burn" race that takes awhile to build up a strong army, whereas like Kobolds can just spawn a 100 man army by the first winter, and Orcs are just powerhouses in combat. I guess just changing settings in the GUI would fix it, but I'm a "purist".
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 04, 2014, 05:21:04 am
I actually raised the time for good-race sieges, in the MDF5 update.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 04, 2014, 05:25:04 am
Well, in that case, *high five*
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Crysalis on June 04, 2014, 05:30:29 am
Can warlocks get gems from raids?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 04, 2014, 05:33:11 am
1. I have the raws already. Will be added 
2. No solution know. :(       
3. Claw-type weapons will be added.
4. Nope ? You got 3 squads already. :P -
1 -Yay!
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 =(
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: mikael grey on June 04, 2014, 07:45:58 am
1. I have the raws already. Will be added 
2. No solution know. :(       
3. Claw-type weapons will be added.
4. Nope ? You got 3 squads already. :P -
1 -Yay!
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 =(

I agree on the 4th point, maybe not infinite number of squads, but I would love to have an melee skeletons and archer skeletons separate, since mixing them doesnt look like a good idea.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Corundum on June 04, 2014, 10:45:18 am
"Conundrum" here  ;D

I bought a grimling from the attorney and all the zombies and skeletons started attacking it, not to mention all the warlocks were frightened of it. I read something similar happening with nightmares in another post.

I also bought some blood goats from the attorney and milked them for the blood goat blood. I don't know if this is intentional or not, but the blood goat blood can only be made into cheese and not turned into blood wine.

There is a potential exploit when butchering "dead" restless walkers. When butchered, it produces a skull, meat, fat, bones and a soul, even though it only costs a bone or body part to make one.

When I was reading the warlock manual, it mentions that making a skeleton requires thread but the reaction doesn't require it.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fedas on June 04, 2014, 11:21:16 am
I've got a little problem. I wanted to make one of my warlocks noble, but he died. When I revived him, I couldn't make him noble.
And I was really annoyed by "ghoul chemists" and "skeleton fisherworkers", who come every time with migrations.
And, please, sorry for my bad english.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on June 04, 2014, 02:49:11 pm
Do pylons have a vertical range? It seems like a bad idea to use skeletons for any sort of task that takes them away from the central manufacturing hub where the warlocks are if pylons do no extend above z levels. Tasks like mining has to be done in tiny spurts so they come back to the main meeting hall to get another does of thatwarlock goodness.

Do ethereal weapons disappear if you make them into weapon traps?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 04, 2014, 04:47:59 pm
They have horizontal range as well, but only line of sight.

Yes, they disappear in traps as well.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on June 05, 2014, 01:39:05 am
Found this item called "dirt" on my embark preparations screen. It costs 0 Warlock credits, so I bought about a thousand of it.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Rumrusher on June 05, 2014, 04:24:05 am
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)

Then again I would raise an eyebrow for selling dirt.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 05, 2014, 06:45:12 am
Its intentional. Dirt pallisades for free. Its a feature. It cant be used for anything else but constructions (like walls and floors)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: IndigoFenix on June 05, 2014, 07:53:50 am
I had an idea for this problem: basically an 'evil eye protection charm (there is a proper term for this but I forgot it)', an item made out of a material with a large negative value.  As long as it exists, it lowers the effective value of your fort so fewer invaders show up.  When you're ready for them, you destroy the charm.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 05, 2014, 08:04:11 am
The triggers work like this: Once the treshhold for TRIGGER:X is broken, its done. Even if the fort wealth or population sinks below that point, the trigger has already been activated.

Of course it could help not even reaching the trigger wealth...
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 05, 2014, 02:42:45 pm
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..

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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Rumrusher on June 05, 2014, 04:52:39 pm
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..

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?
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.
you're best off making a corpse pile for the invasion, an off room for the reanimator, a handful of skeletons and graveyard zombies once the demons start getting tired you pop the reanimate and rez all the corpses in the area.
with luck and hope the demon corpses also come back to life and help you.

also healunit kinda has the effect of wiping all syndromes to cure any never ending curse that would constantly damage you.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 05, 2014, 07:51:01 pm
hehe till the fix. never bothered with skeles in the military till i got the banner up. =)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on June 05, 2014, 08:27:21 pm
There's a devour soul reaction that increases speed by 10% for the unit that does it.

Is it permanent? Does it stack :D?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 05, 2014, 08:37:21 pm
Permanent and Stacks. But I lowered it to 3%.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 05, 2014, 08:49:12 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 05, 2014, 09:17:11 pm
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.

Where would a person get the newest fix?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 05, 2014, 09:37:45 pm
Its online now.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 05, 2014, 10:09:15 pm
After starting the newest version, another issue I have with the multi-caste and skeleton thing.

I don't think it's controllable...but starting a fort and getting 3 skeletons and 4 ghouls is disheartening to say the least. I really just kind of wish the starting group, and all immigrants were warlocks, then the skeletons and ghouls were "created" on site.

But yeah, personal opinion, and I'm not even sure if it's actually possible. Maybe if the ratios were turned way down?

Edit: I also kind of feel that ghouls should be more resistant to tantrums and going crazy. They're one step above zombies, but get depressed about there not being enough chairs?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: palu on June 05, 2014, 10:21:05 pm
Was the bug where converted ghouls from invaders were hostile ever fixed?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 05, 2014, 10:55:03 pm
I can't get the Execution Chamber to work with prisoners purchased from embark screen. Pastured in it, have tried with it on repeat, and have tried single job. Nothing.

They also give nothing when butchered.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on June 05, 2014, 11:48:54 pm
I'm having a bit of difficulty finding the bone saw for the morgue building. Does anyone know where the special bonesaw can be found? All the normal bone saw blades don't seem to work for the building.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 06, 2014, 01:17:46 am
meph - Milling trains milking (in 5.03 haven't tried others)
flare- theres 2 bone saws. ones a trap ones an axe
omniclasm - its not 100%. don't use repeat. just que it multiple times
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on June 06, 2014, 02:38:00 am
flare- theres 2 bone saws. ones a trap ones an axe

I've checked the raws and noticed that there were two bonesaws. Do you know in which workshop the bonesaw that the morgue needs is produced? I've checked the manual but there doesn't seem to be anything there, I've also checked the reaction raws, but the only thing that seems to have anything to do with the bonesaws are the enchanters.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 06, 2014, 04:31:57 am
Hmm, constructed a skeleton, and everything in my fort decided to attack it.

I had already made about 8 of them. For some reason this one is hostile to everything in my fort, but doesn't show up on unit list anywhere.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 06, 2014, 05:35:52 am
Ghoul tantrums are intended.

The ratios will be changed in future.

The prisoners give nothing when butchered? Thats new... noted down.

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]

Quote
[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]

Quote
[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]

The skeleton that got attacked: I dont know.

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".
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Innocent Dave on June 06, 2014, 06:25:40 am
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]

I think the issue here is a typo in the reaction name (in red, above)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 06, 2014, 06:59:22 am
one day i will teach myself how to mod and make it easier to point it out like that... my autism is currently focusing on geneforge / avernum atm -.- and seems to ignore my desire to play dwarf fortress.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 06, 2014, 07:02:35 am
Ah, lol. I double checked all the tags, and though: They are all correct. Didnt occur to me to check the name. ^^ Yeah, in fact the milking training trains milking, but is called milling. Thats from a modders point of view.  :D

A player will only see "train milling" ingame, and get milking.  :D

Even better, its not even a mistake, I didnt write "milling" in there, its just a typo. The "milking" is just missing the 'k'. ^^
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 06, 2014, 07:30:58 am
meph, this is the 8th or so embark i've had (as warlocks) through 5.0 to 5.05 that hasnt seen any tears of armok (via prospect all) i don't remember them being this rare, tons of blood/metal . no tears =( its making me sad i liked my underground wells =)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 06, 2014, 07:34:20 am
I didnt change anything on them. Its random.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on June 06, 2014, 07:52:28 am
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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: palu on June 06, 2014, 08:06:23 am
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.
Also, meph, I didn't mean tantrums, I meant invaders converted into ghouls were still hostile to my fort, and attacked my warlocks.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on June 06, 2014, 08:08:09 am
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.
Also, meph, I didn't mean tantrums, I meant invaders converted into ghouls were still hostile to my fort, and attacked my warlocks.

 :o

I feel so stupid.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 06, 2014, 08:19:54 am
Embarked, started with 8 skeles 1 witch 1 ghoul and 2 prisoners, built an execution chamber (yay wooden spikes) turned 2 prisoners into 4 ghouls and 8 skeletons.. decided to feed them to continue to grow my army... muahahaha... execution chamber isn't killing prisoners for some reason but is generating ghouls and skeles.

Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 06, 2014, 08:29:22 am
What? They should die, and spawn a skeleton.

But anyway, when I do the Warlock update, the prisoners will be used differently, and all that spawning/torture stuff will use tools, not the live prisoners. They are only for breeding and butchering. Although I think that they currently do starve (?)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 06, 2014, 12:38:42 pm
i just got one to die, left a mangled corpse, the others will starve if you leave them on the chopping block too long, but i literately made 2 ghouls (all i wanted) and about 22 skeletons from 4 prisoners (gnome / dwarf / goblin children)... but anyway.. more interested in the next update =)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Corundum on June 06, 2014, 03:17:25 pm
After I executed some prisoners to make ghouls, they went crazy soon after because they weren't clothed. I had the clothes for them to wear, and maybe they would have used them eventually, but it didn't take very long before I had one get melancholy, one throw a tantrum and another one go stark raving mad and had to be killed.

Has anyone else experienced this?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 06, 2014, 03:43:25 pm
yes, its normal behavior for undead raving ghouls -.- first thing i set up is a cloth industury to keep my skeletons parts covered so the ghouls can get some clothing...

sigh i demand naked warlock forts! hehe... =)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: palu on June 06, 2014, 06:24:36 pm
I think yu can just put all the skeletons in a squad with armor set to "replace clothing" and they won't wear any clothes
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 06, 2014, 06:28:29 pm
Boltgun actually has a script for this, maybe I can use it to clear all bad thoughts... the problem is that it would probably affect not only ghouls, but also Warlocks.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 06, 2014, 06:56:30 pm
It could probably be modified to only target a specific race is passed a variable.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 06, 2014, 07:20:39 pm
it has to do more than that: target a specific caste.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: steelyeyed on June 06, 2014, 09:51:56 pm
I tried searching for this, but found nothing.
I am using the new 5.05 version, downloaded this evening.  Created a new world with a warlock embark.  Tried six times, and all six times I get seven forgotten beasts as residents.   They are listed with names followed by peasant.. ex. Begali Jorengun, Peasant.  I didn't attempt to continue playing, thought maybe it was a problem.
Also, I read somewhere that you intended using the free dirt at embark as a way to build fortifications early.  Was it your intent to also increase the slaughterable beasts at start as well?  Ex...   getting 3,000 free dirt gives you 6 draft animals to pull the wagons it comes in, hence 6 animals for the butcher, souls, etc.
On one of the embarks, I had a listing under fish for "fire fish" at 2 points, and another right below it for "fire fish" at 0 points.  I took 1,000 of the free fire fish, and got free meat and more draft animals to slaughter.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 06, 2014, 10:55:55 pm
Sounds like your raws are messed up.

Is the install fresh or did you try overwriting the older version?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Endovior on June 07, 2014, 04:45:46 am
If you're intending to change things such that you have captured prisoners under 'tools', I'd suggest that you separate them into prisoners and slaves.

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.

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.


Aside from that, caste-based skill availability seems a little off.  Ghouls can learn ambusher, but don't have access to any ranged weapons, so they can't really hunt... it seems that this should go either one way or the other, and it seems more thematic to have ghoul hunters than skeleton ones.  Additionally, given the time-sensitive nature of tanning, the obvious relation to butchering, and the importance of the task to warlocks in particular, it seems like ghouls should be able to learn it.

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).
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Hotawotwot on June 07, 2014, 05:06:09 am
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.

Like instead of summoning one of those winged devils, you use bones, a skull, and a soul to create a skeletal, blood-sucking serpent for vermin hunting.

I'd also suggest that the attorney be given a small selection of (preexisting) poisonous animals that could be purchased for a high price.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 07, 2014, 05:56:15 am
Endovior & Hotawotwot (wow, what a name): Both are good ideas.

Quote
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.

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.
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...

Quote
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. :)

Quote
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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Hotawotwot on June 07, 2014, 06:46:27 am

Quote
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 07, 2014, 07:05:49 am
But you can already buy poisons... and they dont affect your FPS as much as having living creatures around.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Crysalis on June 07, 2014, 07:07:38 am
Hourglasses can be made only from stone?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 07, 2014, 07:09:42 am
Hourglasses can be made only from stone?
Currently yes.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Crysalis on June 07, 2014, 07:29:36 am
Why not add glass as material?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: fucduck on June 07, 2014, 07:29:55 am
.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 07, 2014, 09:47:39 am
*grabs torch an pitchfork* say WoW again...

they got 8 schools to pick from in current, not limited to necromancy. (i) really should get around to trying them out.

i'd personaly like to curse (rune upgrade) weapons, poison them too besides arrows (unless poisoning weapons is hidden in a remote workshop i don't know about)

Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 07, 2014, 10:10:52 am
There wont be a WoW system. Even if I were inclined to do one, I wouldnt know how, since I no nothing of WoW. Warlocks have already a pretty full todo list for the next update. There will be new stuff to play around with.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: LMeire on June 07, 2014, 10:35:54 am
Idea: Upgrade ghouls to "wights" with 10 souls at the siphon, increasing their size and ferocity but removing their intelligence and ability to do jobs. Basically the Warlock response to Dwarven Golem-Forging. Ah, it's been a while since I've messed with Warlocks. Suppose I should familiarize myself again.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 07, 2014, 10:38:59 am
ghoul thralls already do that.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 07, 2014, 11:09:27 am
I think thralls are even worse to control than golems, because you cant pasture them... they are opposed to life.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: mikael grey on June 07, 2014, 02:52:18 pm
Ok I need some advice, my steward/keeper of knowlage went On Break in the summer, it is spring next year and he is still on break, thats 7-8 months, and it seems very abnormal. His going on break coincided with me appointing him the keeper of knowlage. Is there any way to snap him out of it? Maybe poke him with something sharp? Or some dfhack command?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on June 07, 2014, 02:53:56 pm
Type "Siren" into DFhack. That'll snap him out of it.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: mikael grey on June 07, 2014, 02:55:31 pm
Right, why didnt I think of that *facepalm*

Thanks for the tip!
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 08, 2014, 05:56:32 am
...rkdf v.5.05\dwarf fortress\hack\scripts/eruptiontrap.lua:69: attempt to perform arithmetic on local 'ry' (a nil value)
stack traceback:
     ...rkDF v.5.05\dwarf fprtress\hack\scripts/eruptiontrap.lua:69 in function 'eruption'
     ...rkDF V.5.05\dwarf fortress\hack\scripts/eruptiontrap.lua:125: in main chunk
     (...tail calls...)

figures the one time i wanted water / magma for my locks df hack spits this out at me when i run the reaction for anything form the wells... sigh guess i'll spawn my own water an magma...
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: migshark on June 08, 2014, 09:18:05 am
Getting crashes either just after embarking, or soon after. As warlocks, default masterwork tileset, v5.0.5.

Error log (looks like something is wrong with tears of armok after all):
Spoiler (click to show/hide)

Only notable things I changed were disabling harder farming and mining.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 08, 2014, 09:31:34 am
Yup. Thats the minion spawning, I had that a few times while testing. Never figured out why, because if you try again, it works.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: migshark on June 08, 2014, 09:43:45 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Theinsomniac on June 08, 2014, 11:39:56 am
My warlocks brought some prisoners along, I quickly constructed a torture chamber and interrogation room to get some information so I can go on a raid, but my warlocks aren't trying to interrogate the prisoner, they just walk in the room without a prisoner, do the labor and leave without a result, what am I doing wrong?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 08, 2014, 11:47:30 am
doing nothing wrong. i belive meph said he was changing it to use tools, in the current version it takes quite the number of "Attempts" to search a helpless prisoner and whatnot, i belive it was ment to be 100% but it only works about 5%. dont set it to repeat, que it in the manager 30 times =)

thats what i do if i wanted to try the raiding thing again.

hehe. go execute them till you got enough ghouls / skeletons... =)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: zach123b on June 08, 2014, 11:57:35 am
i believe you need to pasture them close to the buildings to torture/interrogate
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 08, 2014, 12:24:14 pm
oh derp... how could i forget the pasture...
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Mithril Leaf on June 08, 2014, 02:07:10 pm
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.

Do you have the latest patch for Succubi? That was (maybe) causing issues as a warlock for me. I know I reinstalled Masterwork and it worked fixed it.

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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 08, 2014, 04:21:11 pm
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
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on June 08, 2014, 04:22:19 pm
I just forbid the partial skeletons. Or reanimate them.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 08, 2014, 05:13:40 pm
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

To add to this, make a quantum stockpile hooked to that stockpile with a minecart.

It's a really annoying bug, but setting this up you can more or less ignore it.

Edit: You should also make a third stockpile that holds "refuse->corpses" that gives to the butchery. That keeps them from snagging the bugged corpse out of the quantum stockpile.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Aristion on June 08, 2014, 09:06:05 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Endovior on June 08, 2014, 10:21:51 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Omnicast on June 08, 2014, 10:32:02 pm
HOW COULD YOU! Why would you even think about butchering elves! You should put them into stocks and laugh at them.  :D

Btw gonna try that partial skeleton fix... ingenius! Moving partial skeletons into another stockpile... then chucking them over the side of the wall... with a black monolith waiting for em... might slow down my game though.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Aristion on June 08, 2014, 10:39:00 pm
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.

Thanks.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 09, 2014, 02:12:38 am
Are ghouls supposed to be really fast?

Looks like they have really low agility (around 1000), and their speed modifier is 101% instead of the normal 100%. Doesn't seem like that 1 percent will make that much of a difference?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on June 09, 2014, 02:44:26 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 09, 2014, 02:55:28 am
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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 09, 2014, 04:37:44 am
Is there a way to make a stockpile for blood?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on June 09, 2014, 11:57:48 pm
Is there a way to make a stockpile for blood?

I think the switch filter for blood is in the food stockpile option in the animal (extracts) on the second page as you scroll down.

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?

Thanks, I thought those posts had nothing to do with this problem :P.

Also, it seems like the manual for candle making mistakenly claims that the alchemist can make candles, yet it is the craftsworkshop that does so instead.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: LMeire on June 10, 2014, 10:47:11 am
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?

To be more specific, it's any sentient historical figure corpse. I farm walkers all the time and never have a problem with partial skeletons until they escape and kill something.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on June 11, 2014, 04:33:16 am
Beware teaching your warlocks the Gust spell. Whenever it is used, the warlock will be blinded. If it is the first thing to be used, it will put the warlock out of commission as he or she runs to the nearest hospital.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 11, 2014, 04:15:10 pm
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......

turning her into the overlord made her grow a penis, and is refered to as. he, and she...

shi also cannot, for some reason. raise skeletons like a warlock should. just wastes the soul. which shi could before... i mean you don't settle the caverns with naked pick wielding skeletons not have any heads roll...

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...

for fun you can melt down summoned item for bars, but that stuff wears out too. but he bars don't... hehe worthless fading steel for everyone!

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.. 

my fortress uniform is toughleather everything, with bloodsteel anything for everyone, so much ironbone. so much bloodsteel. so many souls... for grins i started training all my skeles in engraving and smelting.. (also its called smelting on the inscriptor and furnace operating in the smelter)

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)

that's it for this realm, its basically a win. 20 worker skeletons 8 combat skeletons 2 ghouls(to lead the melee squad) and the lone hermaphradite overlord 1.8 million created wealth, 10000 food / drink , 1000's of bloodsteel bars... can make a skele. promote it to dreadnought outfit it with the best gear, basically if i wanted make 100 of them (omg micromanagement, what i wouldnt give for a make bloodsteel skeleton button =)

now.. as meph said.. its worldgen time!.. on to 5.06!
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: RodriguesSting on June 11, 2014, 07:18:48 pm
I noticed in the last version (5.05) you now could bring with the embark prisoners of various sentient races.

Are they just like the dungeon prisoners? Can they be butchered? And can they rebel?

If they wield souls, would make things a lot easier for me, since I would no longer need to struggle against the random embark castes to get 2 warlocks in hopes to wall my fort as soon as humanly possible.

Also, the ghouls use claws now?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 11, 2014, 07:22:29 pm
No, no and no. I havent done any Warlock updates yet.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on June 11, 2014, 11:16:17 pm
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......

Try using the LAA utility in the masterwork panel if your computer has more than 3 gigs of ram.

Quote
witnessed a (wolfram longsword) behead a dreadnaught skeleton in full bloodsteel (dreadnaught mail)

The bones of a skeleton are reinforced, the joints are not.

Quote
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...

If you have a warlock to spare, aim for the grand convocation. There's a reaction there that would eliminate skeletons going opposed-to-life.

Quote
also.. need a use for tallow... and farmed trees... and poisons on weapons besides ammo...

Tallow is used for candles which are used in many high tiered spells and rituals. Farmed trees are also in the same bag with the shredder reaction. You're gonna need a lot of both. A lot.

Quote
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..

I've had this problem too. Clothing just wears off so fast on my skelies and ghouls.

Quote
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..

There is an option to make a set of clothing from leather. You might need a tanning workshop (or several) to cure them though.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 11, 2014, 11:20:01 pm
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. :)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on June 12, 2014, 01:01:06 am
The LAA doesnt improve FPS... it helps the worldgen, nothing more. LAA is for RAM, while the FPS depend on your CPU.

Oh ok.

Quote
The leather set is for armor I think, not clothing. Otherwise, good tips. :)

Are you sure? There's an option in the tailor workshop that says "Make a set of clothing (leather)" and having done this a few times, the workshop is filled with trousers, shirts, and other clothing.

Edit: I finally got around to building a magma fountain. When I tried it out, nothing came out and I looked into the raws. Turns out that the reaction chance of the boulder that spawns magma appearing is at 0 so nothing is coming out.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 12, 2014, 07:14:24 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Kiefatar on June 12, 2014, 08:54:11 am
I understand the desire to have prisoners as an entity that can do stuff, but the reactions around them seem a bit funny because of it. Would it not simply be better to group them up and simply convert them to items?

Torture Chamber for example could require a prisoner item to perform a reaction with a 80% chance to produce a prisoner back, and a 30% chance to produce intel. Consume prisoners in reactions to create skeletons and ghouls, and so forth. I figure make them similar to a cage, kind of an all in one object, and maybe place-able for decorations. Various obliettes hanging around works for me!

Sure, there's the realism that having them eat and all that allows, but entities are much more complex than items.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 12, 2014, 09:05:23 am
Thats planned.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 12, 2014, 11:25:00 am
anyone else gotten the altar to res a warlock recently?, i'm having literately zero luck getting a lost warlock back when it worked before.. possibly because of a loaded save like the item things meph?

 its a warlock running the reaction (male)

 the body is near the altar, tried in a coffin near it, tried directly ontop the center. and one step away.

 its all the pieces of his body. not that its mattered with skeletons...

its a loaded save, used about 18 souls trying different things. no messages in df hack or anything he just doesn't come back to life.

he died on embark, this was my first attempt resing him.

EDIT, with lots of testing. cannot res partial skeletons. problem solved -.-
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 12, 2014, 11:32:00 am
I havent changed anything on the reactions or materials for this...
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: megahelmet on June 12, 2014, 11:43:48 am
I noticed ghouls have the -101% xp penalty for learning bite. Considering that they have a bite attack, shouldn't they also be able to learn the skill?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Mithril Leaf on June 12, 2014, 11:54:23 am
We still planning on a lich upgrade path for skeletons in the next upgrade for Warlocks? I might be able to toss together some simple raws and reactions for them, maybe using megabeast souls and the same building you use for the ironbone path.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Jamu on June 12, 2014, 12:04:45 pm
(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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 12, 2014, 01:13:49 pm
(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.


you can, infact res rotten corpses, in my test fort trying to reproduce what happened in my other embark (for 5.06) i tried the following.

(slam is a df command that literately kills with gravity if you set it high enough ending up with a mass of broken parts)

slam 100000 a witch, used a witch to res her instantly. success

slam 100000 another witch, THEN saved it. exited reloaded. res'd her with the same witch - Success

reloaded save. waited to res her. waited till her corpse was "rotten", and again with the same.. - Success

reloading save, waited for her to become a partial skeleton. same witch resing. - failure. tried again just for grins.. failure. third time for fun. failure.

so it would seem, you have till they rot away to res them.


i'll do a write up on how to survive as a warlock fort, its basically immidately put your ghouls in a milita and kill wildlife and gear them up asap, 2 ghouls in full bloodsteel can wipe out the first invasion. - kill animal. turn meat into blood. turn bone to ironbone. burn trees (in crematorium) for ash/coal, combine animal for bloodsteel, take the step further and every animal you kill nets you 1~10 ironbone 1~3 bloodsteel, and 1 dreadnaught if you used the soul.

blood isn't stock piled i'd suggest building the blood winery next to a corrupted forge.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 12, 2014, 03:00:14 pm
Fairin's autistic Guide to Surviving as a Warlock 5.0.6

for this example we'll pretend we got 2 ghouls 2 locks and 3 skeletons
for ease of embarking, come prepared with 3 anvils 2 axes 2 picks, 5 wood 5 stone several (20) hourglasses two types of seed (ropereed/hideroot), you do not need food, drink is optional(if your map has no water then obviously alcohol is a requirement)

I also assume you know how to turn labors on in dwarf therapist. i use this as a template for general labor around the fort.  Assign all labors, turn off fishing, hunting, mining and woodcutting, and herbalism... then for this embark assign 2 skeletons to mine 1 to woodcut, ghouls can help out during the start but we need them to hunt immidately after buildings are set up.

for the initial setup you will want to dig to stone, and make 5x5 bedrooms (smoothed walls engraved floors) for your warlocks, Ghouls will be alright with a barracks. cut down your initial trees make your furniture out of wood (just beds is ok for the first season).
     While they are mining set up a Carpenter, refuse pile(that takes only refuse-corpse/bodyparts) butchery, mason(for blocks) soulsyphon (requires blocks), tanner, and crematorium(requires blocks) and a Corrupted forge, make a few barrels in the carpenter and make a bloodwinery(requires barrels4 and blocks4) next to your corrupted forge.
     Your extra skeleton should be woodcutting. your 2 warlocks can set these buildings up for you while your 2 ghouls assist before  getting put into a squad together and told to go hunt wildlife (S - K - L ) besure to turn on refuse hauling for the outside...

     once you have the set up ghouls out smacking down wildlife get them some gear ASAP i usually make a set of ironbone for the whole squad then later refine some bloodsteel for them, let the meat stockpile up. save some souls for other things (like making more skeletons!)

remember ghouls can only gain experience in Scourges (lashing) (as of 5.06) so make some iron bone scourges early


TLDR: military ghouls kill animals. haulers bring corpses back. butcher for meat/bones/soul/ect
tanner makes some leather for clothing / bag use, might aquire some fur or wool to make thread out of later.
Crematorium makes 3coke/ash from logs. or 1 ash from bones
corrupted forge makes ironbone from bones and ash and coke
bloodwinery makes blood from meat,
mix blood ironbone and coke for bloodsteel..
mix bloodsteel and the animals soul to make dreadnaught. have fun with that


Fairin's Tips: do not set up a hospital, you will only hate that you did.
     Skeleton archers are mean, etheral/empyreal arrows for free are awesome.
     Ghouls in full mithril are -very- fast! run down some leprechauns
     make an extravagant "dormatory" with your warlocks rooms(doors set to internal) you only really need to keep them happy so get extravagant! bloodsteel -EVERYTHING- (or transmute Mithril. then Mithril everything!) your best beds are gems(gem cutter) (raw mithril gems)
     Partial skeletons clogging up butchery?. make 2 seperated refuse piles. place burrow over butchery and 1 refuse pile, set both refuse piles to "corpses/bodyparts", set the one inside the burrow to give to butchery, set the one outside the burrow to "take" from butchery.
     You don't really need plants, herbalist some plants with a warlock (can train this skill in the villianous acadamy) to brew if you like. string from wool (to repair skeletons) bags from leather, clothing from leather, glue from bones, oil from coke...
     Don't Set up a dining hall. Set up a sculpture garden from a statue intead. warlocks love them things. =)
     Set up that sculpture garden -inside- your extravagant dormitory, your warlocks love admiring their own "personal" (shared) sculpture garden.. makes them cry less about masterwork bows/arrows/quivers you make from the ethereal forge.
     my military i aim for is 5 melee (at least 1 ghoul) and 5 archers (all skeleton) by the end of the first year(in full bloodsteel with empyreal arrows), do not make it 5 ghouls without a skeleton to "coup-de-grace" fallen enemies that refuse to bleed out. in the end i don't want any ghouls at all. but meph wont gimmie more squads. so i gotta put one to lead the melee squad -.-
     my defense aim is "only one entrance" that is my barracks. let the foolish come and feed themselves to the grinder.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 12, 2014, 03:09:48 pm
While helpful, the formatting is giving me cancer.

But I might give you your extra squads. :P
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: mikael grey on June 12, 2014, 03:38:57 pm
Yay for extra squads!

At least give us one melee and one archer skeleton squad, please.

Encountered a small issue in 5.05, made some Dreadnaught gauntlets for my skeleton crypt lord (he seems to have a habit of loosing his hands -_-), but I couldnt pick them in the equipment screen, actualy, it didnt let me pick any gauntlets (not sure if I had any others, maybe some from invader loot? made only one dreadnaught pair).
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 12, 2014, 04:56:59 pm
While helpful, the formatting is giving me cancer.

But I might give you your extra squads. :P

sadly the way my mind works is to spit out all the information.. thats the revised edition i posted.. its not my forte.

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 =)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 12, 2014, 05:12:23 pm
Yeah, but you know: This:
Quote
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 =)

Could look like this:
Quote
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 12, 2014, 06:28:12 pm
-.- my mind doesn't operate like neuro normal people. So in that respect i type like i am talking... as if in realtime. blame the years of raiding in everquest 1 without vent and explain everything verbatim to 72+people as quickly as possible without caring for where i put a . or a , or even if the sentence runs on and on.

I Knew A Guy That Typed Like This Just As Fast As Me. because of years of coding...

so yeah.. i thought i did a good enough job editing the guide tho -.-
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 12, 2014, 06:36:20 pm
I can't get skeleton squads to reliably train.

I just started a new warlock fort, and immediately set up a two skeleton squad with a barracks. The first month, they sparred away, but for the six months after that, all they did was "Individual Combat Drill/Resting", and never gained a single skill or did anything else.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 12, 2014, 07:06:34 pm
I was also thinking it would make sense for skeletons to get progressively heavier as you upgrade them. Surely dreadnaught is heavier than bone?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 12, 2014, 07:08:24 pm
they are.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 12, 2014, 07:27:40 pm
they are.

You sure? Not home right now but i remember comparing a bloodsteel skeleton to a normal one and they were both 7500.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 12, 2014, 07:35:02 pm
Thats the volume. There is no weight in the raws. The weight is calculated from the materials used in the body, which is literally the metal type you use in the skeleton. Dreadnought is heavier than bone, so dreadnought skeletons are automatically heavier than bone skeletons, while having the same volume.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 12, 2014, 07:47:09 pm
Oh interesting, didn't know it was that deep.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 12, 2014, 08:52:43 pm
Would it be easier if "targeted" reactions had no skill attached?

Like infusing skeletons, and upgrading their skills and stuff. You already have to use a manager and assign them to the building for it to really work correctly, needing to have the correct labor enabled just seems like an additional step that isn't needed.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 12, 2014, 09:13:25 pm
I could remove the skill... would mean that they finish instantly though.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 12, 2014, 09:56:03 pm
Yeah...I have no idea how to get skeletons to train.

After a year of "training" the highest skill on any of the four skeletons was 4 in swords. And he started with 3. And killed several random snakes. Then a dwarf siege came and killed them all.

They don't actually train, they just stand there resting. I've tried switching squads, making warlocks or ghouls leaders, etc...they still just stand around.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on June 13, 2014, 12:04:34 am
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)

I find the best way to go about it is to just get all the dust at the embark screen. The metal dust doesn't cost that much, and in some cases are cheaper than the ore-bearing boulders themselves. You also get many bags for it as well :D.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on June 13, 2014, 12:46:53 am
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.

