Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - comicraider

Pages: [1] 2
1
Decided to give serial killing and monster hunting a break and create a travelling bard adventurer, and by luck the two guys in the house I spawned in were skilled in the same instruments as the musical form I'm best at. I can sing and play the vicu, one of my two companions can play the ethgath, and the third guy can sing slightly better than me. I spawned with a vicu and the ethgath player just simulates. Only issue now is that after I... ahem... borrowed an ethgath from a tavern we played at for the guy who can play it, he just won't use the thing. I've even tried using DFHack's bodyswap command to make sure he's physically holding the thing in his hands but no, still prefers to simulate it. Checked his stats, he's an adept ethgath player, just won't play it. I also double checked it wasn't one of those big stationary instruments that I have no idea how to use - nope, the ethgath is basically a guitar made of bone. 100% handheld.

Anyone know how I can get the idiot to recognise the instrument so we can actually be a broke-ass travelling band like I envisioned instead of an a capela group? Only remaining theory I have as to why he won't play it is that it's because it's stolen.

2
I recently got back into playing my original save, Entar (Home of the cursed fort of Silverypainted) and felt like writing up a dramatized version of what's happening in my world right now. By "dramatized" I naturally mean "Stuff I plan to do once I figure it out, with some in-universe handwaving to explain some of my previous DFHack experiments".

Whereas the previous "Tales from Entar" have been brief snippets ripped word-for-word from Legends, covering the fallen Megabeasts through the ages, mortality-obsessed kings, ghostly mayors having elections to try and oust themselves from office and have...themselves voted in, werebeast epidemics and gates to Hell itself, this will be written up as a more traditional story, with a few liberties taken in the form of some Fortress Mode characters here and there doing their own thing while my Adventurer formulates his master plan.

I also want to illustrate some of this but can't draw to save my life, if anyone's willing to help, PM me :)

Anyway, writing will take me a little while but I'll write a prologue for the time being, see if anyone's interest is piqued;

Entar. "The Legendary Land".

Year 1084, the 19th year of The Golden Age.

Nearly five years have passed since the continent-spanning wars came to an end. Dwarf, Elf and Human alike discovered the truth about the disaster of Silverypainted, and a truce was formed to hunt down the remaining weregila monsters that plagued Entar's heartlands.
In time, this shaky truce would become a grand alliance, ushering in a new age of peace and prosperity throughout the realm. As the armies of the three races stood down, the Human freeblades settled as farmers and the Dwarves' Great Vault was sealed, the peasantry of the land could roam the land safe from raiders for the first time in recorded history.

Meanwhile, on an undiscovered island far to the south, dark rituals were taking place. A warlord serving a nameless god of death had all of his people put to the sword, becoming an avatar to his god and being reborn as a figure known as "The Lord of Silence".
Knowing the world beyond his tiny island was awaiting him, the lord set sail, in search of the fabled civilized continent to the north, known as "The Legendary Land" in his native tongue.

For the first time since time began, Necromancy was coming to Entar, bringing the dreaded Age of Silence with it. Wether this newcomer succeeded or failed, the world would never be the same.

3
DF General Discussion / Extremely hostile worldgens?
« on: June 26, 2019, 07:03:43 pm »
 I've been playing in a lot of worlds that have seen mass extinction lately, but it's always been megabeasts and warring that make things !!FUN!!.

Anyone have any worldgen parameters for making worlds that are borderline uninhabitable? Evil biomes everywhere, extremely hot or cold etc.?

I'm after a challenge, go ahead and fun me up.

4
DF Dwarf Mode Discussion / Can't launch raids
« on: June 20, 2019, 07:39:52 pm »
It might be because my game was started in 43.05 but I can't seem to send squads out to raid in this particular save. I just get a "cannot order mission without leader" message, see attached screenshot.

Spoiler (click to show/hide)

I've been able to raid fine in saves made after the update, and apparently other players aren't having the same issue. Did I do something wrong?

5
DF Dwarf Mode Discussion / Ending wars?
« on: June 09, 2019, 06:14:27 pm »
I was just reminded of my old world, Entar.

There's a single Dwarven civ, one Human, one Goblin, two Elven civs, and a single Kobold cave hidden in the mountains that nobody can get to.

There was relative peace up until the Silverypainted Incident occured.