Does it only work underground? Or not on constructed floors?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 13, 2014, 09:27:11 am
it should work everywhere.  :-\
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: palu on June 13, 2014, 10:21:26 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 13, 2014, 10:28:05 am
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 havent update the Warlocks, so the answer should be no. But Boltgun did fix the scripts and they work in Succubus mode, and since the Warlocks use the same scripts, it should work now for Warlocks as well. I have not tested it though.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: palu on June 13, 2014, 10:42:48 am
I'll let you know when I test it. Thanks!
EDIT: Is there any place to make metal armorsets?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Kiefatar on June 13, 2014, 03:41:54 pm
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?

Edit: And yea... Forge reactions for full armor sets would be nice, much as the bone forge can make bone armor sets, being able to just queue up sets of whatever material would be nice.

You could even go, Mail and Plate sets, though I've no clue how armor can be layered, or if it's even useful.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: palu on June 13, 2014, 03:43:33 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on June 13, 2014, 06:06:22 pm
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 had that happen to me too on my first try. Now I just use the execution chamber.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Omnicast on June 13, 2014, 06:07:37 pm
I just really want to kill off vampires since I can't see any benefits to catering to them. It's not like enemies they fight get bitten and turns into new ghouls/vampires. The fact that they kill off precious warlocks when you forget to feed them makes them a micromanaging nightmare... I also can't think up a good replacement for the vampire crypt...

I'd love to have ghosts/phantoms/poltergeists/wraiths/banshees in my fort... though these would belong in the body & soul library section.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 13, 2014, 06:12:24 pm
And what would they do? They are warbeasts/pets, right?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: dukea42 on June 13, 2014, 09:39:12 pm
What about about lord of the rings style wraithlord?  Body is very similar to the enchanted armor, nearly corporeal, making them weak (soul brain) only under the empyrean skin/helm - bonus if only weak to the opposite sex :).  Otherwise strong like vampires, but no blood concerns.

A rare, but a sort of apex form for warlocks to achieve. Perhaps too close to the existing overlord though?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Hotawotwot on June 14, 2014, 02:07:39 am
Another crude undead pet idea for the Warlocks, as a sort of guard/hunting dog substitute.

Headspider, constructed using a skull, meat, and maybe a soul? Honestly balance things such as cost are up to you anyways.

A relatively small, fast creature with a grappling tongue, sharp teeth, and a tendency to become enraged.

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)

Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 14, 2014, 03:33:56 am
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)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 14, 2014, 04:11:27 am
Let him die, resurrect him when you need a banner.

Done.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Jaso11111 on June 14, 2014, 06:10:31 am
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.

But i would love to see more body horror type stuff.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: megahelmet on June 14, 2014, 11:09:31 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: palu on June 14, 2014, 11:14:27 am
Do even the minor invader races like kobolds and goblins give scalps? Or is it just the major ones like elves/dwarves/humans?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 14, 2014, 07:19:41 pm
que up "bait goblin army" 10 times.

send cryptlord squad of 25 sword skeletons (all bloodsteel)

"call" it practice for the circus.

225 goblin invaders Training dummies.

need ideas on what to do with 4000 bars (1200ironb/900bloodsteel/1400mithril/500adamantite) and 18k meat -.-
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 14, 2014, 07:23:08 pm
que up "bait goblin army" 10 times.

send cryptlord squad of 25 sword skeletons (all bloodsteel)

"call" it practice for the circus.

225 goblin invaders Training dummies.
Then dump 225 goblin corpses into a pit, release HFS, reanimate goblin zombie army. Watch the day of the dead meet the circus.

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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 14, 2014, 07:25:07 pm
i tried releaseing the undead like that. it makes all my pet golems and whatnot go nuts attacking them.

having your bone pile of 3000+bones come to life in your workshop drops fps to zero
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: omniclasm on June 14, 2014, 07:32:01 pm
que up "bait goblin army" 10 times.

send cryptlord squad of 25 sword skeletons (all bloodsteel)

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.

Do danger rooms work?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on June 14, 2014, 08:01:35 pm
You don't have training spears.

@ The vampire problem. I find that if I have sufficient quantities of blood wine laying around, the vampires would automatically drink them whenever they were thirsty relieving you of any micromanagement.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: megahelmet on June 14, 2014, 08:04:39 pm
Question: When learning spells in the library what skill is actually used to learn? I'm having trouble sorting it out to make individual warlocks learn spells. It's not writing, sorcery, or alchemy.

2nd Question: Anyway to sort bags of shredded metals? I'm trying to make bars of the metals I don't have at the transmutation chamber only using copper dust. But I can't figure out how to make a furniture stockpile hold only copper dust filled bags.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on June 14, 2014, 08:41:28 pm
I'm not sure myself. Try scribing.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 14, 2014, 08:58:46 pm
Try PRAYING. ;)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 14, 2014, 09:11:25 pm
serrated wooden training spears work just as well, go on . cut my skeletons....

never needed to sort blood or dust bags.. what kinds of things are you guys doing.. =)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: megahelmet on June 14, 2014, 09:23:31 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: BlackFlyme on June 14, 2014, 09:33:07 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: megahelmet on June 14, 2014, 09:39:57 pm
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.

Yup, that's it. Thanks.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: nomoetoe on June 14, 2014, 09:51:32 pm
I have trouble keeping my warlocks happy. I give them room with nice stuffs. never mind I do believe I solved my problem on my own.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 14, 2014, 10:35:06 pm
i win =D
Spoiler (click to show/hide)


we had fun at the circus didn't we?

what should we do with it? besides capturing the adamantine beetles... wait can i even harvest those without a nestbox?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 14, 2014, 10:41:20 pm
Please post the save. :D

PS: No "soul"-creatures running around? they drop cool items when you kill them. And you can collect the harvester webs, they are temp-immune, for magma-proof clothing. And you can mine the slade. :)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 14, 2014, 10:50:41 pm
you need just the region right? never got feedback last time... =)  V5.06

https://www.dropbox.com/s/rexlk88wmshjt37/region2.rar


Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Archonex on June 15, 2014, 02:40:19 am
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.

So far i've had gargantuan bone golems go hostile to the warlock civ after a bit of time with complete regularity.  The same goes with the demons summoned from the workshop.  No clue why.  I thought at first that they were losing their tamed status at first.  Checking the animals screen reveals they can't be tamed to begin with.  Not sure if that's the cause though.


Also, are the library reactions that give spells supposed to not work with the overlord that's generated from the throne room?  I've ran him through a full list of library spells like twice now and he hasn't learned a single thing.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on June 15, 2014, 04:46:09 am
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.

They do gain some skill, just immensely slowly. Some of my skeleton after training for several years have improved a bit. Though of course, it was non-stop training. Not too sure they've gain any skills in between the times when they had to fight some small battles though.

The skeleton's 7 bonus in mining in addition to nofear and nopain makes them incredibly effective though.

I also gave them a little archery skill since they seem to be depicted with bows a lot, and bringing out 70+ skeletons with bows is a pretty amazing feeling.

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.

I've had that happen with a cinder beast. The dang thing burned down the fort with the warlocks. Not too sure what happened exactly though since I had to put two and two together after the fact with the fort on fire and the cinder beast showing up on the dead list. Maybe it saw an opposed-to-life skeleton or something.

On the other hand, I definitely had this happen with my nightmares that I embarked with once when they kept attacking the zombies that I tried to raise to quell some local wildlife.

This thankfully doesn't seem to be happening to the enchanted weapons and suits of armors though.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Archonex on June 15, 2014, 07:14:52 am
It's definitely not just opposed to life skeletons.  I've had a gargantuan bone golem go berserk out of nowhere and tear apart a warlock.  Though maybe something about the skeletons is triggering hostilities on other fort members.

Also, all pets i've seen so far are currently hostile to undead.  That even includes undead pets that logically shouldn't be hostile, like the bone golems, bone wolves, and gargantuan bone golems.  Which means that they brawl constantly with other undead creatures, which get lured in to fight them constantly.  Which doesn't make much sense, and really makes it a pain to actually use them in sieges if you use the more common necromantic reactions like raising the dead. 

Is there any way around this?  I'm guessing I could at least mod in whatever it is with armors that keeps them from being hostile to the undead.  I assume it's a trait of some sort.  It kind of takes the point out of the late game research subjects if so many of them end up functionally useless due to the undead issue and them going hostile.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on June 15, 2014, 07:44:38 am
So far I've been avoiding undeads like zombies as much as I can. I've tried the monolith thing, though not in the presence of any pets. Enchanted armors might be fine for them, gonna see if they antagonize undead as well.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 15, 2014, 08:27:34 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: megahelmet on June 15, 2014, 10:14:03 am
I have the same issue, the zombies I make from the necromatic altar go and eat my prisoners from the Throne Room as well.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Nidhoggur on June 15, 2014, 01:33:12 pm
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.
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 15, 2014, 01:56:16 pm
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.
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.
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. :)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: nomoetoe on June 15, 2014, 10:23:07 pm
I had a bug with the boneforge when making the bone armor set, it worked fine at first but later on instead of making proper left, right gauntlets it was just bone gauntlets, so my skeletons couldn't wear them. (sorry if this has been spoken of before I'm too lazy to look. :P)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on June 15, 2014, 10:24:17 pm
DFhack should autofix that. There is definitely a command to do it manually, "fix-handedness" or something.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 16, 2014, 06:54:20 am
hey meph, the boneforge should be just blocks. no anvils to make it more appealing than the corrupted forge for early game, especially if you embark with only an axe for fun reasons.

as it stands i'd rather get my first two anvils and make ironbone.


also my adamantine beetles require a nestbox right?... something.. warlocks.. cant.. make... ><
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on June 16, 2014, 08:52:49 am
You might be able to trade for it when you get the tome of Sator.

Or steal it, whatever's your gig.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 16, 2014, 05:03:17 pm
aaaand traded for one,(nestbox) rather not kill merchants. got enough junk laying around -.- go on .. shoo your lucky! -.-

adamantine beetles sure do take a long .. long while to produce more -.-
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Archonex on June 16, 2014, 08:28:59 pm
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.

I've just had to stop playing with the warlocks for the time being.  They're probably my favorite race in Masterwork but the loss of so much of the high tier stuff really takes the fun out of it for me.  Especially since my preferred early game tactic is to get a proper undead horde going.  What's the point of being a necromancer if you can't raise the dead? :-[
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 17, 2014, 08:00:03 am
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...
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Archonex on June 17, 2014, 08:42:54 am
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...

I was under the impression that they can't be tamed.  Or is it possible?  The animal training part of the game is one area where i'm lagging a bit behind in terms of knowledge.

The big problem with that idea that i've seen is that they inevitably go hostile to everyone.  When I realized the undead wanted to chomp on the constructed undead I just put them inside, guarding my entry hall.  Then they went berserk for no particularly identifiable reason.  Which started an impromptu siege since I had five or so gigantic engines of undeath just rampaging through the only secured exit I had set up.  Especially since they still count as fort members, which means that traps don't seem to work. 

Putting them inside doesn't work when putting them outside causes issues itself due to bugs.  The two bugs/issues combined together mean they're pretty much unusable when you're playing normally.  Though if the enchanted armor sets work that's something, at least.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 17, 2014, 09:48:35 am
literately had golems. as NOT TAME for years guarding my entrance shaft on all three caverns, the surface. and the Candy spire to the Circus only recently began training them (which is taking.. longer than i'd really desire...)

they've only gone hostile if they killed a raised zombie, just keep them seperate and your good.

Spoiler (click to show/hide)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 17, 2014, 12:20:27 pm
chemist > Clean Rusty Iron(3) with Acid Requires Acid Vials

distill acid from _____ makes Acid Flasks.

got like 400 rusty iron, 100s of acid flasks.. cant turn them into regular iron.. to grind down to dust.. -.- sigh.. adumping we will go! to the magma pit!

while i like the idea of FUN, floating brains just ended the actual fun of my fort >> causing a loyalty cascade with their berserk spell

well they didnt END it persay. but my entire military just started killing themselves, WHICH IS A HUGE HEADACHE becuase now they all have to be cull'd
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Wandering_Saint on June 18, 2014, 12:01:05 am
I have a small question... What's the best way for warlocks to get thread? I have a warlock who is bedridden because she got stabbed in the hand by a kobold. :/
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on June 18, 2014, 12:14:31 am
Gather a bunch of plants. One of them should be rope reed. And I think you can summon some web creatures at one building or another.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 18, 2014, 01:31:23 am
kill things, shave a fur for wool thread at the tanner's workshop, or

kill things and after butchered will leave wool to spin into thread at the farmers workshop

no question is too small ask away =)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on June 20, 2014, 03:18:02 pm
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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: palu on June 20, 2014, 03:49:59 pm
They're different from the raiding prisoners
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 20, 2014, 07:52:03 pm
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 =)

*hands out torches and pitch forks*
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 20, 2014, 08:20:04 pm
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 =)

*hands out torches and pitch forks*
Certainly before the bug race :P
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: burrito25man on June 23, 2014, 03:10:51 am
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?

This was happening to me as well. I think this is related to the itemcorpse tag on the prisoners, because when I removed the tag I could at least butcher the poor saps and get all the standard goodies a freshly slaughtered dwarf provides  :D. However, they still don't work for any transformations.

To to this, open the raws

open creature_warlock.txt

delete every: [ITEMCORPSE:MEAT:NONE:CREATURE_MAT:TORTURE:MUSCLE]

and save  ;)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: kizucha on June 24, 2014, 03:25:26 am
Can prisoners breed? :D

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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 24, 2014, 03:51:38 am
Can prisoners breed? :D

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?
Yes, they breed. And yes, you can feed them, if you build the prison.  Pasture them on top and run the feed reaction.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Jiamil on June 24, 2014, 04:01:45 am
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.
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
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: kizucha on June 24, 2014, 04:03:29 am
Oh yes, sorry for the stupid question. Have looked at the manual and missed the prison. :-\ Thank you meph. :)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 24, 2014, 04:05:18 am
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.
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
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Jiamil on June 24, 2014, 04:06:52 am
Okay, that would explain the shady merchants, which I thought would have been part of the update, too. I am at about year 80, so yes, quite a young world. Thank you for answering so fast.

Edit: I would also like to point out, that you are able to make a Zombie out of one stack (2) of bones and if they get killed you can butcher them.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 24, 2014, 11:54:15 am
Could other people please confirm that they get more than 2 migrant waves?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 24, 2014, 11:59:35 am
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

yeah, tons.. and tons of migrants when not set to population limit 20 also in the test fort never got any banshees or WW, or anything new -.-
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 24, 2014, 12:05:35 pm
Ok, noted.

No active seasons it is. Means they wont siege anyone, unless called with force siege though...  :-\
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: SIGVARDR on June 24, 2014, 01:56:08 pm
Couldn't you set them to no active seasons, then force a siege with DFhack automatically during the respective season that they would have sieged?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 24, 2014, 02:19:30 pm
In theory, if I had something to determine which season it is and run the script, if your civ is hostile to them, and if their siege triggers are met. Otherwise you just get a warlock siege first winter, regardless of who you play and how wealthy your fort is.

in short: Yes, possible, but I wouldnt know how to do it.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: SIGVARDR on June 24, 2014, 03:28:31 pm
Understandably difficult when dealing with the odd constraints DF modding poses. Might be something to look into, especially with the problems people have been having with early sieges on kobolds as well.  The existing system just isn't designed to handle it. If the relevant data can be pulled, it's something a lot of modders could find uses for, a plugin request might be helpful.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 24, 2014, 11:22:28 pm
Quote
it's something a lot of modders could find uses for
Actually, 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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: SIGVARDR on June 25, 2014, 01:25:19 am
Which is one of the main reasons masterwork has gained such huge popularity, no doubt. Expwent did start a thread for interest assessment for a "fortress defense" mode with lots of Dfhack controlled sieges, busy man but might have some ideas on how to solve such a problem.  Obviously low on the priority list, just does seem to stand out as one of those issues that will compound upon itself and become more disruptive as the mod expands. Best of luck however it goes.

On topic of warlocks: With constant migrants so much havoc can be had, very over the top world-challenging evil, fun while it lasts. Have also not seen banshees or werewolves thus far with them. Most features working as expected.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 25, 2014, 02:14:34 am
Evil races, Automatons, Banshees and Frost giants, will actually NOT attack the Warlocks. They are in one team.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Equus on June 25, 2014, 04:35:04 pm
hey i have been playing the warlocks some and i found a strange bug although this is (was, just downloaded the new update) in the old v 07
whilst getting sieged by a summoned human party (using the emisary), i summoned some goblins (using the emisary) and ran the transform invader to werewolf reaction. one of the goblins transformed into a "screaming prisoner" (i assume these are what the prisoners transform into before they turn into ghouls) he then stood around as a screaming prisoner before reverting back to a goblin and leaving the map.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 25, 2014, 04:38:12 pm
lol. Ok... mh. Thats certainly odd... do you have an errorlog in your dwarf fortress folder, and if yes, could you please post it? Seems like a missing/mispelled creature id.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Equus on June 25, 2014, 04:55:27 pm
is there a way to add attachments? or should i just ctrl c ctrl v the whole thing? if the latter im gonna need to double post
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 25, 2014, 11:43:51 pm
Just put the later half in a spoiler. Should be enough.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: shadowhunter10101 on June 26, 2014, 12:55:54 am
Howdy! I'm kind of a potent mixture of noob plus village idiot, so I don't really know the slightest thing about anything.


According to the manual one may make a Skellie via thread as well as other components. However, upon inspecting the Necromantic Shrine and glancing at the reagents necessary I found that it required a tanned hide, no thread at all.

Is this correct?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 26, 2014, 02:20:10 am
10 bone stacks 2 leather 1 totem 1 soul per skele.

it takes some bones and thread to repair them in the morgue
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: shadowhunter10101 on June 26, 2014, 03:07:59 am
Right-a-roonie. Was just trying to get confirmation, thank you
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Equus on June 26, 2014, 04:05:57 am
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 those
Spoiler (click to show/hide)
its probebly worth mentioning i've never tried playing succubi or gnome and on this Ver ive only played warlock
"edit" had to shorten even more inside the spoiler
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: aldehyt on June 26, 2014, 04:06:27 am
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 :/
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 26, 2014, 04:57:52 am
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 those
Spoiler (click to show/hide)
its probebly worth mentioning i've never tried playing succubi or gnome and on this Ver ive only played warlock
"edit" had to shorten even more inside the spoiler
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: kizucha on June 26, 2014, 07:16:30 am
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 :/

Maybe do you have multiple pasture zones? I tested 4 pasture zones on the dungeoncell because my prisoners like to start fighting each other >_< but only the pasture zone in the left upper corner gets the feeding.^^
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: aldehyt on June 26, 2014, 07:27:43 am
[][][][][][] [][][][][][] [][][][][][]
[]humans[] []dwarfs[] []kobolds[]
[][][][][][] [][][][][][] [][][][][][]
[][][][][][] [][][][][][] [][][][][][]

I butchered dwarfs and kobolds, but i not removed pastures, and like i said, humans ate 50 met per use.

Execution chambers, still not kill victim, but skeletons arise :P.
In my opinion warlocks are most climatic race, they just need more love :D
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 26, 2014, 07:37:50 am
All pets on the workshop should get fed. As long as they are pastured on the workshop itself they should be fine.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: aldehyt on June 26, 2014, 07:44:29 am
I am not sure, sometimes pet on workshop starved to death, it was skipped
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: zach123b on June 26, 2014, 10:44:16 am
i thought you took out vampires? i just started a new warlock tower and one of my guys is a vampire :i

guess i gotta lock him away for a banner..
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 26, 2014, 11:23:30 am
i thought you took out vampires? i just started a new warlock tower and one of my guys is a vampire :i

guess i gotta lock him away for a banner..
No, I said I want to take them out, when I do the Warlock update.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Equus on June 27, 2014, 05:33:26 am
i think that the skeleton military bug might be back in v09. im having trouble keeping a squad of skeletons assigned.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: kizucha on June 27, 2014, 06:20:43 am
Are there anyone building a "safe" dungeon with the red/blue portal? Like put the warlocks underground or in a elevated tower where enemies can't reach them and they produce new minions and throw them out the portals to the surface and kill everything?

Was thinking about that layout but the biggest problem i see are a bit of the supply because we can not transport items directly with the portals. With the "skytower" its, i think, impossible to get new wood and stone. :-\ I have a little idea with an hole for the underground where the surface minions drop wood and an flying supplyminecart to toss wood and stone up to the "skytower". But i dont know how good that works, get wood that drops multiple layers damage and is it possible with the minecart? i think the cart needs a really long track to jump up a layer, if this is possible and it needed to be dropt down to use it again so its the same question with the drop down wood, is the cart operable after the drop?

Its because i like the feeling from dungeon keeper with the portal/stairs where the hero's come to the dungeon but with the warlocks in reverse to kill all living on the surface. ;D
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 27, 2014, 07:12:42 am
I will improve the teleporters to transport rooms full of items in future updates. When I do the warlock update, they will get a bit more useful. :) I can for example do this:

Teleport all items in 3 tiles, 7 tiles and 15 tiles radius, on the same z-level, seen from the teleporter. That would work. :)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: kizucha on June 27, 2014, 07:39:21 am
Uh shiny new portals, clearly i love you meph. :) Looking forward to that update. So... i forgive you in future that the updates destroy my castles. ;)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: firefly68 on June 27, 2014, 03:20:25 pm
I'm having problems getting into a warlock game. Even with the default settings reloaded, using the default (masterwork) worlds. World gen occurs without any issues, but when I try to enter fortress mode, the game just crashes. I'm about to redownload the mod to see if this fixes it, but in case this does not fix it, does anyone have any ideas?



Update:

A completely fresh install managed to fix it.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on June 27, 2014, 07:08:39 pm
so, my vampire drank another warlock, even though he was doped on Bloodwine (I check his status +- every month). I didnt see him do it but my fort is completely isolated from outside world atm so unless there is some secret FUN vamping around, there might be something wrong with the whole vamp+bloodwine=profit equation  :D
the worst part is I cannot raise the warlock. His remains are safe in his coffin, I run the reaction in necro altar, 3 souls are consumed, nothing happens. Sad day for warlockdom.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on June 27, 2014, 07:36:00 pm
Also i just realized - no mephits were spawned on my embark (they just could be bought as pets). Were the starting mephits removed in this version?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on June 27, 2014, 08:27:20 pm
You have to get the warlock's corpse before it turns to a skeleton, and the body has to be within 10 or so spaces of the center of the altar, so if hes off in his tomb on the otherside of the map it wont res him.

also bloodwine is bugged for the mostpart, meph said he was gonna deal with it, lock your vampire up in a room with a well (he can drink water 0.o) doesnt need to eat or sleep can dump items for him to work with if nessary.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Endovior on June 27, 2014, 09:02:10 pm
I was under the impression that 'deal with it' here meant 'remove vampires', because of the problems they added.  Correct me if I'm wrong, though.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 28, 2014, 12:38:01 am
Yes, I will remove vampires. Because the mechanic in the background works like this:

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. -.-
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on June 28, 2014, 03:10:35 am
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. -.-

ahh, that would explain a lot, I usualy make bloodwine +- just in time to prevent the first feeding  :D
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Kiefatar on June 28, 2014, 08:23:30 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 28, 2014, 08:24:42 am
No.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Innocent Dave on June 28, 2014, 08:54:24 am
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.

Presumably locking them into a room with a prisoner would achieve the same, one way or another.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: ussdefiant on June 28, 2014, 08:10:49 pm
Is there some sort of workaround for this One Prisoner in Execution Pit = Infinite Skellies/Ghouls thing? A bit too cheaty for my tastes, but i would rather like having some early use for prisoners.

Edit: Oh, and i just had my starting warlock get his neck broken(and survived! Not paralyzed even!) by a rock troll and he didn't try throwing any spells or anything at it in retaliation. Is that Slade Boulder spell that all warlocks supposedly start with not an attack spell or something?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: LMeire on June 28, 2014, 08:40:49 pm
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.

It's been a while since I've had a warlock-vampire, but I assume they still obey burrows when it comes to murdering. Basically just segregate your fort with ghouls and warlocks in one section, vampires and prisoners in another. One time I kept a vampire/ethereal-summoner "locked" in an open courtyard for years until a titan showed up and ripped off his arms.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on June 28, 2014, 09:32:44 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Jiamil on June 29, 2014, 02:41:24 am
The slade boulder and slowing down work fine for me. Warlocks are equipped with Wraithblades and Warlock Staffs, I guess the spells are bound to the items!?

Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 29, 2014, 02:41:48 am
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)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on June 29, 2014, 10:19:44 am
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)

Oh, OK. I wasn't sure if that had been fixed yet or not. Because I remember there being some sort of bug with the itemsyndrome not working for the staffs and wraithblades.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 29, 2014, 10:26:54 am
Yes, but itemsyndrome works now. :) It needs to be loaded when you load the map, which is no done with the onload.init. So all is good. :)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on June 29, 2014, 03:54:25 pm
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

also I just noticed - skeletons no longer have exp penalties on their labour skills (except warlock specific skills, those still have -101%). Bloodsteel skeletons have the old -99% on skeleton labours except bonecarving described below.

and the last thing that is a little weird - all units (including skeletons) have -101% on bonecarving. While it is not anything terrible, it could be a slight nuisance having to inscribe the bonecarver when he loses levels because he was bonecarving too much  :D
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on June 29, 2014, 10:18:50 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on June 30, 2014, 12:49:36 am
Ok, so I just ran two forts, both quite interesting and I wanted to share because they showed some oddities with the warlocks.

First fort, I embark with 4 warlocks/3 skellies. A day in and green goop starts falling out of the sky. Nauseating Slime. It doesn't have any effect on my warlocks or skellies so I ignore it. After a short time though, my refuse pile starts filling up with wildlife. Turns out the nauseating slime is so nauseating that living things puke so much they suffocate, within a day or two of entering the map. The map was split between two biomes so only part of it was getting slimed, but with critters tracking it everywhere, the whole map quickly turned green.

I had 0 combat units on this map. No traps at all. Each year I was raking in over 100 kills. This goop would kill anything on the ground on contact, it would swat birds out of the sky, nothing was safe, except my undead minions. I had 3 kobold thief groups that I noticed and one elven ambush attack. I only noticed them when their corpses flowed into my corpse stockpiles for butchering. The slime was killing them before any of my units could even encounter them.

It was warlock fortress on super easy mode. The only losses I suffered where from a few harpies that flew in during a break in the goop rain, and a siege where a few members managed to reach my skellies before suffocating. Corpses were effectively infinite, my industrial choke-point was on how fast my skellies could butcher them and churn out hourglasses. I had 30 skellies running non-stop just trying to process all these corpses. 10k meat within 3 years for 0 effort.

Notice the odd bit in there? Skellies butchering. Why not ghouls? Because apparently ghouls can suffocate, they died just like all living things that entered the map. Restless Walker zombies out of the graveyard too. Ghouls I can kind of understand needing to breathe, they even have a thing about their breath reeking of carrion in their description IIRC, but zombies? I ended up ditching the fort because it was too easy. So if you want to play warlocks on easy mode, just find a zone with lethal weather.

Second fort was standard. I just want to mention it because of the zombies again. I actually created a zombie loyalty cascade. Turns out, if you create a skeleton, for a few seconds its considered alive and zombies will attack it. They got a few blows in on the first skellie i built and proceeded to slaughter each other in a loyalty cascade between opposes life units. Zombies are kind of pathetic in combat, die to pretty much anything(during the cascade several zombies managed to wound each other and then bleed to death, zombies bleeding to death), and kill my prisoners. The only real bonus is that when they die, you can butcher them for a lot more than it cost to attract them.

I love the warlocks, they are incredibly fun to play as. But the zombies summoned from the graveyard are more like farmable undead cows than actual combat anything. Their only real strength is their absurd speed.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Jiamil on June 30, 2014, 02:11:51 am
Quote
Overlords can't learn normal spells in my experience. It might extend to weapon spells as well.

Overlords can't learn magic? The one most powerfull entity that should reign the fortress can't use magic? That is not only sad, that is something worth to be fixed as soon as possible if it's true  :o
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 30, 2014, 02:16:03 am
Thanks for the feedback guys, I will make sure to change the relevant bits (zombies for example) when I do the update. But humans come first atm.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on July 02, 2014, 09:34:42 pm
Of course, but this also means we have time to collect all the needed things for warlocks so we can nail them down good and tight when they get their turn.

For whenever warlocks do get a looking at, I have two more, somewhat related items that might need looking at.

On prisoners and overlord raiding, as far as I can tell, the only way to generate prisoners is by raids, immigrants, or embarking with them. This means that, if you happen to lose all prisoners before getting any intel off them, you can't actually go on any raids. You can set the kill/steal/kidnap options but you can't select any destination. This means you can effectively lock yourself out of any raiding options, unless there are ways to get prisoners that I haven't found yet that don't require you to already have prisoners.

The other issue is directly related. Your fortress ends up crawling with undead everything. Which all hunt down living things and kill them on sight. At the same time, I am supposed to have a stash of living prisoners in my fort. What I normally end up doing is shoving any that I can keep alive into a sealed room with a dirt floor so it grows random plants and a skellie to harvest. He normally collects enough to run a feed reaction and keep them alive. This is all just buying time until I can fill my fort with dozens of weapon traps full of basic wooden serrated spikes. The idea is that the traps kill the random uncontrolled undead and then I butcher them really quick before they get back up, which keeps them out of the inside of my fort, but it is a real pain to manage. The other option is to not raise uncontrolled undead or don't embark on evil biomes, but that kind of limits the warlock's power.

So i guess prisoners in general need a looking at, whenever warlocks are getting worked on.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 03, 2014, 02:58:28 am
1. Not true. Raiding the countryside needs no info.
2. Keep your prisoners locked away from the undead. Pastures with doors help.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: aldehyt on July 03, 2014, 03:40:57 am
There is no reason to pasture prisoners, when they eat all meat, counted in hundreds
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 03, 2014, 04:25:37 am
There is no reason to pasture prisoners, when they eat all meat, counted in hundreds
Pasture them on the prison, feed all of them with a single reaction?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: aldehyt on July 03, 2014, 05:13:01 am
Step by step.

No meat in stock:

1.) First i built a dungeon
2.) Used "I" on dungeon to set pasture - 7x7
3.) I assign to pasture 4-6 prisoners all same type
4.) Butcher a dwarf and human - obtained 90 meat
5.) One single reaction(feed by meat), all 90 meat gone, and not all was feeded
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 03, 2014, 05:51:18 am
Yes, it takes one stack of meat, not matter if its 1 or 90.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: aldehyt on July 03, 2014, 07:29:57 am
bug or feature ?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 03, 2014, 08:03:26 am
Well known vanilla DF bug that affects all stacks, be it plants, meat, bones, coins or anything else that comes in stacks.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on July 03, 2014, 08:08:28 am
vanilla issue, a stack is a stack. 1 or infinity, its still a single stack, reaction calls for a stack. so it uses a stack. period.

you could try making a military squad and assigning them raitons and backpacks. then unmilitarizing them then df hacking cleanowned the food might seperate the stacks for you.

damnit meph ninja
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: aldehyt on July 03, 2014, 08:24:54 am
Damn really complicated, btw is a possible to set maximum items on stack ?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 03, 2014, 08:25:47 am
no
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Gamerlord on July 03, 2014, 08:30:02 am
Isn't there a dfhack plugin that separates stacks? I could have sworn there was.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 03, 2014, 08:30:24 am
no again
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: aldehyt on July 03, 2014, 08:38:16 am
This bug concern all reactions ?
I mean about (Stackable meat -> Non stackable meal -> using only for feed prisoners) ?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 03, 2014, 09:20:19 am
yes

there is no non-stackable meat.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on July 03, 2014, 11:28:07 am
Tough Intestines and Fresh Hearts are usually always in stacks of 1-3 and are thus ideal for meat-based reactions.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on July 03, 2014, 07:37:59 pm
1. Not true. Raiding the countryside needs no info.
2. Keep your prisoners locked away from the undead. Pastures with doors help.

And you are correct. I was missing Ironbone, not info from the countryside raid.  :-[

On prisoners, the problem is I have to get through the doors routinely to feed them, or lock them in with a skellie farmer or something. I can do it with doors, but if I want to actually do anything with the prisoners it turns into a big ordeal to make sure a zombie hand or something doesn't leak in and start murdering them all. Basically, it encourages me to stockpile prisoners like I would any other possibly useful resource that I probably don't want to bother actually using.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: megahelmet on July 05, 2014, 08:53:10 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: LMeire on July 05, 2014, 10:23:23 pm
I can't make cave fungi cheese in the kitchen, is that intended?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: ussdefiant on July 12, 2014, 10:57:26 pm
1)i see a Make Bone Pick option under my manager screen, but i can't see it actually appear under any of the obvious workshops. Is this leaking over from Orc Mode reactions or something? Need more early picks for skeletal horde

2)Execute Prisoner for Skeleton. Prisoner is one square north of the center of the Execution Chamber. Reaction completes, skeleton wanders out, prisoner still there. Are they meant to be in the exact center of the Execution Chamber or something?

edit: Heck, even in the center of the chamber it doesn't work right.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Hotawotwot on July 12, 2014, 11:12:02 pm
If Warlocks don't get access to firearms (given the old Skeleton Riflemen sprites, I assume they will) then why not do what Orcs did with tomahawks and give them some sort of javelin?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on July 13, 2014, 01:29:03 pm
Bone weapons like the Bone Pick are made in the Bone Forge. It builds bone weapons/armor/tools with no fuel, quite nice really, but it requires 2 anvils to build.

Sometimes prisoners survive the execution. Sometimes they die and you get no skeleton. Warlock fort has plenty of bugs around skeletons. Don't even let a skeleton have control lost, you can regain it by moving them back into pylon/warlock spheres of control, but they sometimes are permanently lost from the military screen and you can only get them into squads via therapist.

Also, don't execute prisoners for skeletons. Just butcher them and build skeletons at the 2nd tier necro building. Butchering gives you about enough bones and the required soul, totem and leather, plus bonus meat and leather. It is a few extra steps, but you will want that extra scalp to tan if nothing else. The library buildings are very scalp hungry and only civ races have scalps.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: King of Kewl on July 18, 2014, 02:33:51 pm
Hello, fellow warlocks! Let me first say that this is by far my favorite fortress mode in Masterwork as it is. Although it is micromanagement heavy in some places and buggy in others, the joy of raising a huge army of skeletons, warlocks, and infernal beasts outpaces the pain by leagues. I just wanted to say that I noticed if you put your dead warlocks or ghouls by a black monolith quickly enough then they will be resurrected and can be adopted back into your civilization, but if you wait too long it seems to just turn them into an enemy of your civ, and they will go after your prisoners first.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on July 18, 2014, 02:55:50 pm
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.

I find blood goats to be a reasonable source of meat/leather in the early game when I have enough souls from graveyards and my fort is not yet ready to take invaders.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on July 18, 2014, 03:31:41 pm
I just found out that skeletons are the only caste that can learn Wound dressing... I guess a skeletal nurse is the way to go then :D
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: King of Kewl on July 18, 2014, 03:39:00 pm
I am curious about how people that have succesfully built the library and churned out books did it. Did you rely on farm animals or invaders for leather and scalps? did you farm for the glue and ink? I'd love to get into it but I pretty much threw working with the library to the wayside for now.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on July 18, 2014, 05:28:38 pm
Glue from bloated tubers in the screw press.
Paper from smooth wood logs in the press. Smooth wood logs from the sawmill.
I actually set my embark to 13 units and about 2.4k points (evil warlocks? gotta be 13...) so I bring 12-15 prisoners at start and butcher them the moment I get my soul storage industry up, so I have enough scalps to power through to the enchanter. Animated armor is scary.

After that, I get plenty of invasions and pick off enough of the invaders that I can gather scalps. The only real bottleneck I have seen on libraries is scalps. Only certain races give you scalps, so its pretty much impossible to farm in any reasonable way. Its easier to just spam lure invasions, and deploy black monoliths, you will lose some scalps to rot, but enough end up getting butchered to get you libraries.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on July 18, 2014, 05:46:04 pm
You can just boil bone into glue, which is usually WAY more abundant then bloated tubers.

EDIT: You basically get one library each time you get invaded. They usually come in squads of ten. You need ten scalps for a library.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on July 18, 2014, 06:11:44 pm
I prefer bloated tubers simply because I can farm them regardless of an invasion being present or not. I can have 10 glue, 10 paper, and the moment the invasion is dead I can pop their scalps off and start gluing poetry into them.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: megahelmet on July 19, 2014, 11:01:00 pm
Go for the Dark Pact first off. Also, using the dark pact lets you make 9 wishes in a row. (one reaction creates 9 wishes, good trade)

Wish for 9 bags of scalps. Make sure you have the overlords throne room built so he can unpack them.

Ta da! That's anywhere from 40 - 60 scalps.

Protip: if your going to wish for gear, wish for interesting gear (gnomish gear). Ghouls with adamantium darkcasters(shield slot) are very handy. It gives them the slade boulder ranged attack.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 19, 2014, 11:08:39 pm
Quote
one reaction creates 9 wishes
9 It should be 1  :-\
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: megahelmet on July 19, 2014, 11:36:34 pm
Quote
one reaction creates 9 wishes
9 It should be 1  :-\

Really? Not a feature? A bug? Aww.

After the reaction runs the menu pops up to select what you want. After the last item from the last menu is chosen it loops back around to the first menu. Continues 8 more times.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 21, 2014, 09:03:28 am
I really would like to see some method of spawning a new necromancer. I generally only get 3-4 over the life of a dungeon and attrition will always get them all unless I take weirdly extreme precautions to wall one in somewhere. Even then it's risky as there will be the chance of a skeleton worker not getting yarn or something for his fey mood, going berserk, and then murdering the nearest necromancer with a bone pick. I have a plan to sometime allow a single vampire necromancer survive and keep him fed on bloodwine and ghouls, but my concern is trying to assign one necro all of the different needful nobilities. :)

Also, cloth and thread ... am I missing some workshop reaction somewhere to turn clothing into cloth and then cloth into thread? It's the major bottleneck I have in both hospitals and skeleton construction.

I have yet to play a single game of warlocks where I didn't have to resort to cheating with dfhack at least once to defend what I'd built. And generally I'll end up reclaiming the same fort 8 or 9 times as successive waves of necromancers get wiped out.

It's an enormous amount of fun. :)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 21, 2014, 06:01:03 pm
Ok, this is bugging the crap out of me.

Can monolith and pylon line-of-sight cross z-levels or not?

Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 21, 2014, 07:44:25 pm
Ok, this is bugging the crap out of me.

Can monolith and pylon line-of-sight cross z-levels or not?
yes, they can.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on July 21, 2014, 08:54:08 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 21, 2014, 10:00:28 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 21, 2014, 10:46:53 pm
Ok, that should make my multilevel necromancer fortress viable then. I'll just channel out some floor and put a floor grate there with the pylon stationed on top of it. That should keep the skeletons in the castle yard from forgetting their daddy and just wandering away.

Skeletons. Yeesh. What a pain they are. Easy to make, but they have to be ... I almost never get them all upgraded before my fort collapses.

Just finished playing a session now where my epic overlord in bloodsteel armor with a half dozen spells fell off the wall and died. He was the last necro left too so now there's a bunch of hungry ghouls and mindless skeletons wandering around down there. Bah.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 22, 2014, 06:43:42 pm
Alright, a kind of "cheatery" question here ...

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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Isngrim on July 22, 2014, 06:58:59 pm
Alright, a kind of "cheatery" question here ...

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?
if i recall their children will be members,or if they do something major,like create an artifact
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on July 22, 2014, 07:12:17 pm
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.

Test it. Pylons powering pylons is not line of sight, it goes right through terrain, walls, whatever.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 22, 2014, 07:19:08 pm
if i recall their children will be members,or if they do something major,like create an artifact

Warlocks breed? I wasn't aware of that. I rarely get enough of them to see a marriage, and usually of the 3 or 4 I get, one is a vampire and he'll kill one of the others. Not good marriage material right there. :)

Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on July 22, 2014, 07:31:02 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 22, 2014, 07:40:13 pm
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.

What does properly entombing them entail?

I have a necro altar and a corpse pile right next to it, but I've only ever been able to resurrect them if I can catch them very quickly before they begin to rot.

Does it work even if they are partial skeleton so long as they're in a coffin somewhere on the map?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on July 23, 2014, 05:30:36 am
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
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on July 23, 2014, 08:15:12 am
also, how do I get constructed skellies to be nobles? I have infused 10 ironbone skeletons, inscribed them all once in the Inscriptor but of these 10 only 2 can be made nobles. While it is not a problem for me (I only need 1 crypt lord :D ) it seems like something fishy is going on here. Especialy considering that the Ironbone skelly I made a crypt lord before inscrbing the squad cannot be made a crypt lord after the inscription.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 23, 2014, 08:49:48 am
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

Just bad luck, I think. I have a success rate of about 75% most of the time. Magic (and interactions) can be iffy, you know. :)

On the nobility thing, skeletons are mindless drones. They can be a steward (the guy who stands at the door and takes your hat, I think) or they can be a crypt lord (which is just a sergeant of a group of skeletons), but they can't be a fleshmonger or a keeper of knowledge. Those are high nobility positions within the fort. If you are low on necromancers, you can double up some of the positions. That saves on high end rooms too.

Sometimes it takes awhile before they transition from the blue "Shambling skeleton" to a white name on your person list. I don't know why that is, but it seems to be the differentiator between whether or not they can lead your squad or not.



Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: kizucha on July 23, 2014, 04:02:41 pm
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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 23, 2014, 04:10:27 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on July 23, 2014, 06:00:03 pm
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.

ahh, now I see. I misunderstood the manual and I though that "the first reaction" refers to the first reaction-inscription for any particular skeleton. Thanks! I hope it works :)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 23, 2014, 06:26:34 pm
Heh. If you look, there's like one "free" reaction that shows up on the list. Doesn't cost you any cut gems or souls or anything.

But in the list of possible reactions is this cutiepie:

   [REACTION:WARLOCK_INSCRIPTOR_HELP6]
[NAME:*Free Masterwork Item Skeleton Reaction*]
   [BUILDING:INSCRIPTOR:CUSTOM_NONE]
   [PRODUCT:100:1:WEAPONRACK:NONE:INORGANIC:SKELETON_JOIN]
[SKILL:DISCIPLINE]

I think this is the one the manual refers to, but it's not listed as a permitted reaction in the entity file so it must have been removed by the creator at some point. Since skeletons do eventually seem to become part of your civ, there's some other methodology by which it is happening now. Usually they've got to hang around awhile, so I'm betting it's some looping script or something in the background.

Skeletons I spawn using the dfhack tool (spawnunit WARLOCK_CIV 1-4) don't ever seem to join the civ. They do labor and everything else but I've never been able to get them to actually become a squad leader. As an experiment, I spawned 75 dreadnoughts once to see what would happen. Nothing really exciting happened, but they all rushed the spare pants pile like fat kids chasing the ice cream truck.

Right now I have a fort running where I spawned 10 vampire necromancers and let them kill all the regular necromancers and ghouls. The fort hasn't collapsed (though it has no functional nobles) and it's been over a year now with no deaths. Is an all-vampire fort feasible? I don't know yet. They don't seem to be killing each other, so that's progress!
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on July 23, 2014, 06:51:29 pm
Just now I let the problematic squad run the first 2 free "reactions" (those that are there just as a description/information about the Inscriptor building) on repeat cycle. Maybe it is just a lucky coincidence, but for the first time ever I can see all 10 of them in the Therapist. Although... only 1 of them is listed in the military-squad members screen :(
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on July 23, 2014, 07:17:41 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on July 23, 2014, 07:38:48 pm
I tend to have a few specialized skeletons I upgrade. Things like weapon and armor smithing I like to have someone who can make some masterwork stuff. I also like to have a skeleton who has legendary smelting skills, and given some souls to speed up the metal reclamation process.

As for making them historical figures, there is a secret option in one of the workshops that spawns a split second masterpiece as the product ;).
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on July 23, 2014, 07:48:32 pm
Are you sure that reaction still happens? according the post 3 or so upwards, it has been removed?

Also, giving skeletons skills is incredibly cheap. Green glass gems work IIRC and with free souls from graveyards it is fairly easy to skill up a skeleton the 5 required reaction to make him legendary in any skill desired on demand. Or you can actually do it the standard way and just have a skellie forge 4 million copper spears. As far as I can tell, base skeletons can level up their skills as usual for pretty much everything, since they don't sleep or eat it is pretty easy to set up a lava forge and a pair of lava smelters to re-melt everything he makes and just spam a forge-melt cycle, if for some reason you can't find a handful of gems and souls.

The manual appears to be wrong on many skeleton details, it's better to test it yourself.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: palu on July 23, 2014, 08:09:57 pm
The spawn-unit script should have been updated to fix that, I'll check.

EDIT: Looks like it's supposed to do that, at least.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 23, 2014, 08:20:26 pm
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.

I don't usually bother to upgrade mine. I put them all in a militia with a uniform designated for picks and they can so-so defend themselves. In each invasion I'm going to lose 10 of them or so anyway and it doesn't seem to matter whether they were upgraded or not. Their combat skills suck so badly that even if they were clad in adamantium and holding legendary shields they'd still get killed. I watched a pair of dreads who I assigned to permanent guard duty at the front door take on a kobold thief. One of them lost a leg and the other was struck down when the large silver dagger severed his spine. Their job in any of my forts is to go collect the corpses and haul stuff from one stockpile to the other ... and hope they don't get lost on the way when they walk around a corner, can't see a necromancer or a pylon, and decide to drop everything and wander off moaning.

Before this mod, I never pitied the bad guys in any of the fantasy novels I'd read. The undead lich king always seemed like such an uber-menace, but now I know his secret pain of having morons for minions, a vampire doctor just waiting for him to go to sleep, and a constant feeling of anger and depression because he's one armor stand short in his bedroom suite.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 23, 2014, 08:23:58 pm
Oh, as an amusing aside ... I had about a dozen zombie walkers roaming the map outside in a tropical broadleaf forest. First, chimpanzees showed up and threw poo at them. Then, the zombies cornered an elephant and took him down about about 20 real  minutes of biting on him and "bruising the fat".

Then one of my skeletons decided to carry the elephant corpse past the black monolith I had sitting by the door. Now there's a named zombie elephant roaming the map.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on July 23, 2014, 08:41:24 pm
I treat black monoliths like nuclear weapons and keep mine sealed at the bottom of my fort on the magma level in a closed and trapped room, and only bring it out in desperate situations. It will guarantee I win any fight it is involved in, but at the cost of zillions of undead and harm to my FPS. Using the "raise all dead on the map" spell from the necro alter is even worse. It obliterates any invader, but my FPS plummets.

I typically upgrade a few skeletons who have critical skills like weapon/armor smithing, mechanics, that sort of thing, but my skeleton militia squad typically ends up full and everyone gets a curious ritual knife and full leather everything.

Also, on entombing warlocks and skeletons, the idea is you shove them in a coffin before they rot. If they haven't fallen apart you can just get them back up, warlocks are cheap to raise, skeletons are literally 3 for a soul to rez. I just build a layer of coffins around my alter and ignore skeleton losses. After the fight I just chuck em all in coffins and get a warlock to spam "raise skellie". It starts to feel like a revolving door for my skellies they get in and out of their coffins so frequently...
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 23, 2014, 09:05:50 pm
Yes, I call the black monolith the "lag-inator!" :)

I'll try that with the coffins. I have been doing the exact opposite, which is to just build a big corpse stockpile right there and keep the warlock corpses out of their boxes. But then I can never seem to raise any of them. Thanks for the advice!

As for raising dead, it seems that I end up with one or two actual corpses and about a billion severed hands, feet, toes, etc. I can't imagine that it's very menacing to a dwarf axelord to be confronted by the dread necromancer's raised arm bone of a lemur.

Same thing with the raise dead spell. I will never, ever teach that to another warlock. Dude just walked around the dungeon raising anything he saw.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: mcolombe on July 23, 2014, 09:36:13 pm
One thing which is very annoying, is that i build necromancer alters and they keep on suddenly dissembling randomly for no good reason, it  is very off putting. Something that really spoils necromancer fortress. you try to build a skeleton and poof your alter falls into it's component pieces. it is such an annoying bug.It would be awesome if this bug was fixed in a update. oh well. (ps, my apologies i have no idea how to do a bug report). 
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 23, 2014, 09:42:37 pm
Ah! I think I know what is happening with that one ...

Pay close attention when you build it as to what components you use for the soul portion. If there are un-processed souls, it will let you use them in that, but then when they decay the building collapses. Make absolutely sure that you use a proper phylactery.

At least when I started making sure of what components I used, it stopped deconstructing on me after a period of time.

I don't have any idea, however, why it isn't still standing after a fortress reclaim.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on July 23, 2014, 10:56:44 pm
If you use a soul, and not an hourglass then the building will disintegrate when the soul decays. It is the same as if you are building with ice to make structures. They all melt when summer comes around and any building will disintegrate when the ice melts.

Its typically best just to convert every soul to an hourglass asap, hourglasses are cheap and a skellie can churn them out by the hundreds.

IIRC the manual even points this out specifically and warns against using unprocessed souls to create buildings.


As for AxeLord vs stray body bits, no one body bit won't do much, but dozens of body bits over and over and over will eventually win. With a black monolith present, the axelord has to win infinite times, the raised arm bone of a lemur only has to win once.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 24, 2014, 05:22:21 am
Have you played much with the overlord's throne?

I can build one and run reactions in it. I've even tortured prisoners to get the intel and ran raids on churches and caravans. I've tried killing, kidnapping, and plundering ... but only ever get announcements. I can't seem to get it to drop anything in the way of loot.

It occurs to me that I may not be using an actual overlord to run the reaction though. Is that the problem?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 24, 2014, 05:26:43 am
Quote
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 24, 2014, 05:31:44 am
Quote
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.

Darn it. Now I regret having eaten all of my prisoners.

Does it require the actual overlord caste as created by the 'appoint overlord' command? Or will just an overlord noble do?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 24, 2014, 05:39:17 am
The caste.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 24, 2014, 06:39:21 am
Ok, cool! Thanks! That seems to be working better, but the "send minions to terrorize the countryside" reaction seems to have a very low chance of getting anything.

Clearly I need more prisoners. Time to put the skellies to work building me some cages.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: mcolombe on July 24, 2014, 09:22:17 am
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)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 24, 2014, 12:14:52 pm
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)

My pleasure. :)

All of these mods are amazingly complex and detailed. It takes a lot of time to figure stuff out. Warlocks just happen to be the race I'm toying with now. :)

The overlord throne is still giving me headaches. It did something earlier other than just run the reaction, but I still didn't actually gain anything. I don't have any prisoners right now to torture for information,  so I can't tell if it's just a ridiculously low chance of "success" when you terrorize the countryside or what.

I got to watch an elf siege get decimated by 3 zombie elephants earlier though, so that was great fun. And the tip I got on reviving dead warlocks is helping a lot, though I seem to have some fort design/range issues with it. My overlord tomb is a long way off from the altar and he didn't get raised.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on July 24, 2014, 12:21:20 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 24, 2014, 12:29:58 pm
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.

Will it break anything if I put 30 "terrorize countryside" orders in the manager window? Then he can just run it until he runs out of minion bags and I can get whatever I get from it.

I need a prisoner. Next embark I'm going to bust my butt to get a dungeon cell up instead of eating them. Even though they are always extra tasty.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 24, 2014, 03:51:38 pm
Ok, slight problem with the rez on the warlock.

My overlord had his arm ripped off and then bled to death on the battlefield because nobody would carry him back to the hospital.

He decayed in his coffin before I got around to running the reaction. He's a "partial skeleton" now. He's about 8 spaces away from the altar, but they won't seem to raise him. They just run the reaction and nothing happens.

Do you need a full corpse to resurrect? Parts won't do? :)

I've got a whole stockpile full of body parts. Certainly they ought to be able to find something that would fit.

ETA: What the heck? Some time has gone by now and the arm still hasn't been found! Normally they collect all the body parts associated with an individual and dump them in the coffin with the original owner. Am I to assume that the elite dark strangler wrestler who removed the overlord's arm took it back with him as a trophy?

ETA2: In looking for the overlord's stupid arm, I found a skeleton coffin that has THREE left arms in it. Skeleton don't mind though ... he's walking around with left arm #4.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on July 24, 2014, 07:08:59 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 24, 2014, 07:11:58 pm
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.

How strange. I was successfully rezzing warlocks who were about 5 square away, but not the overlord who had a pre-designated tomb. I deconstructed his tomb and moved him to a closer coffin and it still isn't working. I'm about to go use the "killitwith" command to take down another warlock and see what distance he will rez at.

I think, just for safety, I will stack the warlock coffins right around 3 sides of the altar from now on. And no big fancy tombs.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: mcolombe on July 25, 2014, 01:58:22 pm
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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: ___MeRliN___ on July 25, 2014, 02:33:06 pm
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?

Ghouls cant learn any other weapon skills then lashing as far as I know
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 25, 2014, 02:33:40 pm
Doesn't look like ghouls can learn anything but whip skills.

Skeletons do learn, but they learn pretty slow. If you have ones you want to dedicate to specific tasks ... best use the inscriptor.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on July 25, 2014, 04:40:16 pm
Not really? Check therapist the next time your playing. Most skellie are average at learning the vast majority of skills. They are equivalent to any other race learning the skill.

Skellies have almost no downsides with only a few specialized skills being restricted.

On ghouls, check therapist, IIRC they can learn some other weapons at a disadvantage, they are just average at whip instead of being hampered.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: palu on July 25, 2014, 05:06:50 pm
Oddly, ironbone skellies can't learn those skills. Bug?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on July 25, 2014, 07:54:57 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 25, 2014, 09:17:42 pm
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.

I would say it'd be worth it anyway to upgrade if the skeletons actually seemed to gain some advantages from being armored up. I've watched as a kobold thief with a large copper dagger calmly beheaded a dreadnought and then ran off into the night.

I know that only the bones are metal now and not the connections, but since they have such ridiculously low combat skills (dodge, armor user, and shield) then they just get chopped apart by even the weakest of opponents. Heck, I saw a dark strangler pull all the arms off of a bloodsteel skeleton not too long ago.

I know that they're a level 1 monster and not particularly capable, so I don't normally bother to infuse them. Slapping on some cheap copper mail seems to work just as well or better. Particularly the mail hood that keeps them from being beheaded.

Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on July 25, 2014, 10:01:30 pm
I just spam full leather armor on them, it deflects casual blows and any serious threat is going to obliterate them anyway. IIRC base skellies can learn basic combat skills like fighter/dodge just fine, so they are probably better defended upgraded skellies once they gain some skills.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 26, 2014, 06:51:43 pm
I'm testing some spells here (cheating) and spawning the stones using dfhack's CREATEITEM command.

It works, and I can drop a stone right on top of a necromancer just fine. The exact same stone that the libraries create as the product in the learn spell reaction.

But the necromancer doesn't appear to have learned the spell when the "blinding flash of light" disappears right at his feet.

The reaction stone works fine in the workshop, but not when spawned through createitem?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: smakemupagus on July 26, 2014, 07:04:50 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 26, 2014, 07:32:55 pm
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.

So if that theory is correct ... spawning 500 of the stones in one location should guarantee success. :)

ETA:

Ok, so we won't be trying that again. Ever.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 27, 2014, 01:37:51 am
How about opening the raws and removing all reagents from the spell learn reactions? that way you can test them for free.  ;)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 27, 2014, 07:21:36 am
That's what I ultimately will do when I get around to playing Warlocks again.

I did roughly the same thing with the dwarves and their buildings which required special science blueprints. I don't like not having access to everything. We're dwarves starting a new colony! We're not Atlanteans fleeing a collapse of our civilization and falling back into barbarism. :)

On my laptop, I have roughly 2 versions of each race in its own directory ready to play. One easy mode version and one which is unfiddled with. :)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on July 27, 2014, 11:36:43 am
Any tips on farming those plants (seeds) bought frm Demonic Attorney? I tried farms above ground, in the soil layer, in the 1st cavern, 2nd cavern, 3rd cavern and below 3rd cavern (not in Hell). Those seeds cannot be planted anywhere :/
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 27, 2014, 11:45:04 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 27, 2014, 11:59:49 am
The lichfingers or whatever they're called are the only ones I've tried.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 27, 2014, 12:10:37 pm
Its an evil plant, it only grows in evil biomes.

Some day I will find a way to enable them in farmplots in non-evil biomes, but today is not that day.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on July 27, 2014, 12:44:28 pm
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 was the need for having a mature plant. I managed to find and gather some Zombie flowers in the 3rd cavern and now I can farm them absolutely everywhere. Hopefully I soon find all the others :D
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on July 27, 2014, 05:04:42 pm
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)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on July 28, 2014, 10:13:12 am
living rock has no use for warlocks intentionaly?  :o
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on July 28, 2014, 03:28:14 pm
and on a different note, my dear little Mistress has been on a break for about 3 years now  :D
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: shazin on July 28, 2014, 04:19:08 pm
Chiming in to ask if it is intentional that the mark of death spell has infinite, unobstructed range, because my overlord is constantly marking random cavern creatures from his near-top-of-the-map throne room. Seemingly less intentional is the charge ability given by the ghoul banner causes every ghoul on the map to cast charge on random passers-by and, I think, invaders.

Also, I noticed that a warlock I had turned into a beholder for one month didn't change back. Things to report: output stone for the two transformation reactions are the same, I changed the profession name of the beholder, and I added [NO_DRINK] to its raws because the beholder was about to die from dehydration. 
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on July 28, 2014, 04:32:01 pm
Hello.
Read the forum, read the latest version of the readme. I have a problem that there seems to be already decided.   :(
I can not resurrect some warlocks. Skeletons raise stable, but warlocks selectively resurrected. I tried to put in the tomb, and in ordinary coffin, try a different distance to the altar, waiting for an entire season. Everything remains as before, some resurrected stable, others are not being raised at all (maybe only witches?). Perhaps due to some error game considers them alive. And then there was the case when I made out the coffin, skeletons moved remains to another coffin and then remains disappeared.
Also tired of ghosts sometimes appear in the midst of battle (still not had time to cool off a corpse) and kill others. Really powerful warlocks can not cope with them?
p.s. I hope enough correct translation  :)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on July 28, 2014, 07:33:08 pm
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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on July 28, 2014, 07:53:38 pm
Running the resurrect Warlock reaction multiple times should probably work. These sort of reactions have questionable targeting and don't always work the first time.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fenrisson on July 29, 2014, 05:08:32 am
A general question! Has there already been weapon testing for effectiveness in the warlock mod?

I'm too lazy and to busy right now to check the raws myself for the raw numbers, but I wondered about the effectiveness of whip weapons in the mod after noticing the time it took 5 ghouls with bone whips to take down an emu. I scanned the forum and couldn't find anything on the topic.

In your experience:

-What weapons are best for hunting wildlife in your experience?
-What weapons have the best performance in skeleton squads? - I was thinking of exploiting their inherited miner skill by giving them picks as standard issue.
-How do the ranged warlock weapons perform?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on July 29, 2014, 06:09:06 am
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:
First warlock was killed by dwarf. Cause of death of the second warlock is "memorialized"  :o. I made only 4 slabs to the Graveyard, to memorializing not use any. I thought that in this unusual case of death. I noticed the remains of a warlock as forgotten, dismantled his tomb and tried to resurrect the previous warlock. No effect. Some time later, another warlock died (dehydration ), he was placed in the tomb, and raised the first attempt. And since his death until the resurrection, his ghost had to kill my last ghoul  :'(
And yet a third of my skeletons lie in the hospital. Can neither be repaired nor send to death. Tell me please, who is struggling with this as?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 29, 2014, 08:17:44 am
Why are they in the hospital? Do you have a fleshmonger? Usually it's lack of thread or cloth that puts them there.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fenrisson on July 29, 2014, 09:22:24 am
Hello guys,
another question, this time concerning the necromantic altar.

I have a dead warlock and want to raise him. The reaction is available at the altar, but after running it nothing happens. I have enough souls available and the warlock is in a coffin right next to the altar... A hint that something doesn't work the way it should is, that there are always only three souls used in the reaction.

What am I doing wrong? Help is much appreciated!

Thx in advance!
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on July 29, 2014, 09:26:03 am
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 =)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: shazin on July 29, 2014, 10:02:57 am
I have a dead warlock and want to raise him.
I have the same problem, also waiting advice =)

Although this could just be coincidence, I find that attempts at reviving warlocks and skeletons are most successful when there are no random limbs around the necro altar, just the main body (the part that shows the creature graphic).

Does reviving a creature in a coffin actually work? I usually just dump the corpse near the altar.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on July 29, 2014, 10:51:26 am
I tomb warlocks are in one place. In each fold remains before the resurrection. The problem is that under the same conditions, some can raise, and some can not. The problem is not in the process, the problem themselves warlocks. Something different from the other ones.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 29, 2014, 11:24:23 am
I've also had trouble raising anyone who had a limb or other body part come off and decays to "a partial skeleton".

I looked at the script but I can't make heads nor tails out of it. I want to say that it's genius, but it could also be the mad ramblings of the Mad Arab Abdul Alhazred.

I didn't look at it for long because of a nameless fear that I might go gibbering mad. It was squamous.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 29, 2014, 11:29:18 am
What I want out of warlocks is the ability to somehow transmute them into an undead lich. It's frustrating as all get out to have put all that effort into teaching spells to one of them and then have him get struck down by a berserk skeleton miner with a bone pick.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on July 29, 2014, 11:46:21 am
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
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 29, 2014, 11:49:09 am
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

Their corpses continue to decay inside the coffin though, right? I've noticed that the warlocks who have an arm bone and a partial skeleton just wont' raise at all.:(

I know what you mean about DFHack. Most warlock games it seems like I'm playing dfhack as much as I'm playing dwarf fortress.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: mcolombe on July 29, 2014, 01:00:36 pm
I have to say that every warlock must have come from somewhere. if you do run into a situation where all your warlocks are dead, and you can not resurrect them for whatever reason (maybe their body is in a lake, or surrounded by enemies, or their body rotted before you could bring them back to life). I think there should be some kind of reaction implemented, where with 20 souls and 10 enemy scalps( or something along those lines), you could morph a ghoul into a warlock, maybe useing the tier three warlock alter (specially as after the two migrations, you won't be getting any more warlocks). you would kind of think some warlocks were ghouls who learnt dark magic. This is a reasonable suggestion. what do you think guys.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 29, 2014, 01:08:32 pm
I absolutely agree with the necessity of it, but I disagree with using a ghoul for thematic reasons.

A skeleton is animated and maintains its animation only through the will of nearby necromancers. A ghoul is a form of undead which just hungers. They aren't "civilized" and are only borderline intelligent. They can learn combat and some other basic skills but not much else.

But are there not humans out there who hunger for the dark arts of necromancy? Who might be lured into the dungeon and somehow prove themselves worthy to join the others?

I have used the "call the dead" multiple times in the embassy (I think that's it) and it never sends me anything past that second wave of migrants I normally get.

Looking at humans, Deon's tavern really has a lot of potential being converted to a warlock building.