Sometime around 1054 there was a werebeast outbreak I assumed I'd contained, which had the bad timing of unveiling itself as merchants and visitors were arriving. The subsequent attacks and spread caused a small Weregila monster outbreak in that part of the world, but ended up making each and every civilization in the world go to war with one another. The game's now in 1075 if memory serves, and war is still raging. Dwarves are the dominant civ and thanks to my fort's adamantine supply has an uncontested military, but that's where the problem arises;

This game was started before creating raiding parties was added in, and as such won't let me actually form them in the newer versions.

I'm pretty much stuck having to defend against sieges hoping everyone will get bored and call it a day, but is there any way I can help bring these wars to a close and get a few years of peacetime before I reactivate my Adventurer and use his status as the world's only necromancer to go full White Walker on everybody?

Apologies if this is in the wrong group.

6
As of the time of editing this, the game has come to an end. Overseers disappearing without updating their progress led to a lot of guesswork on our parts, and the thread just went quiet for months at a time. Every now and then someone would bump it saying it should keep going, then overseers never updated when the save was passed on.

If anyone wants to fiddle around with the save, here's a copy I found in my Dropbox: https://www.dropbox.com/s/654lbu14y8ydeg0/Earthenhold.rar?dl=0
No idea if it's the most recent but it's all I got.


Okay, looks like we're back for now :P

Feel free to post any updates or findings if you get around to digging through the world's lore, I'd like to see the Dwarves return to power and curb the Goblins, so if anyone manages it I'll give them a cookie. Or my recipe for cookies, idk.

Have fun.

Usnuspstrasp, year 1050.

For 800 years the Goblins have ruled uncontested over the world. As the fruits of the gods' labors first drew breath and early civilisations took their first clumsy steps into the virgin wilderness, sinister powers began to draw up plans of their own.

Forging dark pacts with the gods, a pair of demons rose up from the depths of hell and dominated the fledgling Goblin holdings, ruling them with an adamantine fist to this very day.

The humans were the first to fall, their small cluster of towns quickly overrun as the evil hordes spewed forth from the Dark Fortresses. The Elves soon followed. Both civilizations crumbled within 50 years, so soon that not a single being in the world had died of old age. The Elven empire somehow withstood the Elves' extinction, and a handful of beastmen held out for another 150 years before being stomped out.

The Dwarves were somewhat more fortunate, having lasted for over 280 years in spite of their proximity to one of the Goblin capitals before the last Fortress submitted to the ravages of constant warfare.

Unlike the others, war did not eliminate the species and any remaining children were enslaved and raised in the pits, although these survivors would not last long. The only other survivors were a group of five adventurers, who mastered the art of necromancy and achieved immortality, hiding away in their tower for centuries away from Goblin eyes. These five were all that remained of the Dwarven race, its lands pillaged by dragon and demon and forgotten beast alike, and its relics gathering dust in the clutches of the demonic overlords, as well as several megabeasts.

All that changed at the start of the year 1050.

As the new year dawned, a group of Dwarves awoke in the wilderness, with no recollection of the events that led to their arrival in the middle of nowhere. They found that almost a millenia had passed and they were the last of their kind.
Refusing to give in to anguish and grief, they did what all Dwarves do: Drink and Dig. They channeled their pain into the construction of a new fortress, further east than any civilisation past or present had ever tread and far enough away that the Goblins would never know of their existence.

They would rebuild. Regardless wether or not this fortress became a monumemt or a tomb, hey would ensure that the Old Empire would never be forgotten.

The new fortress was christened Sunshield, and other Dwarves soon began to appear out of nowhere, settling in their new home and dedicating theirselves to the survival of their species.

This was 4 years ago. Sunshield thrives.

Feeling comfortable in their newfound safety the fortress' queen, "Comicraider" Kalanfikod, ordered a second fortress be founded nearby; the first of many in their quest to reclaim this world from their opressors. The new fortress was christened "Earthenhold" and a group of settlers were sent west to begin construction.


Volume 1: "Sunshield" can be found here: http://www.bay12forums.com/smf/index.php?topic=170514.0

That's right, folks, this game's back from the dead...much like the Dwarves. I recently came back after four months of inactivity and the previous Return of the Dwarves thread having been dead for just as long to find that literally SEVERAL people wanted to keep it going. Why not? :P

Original fortress' thread can be found here: http://www.bay12forums.com/smf/index.php?topic=170514.msg7749809#msg7749809

The previous objectives will still apply;

1) Kill ALL Goblins.

2) Retrieve Dwarven artifacts from the original civilisation.

3) Kill ALL Goblins.