Just starting warlock forts, I have had as few as 1 real necromancer, and as many as 6. It's very random.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: kizucha on July 29, 2014, 02:07:39 pm
I think the way with most sense, for me, is to take a prisoner and a few souls and dont know what more, bringt him to an "ritual workshop" and turn him into an warlock. :D

Maybe in an 2 step production, first the prisoner to the "ritual workshop" he vanish and how the "build skeleton" and "attract zombie/ghoul" works, spawning an new warlock apprentice. After that, with the second reaction and the materials from above, he turn into an full warlock. :)

So its "high end"(with the ritual workshop, that needs a few costy materials) and with the second step that costs a few shiny materials, it's not say "an free warlock". ;)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: shazin on July 29, 2014, 07:09:56 pm
I deal with warlock shortage by embarking on a warlock tomb, any warlocks (and skeletons) there can be revived. Mind you this: if you're clumsy with reclaiming items the bodies will be auto-butchered, the revived need to be pacified with dfhack (like converted invaders), and only historical figures will have a proper thought screen. You can tell if the entombed figure isn't a warlock, ghoul, or skeleton if it immediately rises as a mummy upon touching any loot, luckily they mysteriously vanish during seasonal auto-saves.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on July 30, 2014, 02:40:46 am
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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on July 30, 2014, 04:00:54 am
I noticed that I still have odny interesting thing in addition to problems with evocations of warlocks. I can not assign manager, although living warlocks have the necessary skills. Maybe an error in the resurrection somehow connected with appointments nobility? For several years, I have no manager, but the number of products in the fort indicated exactly.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on July 30, 2014, 06:08:52 am
The stock keeper is also the manager in this mod I think.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on July 30, 2014, 06:30:49 am
I have just appointed steward and squard leaders. Settings counting accuracy is only at a Keeper of knowledge, this job is vacant.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on July 30, 2014, 07:12:26 am
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?

make tons of dreadnought metal, that uses blood (from meat) and bones for the process. Or make raiding kits, you need meat and leather for those. After a few seasons you might be able to build the whole warlock tower out of dreadnought :D
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: mcolombe on July 30, 2014, 08:01:27 am
well guthbug, i think you are right, maybe you should be able to convert prisoners into warlocks, i guess ghouls are not the best candidates being feral and stupid. Also i think Kizucha is right, there should be some kind of workshop or alter that can run this reaction, maybe involving two or three steps. It is just annoying that you can make hundreds of skeletons or ghouls easily, yet you cannot create more warlocks.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on July 30, 2014, 08:19:32 am
Not from each prisoner can get a warlock. Dark Magicians are not forced to learn on their own, they are taught witchcraft at his own request. Candidates are unlikely to be orcs, too low intelligence. This is hardly the elves, they can not tolerate the dark magic. Ideal candidates are humans or drow. These races are inherent innate desire for power. Although you can still spend a filter on character traits.
Although it is possible to propose a scheme of stealing babies and their training, then the desired traits will emerge naturally. Child growing up among the undead, probably will not have an aversion to it. Besides, this scheme will receive warlocks pretty durable and hardcore.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on July 30, 2014, 09:15:02 am
the main problem with warlock spawning is that the whole point of the warlock civ is that you have very few powerful warlocks and hordes of replacable minions. If you could spawn unlimited number of warlocks, the whole warlock mod would lose its charm.

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. This would keep the number of warlocks limited while it would make raising warlocks easier. I guess warlocks spawned this way would be new units, which would mean you lose all the skills of the dead warlocks. That seems like a reasonable penalty for not taking good care of the original dead warlock.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 30, 2014, 09:17:59 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on July 30, 2014, 09:24:23 am
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.

can a civ member corpse be made butcherable? Make it the same way you get souls?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 30, 2014, 09:25:30 am
no
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 30, 2014, 10:15:21 am
Well, my idea might be hard to implement.

A warlock is just a human living creature, up to a certain point. When they've mastered a certain spell or built a certain workshop, they can progress to becoming an undead lich.

When they're a normal warlock, they are subject to all the problems that any living creature has. Losing body parts, dying, eating and sleeping, etc.

But if they master these certain magical arts, they can transform into an undead lich which while not invulnerable, is impossible to permanently kill. So long as there's any controllable minion in the fort at all, they can bring the undead lich back to incorporate a new form.

It fits that "vanquished but not defeated" meme you see all the time in movies and literature.

ETA:

One way I tweaked this was to edit the raws so that the overlord caste (which never shows up on its own) is transformed into one of the undead. He gets the NODRINK, NOEAT, NOSLEEP, etc. tags and I increased his physical toughness a little bit.

My understanding of the theme of the warlocks is that everyone in the dungeon is there to serve the overlord. The loss of a minion, even an important minion like a necromancer, is not that big of a deal in the long run. The loss of the overlord is the loss of the fort though, and I don't like my epic fort dying because a kobold thief lopped off my overlord's head with a large copper dagger while he was standing by the bloodwine stockpile.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on July 30, 2014, 10:40:48 am
... the overlord caste (which never shows up on its own) ...

umm.. last week I got an Overlord caste warlock in the starting embark group. It surprised me but Therapist never lies (hopefully) :D
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 30, 2014, 10:44:39 am
Well, he has a POP_RATIO of 1, so I guess there's always the slim chance it could happen, but you probably should have bought a lottery ticket that day. :)

I would suspect it's much more likely that he was a migrant from a previous abandoned fort.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: shazin on July 30, 2014, 10:54:57 am
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...

One thematic problem I have with this system is that it's reincarnation as opposed to immortality. The new warlock isn't the same warlock, and I think the goal of any dead raising madman is to become permanent. If this system was to be used, some other form of immortality should be added.

Edit: But something like this could be used to troubleshoot generic "Warlock Corpse" erroneous thought generation.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on July 30, 2014, 11:26:48 am
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. That would be fun if the kobold fortress come and steal someone's "Ring". Script resurrection certainly be easier if the resurrection did not bind to multiple remains, scattered all over the map.
curve translator, mixes all the words in sentences >:(
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 30, 2014, 11:32:02 am
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.
curve translator, mixes all the words in sentences >:(
Because the soul is hardcoded to be part of the upper body.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on July 30, 2014, 11:42:16 am
I start a new game, and the second wave came to me with a skeleton profession herbalist, although his skill zero. And looks like a herbalist, and he has a fiery mephit.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 30, 2014, 11:43:02 am
Hrm, that undermines a lot of my ideas for trying to rewrite the warlock rez.

Protecting the few you have seems to be key. I have a special burrow I send them to when enemies present themselves. I don't call it "the danger room" but rather "the command bunker". :)

You can put them in a military and train them up to legendary and then armor them with the best armor you can build, but the DF combat mechanics can still screw you over. It's frustrating when the necro you've taught every spell in the game to ends up taking an arrow to the face with a lucky shot.

My last fort, every necro died and couldn't be rezzed except for the overlord. He was fine and dandy until he received some minor injury to the foot and was carried to the hospital, where all of the skeletons (ghouls had long since died) then lost sight of him, turned mindless, and wouldn't bring him water, food, or the needed crutch.

That's like the 9th reclaim on that dungeon too. :(

Sooner or later, every warlock dungeon ends the same way ... with your last necromancer falling to some unfortunate accident and everything else going mindless. You can keep a ghoul-only fort going almost forever, but it's pointless. There's no real advantage to it. I will usually only keep the ghouls going long enough to bury the dead so that it makes the reclaim easier.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 30, 2014, 11:47:19 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 30, 2014, 12:01:05 pm
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.

Yeah, when I returned to the game I didn't go back months and mine the old posts ... I just picked up with the current conversation. :)

They aren't really "broken" in any significant way, they're just very, very hard. Much harder than the other races, which I find to be strange since they have the potential to be so uber.

I think a big part of it is dungeon design, which is challenging. You need to be impenetrable and keep your warlocks safe in the inner depths behind a lot of traps and monsters, but you also can't wall yourself off exclusively because you need meat and souls.

And for whatever reason, the enemy shows up in HUGE numbers. I've had over 200 invaders show up in one siege. That's a lot of freakin' elves to deal with for a fort with only 20 entities in it, only 2 of which are truly sapient.

So I'm considering having two levels of trap-filled horror with a single path through it ... then a minion level where your ghouls and skeletons do their thing, and then a grand level where your actual necromancers are burrowed and they do their little thing.

Luckily I have this as a guide ... :)

http://en.wikipedia.org/wiki/Tomb_of_Horrors



Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 30, 2014, 12:09:13 pm
Quote
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.

Quote
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 30, 2014, 12:12:16 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 30, 2014, 12:13:01 pm
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
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 30, 2014, 12:40:33 pm
Heh. Most people here don't realize how Third-World we live. :)

Four small perch. Not enough for dinner yet, so the traps stay in the water. Bah. I'd much rather clean those fish in the daytime than when the sun starts going down.

Some of the ideas in your list really jump out at me. The screaming head one looks great and is easy enough to do. You just put them in a pasture somewhere and let ambushes path to kill them. I also like the idea of modifying ghouls and skeletons to improve them in ways beyond just infusing. It gives meaning to the necros as well, in a way beyond just the libraries and spells. Sort of a mad scientist underground tinkering with what ought to be left alone. Totally Lovecraftian. :)

The zombie would have to be very cheap to make it worthwhile. A skeleton hauls too and can be inscribed. But the zombie could be used to buff out the numbers in a fort very easily, and make a disposable (and care-free) army.

I'd like to see the squads reworked. Very large squads don't give the degree of flexibility I seek.

Is there a way to have a sapient skeleton magic user that won't go opposed to life but could also fill some noble positions? That would be very cool.

I also like the idea of warlocks spawning with a few basic spells. One doesn't assume that a bunch of level one mages with no spells all got together and decided to build a tower.



Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: smakemupagus on July 30, 2014, 12:45:03 pm
Quote
Suggestion:

A "ground all flyers" reaction in the orrery.

While you're at it please take a look to make sure the humans/elfs/dwarfs/gnomes/etc. have access to some flying mounts & warbeasts, and some building destroyers.  The sieges that our babysnatcher aligned forts receive have gotten a little bit more tame than they used to be.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 30, 2014, 12:52:44 pm
They are? People have been reporting/complaining that they get wiped out in the first/second year a lot. Dwarves should still bring golems now and then, and elves have completely random mounts.

Shouldnt you get sieged by the other races as well? If you play babysnatchers, you still have 12 enemies, not just the 4 you mentioned. The savage and evil races should still attack you...
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 30, 2014, 01:02:54 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: smakemupagus on July 30, 2014, 01:23:03 pm
Dwarves and drow used to be a big threat years ~2 through 4 with Voracious cave crawlers and/or flying underground beetle mounts, because a door couldn't keep them out, you needed at least a real bridge and a mix of different weapon types was really helpful to take them on.

Yeah the savage races still attack but i miss the dwarves being a real threat :)



Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on July 30, 2014, 01:23:51 pm
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.

do you have the Frost Giant civilization active? I can tell you that 80 of those are a pretty tough invasion force :)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 30, 2014, 01:48:37 pm
I do, but they don't always survive worldgen. Don't know why though ... they're pretty much a fortress ender for any race that hasn't extensively prepared for them.

My gnome stronghold I thought would stand forever but the ettins made short work of it.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on July 30, 2014, 01:55:49 pm
well, I found by accident that one way of dealing with frost giant invasions is to put a random creature on flamable ground. Eldjotun fire will wipe out everything, including the frost giants :D (this happened with my dwarves and a scarecrow at the gates. After being badly burnt, the giants started retreating. Some were unconsious and my turrets were shooting them for like 6 months until I got tired of it and sent out the axe squad :D )
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 30, 2014, 02:07:33 pm
Guys. Ettins and Eldjotuns are NOT frost giants. They are the Jotuns from Fortress Defense. MDF Frost Giants are much, much worse.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 30, 2014, 02:09:29 pm
Guys. Ettins and Eldjotuns are NOT frost giants. They are the Jotuns from Fortress Defense. MDF Frost Giants are much, much worse.

Ah! I always confused the two.

As many times as I've had to type "slayrace" into dfhack to save my fort from them though, you'd think I'd have noticed the FD.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: ___MeRliN___ on July 30, 2014, 07:53:37 pm
Rather stupid question: Is Bifrost from those frost giants actually better then Adamantine? Cause when I tried to fight them they pierced through my Adamantine armored soldiers like they were nothing...
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on July 30, 2014, 07:58:23 pm
Quote
Suggestions for more Warlock types are more than welcome.

Fleshmancer/Self-Surgerer: Like a cyberneticist, except using magic and the remains dead to achieve immortality and power. Unlike other necromancers who partly focus on raising the dead as individual entities apart from themselves, fleshmancers' main focus is the harnessing of this ability on their own bodies, modifying it and grafting the muscles, sinew, fat, and blood of corpses with their own flesh. A bit more down to earth in terms of magical capabilities, they often manipulating material objects instead of outright magical power. Acts as another sink for all the byproducts of sieges. Its sole purpose in life/undeath is the pursuit of power and sees the player's fort as a means to that end, but because of its narrow goals it will not do any work other than the reactions that increase its own physical ability and slaying of anything that is attracted to a necromancer's lair.
Maintenance of a fleshmancer's body is quite high; it requires three times more food and drink than a normal entity.

Following new civ members:
 - Zombie. Learns no skills, acts as hauler.

A half cart, half undead quadruped whose only job would be hauling would be quite cool.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on July 30, 2014, 08:40:02 pm
That's a cool idea. Sounds like a born fleshmonger too. :)

Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on July 31, 2014, 09:01:33 am
One of my ghoul agility decreased from 1400 to 15 I think this is a consequence of a recent meeting with Kobold. He clearly had magical abilities, shot webs may still something conjured. My question is, if my ghoul forever remain a turtle? =)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 31, 2014, 09:38:30 am
Permanently.  :-\

I changed it for future releases, but I think your ghoul is a cripple now. Maybe fullheal or kill and resurrect will cure it. You can also use dfhack to set his agility and speed higher, but I dont know the exact syntax for that.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on July 31, 2014, 09:43:41 am
Maybe fullheal or kill and resurrect will cure it.
How can I raise the dead ghoul?  ???
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 31, 2014, 09:54:55 am
Read the dfhack readme. ;)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on July 31, 2014, 03:18:38 pm
I found it =) As they say, is the most prominent place =) Although all descriptions in English, and some words are not immediately apparent. Only saw when looked inside the script. Scripting language looks like a mix of Pascal and something similar to JavaScript. Although the syntax more free. I'll have something to see how it works.
Some boring party emerged. Fort for 3 years and no siege, only kobolds came twice.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on July 31, 2014, 06:08:43 pm
Is your fortress value high enough?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on July 31, 2014, 06:26:07 pm
I think so. Do warlocks not displayed price fortress. But I have visited 2 megabeast and sieges is not. In the past, the party barely managed to protect itself wall. And now all the basic built, even a pool for the Dragons (in the last game in the same world they flew 3 pieces in a row). Since no sieges, book industry does not develop, boring in general. Probably have to re-start or try to catch a kobold thief to build Tome of Sator
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 31, 2014, 06:27:45 pm
Appoint a Keeper of Knowledge that has Appraisal skill, and you will see the forts value/wealth. :)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on July 31, 2014, 06:33:06 pm
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
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Katarumi on July 31, 2014, 07:02:48 pm
I'm having a problem. :( I'm trying to make a raiding kit at the craftman's shop, and it shows up as red all the time. I have:

1) Ironbone bars
2) (Unrotten) Meat
3) Leather Bags
4) Leather backpacks.

The reactions says it needs meat, bags and backpacks; the manual says it needs bars, meat and bags; neither seem to work. Always red. This is kind of nipping my settlements in the bud. It's been this way on two separate forts. What do I do?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on July 31, 2014, 07:05:27 pm
try to put the meat on the warehouse without barrels
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Katarumi on July 31, 2014, 07:09:26 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on July 31, 2014, 07:10:52 pm
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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on July 31, 2014, 07:11:59 pm
Quote
[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]

You need 1 backpack, 1 meat, 1 bag (empty).

Make sure that you have no burrows interfering.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Katarumi on July 31, 2014, 07:13:52 pm
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:
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on July 31, 2014, 07:17:40 pm
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?
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.

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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on July 31, 2014, 07:52:09 pm
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?
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.

1. Warlocks can trade, you just need to build the Square of Sator to call caravans.

2. Trading isn't the only way to increase appraisal skill for warlocks. The appraisal skill is one of the many skills that can be taught in the Villain Academy workshop.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Katarumi on July 31, 2014, 08:30:45 pm
How does one use info in the interrogation room? I have two pieces in the torture room, but no one is moving them to a stockpile and the option is red.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on July 31, 2014, 08:31:37 pm
Info as in the item "intel" that prisoners drop when you interrogate them?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Katarumi on July 31, 2014, 08:38:23 pm
Yeah, I think. It's called "prisoners info" here.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Hotawotwot on August 01, 2014, 12:29:31 am
This suggestion falls in a pretty wide category but I have a Warlock-specific example. You know how Dwarves have unique threats? (Warlock spies, carp-god cults) Why not add unique threats to the other races? The Warlocks could have to defend against assassins sent by hostile civs (appropriate stats, certain gear for each race, poisons targets a random noble/highest ranked in the fort ie: the overlord). And on the flip side, other races could be visited by one-man sieges by Death/Hunger/War/Pestilence.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on August 01, 2014, 02:25:13 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: ilkar399 on August 01, 2014, 08:31:02 am
What're the proper settings for a book cover stockpile? I've tried leather tool but it doesn't seem to work.

I've got another suggestion for spawning warlocks in fort - adding a new "throw prisoner into the Abyss" reaction to the Abyss workshop with a low chance of spawning warlock and a high chance of spawning fun (crazy prisoner, berserking warlocks/demons, bad aoe spell effects, ghost army, legendary demon hunting adventuring party, etc.). Imo, this looks quite plausible lore-wise and risky for early fortress (while still usable for late, albeit with some precautions).
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on August 01, 2014, 03:28:12 pm
Noticed today a nasty thing. While improving the skeletons attributes jumping randomly. Chose skeleton with 1500+ Agility, decided to improve it. At each stage, respectively, 500+, 1200+ and 264 agility. As a result of the super nimble skeleton was invalid (almost golden, if we estimate the costs). It would be nice in future releases to try to fix it.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Katarumi on August 01, 2014, 07:42:36 pm

The prisoner info is used in the throne room I think. It allows you to hit areas other than the country side.

This is the info gained from the torture room that isn't checked in the interrogation chamber. The interrogation chamber says it can "check intel"? I'll have to mess with it more later, I got wrecked by dem 1st / 2nd year sieges.

In other news, I have a ghoul born on the 27th of Timber in the year 16. The problem is...it's currently the 3rd of Timber, 15. He displays as one year old and he's listed as a "child", but he butchers things as ghouls are oft to do despite me not being able to change his labors. In Therapist, his age shows properly as -1. He has a 3 year old sibling, who is an ironbone skeleton. Their mother is a necromancer, father is a ghoul. I can't tell whether to be disgusted or what, but I'm amused.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: celem on August 02, 2014, 06:15:24 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on August 02, 2014, 06:23:51 am
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.

storing souls in hourglasses is the "Sorcery" labour ;)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on August 02, 2014, 06:25:17 am
I do not understand how to make Mithril dust from the bar. Copper and iron dust turned out to make.
Quote
[REACTION:BAR_MAKE_MITHRIL_WARLOCK]
   [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]
Thought necessary to do a workshop of more durable materials, rebuilt from Mithril components. Nothing has changed.

But as iron dust is prepared. Slightly different structure of the reaction.
Quote
[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]
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on August 02, 2014, 07:04:12 am
Change this: [REAGENT:A:150:BAR:NONE:NONE:NONE][REACTION_CLASS:MITHRIL]

To this: [REAGENT:A:150:BAR:NONE:INORGANIC:MITHRIL]
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on August 02, 2014, 07:52:04 am
I have already changed. There's half reactions broken.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on August 02, 2014, 07:55:39 am
I have already changed. There's half reactions broken.
Sorry, could you repeat that in different words?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on August 02, 2014, 08:14:32 am
Many reactions like reaction with mithril. And not only with the bars, but also with boulders.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on August 02, 2014, 08:15:25 am
Yes, and they work fine with boulders. if you do BOULDER:NONE:INORGANIC:MITHRIL, they will break.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Myaso on August 02, 2014, 08:43:28 am
There is a reaction with silver (which works, I checked)
Quote
[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]

And there is a reactions like that
Quote
[REACTION:MAKE_MITHRIL_WARLOCK]
   [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]
This reaction does not seem to work. (but maby I create wrong Mithril ore)

Sorry, it does seem to work with boulders, yet I incorrectly created Mithril ore.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: neon33333 on August 04, 2014, 07:09:08 pm
IS there a way to appoint a warlock as a noble after he/she has been resurrected? Ive revived almost every one from rampant vampirism and Im out of warlocks for noble slots haha
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: thetyler101 on August 05, 2014, 06:23:54 am
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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: windalu on August 05, 2014, 11:02:25 am
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?

you can set them for butchering in the Dwarf Therapist (Animals tab) or in creature view - preference screen.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on August 05, 2014, 09:20:42 pm
Or view them, look at preferences menu, and then set slaughter to yes.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: palu on August 07, 2014, 09:08:34 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Nelia Hawk on August 08, 2014, 06:30:42 am
little question: is there a way to make anvils as warlock? (maybe with glass?)

i guess i should have taken 2 anvils with me at embark for a bone-forge or a corrupted forge... no idea if the corrupted forge can make anvils though...hmm well guess i have to hope for some caravan or so for anvils... (the block summon gate blocks cant be used to somehow craft anvils or?)


oh and check the coin stockpile settings... there seem to be a whole lot of stuff in the coin tab that probably isn't supposed to be in there... "announcement", "call down the doom", "invite diplomat", "guild extensions", a ton of things... i guess something from the human fort reactions got dumped in the coin stockpile settings?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on August 08, 2014, 06:39:43 am
No, the coin stockpile was always like that, I cant control it.

Anvils = Smelter.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Borshch on August 08, 2014, 06:57:54 pm
I cannot create any Ghoul Masters or Crypt lords in the newest version,does anyone have this problem or a solving method?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Nelia Hawk on August 09, 2014, 09:08:06 am
the manual under items lists leather as material to make whips... where can i actually make them? i.e. there is nothing at the leather worker or tailor shop or crafts workshop to make leather whips. (would be neat to have them as ghoul weapons if you dont have anvils for the boneforge/corrupted forge)

and you can craft "bone breastplates" in the craftsworkshop and in the bonecarver... but just the breastplate in the bone carver and all bone armor pieces can be made in the crafts workshop (gauntlets, boots, breastplate, etc).
is it supposed to be craftable in 2 places? or just in the craftsworkshop?
(its no big deal... i just noticed that it appears in 2 workshops. i guess its just a overlap with the vanilla workshop or so)

oh and are bone or stone wraithblades/magestaffs "better"? (not like it matters much)
as you can craft rock staffs/WBs in the crafts workshop but you need a boneforge with anvils to make bone staffs and bone armor.

hmm actually... if you can also make bone armor in the craftsworkshop isnt the requirement of metal anvils for the bone forge a bit "much"? (as the boneforge is supposed to be the early source for bone weapons/armor... and if you dont have anvils you are stuck with rock staffs/WBs and wood/bone bows. and i.e. bone swords/knives (the early skeleton melee weapons?) would require anvils for the boneforge... but if you have anvils you can use them better for a corrupted forge to make ironbone.


edit:
and are created shambling skeletons "supposed" to look like hooded figures? where i.e. the migrant skeletons look like miners/basic skeletons etc?
i.e.
bunch of shamblers and migrant/embark skeletons together training:
(http://i.imgur.com/TbXl8xy.jpg)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Guthbug on August 09, 2014, 10:55:56 am
Ok, let me try to answer here ...

Any forge (boneforge, metal forge) can make a "scourge". A scourge is a whip.

A bone or stone staff or wraithblades allow you to equip your warlocks faster (because other industries take more time) but they are most certainly not "better". They will cast the same spell (slow or slade) but when it comes to smacking someone with it then the material it's made of comes into play.

Bone armor isn't really very good and you can get better much faster with your ironbone industry. I will put bone armor on ghouls early on but that's it.

The created shambling skeletons will eventually look like the basic skeletons once they "join" your civ. That takes a little time but soon you won't be able to tell them apart.


Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Lord Aldrich on August 10, 2014, 05:05:38 pm
So I dug around but didn't find any mention of this: it looks like regular skeletons can learn skills normally - they don't have the [SKILL_RATES:1:0:0:0] that the other skeleton castes do - is that a bug?

On that note, why is it set to a 1% rate instead of 0% rate ([SKILL_RATES:0:0:0:0]) like the Ghouls and Warlocks have?

Edit: It also looks like Warlocks can't learn wound dressing, even though they can learn the other medical skills.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Nelia Hawk on August 11, 2014, 01:52:12 pm
can it be that resurrected warlocks cant be nobles anymore?

Edit: and i guess partial skeletons cant be resurrected anymore?  (no real idea why they are partial skeletons now, most just dehydrated or were drained by a vampire, but they were pretty quickly placed in tombs/burial coffins... *shrugs*)

edit2:
i wonder if it would be possible to make warlock staffs "ranged" weapons like bows... so they stay at range like bows and dont run into melee range throwing slade boulders.
and wraith blades could be used if you want the mages in melee combat then.
as both weapons seem to have a melee and ranged attack maybe the AI thinks it doesnt have "ammo" anymore and runs them into melee combat? similar to i think bows run into melee when they run out of ammo. (not 100% sure bows do run in melee or if they pickup more ammo instead.) if that is the case maybe the AI could be tricked with some "mage orb" ammo that mages then carry around in a quiver and doesnt get used up? maybe out of glass or gems?
so if you want your warlocks in melee combat you dont assign them the orb ammo and when you want them to stay ranged you assign them the ammo?

and it doesnt seem possible to make leather "whip" weapons (at least i havent found a way to make them yet), but scourges and flails are listed as metal/leather materials in the manual under items.

and skeletons apparently wait in the hospital for sutures etc... i guess first they need to go through that and then you can use the morge to put lost limbs back or so?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: heydude6 on August 12, 2014, 05:09:48 pm
sorry if this questioned was already answered but i couldn't be bothered to reread the whole thread to see if there was an answer to my question.

The prisoners that pulled my wagon on embark are beginning to starve. Is their anyway to feed them or use them. I can't figure out how to butcher them but ideally i want to save their souls for when i start building phylacteries.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Niveras on August 12, 2014, 05:45:51 pm
Can be fed at a dungeon cell (requires cages and rope, I think), but in my experience is a little buggy - sometimes a prisoner pastured on the cell when the reaction is run will stay hungry. The other five prisoners I had got fed fine, but that one didn't, so no idea.

You can butcher prisoners by 'v'iewing them, switching to 'p'references, and setting them for 's'laughter.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: heydude6 on August 13, 2014, 12:49:40 pm
I have some scalps, how do you preserve them?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: palu on August 13, 2014, 12:58:52 pm
Tanner.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: caerul on August 13, 2014, 03:30:45 pm
I'm building my library on level 3 of a 29x29 tower... now that I'm almost ready to begin actual construction on the library wings am I getting nervous. Are the stairs in the library's graphic functional? I built the entire tower's design based on the idea that they would act as stairs built into the library.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: burrito25man on August 13, 2014, 04:19:53 pm
Spoiler (click to show/hide)
I really love everything mentioned here. One thing that I remember seeing mentioned was the conversion of prisoners to warlocks. Now I feel this would be a little too easy to merely change Overlord prisoner directly into death dealing necromancer, so I feel that a middle stage would be necessary.
in my free time, I have been playing with the conversion of a special prisoner (called him "gifted human" for now) to a lesser caste of warlock, a warlock acolyte. The idea would be the creation of the proverbial wizard's apprentice, who has the same skill set as any other warlock (because your necros have better things to do than summon 1,000,000 blocks :P ). The caveat would be that the apprentice ages, does not learn spells, and has a lower skill rate of then the regular warlocks. I haven't worked out how to conduct the change from apprentice to full warlock, but it has to be something substantial to prevent a huge influx of spell casters. I think that the best way to do this would be to require the skeleton of another warlock, but I don't think you can use civ member remains as a reagent. Thoughts?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Lord Aldrich on August 13, 2014, 04:59:14 pm
I like the apprentice idea for creating new warlocks. Maybe it could use a time progression mechanic like the human squire -> knight ->  paladin line does (cultist -> apprentice -> warlock?). Or maybe a combination of time progression culminating in some expensive, profane initiation ritual.

Another bug report: all of the illumination buildings are free, you don't actually need an hourglass/brazier/candelabra to build them.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: palu on August 13, 2014, 05:54:59 pm
A massive amount of souls?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Lord Aldrich on August 13, 2014, 06:18:05 pm
That, and perhaps a significant chance for the ritual to fail and kill the apprentice in a spectacular and horrific fashion?

I think that might be an interesting way to rebalance the grand convocation spells as well. Instead of consuming the warlock outright, give it a chance to fail and spawn some hostile monstrosity? Unless you have to have a creature for the transformation to work (I haven't really poked around with dfhack, not sure how that's implemented at the moment)? 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...

Edit:

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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Jilladilla on August 13, 2014, 06:47:45 pm
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.

This seems okay, keeps warlocks precious, but allows you to (very slowly) recover from disaster
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Mithril Leaf on August 13, 2014, 11:53:50 pm
A massive amount of souls?
Perhaps a half dozen megabeast souls?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: SharpKris on August 14, 2014, 02:38:04 am
bug list!:

-prisoners dont get hurt by being tortured, had 4 of them tortured on repeat for about a year getting mostly caravan info but not much otherwise besides letting them eat once in a while.

-Weasels are soulless and are basically unbutcherable though you can ressurect them as zombies.

-captured invader don't react to the turn into ghoul recation in the torture chamber. (i've tried pasturing,building the cage and stockpiling it right next to the torture chamber with no results 

- also my overlord can't be ressurected for some reason i have only 2 warlocks so its not an issue with former resurrects as i had none. (tried to run the reaction with him in his coffin and when that didn't work i took his body to the alter and still nothing happened)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: SharpKris on August 14, 2014, 02:15:08 pm
so how do i brew blood goats milk?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: danmanthedog on August 14, 2014, 02:49:42 pm
The reaction for making a new warlock could have a chance to kill or turn them into abominations that go on a killing spree.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Lord Aldrich on August 14, 2014, 03:20:56 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: burrito25man on August 14, 2014, 06:41:33 pm
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.

I completely agree  :D
For the squire > knight transformation, I haven't looked at it but I believe it runs via number of in game ticks. After XXX number of ticks, a syndrome actives.

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...

A way to do this is simple. Have all the non-warlock castes have itemcorpse to a "mangled follower's corpse" tool. These "bodies" can then be used for the relevant reactions. Way I see it, in a necromancer's dungeon the only ones to be legitimately buried anyways would be the warlocks themselves. And to mediate a "non-rotting corpse" item, I imagine the body shriveling up upon death.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Niveras on August 15, 2014, 04:05:34 pm
Do items made from bone material rot/get destroyed by vermin? Same with rope made from guts? I am having weird trouble trying to make a traction bench. I queued it a few times before and it kept getting interrupted somehow while I was distracted elsewhere. This time I paid attention to it. I have bone mechanism, bone table, and gut rope - two attempts to make a bench with gut rope resulted in the job failing with "job item lost or destroyed" and only the mechanism and table being present inside the mechanic's workshop. So I made a rope out of something else and requeued. This time, it not only failed but the mechanic's workshop deconstructed, table's also gone.

So I built another and paid extra special attention. This time I noticed that the table, and the block which built the workshop, is decaying into X*X and XX*XX and then poofed.

I don't understand what is happening since the bone mechanism is by far the oldest of any of the items I've tried, not to mention many other items made from bone and buildings from bone blocks which aren't rotting. Likewise, I've got several gut ropes in my tannery and they only seem to poof when they got moved to the shop.

I decided to stop rebuilding the shop on the same location and this time it completed, but it also used a leather chain instead of the gut rope, so IDKMYBFFJILL?

.

Incidentally, various body parts from friendly not-dead is cluttering my corpse stockpile. Besides killings the units they came from so they get stuffed into coffins, is there anything I can do to clear them out? They don't seem to be valid for the crematorium. (Maybe I'll just mark them for dumping.)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: LMeire on August 17, 2014, 07:50:14 pm
Are the items aboveground? Aboveground organic materials will slowly degrade in freezing or scorching climates.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: SharpKris on August 20, 2014, 10:33:17 am
overlord died and i'm unable to res him /=
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on August 21, 2014, 09:16:04 pm
So, are the restless walkers supposed to suffer from pain and needing lungs and whatnot? Seems a little odd for something that is a soulless shambling corpse to need things like blood and oxygen... I mean, i can kinda understand from a balance standpoint, but I've seen pit vipers kill these things, and since pit vipers are... Well, pit vipers and thus not exactly very physically powerful, one would think a zombie could kill a snake easily and not be bothered by silly things like having an arm ripped off or falling into a large pond.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on August 21, 2014, 11:21:54 pm
It has been pointed out before that restless walkers are not exactly the most fearsome things to wander around, or rather, their only real advantage is their absurd movement speed.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on August 21, 2014, 11:23:18 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on August 22, 2014, 01:52:28 am
They are actually really effective as early warning radars since they spot living things almost instantly and can run across the entire map in a matter of seconds. Nothing living can enter the zone without having them in their face and while they will likely die to anything more scary than a chicken, you will at least know what the threat is.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Niveras on August 22, 2014, 11:38:13 am
Are the items aboveground? Aboveground organic materials will slowly degrade in freezing or scorching climates.

Sorry, very late reply.

Yes, they are above ground. And yes, I'm aware that refuse can decay... but across many embarks and many years, this was the only time I'd ever seen a bone furniture and gut rope decay. I've let gut ropes sit in the tanning workshop for years and they don't disappear, likewise non-refuse items made from bone (furniture, blocks, weapons, other parts). And refuse items, when they decay, just up and vanish - they don't go through the damage stages I saw here.

I think what might've actually been happening is that the specific tile was somehow hot, hot enough to slowly (quickly) destroy the items... but only on that tile. It was in a scorching biome but, as I mentioned, not only is nothing else breaking down like that but the workshop surviving just fine and the benches getting completed without problem when I built the workshop a few tiles distant from where it used to be. I don't even know if temperature can work like, but it is the most plausible theory I have.

In any case, I long ago abandoned that site since I'm having trouble actually building a fort - I keep getting distracted by things that I'll end up having to move when I get around to working on what I actually want to do.

.

New question: do warlocks have any buildings that open bags of loot from butchered kobolds?

.

Also also, IMO warlocks should be able to specify making hourglasses from glass (in the glass furnace), not only from rock boulders at the craftsman. Unless it's a balance thing?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on August 22, 2014, 10:18:00 pm
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. I just modify a reaction to make hourglasses from the summoned blocks to get around this.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on August 23, 2014, 12:42:17 am
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.

A sentiment I share. One of the few complaints I really have left about the warlocks is the whole "rip out everything" encouragement when it's sort of counter productive to the FPS saving measures. Course, stolen rocks from wrecked caravans and bonemeal can be used instead.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on August 23, 2014, 04:15:24 am
Does forbidding an area with traffic designations as well as sealing them off eliminate the FPS damage of opening up vast amounts of space?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on August 23, 2014, 04:25:05 am
Large open spaces (not floor, but actual open space) shouldnt harm fps. Its like sky or chasms.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: slay_mithos on August 23, 2014, 07:04:51 am
As humans, I usually go for a somewhat massive quarry (31x31, + a 3 wide ramp on the side), and even with quite a deep quarry, it doesn't seem to impact the FPS all that much.

It makes sense too, because there are two things that majorly impact FPS, pathing and item tracking.
Open air is not a valid target for pathing, just like rock, and birds don't quite path the same way.

So if you are emptying everything, do it with d-r or d-h instead of d-d, and you will effectively limit the FPS damage to 1 z-level "quarry" at any time.
As mentionned, you can also wall off the areas, but you would need to mass dump (or collect) everything before doing so.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: SharpKris on August 23, 2014, 06:26:57 pm
i just channel 31x31 space down and floor it over, not much issue with fps there
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Gamerlord on August 23, 2014, 11:43:22 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on August 24, 2014, 02:14:23 pm
While zombies do give more than it costs to summon them, it is more effective to just have multiple warlocks on graveyards all spamming search for lost souls, then buy large creatures from the soul merchant and butcher those.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on August 24, 2014, 03:44:28 pm
It is handy for putting those bodies too small to use for anything else to use at least. I will give them that.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Techpriest on August 25, 2014, 01:57:25 am
bug report:
in creature_warlock
Code: [Select]
   [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

Learn Arcane Missle and Learn Arcane Armor reaction:
Code: [Select]
[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]
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: OneTwentySix on August 26, 2014, 09:41:41 pm
Wouldn't it make sense to have the skill raising buildings use the skill being raised for the reaction, rather than something like engraving (which causes the skeleton to run off and engrave if there are any engraving jobs open)?  I went in to change it myself, but I'm not familiar with what all the skills are called.  It would certainly be easier - set min/max levels for skills and let skeletons upgrade themselves as needed, rather than ending up with anyone taking the upgrade unless you disable it in the profile.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on August 27, 2014, 04:14:34 am
Try using the workshop profile for that workshop. I can almost guarantee that's the envisioned way how that workshop is supposed to be used.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Niveras on August 27, 2014, 04:54:37 am
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?)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: 94dima94 on August 27, 2014, 08:56:48 am
Just started with this race, so I don't know how to do simple things...
How do you choose which creatures are with you at the embark screen?
Starting with 6 skeletons and a ghoul isn't really the intended way to play.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: dukea42 on August 27, 2014, 09:16:44 am
No easy way. Just remember your embark location so you can easily get back there and just abort the emark if you don't like the starting 7 you rolled.  Repeat until you like it. A pain I know. I can spend hours looking for the right embark and right starting 7 balance.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: slay_mithos on August 27, 2014, 10:01:29 am
if you don't worry about the 'reclaimed' tag, then embark (with no items, or 'cheat' and take non roting items), and then you'll have an easy time to find that spot again quickly to try to get your composition right.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on August 27, 2014, 12:59:16 pm
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?)

How much engraving do you or 126 do on warlocks? Pretty much all engraving is finished, or will be quickly finished due to the immense workforce laying around. Aside from a few rooms, there's not much engraving that needs to be done that has any practical value.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Niveras on August 27, 2014, 02:26:13 pm
Yeah, the "potentially" I was referring to is more like "well, I guess it could conceivably happen." I didn't think it was a particularly egregious problem that needs to be fixed, and there are work-arounds anyway.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: slay_mithos on August 27, 2014, 02:33:06 pm
You know, an easy way to force the skeleton to upgrade himself at the workshop is to combine 'P'rofile and burro'w', to force him where you need him.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Niveras on August 27, 2014, 04:19:34 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: slay_mithos on August 27, 2014, 04:34:32 pm
I guess...

I tend to try and do things the "easy" way, and to overcomplicate things in the process (like having very specific stockpiles or setting up predefined burrows).

Then again, I'm more of a "specialization" type of player, so I usually don't run into the same kind of problems (but much more often of the "where is my butcher?" type).


Back on the burrow thing, here is how I do it.
The "workshops" burrow is taking in every workshops and stockpiles, but is not encompassing parts of the map that are likely to see other activities (engraving, mining, eating...).
I also disable all the hauling from the unit I need to work.

While it might not be a perfect solution, it makes it possible to reuse the burrow for other tasks as needed, as opposed to setting up specific ones each time you need something done.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on August 27, 2014, 09:32:25 pm
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.

I just invert the burrow. For warlocks I tend to have a burrow for the locked off tower and dungeon made for important members of the civ, like warlocks and high skilled skeletons, that I don't want to wander outside. An easy way to cordon off the areas where the engravings are happening is to temporarily erase the burrows where the jobs are taking place and to put the skeleton who will be getting engravings onto the safety burrow.

And yes, you can store phylacteries in finished goods stockpiles.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Jaso11111 on August 29, 2014, 05:56:50 pm
Is there a dfhack command too resurrect someone? Just lost my one starting ghoul in a stupid pond while hunting a bobcat!
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on September 02, 2014, 05:18:37 pm
fullheal -r on their entry in the dead unit screen sometimes works, albeit inconsistently.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Hotawotwot on September 04, 2014, 01:09:34 am
Would it be possible to add a variant of the wraithblade that uses some involved process in its production (souls, special materials etc.) with an interaction that allows for the wielder to "fire" shards of the blade's material? Much like the other staves and the special robes made from skin, this could be a special weapon intended for warlock warriors.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on September 04, 2014, 03:32:18 am
You trying to farm the metal that the metal staves shoot out? Because you can totally do that with the bullet turrets.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Hotawotwot on September 04, 2014, 10:37:22 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: 94dima94 on September 07, 2014, 06:22:55 am
Will a vampire necromancer "drink" if he stands in a rain of dwarven blood?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on September 07, 2014, 06:50:04 am
Not that I know of, though depending on what said blood does you may instead end up with a vampire doing a pretty good zombie impression when indoors.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Kartag on September 07, 2014, 01:23:58 pm
I recently got a female warlock migrant who had two kids. Both were ghouls. Is it normal? Unfortunately, I lost that fortress, but will provide screenshots when this happens again.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on September 07, 2014, 01:53:57 pm
Yeah it's normal. That's due to worldgen.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: slay_mithos on September 07, 2014, 02:26:05 pm
Sadly, that's the reason why breeding civs can't really have different creatures as part of the civ members, because they are just castes, and many odd things can happen when they breed.

Babies of different castes are common (resulting in pretty odd things here), but you could also have a male goul and a female skeletton have a warlock/witch kid.

Even something like guilds (like humans and dwarves) would be kind of hard to implement, because you would have to make different reactions for all the base castes in order to prevent turning a skeletton into a whitch of the craft guild.


Sadly, this is one of the limits of modding in this game, and we can only hope that Toady will one day expand on that (or DFHack team to hack even deeper into the game to provide such support).
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: A Spoony Bard on September 07, 2014, 08:20:25 pm
Are prisoners able to breed in captivity? It seems like a good way to build up souls, but I don't want to commit to anything if I don't know about the payoff.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: slay_mithos on September 07, 2014, 08:40:09 pm
I know that I had wild animals give birth while caged (and the kids ended up being in the same cage as the mother), so it might be the same for prisonners.

But if wild animals also have souls, then it might be even better, because they are easier to mass kill than warriors.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: SharpKris on September 07, 2014, 09:20:32 pm
atm the slaves are a bit broken but i dont think they could breed either way
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: slay_mithos on September 07, 2014, 09:28:02 pm
I think he meant invaders caught by cage traps, not slaves, because he used the word "prisoners".
But with slaves for warlocks and succubus, it becomes easy to become confused pretty fast.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on September 07, 2014, 09:51:36 pm
Just stock a warlock on a graveyard and have him search for lost souls on repeat. You collect more souls than you can ever use and train....sorcery or magic, I forget which one.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on September 07, 2014, 11:13:05 pm
Using graveyards trains Praying/Necromancy if that hasn't been changed in a few versions.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: A Spoony Bard on September 08, 2014, 04:34:03 pm
I think he meant invaders caught by cage traps, not slaves, because he used the word "prisoners".
But with slaves for warlocks and succubus, it becomes easy to become confused pretty fast.
Meant the ones you can take with you on embark, that functions like pets, my apologies for being unclear.
Also, by in captivity, I just meant while you have them in your fort, not necessarily when they're caged.

EDIT: Manual says "A hostage from another race. Mostly used for breeding...", which seems to imply that they can, infact, breed, unless there's issues/bugs with them.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Violaceus on September 10, 2014, 04:58:01 am
Hello, this is my first post on this forum, as iI finally decided to register. Also apologies for my bad english.

When I played warlocks several versions ago, I found with great anger that overlord (caste) can not learn any spells. Is it fixed yet?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Hefateus on September 10, 2014, 09:13:26 am
I don't know if its a bug but Ghouls are constantly having broken and rotten feet that plug up the hospital with jobs for the warlocks. Out of my starting 7 plus 2 waves of migrants my 5 warlocks are doing nothing but tending to my whiny rotting ghouls. lol I guess I need to make Doc Bones and have them do the jobs but it does limit the usefulness of Ghouls if they are constantly down for repairs.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: slay_mithos on September 10, 2014, 10:36:58 am
Do your gouls have meat to eat?
I was under the impression that it was what prevented the mass rotting.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on September 10, 2014, 10:40:55 am
Hospitals are for the weak. There definitely should be some sort of reaction in whatever medical workshop Warlocks have to stitch up Ghoulish rot-wounds, possibly taking meat/limbs to heal them.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Hefateus on September 10, 2014, 11:57:27 am
I have about 4000 ish meat from slaying caravans and wildlife. I just disabled surgery on my 'locks and left the ghouls to rot. I REALLY like the concept and gameplay of the warlocks but I get bogged down in the skeleton OTL and the ghoul rot problems. A little too micro for me. I want to get the point where I am raiding and learning all the spells but cant seem to get the far before I give up due to meta game problems.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: itman on September 22, 2014, 12:04:55 am
I can't seem to figure out the inscriptor. I have cut gems (amethysts); I have some phylacteries. Yet every reaction in the workshop is red. Still new to warlock mode and MDF in general, so it might just be me.
I want my fancy skellies!  :D

EDIT: Going through the manager seems to work. Never really used it before now.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Niveras on September 22, 2014, 05:13:26 am
Might be running afoul of tools stored in containers not being recognized by workshops, for which using the manager is the suggested workaround. Not 100% sure about that though, since it usually involves tools stored in something which is then stored in something (like plaster stored in bags which are stored in barrels).

I've personally not had that issue but I keep a very tight reign over stockpiles and never stored phylacteries.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: hanspeter on October 10, 2014, 10:11:46 pm
So due to [NO_EXERT] (or NO_SLEEP?) and hardcoded training Skeletons can not train in barracks without getting Tired status forever. Is it possible to add some kind of interaction to Warlocks/Pylons that periodically removes this status as a work around? Kind of annyoing to be unable to train Skeletons properly.

Also, does anyone have the issue that Ghouls have "Going to Training Session" job but just get stuck in the meeting areas instead of training? I don't think I've ever seen my Ghouls actually train.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: thegamemaster1234 on October 11, 2014, 09:08:22 pm
Dunno if this has been said already or not, but when I went into the military squads screen I found a 'steward' listed, no info on it and it doesn't show the create squad option, yet pressing 'c' crashed the game. I don't really know why the steward would need a 'squad' all to himself, or if this was just some weird bug that occurred from my strange setup of smashing the current version into the old mac-compatible version.

Also, selecting an embark loadout of anything other than dwarves results in random non-dwarfy loadouts, such as kobolds, warlocks, or even hermits. Trying to embark as gnomes never works due to the lack of any gadgetry in my currently selected civ (presumably dwarves).

How do you properly choose your race from embark screen? I'm thinking the problem is that I'm technically part of the dwarves (having not selected a civ), and embarking as "warlocks" messes things up. Looking on the wiki didn't help, it just said "you can select your civ" but no info on how to do that, exactly.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on October 11, 2014, 09:17:55 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: thegamemaster1234 on October 11, 2014, 09:29:29 pm
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.
Oh, so the civ you play as is determined directly after generation and right before confirming the world?
Just noticed you said "TAB through the menus." Dang, I didn't even know the embark map HAD tab menus. How noobish of me. There's even a bit of text that tells me I can change modes by using tab.

Everything seems to be working, but while playing as Warlocks I noticed something: oddly, Crowns are being used instead of Hourglasses (which I can't figure out how to make), is that intentional or a bug? I don't want to have to resort to constantly making stone crafts just for the crowns to store souls in.

EDIT: after looking in the Craftsman's workshop, I found where you can make hourglasses, but the Soul Syphon still seems to take my crowns pretty well, what's up with that?

EDIT2: How hilarious, making an 'hourglass' really just means making crowns. Does that mean you're crowning souls as royalty whenever you fill one as a phylactery? :P
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: smakemupagus on October 11, 2014, 10:32:01 pm
race choosing mini tutorial
http://www.bay12forums.com/smf/index.php?topic=143091.msg5619893#msg5619893
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Jiamil on October 16, 2014, 08:45:48 am
So, in previous versions I know there was this bug, where skeletons left the military freuquently. I sadly experienced, that it doesn't seem to be fixed in the latest version.
At first it is quite annoying having to put them into place again, but what's even worse is, that the leader can't be put into military at all after he left, rendering my relatively expensive dreadnought skeleton practically useless.

Is this issue worked on? Is there a fix to this? Is it somehow possible to put the former leader back into his Crypt-Lord position?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: cerevox on October 18, 2014, 02:22:45 pm
You can force them back into a squad with dwarf therapist, but once they have been dropped once you don't seem to be able to use the in-game menu at all to put them in squads.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on October 18, 2014, 05:14:36 pm
You don't need therapist. I've been able to put them back in the military using the unit preferences menu. However, there is no way to reinstate a SKELETON as a Crypt Lord. I usually just put skeletons underneath a ghoul or Warlock commander and manually re-add them to the military every month.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on October 18, 2014, 07:26:16 pm
If this is an issue with skeletons going partially uncontrolled, would using the warlock-sacrificing reaction that allows your skeletons immunity from it help?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on October 18, 2014, 08:39:45 pm
If this is an issue with skeletons going partially uncontrolled, would using the warlock-sacrificing reaction that allows your skeletons immunity from it help?

Yeah, that's the main workaround for it right now. Although it does have some obvious drawbacks.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on October 18, 2014, 09:51:31 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on October 19, 2014, 12:11:22 am
Its in my list, but I havent been doing any DF for a while. Only forum stuff.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on October 19, 2014, 12:28:29 am
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.

I just put in a super expensive reaction that doesn't require a warlock.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: danmanthedog on October 30, 2014, 08:40:09 pm
So warlocks can't smelt meteorite.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: SHRIKUL on November 02, 2014, 08:21:41 am
How can i butcher old corpses? there is no any direct command to do that in workshops, also there is no option then viewing them too.
 
UPD: Got it :) by pressing v and then go to prf and select butcher.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Albany on November 09, 2014, 11:34:57 pm
Hi, everyone! I made an account just to ask this:

What workshop do I need to build as Warlocks to unlock these actions?

(http://img.ie/g31wz.png)

I need to build some more Anvils so I can set up more forges but I'm hitting a dead end here. It's probably something obvious that I haven't noticed, but in the meantime...

I'd appreciate any help. I already have prepared a legendary skeleton weapon and armorsmith for outfitting the freshly risen ghouls I've just acquired!
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: smakemupagus on November 10, 2014, 12:42:51 am
I am far from warlock mode expert, but aren't the majority of those "forge ironbone X" just the vanilla forge reactions?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Albany on November 10, 2014, 12:58:36 am
That's what I thought, too. But I reasoned that if they were in the manager, they should be possible (though I'm not an authority).

So are you saying that it can't be done? I wish I would've brought a couple more anvils if that's the case. :[

Maybe you can get them from raids... ::)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: smakemupagus on November 10, 2014, 01:55:08 am
Do warlocks not have the forge? 

I think we're misunderstanding each other -- i'm saying that I think if you select "Forge ironbone mace" it will queue the job up at your regular old forge workshop.  Which i think you're telling me you have access to, although you'd like to have more anvils so you can have more of them.  So, I'm not saying it can't be done, I'm saying it can be done at the forge. 

the very first two actions are at a building called the Corrupted Forge (SKULLFORGE)

Code: [Select]
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]

Code: [Select]
Searching for: skullforge
building_warlock.txt(4149): [BUILDING_FURNACE:SKULLFORGE]
building_warlock.txt(4190): [BUILDING_FURNACE:MAGMA_SKULLFORGE]


[BUILDING_FURNACE:SKULLFORGE]
[NAME:Corrupted Forge]

No guarantees, i just spent like 2 seconds lookfinding this in files and have literally never played warlock mode, so, good luck ^^
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: mikael grey on November 10, 2014, 02:47:34 am
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.

Manager displays all possible reactions, not only those you have a workshop for.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Albany on November 10, 2014, 05:29:05 am
Eep! I was so caught up sifting through the new stuff that I didn't even bother to look for a plain old normal forge.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Niveras on November 10, 2014, 05:35:46 am
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.

I think only dwarves can make rock anvils at the stonecutter, but some races (warlocks included) can make an anvil at the smelter from metal bars, rather than needing a forge (and thus anvil) to make more.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: LMeire on November 10, 2014, 06:35:59 am
I somehow managed to start the game with an overlord pre-selected, is he going to be a problem while I get set up?

Spoiler (click to show/hide)

EDIT: Nevermind, the game crashed for some reason.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Niveras on November 10, 2014, 03:08:34 pm
Overlords are just a very rare caste of warlock, so it is possible for one to be generated "naturally" rather than through the Overlord's Throne and the dfhack scripts that make the change.

It is even possible to have multiple overlords this way; however, I'm not sure what happens you try to assign another warlock as overlord. I presume the script doesn't keep track of what warlock is what so it may cycle all through warlocks to demote a present overlord before installing the new one, but if it's poorly designed (in the sense of not considering all possible situations), and you have more than one overlord, it may only demote one of them. (If I knew which script it was that handles this I'd look deeper, but the one script referencing the overlord has to do with items somehow, didn't find anything that affects a unit itself.)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: ___MeRliN___ on November 10, 2014, 04:09:01 pm
So I decided to give the warlocks a shot, mainly to test them a little and to see how much has changed in the clown circus.

Got as soon as I sneaked in without a ticket visited by the angry clowns in their car... well expected to be doomed since some enemies (Frost Wraith, Some Procedurly genned overpowered "ankylosaurus" clowns with some kind of neurotoxin stinger launch, fire man clowns (not the good kind who save your life eventually))... I found myself with 2 skeletons, 1 ghoul, 2 dead warlocks and a lot of killed ghouls and annihilated skeletons and the overlord being hurt badly, but apparently not badly enough to die any time soon ("just" some fractured bones and thats it). The rest? Some skeletons, ghouls in Ironbone and some in bloodsteel, 2 other warlocks all dead... But at the end it didnt even matter, why? They ran in, got killed. Overlord moved in... and damn it... a damn killing spree before an icewraith was capable of stopping her killing spree. She was the only one armored in adamantine and wielding propper weapons if that matters anything.

So is this a thing that warlock overlords seem to go on a killing spree on those clowns or is it just me getting incredible lucky with this? To be quite frank I really expected to be dead as this was nothing but a test how hard the circus could be before I send my dwarfs in my other currently running fortress down there to their circus (hope theres no clown with some steel body and dust cloud attacks or something like that...)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Albany on November 17, 2014, 12:41:29 am
When learning spells in the library, do I need to do the reaction for each spell on each warlock?

Let's illustrate:
I have 3 warlocks. One of them goes to the library to learn Curse. Do all warlocks know it now, or just that one?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: mikael grey on November 17, 2014, 09:27:00 am
Only the Warlock that run the reaction learns the spell. Otherwise it would have been too easy I think.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Niveras on November 17, 2014, 03:22:02 pm
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.

Haven't personally tried that, though, and it is probably intended that each warlock learn the spells individually.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on November 17, 2014, 04:54:27 pm
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.

Haven't personally tried that, though, and it is probably intended that each warlock learn the spells individually.
No.

The reactions triggers a dfhack script that applies the syndrome to the worker. Other people on/near the workshop are not affected.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Niveras on November 17, 2014, 05:05:25 pm
Ah, my bad.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Albany on November 19, 2014, 01:16:15 am
Thanks, guys. I'm at the point where my library's almost finished and I'm going to have to start having each warlock make the rounds.

Then the day of reckoning will come!
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Poot on November 19, 2014, 03:36:35 pm
Semi new to masterwork.

Can warlocks learn spells in adventure mode? If so, how?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on November 25, 2014, 07:18:07 am
Semi new to masterwork.

Can warlocks learn spells in adventure mode? If so, how?
They cant. In theory they could, if you'd use adv-fort to build the libraries, but that would take way too long.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: UXLZ on November 28, 2014, 11:49:44 pm
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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on November 29, 2014, 12:07:46 am
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?

Main disadvantage is essentially lack of command and control for skeletons. Lots of ghouls can pick of the slack, but they're slow about it since they don't really learn mining very well (if at all, since I don't use them for mining and I'm pretty sure they don't learn it,) and take more to get - meat you need to keep other ghouls alive, which early on you can't afford to use on tryying to call new ones and possibly getting a hostile feral ghoul instead, while skeletons can easily be built as needed from whatever bones are lying around. Meph said at some point there may eventually be a way to get downgraded warlock apprentices but that's a long way off if it's coming at all.

Ideally though yes, you'll want as many as possible and none of them being lycanthropes or vampires (since the werecreatures might kill people and vampires will drink the nearest sleeping source of blood, warlock or not.) Upping your start count can help with this a little bit. May be a pain in the ass but having five or six warlocks is a hell of alot better than one or two.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: UXLZ on November 29, 2014, 01:11:28 am
I see. It's unfortunate that there's no real way to increase your warlock population up to a cap (or at least the first two migrant waves getting your warlocks to a certain number). Upping the start count seems a bit unfair so I don't think I'll do that. It's just a shame since I believe the late-game epic spells require the sacrifice of a warlock to activate, and if you get unlucky with your starting seven as well as the migrant waves and end up with only five warlocks total...

I guess I'll just have to keep re rolling the starting 7 until I get 4-5 warlocks. 

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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Nelia Hawk on November 29, 2014, 09:36:03 pm
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.
i think it depends if the warlock civ that got created in world gen managed to make the required materials i.e. in your case the civ might not have been able to get ironbone, so ironbone items are not available to pick when it tries to add them from the civ items to the wagon. (what might be a bit weird as ironbone is kind of the standard for warlocks *shrugs*)

if you can add items yourself after picking a premade embark and the errors, then just add similar ones to the ones that couldnt be added yourself. i.e. copper magestaffs instead of ironbone. or plantseed X instead of seed Y or meat instead of fish. etcetc
if you cant add something after picking a premade, well you atleast know what your guys couldnt bring with them and maybe you can try to make some version of the items yourself later.

(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.)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: megahelmet on December 06, 2014, 08:49:13 pm
(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.)

I'd love to see ammo for magestaffs it would be great to have real ranged option for them. I like wraithblades the way they are though. The slow spell lets my over-armored warlocks catch up to fast things and slice them to bits. (I admit though, I think the orc wraithblades are cooler with their ammo/spells)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: burrito25man on December 17, 2014, 04:04:17 am
Hey all :) I've gotta say, that out of all the masterwork races, the warlocks are definitely one of the most fun to me. They also, IMO, need the most upgrading  :P I've given a lot of thought onto what can be used to help the Meph update Warlocks, but unfortunately my own busy life has prevented me from actually sitting down and physically coding everything out. My hope is that someone will be able to take what I've got to say here and be able to at least begin coding  :D

Something that I've noticed is a problem is being able to revive a warlock while giving them a fitting tomb because of the range of the Necromantic Shrine. To fix this, I figure create a 1x1 building, called a Necromantic Focus or something more fitting, and have the reaction there also. Have the reaction itself be the same as the shrine, 3 souls, but require a dreadnought metal block, slab, and a soul phylactery to build. That way, the building can fit easily in a fancy tomb but makes it a higher end luxury.
Spoiler (click to show/hide)

My next idea is a little bit more ambitious. It entails setting up the groundwork for creating new civ members. My idea is to add 3 leather "tools" that serve as reagents for the civ member creation reactions. These leather tools would be a "preserved head", "preserved upper torso" and "preserved lower torso". I figure this will allow for easy check into what you have, w/o cluttering up the menus.
Spoiler (click to show/hide)

Next, and the most ambitious, is the actual creation of new civ-members. The easiest would be the typical necromancer peon: sentient zombie. The cost would be cheap (but not basically free like restless walkers). They would have natural skill at wrestling and biting, while moving at a decent pace. No skill learning however.
Spoiler (click to show/hide)

Well, I have much more but I'd have to think about it more  :P I hope my ideas help and eventually come to fruition  8)

Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on December 17, 2014, 07:28:48 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on December 17, 2014, 09:28:27 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on December 18, 2014, 01:32:43 am
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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on December 18, 2014, 01:41:17 am
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?

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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on December 18, 2014, 01:49:41 am
If I had some form of auto-ghost removal, that wouldnt be an issue.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Vitellozzo on December 18, 2014, 05:16:16 am
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?

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.
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).
I think slabs should work better, since you don't have to collect items your characters maybe never saw, but you just write memorials to your past. It's even better flavor-wise.
But next Hermit fortress I'll try putting the hermit in militia just to make him reach the past regrets to bury.

Sorry that I've posted this into Warlock thread, but I saw you speaking of hermit and I had something to say about it.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on December 18, 2014, 05:25:28 am
Thanks for the input. I'll think I'll change it to boiling temps then. Testing will show if it works better.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: tomio175 on December 18, 2014, 06:24:59 pm
Don't know if it's been asked before, but...

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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on December 18, 2014, 06:32:59 pm
Don't know if it's been asked before, but...

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.
I'm not quite sure what you mean. The pre-made embark profiles for Warlocks dont include skills, only items.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: tomio175 on December 18, 2014, 06:34:47 pm
Don't know if it's been asked before, but...

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.
I'm not quite sure what you mean. The pre-made embark profiles for Warlocks dont include skills, only items.
That would probably be the problem. Thanks.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Jaso11111 on December 20, 2014, 07:40:04 am
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?
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.   
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Boltgun on December 20, 2014, 08:28:45 am
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?

Afaik an attack is an attack in 0.34, but it increases the chance of a direct hit being a weapon and not a punch or a bite.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on December 20, 2014, 08:45:35 am
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?
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.
I checked, you cant be right about the necromantic shrine zombie.

Code: [Select]
[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]

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?

I'll fix the noble selections, that is an actual bug. ;)

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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Jaso11111 on December 20, 2014, 10:50:04 am
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?
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.
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?
Well i could (and did) butcher it like any other animal. Ill try adding the intelligent tag myself and see what that does.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Jaso11111 on December 20, 2014, 04:21:52 pm
Yep that's all it needed it seems.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Vitellozzo on December 21, 2014, 05:42:17 am
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?

Also, I had difficulties with warlocks since in the manual you said ghouls should equip whips and sent hunting as a squad. But this doesn't make the dead bodies butcherable (there is a bug in the base game) and with whips they just don't start hunting as a civilian job.
So we should equip ghouls with ranged weapons to make them hunting? So why they just use whips but are good hunters?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on December 21, 2014, 05:53:30 am
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?

Multi-armed units can use multiple weapons or shields, though I'm pretty sure that last one is a bad idea. Multiple shields increases defense, multiple weapons... Less useful, since they seem to prefer only using one.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on December 21, 2014, 05:56:45 am
The dead bodies that the military killed are butcherable, you just need them near your butchery. Change your working order 'O' to stop ignoring refuse on the surface, and haul the bodies to a stockpile next to your butcher.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Vitellozzo on December 21, 2014, 07:03:54 am
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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on December 21, 2014, 08:18:30 am
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?

If I recall they'll fight in melee with whatever the first weapon they pick up is something like 80% of the time. So shield-walling it with a one-handed melee  weapon would probably fare better.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Gildemoron on December 22, 2014, 06:25:07 am
Game keeps crashing when trying to make squad for steward, anyone else having this problem?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on December 22, 2014, 07:48:40 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: mikael grey on December 23, 2014, 09:58:59 pm
A few things in MDF 6.2 version.

1. Skeletons get realy sluggish (yes I know it is as intended, and its way better then going opposed to life) the second they loose eye contact with a warlock, and it doesnt seem that pylons affect them in any way, unless there is a delay for the effect to kick in?

2. Are skeletons supposed to still sometimes turn opposed to life? For a few days two of my skeletons droped from unit list/theraphist, admitedly they just stood around for a few seconds and resumed work normaly.

3. Overlord still seems to have trouble learning spells. Set him up to learn Agony and Shackle (from necromancy wing) and checked his powers afterwards with the scribe/library center. No powers :-( Therapist confirms, nothing new showed up in syndromes. Normal warlock worked fine.

4. As mentioned before in the thread, created zombies are treated as animals... well they kind of are? I can confirm a embark/migrant zombie is a normal civ member, since Ive embarked with one, so its probably spawnunit issue.

Apart from that, great job on rebalancing warlock rarity, admitedly 25 warlocks on a normal 7 embark with two migrant waves is alot, but at least now I can use the Grand Convocation and not worry about running out of warlocks.

Great mod Meph, keep up the good work!
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on December 24, 2014, 05:32:04 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on December 24, 2014, 05:41:07 am
Guess I should wait a little bit before starting up that tutorial dungeon huh.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on December 24, 2014, 05:52:25 am
Guess I should wait a little bit before starting up that tutorial dungeon huh.
Ehm... well... maybe? ^^
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on December 24, 2014, 06:11:14 am
Guess I should wait a little bit before starting up that tutorial dungeon huh.
Ehm... well... maybe? ^^

Well let me know when things are sorted and then I'll have at it. Gonna have at the hermit in the meantime.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: mikael grey on December 24, 2014, 07:37:47 am
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.