The save I recovered after reviving the game was from my initial year, so I'm rebooting the player list;

1) comicraider
2) applet
3) GPeter
4)
5)
6)

Anyone is welcome to request a turn or to be dorfed :)

8
Utilities and 3rd Party Applications / MOD CONCEPT: Dwarven Automatons
« on: August 17, 2018, 05:36:18 am »
Yeah, I know Automatons are already a thing in Masterwork, but I had my own idea for them.

Instead of being their own separate race, they can be built by Engineers in a new workbench, from stuff like ingots and gears and what have you, standard mechanical stuff.

When built, they function as if they're a fellow dwarf. They talk, walk around, do labors, all that jazz. Only real differences are they don't food and sleep (of course, being Dwarven contraptions, they will run on booze), as well as not aging or getting negative thoughts from nudity. Resilience wise they'll be just as squishy as dwarves unless I can figure out a way to make the material they're made from determine their starting skills but that isn't as important.

This idea came from playing Skyrim the other day and having to kill SO MANY DAMN STEAM ROBOTS, as well as running a succession game where dwarves are in a VERY small number and teetering upon the verge of extinction. It could help bolster a dying civilisation's numbers and possibly even replace them if the original populace is too small to maintain itself, since they are created via workbenches it's likely that Automatons will end up making yet more Automatons.

Anyhow, my main issue is that I am absolutely useless when it comes to modding, best I can do it make the non-Dorf races playable. Would anyone be able to help me out with this or at the least give me a few pointers? I can't understand DFWiki's article on it, I'm useless xD

9
DF Dwarf Mode Discussion / Narrowing down Artifact types
« on: May 20, 2018, 07:40:14 am »
More a curiosity, but is there any way to narrow down what kind of artifact or what it's made of when a dwarf goes into a mood? I mean like forbidding certain materials, changing labours and generally positioning said dwarf nearby the materials I want? I'm hoping to try and get a mooded dwarf to eventually make artifact weapons or something. Is it possible or do I just have to hope that the RNG gods are with me?

10
Just come across a bit of a confusion in the succession game I'm running. Dwarven civilization was extinct prior to embarking and the only survivors from worldgen were five necromancers, all at least 800 years old.

I know if your civ or species is extinct you'll still get two migrant waves as standard, and I got both in the initial year, but the guy playing the next turn has just informed us that we got a third wave, consisting of 18 migrants.

Are the hard-coded waves still a thing, or would dwarves have to be extinct with NO survivors for it to take effect? Not complaining about the extra bodies, just a little confused.

11
World run by Goblins? Elves and Humans extinct? Five dwarves left that are all immortal? This world needs dorfing up.

I was doing some worldgen as i do when i get bored and seem to have come up with an absolute doozy. Nothing special, just ramped up the savagery and set the Civ number to Very low, and the history to Very Long.

End result? Goblins rule the world from the three sites they have left. 5 Dorfs left in the world and they're all female necromancers who've been alive for centuries and all but one seem to have been raised by goblins (the other being born before recorded history, first dorf is last dorf), Humans and Elves are completely extinct. Also megabeasts and shit on a rampage.

We must rebuild. Grab some jumper cables, attach them to some ballsacks and put our drunken bearded friends back at the top of the food chain, bring The Allied Helm back from the dead.

How about a series of succession games to make the world great again? Start off a new fort in a safer part of the world (I THINK I found a very small good biome), use the settlers and hardcoded migrants to try and restart the gene pool, and spread out from there, reminding the Goblins of what hilarious buggery we're capable of?

Still deciding on a name for the initial fortress, suggestions are welcomed as well as players. Only real rules I have are no senseless Dwarf casualties; we're only gonna have the settlers and whatever we get in the hardcoded migrant waves, so we have to make that last until children start coming of age.

So who's in for tearing The Ageless Planet a new one?

Primary Objectives;

1) Bring Dwarven civilization back from extinction.
2) Make sure it doesn't die.
3) Try and recover artifacts from Dwarven ruins.