Regarding skeletons, Ive only noticed it once, and it might have been something else. If I notice it again, Ill pause the game and investigate to make a more proper report. Just figured Ill mention it in case someone else noticed something.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Sver on December 24, 2014, 12:23:35 pm
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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on December 24, 2014, 12:32:38 pm
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. ;)

For nobles, check the manual. They have all the noble-jobs that dwarves have, just differently set up.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Sver on December 24, 2014, 01:30:42 pm
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.

I got it from the manual, yeah. But my question was about undead minions (sceletons, ghouls) ability to do all the existing labors with no exceptions.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on December 24, 2014, 01:38:35 pm
Oh sorry, I must have skimmed the question.

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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Sver on December 24, 2014, 01:43:33 pm
Thanks again :D

Meanwhile, I updated my post (didn't think you'll answer that fast).
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Hefateus on December 25, 2014, 02:23:20 pm
I have had my Skeletons turn OTL while working in areas with no warlocks
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Godsnose on December 26, 2014, 06:35:29 am
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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on December 26, 2014, 06:50:32 am
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?

Chinchillas are too small to really use for anything besides raising them as chinchilla zombies, though you might be able to take them to the Necromantic Shrine to raise as restless walkers, if they're still in. It's a good use for corpses too tiny to do anything useful with really.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Godsnose on December 26, 2014, 06:53:01 am
Thanks, just killed some coyotes and now i can butcher them. didn't know butchery was tied to size, thanks
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on December 26, 2014, 07:11:27 am
Thanks, just killed some coyotes and now i can butcher them. didn't know butchery was tied to size, thanks

Yeah. I think the tag is [SMALL_REMAINS] or something like that. Ravens, crows, and a bunch of other small animals have it too. Even without it though, all you would've gotten were skulls.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Vitellozzo on December 26, 2014, 07:33:02 am
Oh sorry, I must have skimmed the question.

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.
So warlocks can do every job?
I thought they could learn only herbalism and something else mage-related, like praying and stuff.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on December 26, 2014, 09:03:58 am
AAAAAhhhhhh.

Learn any skill? no.
Do any labor? yes.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on December 26, 2014, 09:17:29 am
At least now (based on what I've read) one or two don't need to be wasted on mining detail to accompany the skeletons around.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Sver on December 27, 2014, 06:39:38 am
Is it normal that skeletons learn skills by themselves, without help of Inscriptor? I mean, even kobolds seem to be slower learners than skeletons.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on December 27, 2014, 08:08:34 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Sver on December 27, 2014, 08:34:45 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on December 27, 2014, 08:45:28 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on December 27, 2014, 09:27:11 am
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.

See, this is why I haven't started that  fort yet. :P

Plus I need to get a good concept together for a story...
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Sver on December 27, 2014, 10:54:09 am
Just figured out that Warlocks fit in the concepts of DF better, than any other race (except for the actual DF dwarves, whose concepts were created by the game itself).

Imagine a dark, creepy dungeon in the middle of nowhere, guarded by deadly trap system, undeads, demons and other abominations. The rumors of missing people and undead hordes pillaging villages. Small group of crazy, autistic soccerers live there, respecting no rules of the outer world, building bizarre constructions and dropping everything the world has to offer in the fires of magma industry. They control everything in there, from jobs to the life itself. Adventurers and bandits go there for treasures, only to become treasures themselves (goblinite, yay!). Heroes and entire armies go there to clean the world from this threat, only to become undeads themselves. Carnage, blood, suffers, totalitarianism, pointless (but awesome!) constructions, pointless (but awesome!.. wait...) torture and all the other stuff. All the stuff DF player likes.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Kbarbarossa on December 27, 2014, 08:20:18 pm
I too noticed the skeleton skill gain when I was checking skill gain in Dwarf Therapist. Also, the new update says skeletons don't turn opposed to life anymore, but it happened repeatedly to my skeletons in my recent Warlock tower.

Did anyone else have issues with getting skeletons to spar? I used the same setup for my Ghoul lasher shock troops for my skeletons and the skeletons just seemed to do demonstrations while the ghouls sparred constantly.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: wrightly678 on December 27, 2014, 11:03:11 pm
How Exactly are you supposed to make ghouls now?

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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on December 28, 2014, 07:54:16 am
How Exactly are you supposed to make ghouls now?

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?
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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: LMeire on December 28, 2014, 11:57:49 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Niveras on December 28, 2014, 12:34:18 pm
Is temperature on? The gizzard stones may be interim products intended to produce the clouds (most tasks have them in MDF) but if temperature is off, they remain as stones and don't vaporize into gas.

.

Edit: Yeah, never mind that. In diving the raws I see that only a couple things even result in gizzard stones when butchered (mostly bird and bird-like animals, as one would expect, but also alligators). Certainly not supposed to be "everything" so, /shrug.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on December 28, 2014, 01:40:44 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: wrightly678 on December 28, 2014, 04:43:54 pm
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?

Hmm, I figured that I should check my version, incase I was out of date.
I'm currently running masterwork 6.2, so unless you've fixed it in a super secret development build, you may have a problem.

I could upload the save somewhere if you'd like?
though I'm not sure how much good it would do.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: LMeire on December 28, 2014, 06:14:29 pm
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 tried that first when I saw the name, they weren't on the gems list either. It's just some weird rock that nearly every creature likes to swallow or whatever. Thankfully, I found that they can be burned to ash at a crematory, but without a separate sub-type for the rocks, that runs the risk of burning a useful bodypart.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Nelia Hawk on December 28, 2014, 10:27:06 pm
hmm, i wonder if the giant list of "furniture summon" at the ethereal gate is needed?
wouldnt it be possible to shrink it down to just summon colored blocks there, as that special stonecrafter workshop can create everything else then out of 2 summoned rock blocks.
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? also would give skeletons and co a little bit more crafting to do.
---------------

if a warlock (was a migrant) has the scribe skill as highest one he is displayed the "crafts profession" icon... and that is a skeleton :D
well that one doesnt really matter at all though, just a little "oddity" i noticed.

oh speaking of sprites... why is the children sprite a little skeleton? (maybe its a white warlock haha)
well again it doesnt matter what it is... but i guess warlocks can get children (? edit: actually i think they cant, so i guess the children sprite doesnt matter)... and there is no way (i hope?) to get skeleton children as they are just created.
maybe some tiny robed child would work better? (well that might be hard to draw though.. so i guess the skeleton is fine anyways.)

i guess there is no way to have 2 sets of job sprites? one for warlocks and one for skeletons?
i think ghouls (fishing + butcher?) and zombies (just hauling "skill"/nothing) dont really need icons... where skeletons can be trained to skills and warlocks can have some different ones too.
i guess the current mix of warlock and skeleton sprites for jobs (that causes the little skeleton scribe) is probably the "best" possible, so no problem with it.

hmm maybe the skeleton child could be used for skeletons that lost 1+ limbs? i.e. some torso without legs that crawls around? (probably not possible to change sprites based on missing limbs, i.e. ("if entity/skeleton lost 1+ arm or leg, then use gfx of skeleton child/crawling skeleton" or so).
so a changed gfx might make skeletons with lost limbs "easier" to find so you can get them to that one workshop where you can build them together again.
well just a random idea.

but yeah, the sprite gfx stuff doesnt really matter.
----------------
and shouldnt summoned zombies/skeletons start at age 0 or 1? think the zombies i made started at age 15. (i guess its some hardcoded stuff that everything under 15 is considered a child and cant work or so?)
or maybe instead of "age" it could say "created at <fortressdate>" and technically it would give it the "date year" as "internal age" then?
so instead of saying "its a zombie age 15  or 16 or 17 etc" it sais "its a zombie created in summer 63" or "spring 461" or winter "1263".
but i guess then they shouldnt age... or else the creation date would "age" and increase...
well i guess all this would just be too complicated and maybe not even possible atm with df and hardcoded stuff etc... not like the age matters much in anyway.

actually after quickly double checking ingame, it does show when its "born"... but its the "wrong date". all 4 of my zombies (created one after the other over some time) are 15 years old and all born on the same day 1st granite year 88. i guess it just picks a default day/month 15 years ago when the zombie is created and not i.e. the day/month the zombie was created and the year-15.
i guess it would make most sense if it would be the day/month/year of the ingame date as "birth".

but ya again just little details i noticed that dont really matter.
----------------
oh one more little thing:
where do you actually make leather Whip/Flail/Scourge? at least the manual lists them as available a leather, but i still cant find where to craft them. i guess they would be very very early ghoul weapons made out of leather... *shrugs* maybe i just overlook the craft entry in some workshop.

----------------
will keep an eye out if skeletons will go opposed to live at some point when i create some.
but that zombies are civ members now is pretty good (after placing brackets around the intelligent tag)... they dont murder themself in your own traps like before with all the other random raised undeads. :D
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: UXLZ on December 29, 2014, 05:15:31 am
Quote
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?

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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Boltgun on December 29, 2014, 06:19:19 am
How Exactly are you supposed to make ghouls now?

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?
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?

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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Emperor on December 29, 2014, 06:21:14 am
Quote
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?

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.

Well...As far i know, skeletons don't learn skills on their own, they can only be trained at a workshop (In fact, due to a bug, normal skeletons CAN learn skills, but their ironbone/bloodsteel counterparts can't.)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on December 29, 2014, 11:26:55 am
Has anyone else been having trouble getting warlocks to spawn in worldgen? The game says it's having trouble placing them despite the fact they can be plopped literally anywhere there's dry land according the the raws to start. I wanted to get some practice in before the bugfixes for them come out.

EDIT: Nevermind, my GUI is just bugged.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: wrightly678 on December 29, 2014, 06:15:31 pm

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.

This worked perfectly, Thanks


I'd suggest that a footnote be added to the Corruption Chamber section in the manual So that people know that Pacify can fix some of their problems.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: misiekm on January 01, 2015, 09:14:44 am
I hate to be -that- guy, Meph, but is there any chance you'll upload those bugfixes despite your Siberian adventures?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on January 02, 2015, 03:46:34 pm
I hate to be -that- guy, Meph, but is there any chance you'll upload those bugfixes despite your Siberian adventures?
Yes.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Lomias on January 03, 2015, 01:45:47 pm
Hello there everyone!

Since studded with patches thread is kinda inactive, I'll report few issues with Warlock gameplay I encountered.

I found it wrong for ghoul military captains position to permit only regular ghouls.
Quick fix for ghoul militia captain:
Code: [Select]
[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.


Considering archeology was bugged for 'Locs since times immemorial, and no one minding(it's not that important, when you could just pillage some villages), i propose a fix.
After searching forums for warlock archeology-related problems I found only this:
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.

Archeology fix:
Spoiler (click to show/hide)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on January 06, 2015, 08:13:12 am
The missing relic11 is on purpose, that thing causes hidden fun to happen in dwarf and human mode.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: misiekm on January 06, 2015, 09:04:28 am
Apologies if this was already mentioned (I couldn't find anything about it):

Torturing prisoners seems fairly buggy to me. I can torture normal, un-caged prisoners repeatedly (they don't get hurt), and torturing caged prisoners gives no info at all.


Also, as someone pointed out a few pages ago, skeletons do seem to go opposed to life every now and then. My training skeletons seemed to go OTL fairly often, and stationing a charged pylon in the barracks didn't help. Having a warlock hang around seems to help, but I'm not 100% sure... Luckily, they don't drop out of squads like they used to, IIRC, a few version ago.

-edit-
"Extract blood (meat/bodyparts)" - the name suggests you can use meat for this reaction, but the workers won't take meat, they just whine about having no bodyparts to squeeze.

Learning Resistance teaches Dark Pact instead.

Armless skeletons refuse to do the Reassemble reaction at the Morgue. They simply won't do it, even when they've been standing around with "No Job" for ages, while other skeletons will do it just fine when you allow them in the Workshop Profile.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on January 09, 2015, 06:29:17 pm
Armless skeletons cant do the reaction, because they cant carry the reagent to it.

I'm aware of some of the bugs, but my focus, as you might have noticed, shifted to doing everything from the beginning. The current mod is outdated, I rather work on DF40.x
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: misiekm on January 09, 2015, 06:42:15 pm
Yeah, I figured as much. Still, I've been attempting to fix the easier issues myself (the REALLY easy ones), and I thought listing the issues may help out people who might try and do the same :)

And on the skeletons... I thought so, but I assumed one arm would be enough to fix themselves - and yet my shiny new Bloodsteel skeleton (who had his arm chopped off by a random goblin in his first skirmish) can't do it. Well, I just fullheal'd them, figured Warlocks should be able to easily do that anyhow!
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: lunaman22 on February 01, 2015, 12:48:53 pm
Hello.
I cannot get any ghouls or skellies when embarking,any ideea why?
I sometimes get 2 headed ghouls.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on February 01, 2015, 02:14:31 pm
Yes; I know why.

To quote the changelog of the last update:
Quote
Raised pop-ratio of Warlocks, this means you embark with more Warlocks and less Ghouls/Skeletons.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: lunaman22 on February 01, 2015, 03:20:42 pm
Yes; I know why.

To quote the changelog of the last update:
Quote
Raised pop-ratio of Warlocks, this means you embark with more Warlocks and less Ghouls/Skeletons.
Can i change that by editing the raws or init files?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on February 01, 2015, 03:25:24 pm
Yes. Why would you want to do that?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: lunaman22 on February 01, 2015, 07:00:02 pm
Yes. Why would you want to do that?
I dont know how to get ghouls.
plus its easier starting with  more ghouls and skellingtons.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: misiekm on February 01, 2015, 07:23:13 pm
If you want some early ghouls / skeletons, invest in some prisoner pets. You can either turn them straight into ghouls at the Corruption Chamber (or w/e it's called), or slaughter them and make some skeletons quickly.

Why'd you say it's easier with skellies and ghouls, though? I find that Warlocks (and the Overlord) are just fine for chasing down wildlife to get some quick souls. I suppose you might want to draft some Skeleton warriors quickly, but given their wonky i-like-to-rest-all-the-time training habits, it really doesn't seem to change much - those early Dwarf murder squads will likely force you into lockdown anyway :p

Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Shames90210 on February 10, 2015, 05:28:42 am
So I'm not sure if this was by redesign and re-balancing or if its just my shear horrible (or good depending on how you look at it) I very rarely see anything other then witches and warlocks in my opening party, like in my last 12 games I only had one non-witch/warlock and that was a four armed ghoul (he was seriously amazing though called him stitches he was my butcher and first line of defense against an entire goblin siege ((don't ask how he didn't horribly die lets just say in a few seconds he got 4 lucky hits straight to the head of 4 separate goblins killing them instantly)) even sketched stitches out he was like I said amazing) just wanted to bring this up in case it was possibly relevant to more balancing to warlocks.

Also I know its late in Warlock development and I understand if this is to hard to implement or not something you enjoy the thought of but I always hated warlock migration waves, like I get that they are needed but I always liked the thought of them having a special caravan that was like a Demonic Undertaker that brought sarcophagi with warlock/witch corpses for you to revive and generic bodies for you to reanimate. I understand that would make Warlocks extremely hard to play as (and that it may be entirely impossible to do in dwarf fortress) but non the less I thought I should bring it up.

Anyway love your work Meph will be putting a few dozen hours into having fun with the Hermit eventually when I got time, I thank you for your time in reading this post and I thank you for your amazing work with Masterwork DF.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on February 10, 2015, 09:54:11 am
The high amount of warlocks in the beginning is intended, but I cant have migrants appear as dead in coffins. I might be able to add a tradegood to warlock caravans that might bring such corpses, ready to be reanimated.

Thats a pretty neat idea. :)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Shames90210 on February 10, 2015, 04:18:58 pm
Yeah my whole idea was no migrant waves but special trade goods brought by a special caravan once a year (since warlock civs die so fast) also got me thinking on like what sort of a scale that could be done. I just remember not really caring when a warlock died because I could revive him but not really having a reason to do that until one died, this way, new civs (maybe he could bring like whole skeletons to be reanimated as well as soul phylacteries too), you know like the Embodiment of death driving a wagon filled with coffins and caged ghouls just stopping like "I bring fresh carrion for your work".

Stitches why did you have to die! (apparently a dragon was to much for Stitches the hero of Putrid Lantern)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: hiphop38 on February 10, 2015, 07:35:43 pm
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?!
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Rutee on February 11, 2015, 04:25:20 am
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
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on February 11, 2015, 04:35:25 am
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
Thats intended.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Shames90210 on February 11, 2015, 05:40:05 am
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?!

I'll do a Chronicle of Stitches eventually, Probably in a third person narrative of what he did almost like a journal or epic. (as for the arms thing Stitches had them on embark ((Gonna go with his creator needed him to have the extra arms for help around the lair)) but you can "stitch" extra arms onto a ghoul if you want to from what I remember ((and an extra head))). When the Chronicles of Stitches is finished I'll post it here for everyone who wants to read it to read it. (keep in mind I'm not a writer by trade so its not going to be amazing).

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

Yeah warlock civs die off pretty quickly leaving you high and dry for migrants and caravans, to combat this though you do have an array of means to create civ members i.e. raising skeleton armies to spare your more important people from danger (plus skeletons are an amazing work force if you know how to make a good pylon network), or converting prisoners into ghouls (also good because of ghouls innate combat abilities syndrome laced saliva and ability to just feast on their fallen enemies) all in all its really up to you how you run your dungeon (since fortress doesn't really fit in this case).
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Rutee on February 12, 2015, 08:39:39 am
I would think 'tower'.  But yeah, even Zombies are useful, since they can handle the menial tasks you don't care about (Like building walls).

My main problem was it took a long time to get off the ground.  It was also not immediately obvious that warlocks use Sorceror to power their basic slade boulder spell, so I was doing dumb things like investing in magic weapon user to get a warlock combatant.  Kind of a shame that skeletons without ironbone are kinda buggy.  Like, it's nice ot save on the gems on easy to train things (Like Mining) but for things like weaponsmithing... XD

I know the civs have died out, but besides calling the walking dead, is there any way to get more warlocks?

Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Shames90210 on February 12, 2015, 04:28:33 pm
I guess tower is appropriate (one could argue its just a type of dungeon though) but no warlocks don't have babies so once the migration waves die out you got them and the walking dead, though you don't need to worry about them dying so much once you've set up for warlock revival.

For me meta-gamingly speaking skeletons are more useful then ghouls (fire immune, from what I've seen lava immune, high natural armor rating) ghouls are probably the cheaper of the two to start but skeletons are just cheap overall, its a weird price curve. I do have a deep respect for ghouls though now thanks to Stitches but I would rather invest in skeleton upgrades then ghoul upgrades (mainly because a few dreadnought skeletons with iron armor will wipe most sieges if you set up a decent choke point to fight in (which is normally the entrance to my necropolis).

I would love to see a way for you to get more warlocks if need be but on average maybe 10 is enough to keep a fortress going for a long time, 15 is probably best anything after that is gravy on my poutine (hurray Canadian food!) just do what you like most if you feel like your in a spot where you can't do much then restart the fort.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Rutee on February 12, 2015, 07:38:05 pm
It's not really an 'either/or' with zombies.  Bones go into the skeletons, zombies just use 3 heads (why make more totems than you need?) and the skeletons can handle other stuff.  Subtract a head for every bizarre corpse you have.  But also, you get 3 zombies for every skeleton.  There's a lot of menial tasks where it doesn't matter,s o why not just make 'em?  I made a zombie profile that just enabled all stupid tasks and set them on it.  Skeletons are still great, but I prefer them when skill matters.  Pylons aren't a big deal either way.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: VonPärre on February 25, 2015, 07:01:23 am
how does one add limbs/head to ghouls? they wont take job like in skeleton inscription so i tought its caged prisoner to ghoul--> add limbs to caged ghoul but turning them just seems to make ghoul and cage separately
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Lokked on February 27, 2015, 11:42:26 pm
My Masterwork Settings about screen says Version 2.6.0.0. I've played Dwarves and Orcs on it for several game-years and everything's worked fine.

Having a problem with the prisoners I bring along at Embark: Once Butchered, I cannot use their souls to make Phylacteries.

I have o -> r -> o turned on, so refuse is gathered outside.
I have a Refuse and Plant stockpile near the Soul Syphon.
I have dwarves (I turned them all on) with Alchemy assigned. None have training in Alchemy, I just assigned the labour.
I have Hourglasses, made of various materials (Shick, Bauxite, Dolomite).

I am slaughtering all the prisoners that I start with, including the 2 default "Pack Animals" you get, and their Souls just rot away.
The Soul Syphon does automatically add the "Soul -> Phylactery" reaction, as if it seems like it thinks it should, but it never gets done.

It DOES use animal souls, just not the starting prisoner's souls. I have no bothered playing until I experience an invasion of humanoids to try their souls, in case its because the soul is from s sentient creature.

Am I doing something wrong? How can I use these prisoners?

*Edit - Using the same game's initial save, I went straight for Corruption Chamber. It's letting me create Ghouls from Prisoner without killing the prisoner! I have created 4 Ghouls so far and still have my initial 6 prisoners that I Embarked with (4 purchased + 2 default).
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Niveras on February 28, 2015, 06:45:26 am
Dwarves have the soul syphon? But I assume you mean warlocks since you're posting in the warlock thread.

Soul Syphon doesn't use the Alchemy labour, but rather Sorcery, which is next to Praying (praying is auto-enabled on warlocks) and in the column to the left of the healthcare labours.

But you mention that other souls work so I don't know. Personally, I don't think I've had a problem with the prisoner souls not working, but I'm usually kind of slow on starting so maybe I just never noticed.

I've also never had the Create Ghoul From Prisoner reaction kill the prisoner. I keep forgetting to check the script to see if throws an error at some point, but in any case I've always assumed it was something I broke specifically when I tweak various things rather than something broken with the script itself.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Lokked on March 01, 2015, 09:24:22 pm
I just figured that out: Soul Syphon needs Sorcery. I was looking at the raws and I swore I knew how to read them, as it says:
   [REACTION:PHYLACTERY]
   [NAME:Store a soul in a phylactery]
   [BUILDING:SOUL_SYPHON:CUSTOM_A]
   [REAGENT:A:1:PLANT:NONE:NONE:NONE][REACTION_CLASS:SOUL]
   [REAGENT:B:1:CROWN:NONE:NONE:NONE]
   [PRODUCT:100:1:TOOL:ITEM_TOOL_PHYLACTERY:INORGANIC:SOUL]
   [SKILL:ALCHEMY][AUTOMATIC]

But it turns out I'm quite daft, as the reaction flavor text right above this in the Soul Syphon actually says, "SORCERY" -_-

I think it worked the first time I tried because I enabled Sorcery immediately, and this most recent attempt, I had not.

Thanks! All my error :) Great race. Much different than Orcs (which I found similar to dwarves, except for the reduced need to find magma and mine for hematite). Truly a masterwork creation!
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Lokked on March 02, 2015, 06:26:14 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: misiekm on March 02, 2015, 07:24:22 pm
Most of my fortresses nowadays end up abandoned (be it due to boredom or FPS dipping too low), so I've been doing a lot more RP-ish choices, rather than min-maxing. In the case of the Warlock race, that means the Warlocks and Witches themselves do absolutely no manual labor (after the first skeletons and zombies are ready, of course).

My embark usually consists of 1 Keeper of Knowledge (with managing and bookkeeping), 1 Doctor (2 in each medical skill), sometimes a Jeweler... and the military. All others (if I embark with more than default 7) get Sorcery and nothing else (because I want to gouge my eyes out, if I have to assign more starting skills).
The warlocks with best military stats will be pre-designated as the Overlord and 2-4 of the Riders - they get 5 Dodger and some combination of skills in Magic Weapon User, Shield User and Armor User. Dodger I always found the most useful skill to start out with, and IIRC Magic Weapon User is the only skill they level up naturally?
I always allocate at least 2 of the Rider positions to Warlocks - I like to specialize them (in terms of spells) in late game. Also, the Overlord and assorted Riders tend to train together for a while before being actually assigned to their proper positions - can't have a Rider of Apocalypse that's only done Individual Drills, or the poor bugger gets his head chopped off by the first elf he comes across. Quite embarrasing.

Anyway, as soon as the early souls are in and some animals / prisoners are slaughtered, Zombies are made responsible for all hauling (and only that), and all Skeletons are made responsible for all other manual labor (at least until I've enough souls to actually inscribe some skills into them). Ghouls I rarely work with - the transformation's always been super wonky for me, and my first ghoul went insane when I forgot to make him some clothing :(

So yeah, I don't really use my spare warlocks for anything either. I do like the idea that they're just sitting on their butts, drinking the wine their skeletal servants brew for them :D However, I have modded in a sort of Mage captain position - assuming I'm still playing that late into the game, I sometimes draft a few spare warlocks, teach them some ranged spells (well, fireballs mostly, really), and have them provide some extra firepower for my melee skeletons and archers.

Oh, and as for killing animals - the Overlord is super effective at that, given his super-speed. But I'm quite sure you need to run the reaction in his Throne Room, turning him into the Overlord caste, to actually get these bonuses - rather than just assigning him the noble position. I find it a little cheesy to give him all the bonuses without a noble position, though, so early on I just send skeletons or even the Riders to hunt. It's slow, but also really good for a laugh - watching the oh-so-terrifying Death and Pestilence run after a capybara, chasing them around the entire map :D
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: LMeire on March 03, 2015, 07:02:47 am
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.

It's important(ish) to embark with at least one guy that has appraiser skill, since warlocks can't trade and therefore have no other way to train that skill and know how close their wealth is to triggering invasions. Other than that I send most of my points on hourglasses and boulders to get a good start and get necromancy working faster. I also like to bring a black monolith or two, to make unbutcherable corpses more useful, just stick it on the far end of your refuse pile, away from the butcheries, and remember to have someone drag it across the room every now and then to raise what tiny raccoons or whatever got left there to rot and it makes for an okay defensive/offensive force.

While managing a dungeon, I tend to use a horde of zombies for general labor, and save skeletons for military/important crafting- zombies are dirt cheap compared to skeletons, and I find that most problems like food production or low-skill bulk crafts can be easily solved by throwing more zombies at it. (Also titans/FBs, I have solved those problems with more zombies as well.)

I use undead to kill things, the black monolith I always bring really comes in handy. At first, you'll want to leave it in the butcher shop itself; it'll be impossible to harvest most of the kills this way but it's worth it. After you butcher the first few prisoners, (or butcher one and have the other get chased around the map by the bones of the first) your haulers should start dragging all the surface corpses into the monolith's "sight", this is a snow-balling effect as even undeads that die get dragged back to rise again. Once you've got about 50 or so uncontrollable undead animals doing the hunting for you, it should be fine to move the monolith so that it only "sees" maybe a fifth of the freshly dead to keep the horde sustained and your larders well-stocked.

As for your nobles, try to avoid getting them until you have access to artifacts and/or gem/precious metal furniture. All warlock nobles are ridiculously pompous divas, no exceptions. Before you assign any of them to a position, make sure they already have a good set of rooms so there's a happiness buffer before they start throwing hissy fits that the tombs they don't plan on needing aren't covered with enough gold.

--

More fun things to do with monoliths:

If your map has a waterfall, try to make sure the shortest path into your dungeon is right through it, (Remember to restrict access to the river bottom so your fort members don't drown themselves.) on the very bottom level of the waterfall, just above the actual surface of the river, place a monolith to raise everything that drowns, dies on impact, or gets murdered by the large amount of undeads now enjoying the lovely waterfall/all you can eat buffet.

Similar to above, dig out/build a long, narrow hallway. Next, channel out the hallway until the pit is about 5 levels deep, pave the floor of the pit with slag or something comparably heavy for extra fun landings. (fall damage is calculated by the density of the floor material) Build a retracting bridge over the top of it and link it to a pressure plate right in front of the entrance, the time-delay on bridge mechanics should ensure that somebody ends end falling inside. Dig out part of the wall 2 tiles in and pasture a monolith in the nook, to protect the monolith, construct a fortification directly between it and the rest of the pit. Dig out an easy path from the bottom of the pit to the outside to let any zombies generated join your hunting forces.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Carcanken on March 03, 2015, 08:44:07 pm
I've been having problems getting the pylons working for some reason.

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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Lokked on March 04, 2015, 02:27:37 pm
Funny you mention this: I ONLY just started seeing this. I have a 3x3 Staircase with the middle channeled out and replaced with a Floor Grate, and every 10 Floors I have a Pylon. The Pylon flashes from the diamond icon to the P, so I'm assuming they are all working.

Down in the Magma Forge area, my skeletons constantly swap back and forth from Opposed to Life to labourers, even though I've set up a couple more Pylons in the forge room. My pylons upstairs ALWAYS have a warlock within 25 squares, as they connect to both my food hall and the surface factories and training grounds.

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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: LMeire on March 06, 2015, 10:47:02 am
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.

...
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?

Actually yes, the darkened squares in vanilla "blueprints" are impassable walls that block sight. I once killed a fire-breathing iron FB by filling a hallway with three jeweler's workshops and a kitchen, blocking enough of the monster's perception to let my dwarves actually seal themselves off completely and ensure that it's only valid targets after it destroyed those workshops were the wardogs crowded under my cave-in hammer.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Shames90210 on March 07, 2015, 10:08:43 am
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.

Never had that problem (I also seldom use magma forges) but there may also be an issue with your pylon chain, I for ease once I can spare the Large gems make a pylon for each level, its expensive but it works, also try setting up the pylons every nine levels instead of ten, I put them every five at the start to guarantee the connection.

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?


I run 2 miners (5 mining 4 mason 1 architect) a wood cutter (5 logging 5 carpentry), 2 Farmers (5 farming 1 cooking 1 brewing 1 butcher 1 tanning 1 herbalist) General Crafter and Leader (1 judge of intent, 1 appraiser, 1 broker, 2 record keeper, 1 wood/stone/bone crafting, 1 Bowyer 1 Furnace operator) and either a hunter or generic fighter depending on if I embarked on a hostile area or not/ if its a ghoul (ghouls are always my hunters).

I run a pretty generic set up but I seldom fail a fort early on, I more just get bored with them and start fresh.

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.

Dreadnought is heavier better Steel should really be used for armor though given its damage reduction (cuts it in half) a good blade material would be just bloodsteel if you wanna run down that chain, or mithril if you can spare it (steel grade but lighter).
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Lokked on March 09, 2015, 01:49:00 pm
As I played more with Warlocks, I've come to realize that you don't necessarily need Magma at all.

With Dwarves, in order to skill up, I would forge endlessly on copper, Melting what was produced and repeating, for each of the 4 smithing skills. This would normally require a LOT of fuel.

With Warlocks, I started a new fort and focused the initial 7 (all Warlocks) on Gem Cutting, Mining, Lumberjacking and Masonry, with the rest having offense skills. My goal was to get Skeleton Inscriptions going asap. I Mined rock, turned it into Cabochons, murdered wildlife with my military warlocks, created Skeletons, and had Legendary Stonecrafter, Bowyer, Bonecrafter and Weaponsmith by the end of Summer. The only fuel I would need would be to forge the weapons I planned on using, and none on skilling up.

The Stonecrafter would churn out Masterwork furniture. Gem warlock, skilled up in Cutting, not quite to legendary, would turn any gems into Gem Beds and encrust the furniture with gems, so I could have my Nobles with acceptable rooms mid-summer. The rest would churn out bows/weapons and arrows and I'd formed a Skeleton Archer unit with Masterwork Bone Bows.

I'm a bit of a min/maxer when I play DF (I try to do something achievable as fast as possible). Does anyone have a better military strategy than this?
Has anyone forgone an undead military and attempted to focus on Spells for your warlocks? Is this viable? What strategy do you use?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: RodriguesSting on March 09, 2015, 09:42:07 pm
Apparently warlocks embarks are pretty much exclusively warlocks now, with no skeletons and ghouls.

Any updated tips on how to proceed?

Edit: There are some odd bits of info here and there on this thread, but there happens to be an updated LP with a more detailed beginning?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Lokked on March 09, 2015, 10:06:04 pm
Apparently warlocks embarks are pretty much exclusively warlocks now, with no skeletons and ghouls.

Any updated tips on how to proceed?

Try what I'd stated just above. Since you don't have an early Ghoul to create a Ghoul Master army out of, you can temporarily assign a Warlock to the Overlord position and remove him once you've killed what you're after, so he doesn't get bad thoughts.

For Warlock Skills, focus on what's necessary to get your skeleton army started (Masonry, Bonecrafting, Gem Cutting). For items, bring a couple picks, 1 axe, Rope Reed Seeds, Bloated Tuber Seed, any alcohol seed (optional), warlock weapons, prisoners and hourglasses to match prisoner count (optional).

Make Graveyards (in case the flow of Souls from NPCs isn't enough), Inscriptor, and creating Rock Cabochons a priority.
Create a few beds and start with a Dorm.
Train a Stonecrafter to 15 or 18 and start pumping out furniture. Carry on from here.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: RodriguesSting on March 09, 2015, 11:16:06 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on March 09, 2015, 11:47:04 pm
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.

Skeletons presumably. However warlocks learn gemworking if I'm not mistaken, which should equal a good flow of rock cabochons for the inscriptor. I'll have to consult the manual though.

As to the warlock exclusivity, I believe that was to address the problem of having virtually none/not being able to fiddle with the top-end stuff because they consumed the warlock in the process (and warlocks being a finite resource, moreso in prior versions of the mod, this was of course bad and made said advanced stuff extremely ill advised to fiddle with.)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Lokked on March 10, 2015, 06:46:02 pm
The initial mason is just a warlock with either skill 5, if you can spare the embark points, or none. Your fort does not need a skilled mason. The whole fort needs only a single mason to non-stop produce Blocks out of Flux, which is made into furniture (at 3 times the value of non-Flux furniture), until you can make all your furniture out of metal (except bed, which will be out of your highest value Gem at the Gem utter's workshop, using your Gem Cutter you've been smiling up on Rock Cabochons).

So, initially the mason can be an unskilled warlock, which can be replaced later with a skeleton (about the time you need more warlocks to focus on GraveYard).
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: RodriguesSting on March 10, 2015, 08:24:06 pm
It seems warlocks are hard to please. Good thing there are few of them. I also noticed that hunting isn't really necessary early on, as bringing prisoners will net you enough bones, souls and leather for the exact same number of skeletons (plus a little extra spare if you butch the two that pulled the carriage), which is significantly faster. The remainder you raise as zombies to do carrying and unskilled labor.

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. I will also keep in mind the flux stone furniture, as I didn't knew about its value.

Finally, I would like to ask if armor is useful for the skeletons at all. I will have a lot of spare points, I can even fathom to bring an entire set of armor after all. Though more prisoners might be equally as good. Which reminds me: is there a difference on the amount of resources wield in butchering prisoners of different races? As an orc is significantly bigger than a gnome...

Edit: Can wrlocks sacrificed at the Grand Convocation be resurected?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on March 11, 2015, 01:43:08 am
With prisoners, race determines size which determines the quantity of bones and meat you get.

If I'm not mistaken, skeletons are very slightly bugged. I think they learn bone carving and mining though (might be wrong.)

As to the convocation, unless there's a corpse I don't think you can resurrect them.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on March 12, 2015, 12:04:20 am
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.

This is a bug. They SHOULDN'T be gaining experience from anything besides military skills, although they start with innate levels in mining and bone carving.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Emperor on March 12, 2015, 02:23:04 am
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.

That pretty much explains everything, so, yes - it is a bug.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Lokked on March 12, 2015, 01:15:37 pm
This is how I treat them, anyways. I only rely on the Inscriptor to skill them up. To me, it take too long anyways to just have them build things, and since they can't trade with Caravan's, you get a lot of useless crap that you have to magmatize.

I play with Harder Learning on, and to be honest, the Incriptor is a little overpowered in this mode. It's not so much materials needed, but the time it takes to go from 0 to 18 in a skill is VERY fast. Perhaps it could be changed to increase by 2s instead of 3s.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: RodriguesSting on March 12, 2015, 04:27:59 pm
I still got no answer if regular armor have any effect at all on skeletons. Does anyone have any data to give a definitive answer about that? Also, Ghouls don't use the hit points system, right?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on March 12, 2015, 08:30:51 pm
I still got no answer if regular armor have any effect at all on skeletons.

It should work just fine, although upgraded skeletons have some natural protection of their own. Dreadnought armour on dreadnought skeletons should make them very close to invulnerable, if slow as hell. You might want to up their speed with the soul syphon first.

Also, Ghouls don't use the hit points system, right?

If you're referring to what necromancer raised undead had for damage systems in 34.11, then nope. They're just normal creatures with a few tags to make them faux undead. Armour should work fine on them too, although they should probably have lighter armour at first, as a ghoul's main advantage is its speed.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Lokked on March 13, 2015, 01:31:23 am
Encountered a potential bug, that or I've screwed a setting up somewhere.

One of my warlocks built an Artifact Hourglass. Since this has happened, I can no longer use any hourglasses I've built in reactions, unless I autodump the hourglasses right onto the Soul Syphon.

I've tried the following:
Had Soul Syphon above and below ground. Had Craftsman shop producing Hourglasses above and below ground.
Ensure I have no burrows set (for anything). No Alerts going.
Created a Stockpile of Hourglasses, which does get filled with hourglasses.
I destroyed the Artifact by dropping a roof on it. It no longer shows up in the 'l' (L) screen.

At about the same time, my butchers stopped automatically offering to butcher corpses from fresh kills. I have to manually select them to Butcher on Repeat for them to work.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Niveras on March 13, 2015, 05:15:13 am
Are you sure the butcher problem isn't simply that you accidentally toggled auto-butcher off in the Orders Kitchen menu?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Lokked on March 13, 2015, 10:05:52 am
That is not the problem. It is certainly toggled to Auto Butcher.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: mikael grey on March 13, 2015, 10:20:55 pm
I still got no answer if regular armor have any effect at all on skeletons.

Yes, regular armor has an effect on skeletons. Even if the bones material is high tier (bloodsteel/dreadnaught), his joints arent. Ive seen dreadnaught skeletons loosing legs and arms very easily to goblins without at least leather armor.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: RodriguesSting on March 13, 2015, 11:57:31 pm
Didn't knew about the joints, thanks. So, the skeletons have an HP system here, or you just beat them until they disassemble? How do they actually work?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: smakemupagus on March 14, 2015, 12:25:47 am
They're creatures, like anything else, but without organs and stuff, and all their tissues are made of bone (or ironbone, etc.)  I don't think there's hit points in dwarf fortress.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: BlackFlyme on March 14, 2015, 12:27:06 am
Animated dead work on a sort-of point system in version 34.11.

Though the skeletons in this mode are not animated, but rather proper creatures.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: LMeire on March 14, 2015, 02:12:59 am
On resurrections, would a revived warlock regain any limbs they lost before death or would I have to put up with them missing an arm or whatever the whole game? I'm asking because I want to use resurrections as an alternative healthcare practice but I'd rather not start sealing injured 'locks in the walls until they starve unless I can actually heal them 100% afterwards.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Lomias on March 14, 2015, 03:53:22 am
@LMeire
They do regain all missing limbs and body-parts, but they still have the flag "killed by" - for example, if your 'lock was killed by a weapon, the weapon still has him on it's kill list.
That is most likely reason, why resurrected 'locks can't be assigned to noble positions.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Lokked on March 15, 2015, 03:31:56 am
Tried doing some raiding (only thing I haven't done with Warlocks).

In the Overlord Throne Room, I can select Steal, Kidnap or Kill options, and the line below that says, "Select One Target From Below" (something like that), but I have no targets.

I understand that I can get targets from interrogating prisoners, but how do I get prisoners? I have a bunch of caged invaders. Can I turn them into Prisoners? I tried auto-dumping their cages next to the centre square of the Interrogation Chambers and Corruption Chambers, then ran the reactions: Do dice.

Is there a rundown of how this industry works? I scoured the manual, but nothing was working out for me. The manual states you need prisoners to gain intel, to do better raids. I have no intel to begin with. What's the starting point?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on March 15, 2015, 03:41:34 am
It's a bit difficult at first, but your target is "countryside", its the only one that is readily available. But you need a raiding kit first. Check your craftsmans shop.

thats your starting point. Make raiding kits, choose other steal (items), kidnap (prisoners) or kill (corpses/scalps) and pick countryside.

If you have prisoners, you can get more intel and raid other locations. Prisoners are items, it's "caged prisoner" a tool. You can either release them, in which case you get a cage and a live pet creature, or you can use the item in the interogation/torture chambers.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: chaosfiend on March 18, 2015, 06:50:15 pm
How do you start up the book industry? I know the reagents that are needed, but what building creates the books? It says in the manual you can make, buy, or steal them, but I dont fully understand.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Lokked on March 19, 2015, 12:39:01 pm
For making, if you build the Library - Centre, I think you will have that answer. The Library - Centre doesn't require books. It makes the books which all other sections require.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: chaosfiend on March 19, 2015, 07:10:41 pm
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.  >:(
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on March 20, 2015, 04:53:17 am
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. ;)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: chaosfiend on March 21, 2015, 02:30:20 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Kara Brandeddiamond on March 22, 2015, 04:40:40 am
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.

I was baffled by the same problem at first. I looked through the menu of all workshops, searching high and low for the reaction and read the following paragraph thrice to get it; I thought we had a catch 22 until I managed to build it.

The only section that does not train spells. Here you can make bind books, produce ink and make transcripts. Its the basis for your library, because books are the build-mats for all other library sections.

Maybe the wording is not clear. Maybe the manual is inaccurate in many things, but I think it is understandable since there are many other things that the the modders have to spend their effort and sacrifice their time on. Use the manual only for reference, no need to be so agitated about it.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Dwarf-Zero on March 22, 2015, 02:00:04 pm
im wondering, is this version generally playable ? what are the main issues to be aware of?

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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Kara Brandeddiamond on March 23, 2015, 01:02:23 am
im wondering, is this version generally playable ? what are the main issues to be aware of?

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.
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 overlord cannot learn spells. Some spells cannot be learned at all by other necromancers, it seems, too much a hassle with the ingredient requirements to test, probably due to the bin/barrel issue in 0.34. The zombies seems to be especially bad with the bins, or maybe it's because of the ethereal bins.

Never noticed the feed stack issue, since the warlock fortress is swimming in meat.

Exclamation marks; in one game I observed that each time after issuing an order the overlord slowly walks away, drop the exclamation mark, and then slowly walk to the interrogation room to retrieve the raid information. The raid process ignores the kidnap order that the overlord dropped around and I ended up using up all the information from the initial prisoners without kidnapping anyone new.

In another game I turned a witch who just fell in love into an overlord, he/she then get married, throw a party, get haunted by the ghost of a zombie, and go on a permanent break.  Zombies could not be entombed, even after being manually assigned an tomb, the warlocks just bring the body parts to the coffin and stand there. Memorial slab worked to put the ghostly zombie to rest, but the transsexual overlord was still on break, s/he does respond to military calls though. Fun.

No idea about the butchering bones.

The warlock throws haste and charge at everyone, including the angry deep ones and the forgotten beasts in my caverns, even though he just passed nearby once. Pretty soon, everybody's standing up and standing up.

Caged siege invaders turned into ghouls remain hostile even though they became citizens, unlike succubus version; had to resort to dfhack's makeown.

FPS death of the universe with a lot less population than other civilizations, maybe it's all those sieges, maybe it's the pylon network, or all those spells. 

Bone wolves are created untamed, had to cage and then train them, no idea with Gargantuan bone golems, since they don't show up in animal list, even after being caged.  No idea about the demons bought from Demonic attorney, since I played with them before I learned that you have to cage and train the created beasts. One Grimeling turned renegade and an epic battle ensued.

But yeah, it's playable and lots of FUN, really.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: j4m on March 25, 2015, 09:25:30 pm
How do you get controllable zombies? The ones I spawn from my graveyard are always mindless.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Enepttastic on March 26, 2015, 12:01:23 am
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):
Spoiler (click to show/hide)
Should be:
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...
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: j4m on March 26, 2015, 10:07:26 am
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):
Spoiler (click to show/hide)
Should be:
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...
Thanks, I was really confused.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Kara Brandeddiamond on March 26, 2015, 08:34:54 pm
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):
Spoiler (click to show/hide)
Should be:
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Enepttastic on March 26, 2015, 09:08:10 pm
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.

Hadn't noticed that but then again, I'm not finding ghouls to be worth my time so far. That said, changing the following in reaction_warlock.txt:

Spoiler (click to show/hide)
to
Spoiler (click to show/hide)

should help. Seems that without that fix, one can only go Ghoul -> 4-Arms -> 2-Head 4-Arms.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on March 27, 2015, 05:31:43 am
Sorry guys for those silly copy+paste bugs. I should really know better by now.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Enepttastic on March 27, 2015, 05:40:46 am
Heh, no worries, at least from me. It's gotten me to finally get off my arse and finally start looking/understanding the raws and consider actually start modding. Sadly, only thing I can really think of actually doing at the moment is concepts of how'd I'd do Necros for Reborn...

Yes, I am slightly(may be understating this) insane and never satisfied with doing simple things to start with.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on March 27, 2015, 09:25:53 am
I actually thought of changing them. When I first designed Warlocks I had two concepts:
 - Normal living civ-members, no pets, all corpses are materials or undeads.
 - Fake-undead civ-members, fake-undead pets, corpses are materials, not real undeads.

I might be inclined to do it differently the next time. Instead of making ghouls and skeletons, you'd have your magical necromancer civ-members and everything else is just "animated"; ending up with lots and lots of uncontrollable walking dead on the map.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on March 27, 2015, 09:27:58 am
Personally I like having the skeletons and such. It's different and doesn't leave you with a handful of guys trying to do everything (what with thier habit of dying out and not having caravans to attract new people when they don't get wiped out.)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on March 27, 2015, 09:45:14 am
But they never siege. If they are a active and still alive civ, they'd attack other players too.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on March 27, 2015, 11:38:11 am
And who's fault is it that they would never pick fights with people? :P

I'm kidding of course, but that was a design choice you made. Even trying to coax them into attacking a different race by raiding or whatever has yielded... Lackluster results, I do admit.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: j4m on March 27, 2015, 06:12:28 pm
Does anyone know how to fix the glitch when two headed or four armed ghouls cant become the ghoul master?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: misiekm on March 27, 2015, 06:58:41 pm
You need to edit the entity_evil_warlock.txt file. Search for "[POSITION:GHOUL_COMMANDER]", you'll find the entry for the ghoul masters. Below [ALLOWED_CREATURE:WARLOCK_CIV:GHOUL], paste:
   [ALLOWED_CREATURE:WARLOCK_CIV:GHOUL_2HEAD_4ARM]
   [ALLOWED_CREATURE:WARLOCK_CIV:GHOUL_2HEAD]   
   [ALLOWED_CREATURE:WARLOCK_CIV:GHOUL_4ARM]

I don't think you can apply those to existing game, but since I'm an utter noob at these things, please point out if I'm wrong :)

Oh, and on the topic of future necromancer / warlock mode:
Frankly, the idea of having your necromancers and a bunch of uncontrollable undead... well, it's certainly unique enough, but I just can't think up any ways to make it very interesting. Would it be an improvement over the current system? I do love the current warlock mode, despite all the tiny bugs and annoyances, and I do think it's worth the sacrifice of not having warlock invaders in other modes (though that might be because, before they became playable, their attacks annoyed the crap out of me in dwarf mode).

I'm very interested to see what ideas are thrown around by people infinitely more creative than me, though!
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on March 27, 2015, 09:08:17 pm
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
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Enepttastic on March 27, 2015, 11:30:20 pm
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

I'll be honest, that change would pretty much kill the mode for me. One of the things I honestly like about Warlocks currently is being able to control my population via raising zombies or skeletons. If I wanted mass produced "pets" I'd play gnome and build clockworks. Has the additional perks of being able to pasture them strategically and not dealing with massive amounts of pathfinding.

Not to mention that playing Necromancers that are able to produce nothing but mindless undead really feels lacking from a thematic point of view.
Spoiler (click to show/hide)

Here's some of what's come to mind for how I'd think of updating Warlocks/Necros:
Zombies: Left more or less as-is. Cheap, mass-produced unskilled workers. Perhaps give them a limited shelf-life of a year or so to compensate for not having to feed or give them rooms.

Skeletons: Skeletons would be meant for military, labor and middling crafting. Construction would be similar to what it is now: bones, totem, thread/leather, and a soul. Skills could only be upgraded via the inscription process(which I'd probably increase the cost of) but there'd be a cap on production skills due to skeletons lacking the "creative spark" that'd allow them to produce high-quality goods.

Ghouls: This is a group I'd change a bit since, personally, I don't see much of a point to having them at the moment. They're restricted on weaponry, production skills and require food/lodging. What I'd do is make them an improvement over zombies: Faster, able to naturally learn skills(at a reduced rate) with no cap, but require food/lodging/clothing.
For creating them, I'd use the "prepared parts" concept over directly turning a prisoner into a ghoul:
Two arms, two legs, torso, head, soul and heart create a basic ghoul with the additional options of constructing two head/four arm/both variants then or add the parts to a already created ghoul later.
Additionally, perhaps have an inscription-esque upgrade workshop that uses prepared parts and souls for them to increase attributes or gain a temporary boost to skill learning(By group to reduce reaction clutter/micromanaging). Arms could be used for strength/endurance, legs for agility/endurance, torsos for toughness, heads for skill boosts and perhaps have hearts usable for a recuperation boost. To help balance, give them a high rate of skill rust(on production skills at least, perhaps labor as well) to keep any single ghoul from being an undead jack of all trades.
I'd also add a cheapish zombie/skeleton vermin hunter option. Makes little sense to me to have to spend souls to "buy" vermin hunters when the necros can make fully functioning zombies/skeles/ghouls.

For replenishing Necro ranks, I'd see about making it possible to "tempt prisoners promises of forbidden knowledge" to make apprentices. This would be a pass/fail mechanic per prisoner kinda like how strip-searching is. Either they are willing or are not and most will not be willing and some may even take the chance to attack. Apprentices would be capable of learning the same skills a full-fledged Necro can at a reduced speed. After a period of time(year or more), they become full-fledged Necros.

Sacrificial rituals: Instead of using Necros, let it use prisoners with a chance to fail. However, for a vastly improved chance of success, those fledgling apprentices can be used. Their tainted souls make far better catalysts and honestly, why take apprentices if not to use them to do things you don't want to do but can't use your undead for?

Like I said earlier, insane, planning on trying to figure this out myself, etc...
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on March 28, 2015, 02:32:26 am
Then be prepared for some bad news: I cant do any of that anymore in 40.24. I can not create new creatures from scratch.

Until spawnunit.lua is fixed, updated or replaced, no mod can add something like that, making skeletons, ghouls, etc.

Animating corpses using interactions? Thats easy. :D
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Splint on March 28, 2015, 08:15:26 am
First, let me say I just woke up and haven't had my morning caffeine yet, so if I sound a bit like a jerkass I apologize in advance.

I'm of a mind to agree with Enepttastic. It'd probably be best to wait for spawnunit to be useable again before updating them, because that was kind of thier schtick along with the spells and everyone hating them. Plus as you said, the hordes of undead blundering around not leaving would probably add a serious strain on FPS after a while unless you went out of your way to regularly smush them (which kind of defeats the purpose. And easier said than done since they can't be manually corralled and bait will die too quickly.) Plus undeads at present are so ridiculously overpowered any challenge would be lost once you had a few dozen roaming around bumping into things (what with the bulk of invaders rarely showing up with more than proficient combat skills.)

I'm also in favor of the using prisoners with a chance to fail (perhaps spectacularly so, such as a botched skeleton banner making some of them hostile or one meant to bolster warlocks accidentally summoning a hostile demon instead.)

Regardless, if I wanted to play generic vanilla necromancers I'd slap the ability to raise corpses onto a copy-pasted human race. It's not really worth the time of someone with your skill at modding to do what amounts to that.

On the other end, you could drop the zombies all together and make them more heavily spell/chemistry focused. A bunch of mad men dissecting live people and trying to learn the art of making someone's skin fall off while turning chickens into slavering murderbeasts is going to probably draw the same amount of ire from civilized folk as zombie infested necromancer towers would.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on March 28, 2015, 08:23:31 am
Part of the new mod is keeping is closer to vanilla DF, thats why I wanted to make them more like the necromancers that live in towers.

I do like the skeleton/zombie civ-members too, especially for comedic value, but currently I cant create them.

A workaround is to keep the civ alive, with living migrants, which you "kill" by transforming them into skeletons, ghouls and zombies. Re-use your people as resource, instead of corpses. And use the corpses for something else, like contruction, magic reagents and the aforementioned undeads.

That would work, and they could siege/trade with other civs.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: LMeire on March 29, 2015, 03:05:55 am
Personally, I like the idea of having to maintain a living population to keep the experiments going. It'd be like some combination between the old Dracula and Frankenstein movies- with the decrepit village being lorded over by the big imposing castle. Maybe make the living peasants have a huge penalty in physical strength and discipline skill-gains from having their wills broken, making it absolutely necessary to have the military be undead. But if they learned as normal it might present a good reason to let workers live for a bit before turning them, since getting undead minions to learn anything useful can be quite expensive.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on March 29, 2015, 03:16:14 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Sver on March 29, 2015, 09:37:06 pm
Well, I don't understand DF modding good enough to suggest something on this, but still. If making creatures from corpses through interactions is still possible, why not? If regular zombies would be just more controllable (e.g. not OPPOSED_TO_LIFE all the time), it would be efficient and close to vanilla at the same time.

But, I guess, it wouldn't work, because raised corpses won't be considered player's civ members anyway :-\
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on March 30, 2015, 04:14:35 am
It's NOT possible.

Reanimating a corpse is possible. Not creating a new creature.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Sver on March 30, 2015, 07:16:37 am
I mean, is it possible to create zombie-citizens from corpses (not discussing the source of said corpses)?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on March 30, 2015, 07:24:42 am
No.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Sver on March 30, 2015, 08:12:46 am
Well, it came to its logical conclusion.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: LMeire on March 30, 2015, 09:37:08 am
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.

My first impulse is to say all three, with that 'multiple sub-groups within a civ' idea that was kicked around a while ago for elves and humans. But since that'd probably be too much work while you're on the road I think a poll would probably be better, there's a lot of forum-goers that don't say much otherwise. I'd probably vote for the human necromancers too; they've already got a lot of structural depth to them so they'll probably feel "complete" faster, plus the 'evil/crazy wizard' is pretty much always a super-ambitious human in generic fantasy settings like this. But more people might feel dwarves are better for the role, since the game is kinda named after them and amoral "dwarven science" threads are pretty typical of the DF fanbase- if not the canonical "Always lawful good" DF dwarves.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on March 30, 2015, 11:21:10 am
Since caste-specific graphics dont really work, it would mean a civ for each.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: misiekm on March 30, 2015, 05:15:47 pm
Has anyone figured out if it's at all possible to make skeletons reliably gain skills by training?
 I suppose there are always the old danger rooms, but that's a last resort if anything.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: lordofgilneas on April 02, 2015, 06:35:56 am
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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Emperor on April 02, 2015, 08:48:25 am
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?

Cryptlord is a skeleton commander, and so is ghoulmaster, but for ghouls instead. So, cryptlord needs to be a skeleton, and ghoulmaster needs to be a ghoul.

No idea about the steward crash, though.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: lordofgilneas on April 02, 2015, 10:55:27 am
I see.... So how do I get ghouls or skeles? I didn't start with any.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Emperor on April 02, 2015, 11:26:54 am
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: lordofgilneas on April 02, 2015, 11:56:52 am
Thank you for the advice.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Enepttastic on April 02, 2015, 08:56:28 pm
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.

Quick bit of head's up: There's some errors in the raws relating to ghouls. You can only promote a non-augmented ghoul(i.e. no four armed, two headed, or both) to Ghoulmaster. This can be fixed by popping into your raws folder(dwarffortress/raws/objects) and finding entity_evil_warlock.txt and changing this:
Spoiler (click to show/hide)
to this:
Spoiler (click to show/hide)
Sadly, you would need to generate a new world for the change to take effect. If you're messing in the raws to fix that, you may as well fix the ghoul upgrades as well in reaction_warlock.txt info for that can be found here (http://www.bay12forums.com/smf/index.php?topic=138897.msg6125516#msg6125516).

That said, after looking into the steward squad bug, I can't figure out why the hell it's happening. As far as I can see, there's nothing in the raws for the position that'd have it show up in the military screen. Granted I'm not really fond of how the Warlock military's set up period so I've been contemplating doing some tweaks to restructure it as a whole. Half-thinking of giving the Steward a squad in order to circumvent that bug as well as giving me an option for a non-combatant squad so I can make sure my warlocks have armor. Also debating on changing the Crypt Lord position to be unrestricted and removing the Ghoulmaster position altogether.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: lordofgilneas on April 02, 2015, 10:13:32 pm
Yeah thought you ought to know. Thanks man.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: moseythepirate on April 11, 2015, 09:41:23 am
So, a question. I'm sitting on a bunch of prisoners captured in ambushes and am trying to figure out what to do with 'em. How exactly do horrible things to this Gnome Swordmaster? I was under the impression I could do stuff with the dungeon workshops, or do those only work on item "ironbone caged prisoner?"
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: lordofgilneas on April 11, 2015, 02:34:37 pm
Well you can always pit them for training if not possible to do dungeon stuff. Then raise em.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: c0mplex on April 11, 2015, 04:47:33 pm
Some dungeon workshops use "caged prisoners" others don't. Just read the manual carefully.

With the "uncaged" prisoners that you seem to have, use the interrogation chamber to strip-search and torture them for items and intel. Otherwise you can just have them slaughtered at the butcher's shop. Just keep in mind you must pasture prisoners on top of the interrogation chamber for the reactions to work right and you have to enable prisoners for slaughter through dwarf therapist as it seems it isn't possible through the animals screen.

Note this is stuff I've been able to do with the prisoner pets such as the ones purchasable pre-embark, I don't know if captured prisoners from ambushes and sieges work the same way mechanically.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: moseythepirate on April 11, 2015, 05:20:22 pm
I'm referring specifically to captured invaders, not the livestock.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: SharpKris on April 13, 2015, 03:40:15 am
i just let my pets deal with them in a pit. or as target practise for spellcasting
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: j4m on April 14, 2015, 09:47:27 pm
I built a vampire crypt but the option to inflict vampirism is missing.  Does anyone know the problem?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Wyzack on April 15, 2015, 05:24:29 pm
Is the corruption chamber bugged? I tried turning some invaders into ghouls but even though the new ghouls were listed under my units they were still getting attacked by my warlocks and causing job cancellations.

Also how do i get preserved arms to add to my ghouls?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Wyzack on April 21, 2015, 07:11:27 pm
My ethereal gate building keeps getting destroyed somehow, i have no idea why


EDIT: Fuuuuuuck nevermind. Apparently souls expire even if you use them in a building, so because i was using raw souls rather than phylacteries my buildings were deconstructing
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Wyzack on April 23, 2015, 06:00:41 pm
I am getting really bad FPS drops on this recent fort and i have no idea why. I only have 31 people in my fort right now, my last warlock fortress was running fine with upwards of eighty. Anyone have ideas? I have been cleanall-ing and occasionally using slayrace on cavern dwellers but nothing is helping
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: slay_mithos on April 23, 2015, 06:53:36 pm
Did you check the usual suspects?

Flowing liquids, tons of items, pathing (should not be a problem with only 31 people), presence of HFS in the third cavern...

Flowing liquids can take a big toll on your fps, with the major ones being waterfalls and ocean waves, but flowing magma also has a secondary effect of temperature calculation, hurting the FPS pretty badly in the process.


Owned items can start to cause a bit of problems after a few years, as the broken clothing is still owned, growing the amount of items in your fort rapidly as years go by if you don't use cleanowned.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Wyzack on April 23, 2015, 07:56:56 pm
I will check for below ground magma flows. We are on a brook, and a small culvert has been channeled off as a reservoir for a well, but there are no waterfalls and i make a resevoir like this every fort. It kinda fluctuates too, staying near 30 for a little while, then climbing a bit before dropping back down. Very inconsistant. It has only been one in game year so not much could have accumulated
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: dimescion on April 25, 2015, 08:14:53 pm
Sorry, I can't find this information anywhere on the manual.

Can you make a military without an Overlord?

How do you get bones without a military?
       I'm assuming hostage farming would take too long.

Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Niveras on April 26, 2015, 07:54:44 am
There are two overlords.

One is the overlord caste that you create from the overlord's throne (only one warlock/witch per fort can be an overlord at a time). You can very rarely get (even more than one) overlord caste warlocks during embark or from the initial migrations. They can a bonus to speed and stats and are the only ones that can perform the throne reactions (at least, that's the idea, I've never tested otherwise myself).

The other overlord is the overlord noble position. The overlord caste doesn't need to be the overlord noble, though you may as well do this just for theme-ing. It simply replaces/renames the "expedition leader" position more familiar from dwarf forts (with perhaps some slight modifications in what tasks the role fulfills). You can assign military leaders with an overlord noble, but doesn't require that noble be an overlord caste. I'm pretty sure you can re-assign it willingly without difficulty, so if it is empty (because your overlord noble died, for example), you can just do so directly.

Perhaps one of either the overlord noble or overlord caste should be renamed to prevent this confusion in the future.

.

I presume you ask about bones since you thought that a throne was needed to make an overlord before you could assign military, but this is not the case, so you can still just use military to do it. Otherwise, you can gather bones from prisoners (I don't know if they even breed) or other livestock, or kill invaders or wildlife with traps, or the easiest method would be to make zombies and let them run around randomly killing wildlife, which your workers would eventually collect and butcher.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: dimescion on April 26, 2015, 10:21:30 am
Thanks for your help!  I'll give it a try. I have a couple more questions if you wouldn't mind answering. :)

I've noticed the corpses an orc military leaves are never butchered. Is there anything special I have to do to make sure the corpses are butchered in necromancer mode?

Is it normal to embark with all necromancers or maybe one ghoul? It seems odd that a race that "doesn't like manual labor" would do so much of it.

Would you suggest an embark skill set? I've rarely used most of the skills necromancers get bonuses for, and I'm not sure what's useful or not.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Wyzack on April 26, 2015, 11:09:45 am
Yes that embark ratio is normal. you are going to want to make a necromancer shrine as soon as possible and start churning out skeletons asap for manual labor. Make sure you have a soul syphon and make a ton of rock hour glasses to capture all those juicy souls. As for your orcs it is possible they just sat for too long and started to rot, which prevents butchering.

As for embark skills, I usually do not worry about it too much. Give one guy some armor/weaponsmithing, and maybe give another a few points of magic weapon user to be your overlord and hunt animals.


Oh also make sure to set collect aboveground refuse from the orders tab
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: dimescion on April 26, 2015, 11:41:57 am
OK, What does collect above ground refuse do? Is that why they were left to rot?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Wyzack on April 26, 2015, 11:51:44 am
Yeah it allows your guys to haul corpses on the surface. It is off by default since dorfs live below ground mostly. When it is off your guys will only Butcher corpses made from hunting, not military kills. And as warlocks you need every single corpse to get more souls and build more skellingtons.  Also remember to make totems from skulls at your craftsmans shop
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: dimescion on April 26, 2015, 12:07:10 pm
Alright, that makes things a lot easier!
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Wyzack on April 26, 2015, 12:12:52 pm
I mentioned this earlier in the tread but for buildings that require souls you need to use soul phylacteries rather than raw souls, or the buildings will deconstruct when the souls expire.

Additionally making ghouls from caged invaders in the corruption chamber is buggy as all fuck and has never worked properly for me
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: dimescion on April 26, 2015, 04:29:59 pm
Ok, I'll make sure I make the phylacteries.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: dubem on May 11, 2015, 03:47:55 pm
seems like this thread is still alive, good. because i kind of encountered a problem...a major one for me and unless resolved i guess im just kinda stuck with warlocks :c

anyways here is the problem: my people won't butcher anything that i kill (at least with my military, i can't afford bows and arrows, and im bad with em)   is there anything i can do to fix this? my warlocks collect refuse from the outside and the creatures i killed seem rather large to me (buffalos, wild boars, nightstalkers)

If im doing something wrong and there is a way to fix all this then i'd be very grateful if you told me how, if so then thank you in advance
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Niveras on May 11, 2015, 03:56:38 pm
Accidentally turn off auto butcher (no jobs being generated)? Butcher shop in proximity to refuse stockpile? No workers with butcher skill (jobs generated but never fulfilled)? Workshop accidentally forbidden? Invalid corpses (jobs generate and attempt to complete but report "needs butcherable unrotten item" or such)? Butchers too busy with other tasks and the corpses rot before they get to them, cancelling the job (they'd eventually be butcherable again once the rotting is complete and only a skeleton remains)?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Wyzack on May 11, 2015, 10:12:19 pm
Have you gone into the orders tab and allowed your guys to collect refuse from the surface? If you do not they will not Butcher any corpses on the surface.