Secondary Objectives;

1) Take the goblins down a notch.
2) Take out some megabeasts.
3) Bring about the Age of Dwarves, which I guess is both 1 and 2 but I digress.
4) Get hold of a Necromancy Book to give the populace immortality [OPTIONAL]

Adventurer turns will start once the fortress is either finished or stable enough to be retired without fear of massacre.
From what I can tell you can only play as Human Outsiders so armor's gonna be tricky, and I'd reccomend poking around the Human ruins for supplies.
Turns will last a year as always or until your Adventurer dies, whichever comes first :P. Objectives are still pretty much the same (kill goblins and megabeasts, recover artifacts, ???, PROFIT), but I'll be setting up a points system and making it a little competition;

Goblin Kill - 1 point. (simply because there are thousands of the damned things)

Bogeyman/General Ambush Kills - 5 points

Megabeast Kill - 50 points

Recovered Dwarven Artifacts - 30 points

Recovered Non-Dwarven Artifacts - 20 points (there are more of them, even if Elves and Humans have been dead for longer)

Accomplishing all of this and surviving, retiring back at Sunshield or another Dwarven settlement if we get that far - 50 points

Whoever gets the highest confirmed point count out of the various Adventurers in their lifetime will win naming rights to a future fortress, in this world or any I go on to make :P Also I shall write a kickass story of your adventure and post it to the Hall of Legends or something, I dunno yet xD

TURN LIST;
1 ) Comicraider
2 ) Kametec_Housen
3 ) Canemaster
4 ) Krystyn Mazowiecki (FB Group)
5 ) UselessMcMiner
6 ) Francis Petrovich Abascal (FB group)
7 ) Rueben Nunes (FB Group)
8 ) Imic
9 ) GPeter
10)Wilf Shaw (FB Group)


ADVENTURER LIST;
1) FakerFangirl
2) VoiceBook
3) GPeter
4) Caesar Josephus
5)

12
Alrighty, I fancy playing as a necromancer adventurer in my favourite world (which I spam about in the stories section) but sadly despite the political instability and endless wars that seem to plague said world, secrets seem to be like fairy dust. Beyond the standard vampires (rare as is) and SO MANY WEREBEASTS there seems to be nothing else, no necromancy towers or anything, and I can't seem to track down any necromancers in legends.

I've spent a good in-game year as an adventurer searching for a slab or book, the plan being to give it to the Dwarven king if the lazy bastard doesn't take a wife and have heirs, seeing as he's obsessed with his own mortality, and have him rule the Banner of Souls for all eternity. But now the wars are at a stalemate, I've taken to playing as an Outsider warlord, going from town to hamlet to forest retreat etc. basically doing general murderhobo stuff, seeing as I can't claim sites as an Outsider. What I thought would be amazing would be if I could become a necromancer and introduce the world to the undead, adding another additional threat beyond the constant wars and the hundreds of demons I keep locked inside an evacuated fort. And the frickin' werebeasts, anyway.

Is there any way to spawn in a book/slab with the secrets of life and death on it into the world with DFHack, or alter the world's files to add more secrets so I can eventually find one? This world needs more fun, like medically needs it.

13
DF Dwarf Mode Discussion / Unknown Material/Smooth Walls Underground?
« on: July 23, 2017, 06:24:03 pm »
Now I was resettling my original fortress to eradicate the werebeasts and I got bored, so I dug down to the circus and promptly GTFO'd, sealing the entrances and letting the place flood with demons and kill all the beasts. I got bored and went down the rabbit hole, and there were a load of smooth walls throughout the hole made from various stones, along with "Unknown Material" Fortifications. Are there underground ruins I didn't know about or is this all a part of Hell?

Will post screenshots later as I'm in the middle of adventure shenanigans, game isn't modded whatsoever.

14
DF Dwarf Mode Discussion / No Outpost Liaison, civ not dying
« on: July 08, 2017, 06:14:17 pm »
I haven't had a liaison visit my fortress for a good couple of years, same with dwarven caravans, but according to Legends my civ is still thriving and the liaison is still alive. Is this a bug or is it something to do with my fortress itself? It's an unretired Metropolis with 220+ residents. I want to export the massive surplus of crafts I have to get my exported value up and get a duke/count/baron/monarch/whatever, and can't do that until I get some commerce my way :(

15
Entar is a mixed bag in terms of sanity. Talk to one man, and he'll be friendly as they come. Talk to another, he'll be wearing the first guy's skin while using the flayed corpse as a puppet. From the last surface-dwelling megabeast that rules the world to a bear man that conquered ten towns with nothing but a pebble, I hope to gather tales about noteworthy people from all over Entar that somehow have yet to meet their end, through death or other means.

(Also gives me some time to kill while I wait for the succession game I have running in the save's most rcent fortress to get updated. Might just call it off and continue myself soon)

Pages: [1] 2