Just a heads up, tons of other warlock stuff is really bugged, which is a shame because on the whole it is a really fun game type. Raiding keeps not working, converting invaders to ghouls makes odd enemy ghouls that will not fight back, and my gargantuan bone golem started attacking my own skeletons even in full view of a pylon about a month after he was created. Cannot wait for the newcromamcers in reborn
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: dubem on May 12, 2015, 12:30:35 am
righto, apparently the problem was that my butcher simply didn't want to actually go get the corpse himself, so i had to bring em to him by making a stockpile VERY close to the butchery. (i had tried dumping them near it to test if it was the problem before but i forgot to reclaim the corpse >.<) Thank you for your help
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Vendayn on May 12, 2015, 03:23:54 am
how do I create a few totems in DF hack? I've tried various commands (without quotes)

"createitem totem wood 10"
"create item totem none:wood 10"
and a whole bunch of different ones

I finally got a good start, and I must have forgotten bone working or something on one of my warlocks. So the craft workshop isn't being built at all. I don't want to keep starting over because I forget one skill to take, thats too annoying lol. Or is there a "cheat" I can force the craft workshop to be built? Cause I can't hunt or fight at all since I didn't get ghouls, and I want to make that throne room thing
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: LMeire on May 12, 2015, 03:32:30 am
Why don't you just enable the labor for somebody with {v}{p}{l} and make them normally? It's not like quality matters for bonecrafts, it's just construction materials.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Vendayn on May 12, 2015, 03:39:19 am
I'm still waiting for the craft workshop to be built. Been waiting an hour and everyone isn't doing anything (I've been waiting for a long time for it to be built) and its still being made. I thought one of the warlocks was missing skills or something for it. Thats why I wanted to create a totem with DFhack.

It isn't creating the totem that is the issue, its creating the building to make it and its not being built at all.

(edit: Well guess I'm still noobish at DF :P doing that command, I set one of the warlocks to boneworking and all that, which was required by the workshop...and it worked! Could have saved an hour doing that lol :P

Thanks :) )
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: LMeire on May 12, 2015, 03:49:56 am
Was it cancelled by a macaque or something or has it just not been started? In the former case (color-coded red in-game) you just need to turn it back on. In the later case (color-coded yellow) it's just a matter of turning on crafting labors on for a bunch of people and waiting for somebody to come off of work/break. (It also helps to turn off hauling for special cases like this.)

EDIT: Ah, well I'm glad that last thing fixed it.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Vendayn on May 12, 2015, 03:51:25 am
I got it. :) I knew about that command a while back, but guess I forgot.

Thanks :)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Vendayn on May 17, 2015, 04:31:12 am
I want to add a custom totem to Craftsman workshop. Its pretty much going to be the same as the totem in it already, but uses more and different ingredients to make it. Just for practice on adding stuff.

Except, I can't find where the totem entry even is in the reaction files...I can't find any entry that adds the totem as craftable. I was going to look at it to see what I needed to put, but there is nothing in any text file that shows crafting totems even though in-game its in my craftsman workshop.

Where is the entry hidden? :P
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on May 17, 2015, 05:23:31 am
It is craftable.

TOTEM:NONE:NONE:NONE. It's an item type on its own, doesnt have subtypes. If you want to make a metal totem for example, you can to TOTEM:NONE:INORGANIC:IRON.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Vendayn on May 17, 2015, 12:26:51 pm
Well, I sort of understand the basics from reading the wiki.

But, I can't find the entry where the totem is in any of the text files. I found craftsman txt in the repositry folder, but it doesn't have the totem entry. I haven't found any other craftsman file, and I can't find any of the craftsman workshop ones either.

Its mostly for practice than anything, but I can't even find the right entries or files :P
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on May 17, 2015, 12:50:47 pm
I dont understand what you mean. You want to create a REACTION that produces a totem, so you need to make a new REACTION in any reaction-file.

REACTION:MAKE_NEW_TOTEM
BUILDING:CRAFTSMAN
REAGENT:WHATEVER
PRODUCT:100:1:TOTEM:NONE:WHATEVER:WHATEVER
SKILL:WHATEVER

You dont go to the buildings and add it... you add the building ID to the reaction. And after all is done, you add PERMITTED_REACTION:MAKE_NEW_TOTEM to the entity and generate a new world.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Vendayn on May 17, 2015, 12:58:58 pm
Ah, I see. Thanks. :)

I guess I just wanted to see what the reactions were that were already in there. I didn't want to edit them or anything (like I said, I want to add a custom one). I just wanted to see what the totem reaction looked like so I could use it as a reference. No idea where that one is though lol, unless its named weird. It isn't just adding the items, I wanted to see what was there and build on it with my own custom one(s). But, maybe it doesn't matter anymore.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on May 17, 2015, 01:04:22 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Vendayn on May 17, 2015, 01:06:44 pm
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.

Oh okay. No wonder I couldn't find it lol. I thought I was just being really dumb. :P Thanks :)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Vendayn on May 17, 2015, 11:34:49 pm
   [REACTION:MAKE_NEW_TOTEM]
   [NAME:Make Meat Totem]
   [BUILDING:CRAFTSMAN]
   [REAGENT:A:1:MEAT:NONE:NONE:NONE]
   [PRODUCT:100:1:TOTEM:NONE:INORGANIC:IRON]
   [SKILL:METALCRAFT]

Is there something wrong with that?

It isn't just meat I'm going to use, I'm gonna add metal as a requirement. But it isn't showing up in craftsman workshop.

I tried making a custom building that included this, as that worked with another item. I did same thing as that item...but the make totem isn't even appearing on the workshop crafts. In either craftsman or when I tried a custom building.

I of course added

[PERMITTED REACTION:MAKE_NEW_TOTEM]

As I did with another item I added.

Is there a reason the totem one isn't working? I'm guessing it has to do with that meat reagent. Since everything else looks right. I didn't know what the meat one looked like, so I just copy/pasted from another meat entry lol. Probably got it wrong.


Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: smakemupagus on May 17, 2015, 11:47:17 pm
PERMITTED_REACTION with an underscore;

and unless i'm badly mistaken, "MEAT:NONE" isn't a valid item token.  Wiki has comprehensive list.  ... looks like i was in fact wrong about that part ;)  learn something new :D
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Vendayn on May 17, 2015, 11:49:59 pm
ROFL. Go figure I missed the tiniest thing xD No idea how I kept missing that. *facepalm*

thanks
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: smakemupagus on May 17, 2015, 11:53:03 pm
ROFL. Go figure I missed the tiniest thing xD No idea how I kept missing that. *facepalm*

thanks

np.  When the reaction doesn't show up at all it's a pretty good bet that the problem is with your permissions, or something fundamental like that, rather than with the reagents or products
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Vendayn on May 18, 2015, 01:10:03 am
Hm, its still not showing up. Maybe its the reaction name itself?

[PERMITTED_REACTION:MAKE_NEW_TOTEM]

That is correct now

So it must be something in here

   [REACTION:MAKE_NEW_TOTEM]
   [NAME:Make Meat Totem]
   [BUILDING:CRAFTSMAN]
   [REAGENT:A:1:MEAT:NONE:NONE:NONE]
   [PRODUCT:100:1:TOTEM:NONE:INORGANIC:IRON]
   [SKILL:METALCRAFT]

It doesn't show up in my custom building either.

Something it doesn't like there for some reason.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: smakemupagus on May 18, 2015, 02:33:30 am
in the snippet you shared, you don't have [BUILDING:YOUR_CUSTOM_BUILDING], so it definitely won't show up there.

You sure the craftsman accepts custom reactions?  most vanilla workshops don't.

edit:  maybe take this to a different thread since it's modding help, not really Warlocks related?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Vendayn on May 18, 2015, 03:49:31 pm
Now that I got that figured.Now I have a gameplay issue.

No one is working in the Soul Syphon? When I go to build a necromancer shrine it says I have 12 souls. Its from butchering animals and some of it I think is from graveyard. But, no one is trapping them in hourglasses (I have plenty of those) at the Soul Syphon. Even with "no job" warlocks around.

I even set two warlocks to use the soul syphon, but they still don't use it.

Do I need to build the Soul Syphon near something? Its pretty close to everything else as I kept everything roughly together as far as workshops and what not go.

Its been over 3 hours and no one is trapping souls in hourglasses :( (and I did try having everyone able to use it, but after waiting an hour or so, I thought maybe putting the "no job" ones to be able to use it would work. But nope :(

I definitely have souls and hourglasses.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Niveras on May 20, 2015, 04:41:35 am
Sorcery labour enabled?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Vendayn on May 20, 2015, 10:36:15 am
Ah, yeah guess that was it. I keep forgetting small dumb things. xD Like, going into Therapist and activating Sorcery lol. That explains why it was working then wasn't. Thanks. :)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: AtomSoldat on May 28, 2015, 01:30:08 pm
Eldritch greetings to you!

I was wondering wether someone could help me with making wooden corkscrews for pumps.

My Warlock Fort happens to have been constructed on an aquifer and while i could probably handle that
without pumps, i'd very much prefer to know how to make them. Or do Warlocks not have access to Corkscrews?

I can make some other trap-components at my carpenter, but no corkscrews, as it would seem.

(http://a.pomf.se/zsypjf.png)
Will i need a Bone-Forge to make them out of bones?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: smakemupagus on May 28, 2015, 02:34:12 pm
Masterwork uses this other item for pumps, in place of the vanilla giant corkscrew which was sort of a dominant weapon trap component.

Quote

##########################################################################################################################
/// 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]

Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: AtomSoldat on May 28, 2015, 04:10:53 pm
Thanks! (:

As a sidenote, maybe it would help to have the error message refer to the lack of a pump mechanism instead of a screw.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Brutaka001 on May 28, 2015, 05:48:34 pm
I dunno if this would can't as a bug for the warlocks (for I haven't tried it with any other race) or the whole Masterwork Mod. But here it goes:

It says in the Warlock part of the manual, "You chose a nice site, just as always. Bonus points for embarking on a tomb or necromancers tower, which will be friendly to you. Just press SHIFT+E on the map to embark on them. " Yet when tried, you still cannot embark on towers of any site on the map for that matter.

I dug around in the folders and it seems that the "EmbarkEverywhere" mod isn't included, so I didn't know if this was integrated deeper in the mod or if it's just missing.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Emperor on May 29, 2015, 12:27:45 am
It's not included anymore. Use this :
http://www.bay12forums.com/smf/index.php?topic=21351.0
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Brutaka001 on May 29, 2015, 02:16:20 pm
Thank you kind sir! Was just wondering if it was just me, or if the manual was wrong. Again, thank you.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: ore9ore on June 20, 2015, 11:07:55 pm
I don't know if this thread is active, but here I go:

How does the Corruption Chamber work? If I simply add a task , a Warlock (sometimes a ghoul...) comes, and do nothing.

I thought that maybe I need to pasture a prisioner, so I made a pasture for the whole room. Nothing.
I tried to make a pasture only on the central square. It didn't work the 1st and 2nd time, but the 3rd time. However, I find something odd: "A prisioner has been killed and converted to a Ghoul" but the prisioner remains there.

Bug?

Thanks, and great mod!

Edit: I searched in this same thread, and I saw other person saying the same.
I hope "Reborn" gets warlocks too. Great work! Thanks!
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on June 21, 2015, 03:56:40 am
Reborn will get necromancers as playable race. :)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: dubem on July 03, 2015, 07:42:33 am
okay so i finally got into the whole raiding thing with the overlord and all that, and i finally managed to get a prisoner to interrogate, but there is just one little problem: the cages are made out of ironbone, and are "SPECIAL" cages, so they are extremely heavy and thus take ages to carry from one place to another, and are not listed in the animal stockpile...does anyone know which stockpile they belong to? (im pretty sure they aren't in the animal stockpile, i made an entire separate stockpile for cages and everything in the animal stockpile, disabled all that from my general stockpile, yet they did not store the cages from the raid in the new stockpile)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: LMeire on July 03, 2015, 09:23:45 am
I think they're under "tools" with no item sub-type; a lot of other misc objects are like that in MW, the trick is to sort the stocks by material for specific tools.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: forsaken1111 on July 08, 2015, 08:04:27 am
Are soul phylacteries under the same tools category? I was attempting to make a stockpile for filled soul phylacteries but couldn't find them.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Herbalist on July 08, 2015, 01:29:03 pm
Soul phylacteries and hourglasses are crowns if i remember correctly.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: forsaken1111 on July 08, 2015, 01:46:53 pm
Soul phylacteries and hourglasses are crowns if i remember correctly.
Huh... I'll check and see. Thanks!

do filled phylacteries lose their material? I'll have to see if there is an easy way to sort them. Ideally I'd like a soul vault with all of my filled soul phylacteries and leave my empty hourglasses near the syphon.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: forsaken1111 on July 09, 2015, 08:31:12 am
Well I didn't get around to finding out because I have had unending elf sieges. Do ethereal blocks have a value? Because I must have bumped my fort wealth up something crazy to get this kind of response. 70+ elves and assorted woodland creatures. Oh and at the same time two liches showed up, but they weren't really interested in my fortress. They fought the elves for a while and now everyone is sulking outside my walls while skeletons plink away at them with bows.

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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on July 12, 2015, 11:24:28 pm
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: forsaken1111 on July 13, 2015, 05:04:47 am
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.
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Flare on July 16, 2015, 05:24:14 am
That effect is in the manual included in the mod folder.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: forsaken1111 on July 16, 2015, 05:28:19 am
That effect is in the manual included in the mod folder.
I noticed that later, once I actually looked at the manual. :P
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Kars on August 02, 2015, 12:38:52 pm
"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."

"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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Niveras on August 02, 2015, 12:49:21 pm
They can learn some. I think? I haven't played warlocks in a while. But they can increase skills at the inscription studio (or whatever it is called), so possibly the learn bonus applies there (meaning it would take fewer trips/resources to grant a dreadnaught skeleton a lot of skill versus a normal one).
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Kars on August 02, 2015, 01:37:47 pm
Ah, cause I was thinking about playing one in adventure mode. Ghouls don't really seem to learn certain skills either. Strange
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Niveras on August 02, 2015, 01:51:03 pm
Oh, right. Skeletons definitely learn military skills as normal. It's the civilian jobs that they don't (though I think they train mining normally in addition to the studio). Same applies for ghouls - military skills with the exception of weapons, but plus wrestling and whips.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: vjmdhzgr on August 02, 2015, 06:26:40 pm
Ah, cause I was thinking about playing one in adventure mode. Ghouls don't really seem to learn certain skills either. Strange
It'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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on August 03, 2015, 07:57:13 am
"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."

"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?
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.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: taldarus on September 14, 2015, 12:24:55 am
Been playing in my spare time. Couple of tweaks/suggestions for playing warlocks.

First, on ghouls: Does anybody actually use them? I personally prefer to use zombies (even back when they where uncontrollable). I was thinking of adjusting the bite syndrome, because I don't think I have ever actually seen their victim become a zombie. Does it work? Is it just a really long delay? I think it's just too long a delay. I would like to adjust it to a 1 minute delay, and a low chance of happening.

Zombies & Ghoul squads:
I created a zombie squad. It looks like it should work, but I get the 'no acceptable candidates' message no matter what, for both zombies and ghouls.
Spoiler (click to show/hide)

I intend to create MASSIVE zombie hordes that are controllable to sweep across the ENTIRE...3x3 map... No gear/armor/weapons, just regular zombie action. Without being able to select a candidate though creates a problem. It looks correct, did I miss something?

On to REBORN. I noticed in the post that people are talking about the necromancers. Honestly, I keep having to remind myself that they are...Warlocks...

I like the idea of progression. Perhaps the goal is obtaining immortality for themselves? So everyone starts out as 'regular joes'. A nice normal colony of humans, and at some point one of them discovers the secret to immortality. He then kills off everyone else, reanimating them one-by-one into undead servants. A 'rise of the plump helmet men', but in reverse.

Functionally, you could probably just add them as a sub-race, say humans. A special workshop (using a secret tome) allows the player to create a single necromancer. I would recommend the time delayed release, like for the hermit. I don't want to play humans (too human...), but would tolerate 3 years as humans to do the rest... So for the first one to three years, you play a normal human game. At the end of the time, the secret tome is provided, and a player can choose to progress down a darker path. Actually, I think I would play for twenty years, slowly build a temple of light, paladins and priest all over... Only so I can secretly create a dark cult of undeath beneath them...*DROOL*

A clever player can then take steps to build a secret 'second' base for his hidden and growing undead army. Necromancers are all safe in the living portion, but if the undead ever bump into the living all hell breaks loose. So with care, you can farm the living city for years, before you are discovered. When the undead are discovered the living all rise up (actually they would be cultists, and the zombies detectors, I think...), this forces your hand and you will loose all control over the living (But if you never create a necromancer, normal human gameplay...OOH! Paladins...the FUN...)

The old versions usage of souls never felt right to me, for necromancy. A necromancer feels more like they consume the souls of the living to become more powerful. Souls for a necromancer shouldn't decay. These guys are masters of death, unable to let a soul simply wither-away. I don't mind the idea of a dedicated warlock working to preserve them, but it doesn't make sense that he needs a specific reagent to do it.

Phylacteries, in a completely fictional way, are said to preserve the soul of the living. Allowing a living being to move his soul into a special device, while not losing control of his 'physical form'. A soul attached to a phylactery should be more ghost-like; and when used properly, able to possess dead flesh, inanimate objects and the like. A soul-infused undead would, in theory, still be equal to a living person, save that the phylactery is what needs to be destroyed.

--Units--
Zombies/skeletons/?souless types - don't improve/worsen. Super cheap to replace, maintain, and field. Different types have different uses.
Thralls - Part-living beings who have had their 'souls' stripped from their flesh while they still live. This would be the typical 'vampire movie' mind-slave guy. Subservient and retaining their skills, they can even learn in a rudimentary way. Useful in that you can get a soul from them, and still retain a margin of usefulness from them.
Ghouls - Part-living beings who still retain their soul (able to learn). They are driven mad by dark magics, and crave to consume the flesh of the living. Violent, powerful, and forgets whatever they are doing to kill whatever they see. Ghouls would be created by the player, almost identically to how they are currently made. Their fragility is balanced by learning (Thinking of changing ghouls in original atm)
Vampires - ?
Apprentice - Tempted into black arts by your necromancer, mortal.
Journeymen...etc (lifespan increases as they progress? So a master is able to live 900 years... still needs food and drink...)
Lich - Once a phylactery has been made (SUPER expensive, maybe needs adamantine?) Your necromancer can become a lich. Immortal, tireless, well spring of awesome kick-buttery. If you die, the phylactery is salvageable, and ANYTHING can put it on at the 'throne of ascension' or something, and your Lich is reborn. (worker dies, but who cares about undead?)

The original Warlock experience was overly intimidating. I loved inscription, upgrading skeletons, pylons (laying out a fort), and the slaughter. Oh the slaughter....BUT the start (...and end...) of the game was so incredibly different from any of the other races. (I haven't ever used a farm...). Linking them to humans would allow a more regular start, but guaranteed FUN!
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on September 18, 2015, 10:23:28 am
@taldarus,  i like that idea, and dislike humans as much (theres like 8 billion people playing humans in RL.. shits overrated)

Warlocks were my first race to breach the circus and win it with martial might - so many dreadnaught skeles

I'd like the option to straight up "make" a dreadnaught skele, materials included... also warlocks need a way to get a philosophers stone besides bringing one at embark....(dat bismuth is rare as fk!)

I'd trade over 100 souls for one in an instant, but considering how easy it is to embark with one.. DF hack to the rescue in my current fort =D

Meph, can opposed to life skeletons be an option in the future, i swear the game hates my skeletons sometimes, even caused a loyalty cascade after i made the stupid skeleton banner thing (involving the gargantuan bone golems attacking my skeletons.. who attacked my ghouls.. who .. bleh )
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: taldarus on September 18, 2015, 06:52:20 pm
Edited: Rearranged and rewrote post.

Observations and alterations:

Zombies - Even though they are mindless, they are too powerful. Need a hundred cages build a ton of workshops and churn em out in hurry. Too many things don't require quality craftsmanship. (Would necromancers/warlocks care about wealth?)

Skeletons - Gave them the ability to learn, in equality to combat skills (50%, 75%, 100%, 125%). I still don't use them a lot, preferring to use zombies, but it gives them more functional use. I like this change. Gameplay FEELS the same, but now you have an end game class. Dreadnoughts.

-Cost of souls should go up to balance learning ability. (I think five souls)
-Dreadnoughts, being the culmination of black magic, can use magic. (I have it set to they all can, but that is too powerful)
   -For bloodsteel and dreadnought, how about the cost is only the additional ingredient? I don't see why that wouldn't work, and it would reduce the cost. (Ironbone skeleton -> 10 units of blood = Bloodsteel skeleton -> 10 souls = Dreadnought skeleton)

Ghouls - changed their bite, but still don't use em...

Etherial Material -
No value option =
Cons - No value allows the player to build safely and secretly, without drawing the attention of more fierce invaders. If you are careful you an probably get to year 5 with almost no 'value' to your massive fort. (I had a game reach year 4 before a siege)
Pros - Tantrums are a real problem here.
High value option =
Cons - Emotions are easy to deal with.
Pros - Sieges show up in serious numbers very quickly

Phylacteries - I have removed their dependence on hourglasses. This is nice, because when tied to the skeleton change, reduces the early game dependence on digging. Inscription becomes a more later game option (it is still SUPER fast). A warlock fort can now survive entirely above ground in the early years. (But that means building with etherial, which increases risk of early sieges)

Philosopher stone - (not changed, but easy to do so)

Evaluation:
All-in-all, I am very pleased with my changes. I find that warlock mode runs much smoother this way. I no longer start thinking about stones and gems. I actually focus on designing a small'ish bunker/fort to get my warlocks indoors and protected from sieges. Sieges are still cageable, but if you abstain from caging them, they usually arrive before I have really finished developing my 'traditional' warlock fort. (I overbuilt my forts, building massive complicated forts that almost don't even need traps to kill invaders). I haven't gotten far enough yet, but several forts have actually gotten overrun.

My previous fort was hit by stranglers, but even as I was mopping up the field elves ambushed me. I lost three warlocks, and took a huge hit in the zombie department. I still handled it, until the third siege showed up. Year 2 (Maybe summer? Can't remember, three sieges in spring...) defeat.

Originally:
Elf "Sir there is a black tower being built near here."
Captain "We can give it a few years, they are still weak."

Now:
Elf "Sir there is a black tower being built near here."
Captain "OH ****! Contact everyone, we must unite and destroy these foul creatures immediately, before they get too strong."

Additional:
Do people obey the class boundaries? (I never use skeletons/ghouls/zombies for magic work (IE graveyard digging, is SUPER tempting))
Do people use pylons? Is there a functional reason to use pylons anymore?
One class/race?
-I am currently leaning this direction. Only skeletons no classes. Maybe adding gems makes a skeleton better at magic? Zombies kept, but as pet/mechanic/vermin hunter? Remove Ghouls? Remove Warlocks?
Problem with undead is they don't need food or drink...but they do need SOULS! Souls are a plant, could they be designed to only eat souls? Still no drinking, but at least it allows the dining room to remain in-game functional. Soul Wine?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Fairin on September 22, 2015, 05:31:53 pm
sounds like you're doing a good job going indepth for warlocks Taldarus, toss it here i'd like to give it a run - but fix the philospher stone please =P

i DO mostly obey class boundries, i have used a skeleton to make arrows constantly form the ethereal forge for a 25 archer squad tho (man that arrow use!)

i would like ghouls better if their weapon of choice didn't suck so bad against helmets, i'd perfer a piecing/slashing claw+teeth weapon, even so they make great militia 'hunters'

one class/race? What, like just skeletons?  Skeleton fort? Skeleton fort with the ability to turn one into your lich leader.....

PS. i never used zombies as haulers.. gonna try that now... lol.. =)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: taldarus on September 22, 2015, 08:38:35 pm
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...)

Trying to upload to DFFD atm. Stupid china... It's an 80kb file...

EDIT: uploaded
http://dffd.bay12games.com/file.php?id=11153 (http://dffd.bay12games.com/file.php?id=11153)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on September 22, 2015, 09:18:09 pm
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...)

Skeletons having non-0% skill growth for non-military skills is a bug. Plus steel arrows aren't that much better then copper arrows because of how projectiles are calculated[There was a science thread on different material types and projectiles, not sure if its still relevant in the new version.].
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: taldarus on September 22, 2015, 10:22:59 pm
Sweet, so no real balance issue for arrows is nice
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Brutaka001 on September 27, 2015, 02:43:55 am
I have a question, or concern how have you, that is about turning invaders to ghouls and prisoners.

I was playing in the Scorching Shiv in a flat region with shallow metals, deep metals, and flux. No river and ridiculously flat. I have been surviving off strawberry wine and fisherberry wine and the meat gained from killing snakes and scorpions. Not a glorious start for any Aspiring necromancer world leader. But that's not the problem. It was year 79, 3 years after embark, when my first invasion occurred. The invasion was 3 squads of 20 units of Expert Macedwarves, half belonging to the jeweler's guild for some reason or another.
I captured about 25 of them, striped them of all weapons and armor, then 10 to my corruption chamber room and the rest to the Prison cells to imprison them. BTW when these dwarves were caged, the siege ended and the rest of the dwarves just left, making me scratch my head in confusion but didn't really question it because i was still alive.

I used the reaction in the Corruption Chamber to turn caged prisoners into ghouls. The reaction went through, first turning them all around the chamber into screaming prisoners as intended. After unpausing each dwarf turned from a screaming prisoner into a Ghoul, even showed under the units window. When released from their cages since they said that they transformed to a ghoul and showed in my civilians tab, they started murdering everything. Eventually they all died to my Skele Hammer-men, leaving 2 warlocks and 5 Bloodsteel skeles. I then went to turn the remaining invaders to prisoners using the Prison Cell. After the message saying that "target dwarf" has transformed into a prisoner, i opened the cages and pastured them into the cell room.

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?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: megahelmet on September 28, 2015, 05:04:29 am

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?

Na, this reaction is bugged. Something to do with the fact that they were once hostile. Hostile will always stay hostile. Kind of like if you capture a megabeast that killed one of your fort before capture.

The best way to get ghouls is with the Throneroom. Send your guys out to capture. They will bring back prisoners you can ghoul no problem.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Potya on October 26, 2015, 10:14:25 am
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)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Nelia Hawk on October 26, 2015, 03:54:35 pm
1) i think it is buildable somewhere either under where you build beds and chairs etc, or under workshops or forges. i dont think it was a creature that you had to pasture... but i never build one so not 100% sure.
2) also never got into raiding... but the manual help file sais:
Quote
How it works:

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).
so maybe check the corrupted forge for these raiding kits?
3) the graveyard should have a low chance option to lure ghouls with meat or something like that.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Arcvasti on October 27, 2015, 12:23:06 am
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)

1: The pylon should be a creature, just pasture it where you want it and a minion ought to drag it over momentarily. I don't think there's a way to use buildings to trigger reactions like this, at least not one that Meph uses. IndigoFenix's Gnome mod does stuff like that, but I don't think Warlock mode has that kind of thing.

2: Check the craftsman's workshop. Lots of miscellaneous reactions end up in there and last time I played raiding kits were in there.

3: Last time I played[Which was a WHILE ago], you had a 2% chance of attracting a ghoul in the graveyard with meat. That may have been removed, but getting prisoners through raiding shouldn't be THAT hard, at least once you start raiding something besides the countryside.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Potya on October 29, 2015, 02:13:53 pm
Thanks for your previous answers!)
Some new questions:
1) after raiding I received an ironebone caged prisoner. Now it ( he or she) is on my finished goods stockpile. What I can do with it? Butch or I can receive some info about caravans and villages?
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(((
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Sver on October 29, 2015, 03:12:23 pm
2) There are a lot of items "minion command" on the floor near Throne Room: what is it? How can I delete them?

Not sure what is it, but you can smash anything under a drawbridge.

3) I can make anvils only from iron and steel? Unfortunately, I don't have them near the surface(((

Yes, these are the only metals* anvils can be made of. Do you maybe happen to have any spare iron/steel items to smelt?

UPD:
* There's also mithril. It's way rarer though.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: chaosfiend on November 03, 2015, 04:20:58 am
Question. How is the Eternal Sleep for the Eternal Rose supposed to work? I tried to get a guy to go to sleep, but he is still hopping and jumping around.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: taldarus on November 06, 2015, 07:26:53 pm
My opinion:
Never used it myself. I would just 'cheat' the castes a little and use a skeleton/zombie to run the reanimation rituals, if I ever even LOST a fort. Actually, the whole concept is pretty odd, if you really MUST waste a warlock by putting him to 'sleep' than why not create a second side fort just for him. Give him a couple of zombies and skeletons to manage his personal palace (food, clothes, etc)...Now I want to make a individual fort for each warlock... THAT sounds FUN.

You can even operate the entire pylon network from inside these mini-fortresses...

@chaosfiend:
More detail what you have tried would definitely help. The description in the manual is a tad bit vague, and a quick glance through the relevant text files (can't find the .lua atm, but I am busy irl) doesn't specifiy either. Maybe you need to burrow the sleeper on the area. I am guessing it's a syndrome, and that it doesn't work means the person is probably running off before he gets hit by the sleepy time. Totally a guess though. Could be that you are using the wrong worker, but I am guessing your not trying to use a skeleton for this. More detail could help.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: steelyeyed on November 19, 2015, 09:12:27 am
I searched for this, but could not find anything.
Is there an easy way to search for tombs before embarking? Other than scouring the map tile by tile looking for the symbol?
Thanks
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Dozebôm Lolumzalìs on December 08, 2015, 06:25:52 pm
Legends Something.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: palu on December 11, 2015, 06:37:42 pm
Do warlocks have access to the ore processor?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: LMeire on December 12, 2015, 12:40:10 am
No, the idea with them is that you're supposed to be shredding natural metals for spell reagents. If you want metal you're gonna have to either melt down invader weapons, build a corrupted forge for ironbone/bloodsteel/dreadnought, or put up with the slag from melting unprocessed ores.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Niveras on December 12, 2015, 11:06:53 am
Or just turn slag off.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Brody on December 17, 2015, 10:46:39 pm
My understanding is that the only way to play warlocks currently is to use the older version of masterwork. Is this correct?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: forsaken1111 on December 18, 2015, 05:20:11 am
My understanding is that the only way to play warlocks currently is to use the older version of masterwork. Is this correct?
Yes.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Meph on December 18, 2015, 09:04:16 am
Yes. I wrote them for the old version, went to travel through asia for a year, did not have time to write them again for the new version, and now there is a new new version.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Brody on December 21, 2015, 03:31:36 pm
No complaint. Just didn't took me a while to figure out why I couldnt set Warlocks as playable in the 40.X version.

I do have a question though. Why is the soul syphon not working? Is there a skill that needs to be enabled?

Nvm, got it figured out now.
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Brody on December 22, 2015, 08:23:14 pm
I keep finding items labeled [creature] rock (they have the creature names). What are these for, and how can I profit from them?
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: LMeire on December 23, 2015, 12:46:26 am
I keep finding items labeled [creature] rock (they have the creature names). What are these for, and how can I profit from them?

From what I can tell, those are gizzard stones. You can find similar rocks from butchering some kinds of birds/reptiles in vanilla. Basically they're just pre-cut rocks that you can you to encrust furniture with and raise the item's value. (Which in turn increases the rate and intensity of your sieges.)
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: Amperzand on January 04, 2016, 06:01:31 am
PTW
Title: Re: ☼Warlocks☼ - Everything Warlock Mode
Post by: harkejuice on April 22, 2016, 08:31:54 am
Hi I have the Square of Sator and I've called the Drow a few times to get Crates of Bloodsteel and Boxes of Library goods, but realized I have nowhere to unpack them. Was I even intended to be able to trade for crates? Or was I just supposed to murderkill the Drow? I had hoped they had caged prisoners of some sort.