PTW.
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:FEATURELUA_MAGMAWORKSHOPS] => enables magma workshop
The dwarves have it, but I dont think I gave it to the Warlocks. I would have to check.
And I do have the Armory and Weaponry in dwarf mode, which do exactly what you described. But I want to scrap them and use Roses system instead, because its way better.
Maybe a reaction "heat the forge" and you get 1-3 fuel from it, but the succubi becomes dizzy/tired from casting it. Add as the top reaction to each fuel using workshop. Done.
[ITEM_INSTRUMENT:ITEM_INSTRUMENT_OCARINA]
[NAME:ocarina:ocarinas]
[HARD_MAT]
[ITEM_INSTRUMENT:ITEM_INSTRUMENT_OBOE]
[NAME:oboe:oboes]
[HARD_MAT]
[ITEM_INSTRUMENT:ITEM_INSTRUMENT_HARP]
[NAME:harp:harps]
[HARD_MAT]
Here some ideas:I'd rather not have the same features in several civs. Slave castes dont work well anyway, because of the civ graphics: They would look like Succubi. And they already have the prisoner conversion. ;)
Slave caste, wich do all dirty work, like skeletons for warlocks, u need to capture them on raids and convert them.
Which building category is the Attorney's Stock under?
(and giving fire immune to everyone is overkill)I dont think it is. Magma-immune, yes, but fire? You would already lose all your items/clothing, which is bad enough. But a fireproof civ that has no real problem with setting the surface on fire would be nice. You say that Succubi are demons, but all procedually generated demons are magmaproof. I think it would fit to make Succubi at least fireproof.
I might split the temple of sin for each sinRoses building upgrade system works beautifully for this. You only need one temple in the buildmenu then, and can add 7 reactions to update it, one each :) Are you going by the 7 deadly sins?
I can only see the Den of Iniquity, the Summoning Circle, and the two Temples under that category. I cannot find it under furnaces either. Maybe it is bugged?Which building category is the Attorney's Stock under?
It's a workshop, you will find it under 'succubus ritual'.
I can only see the Den of Iniquity, the Summoning Circle, and the two Temples under that category. I cannot find it under furnaces either. Maybe it is bugged?Which building category is the Attorney's Stock under?
It's a workshop, you will find it under 'succubus ritual'.
E: Windows, current version, MS Obsidian tileset
As a side note, is there any documentation on what the Fountain of Blood is supposed to do?
Tried it and still nothing. Here's a screenshot of my workshops screen for reference.I can only see the Den of Iniquity, the Summoning Circle, and the two Temples under that category. I cannot find it under furnaces either. Maybe it is bugged?Which building category is the Attorney's Stock under?
It's a workshop, you will find it under 'succubus ritual'.
E: Windows, current version, MS Obsidian tileset
As a side note, is there any documentation on what the Fountain of Blood is supposed to do?
It should be under the abyssal temple, the shortcut is alt+x.
For now the fountain on blood does nothing, it will quench the thirst of vampires at some point.
Tried it and still nothing. Here's a screenshot of my workshops screen for reference.I can only see the Den of Iniquity, the Summoning Circle, and the two Temples under that category. I cannot find it under furnaces either. Maybe it is bugged?Which building category is the Attorney's Stock under?
It's a workshop, you will find it under 'succubus ritual'.
E: Windows, current version, MS Obsidian tileset
As a side note, is there any documentation on what the Fountain of Blood is supposed to do?
It should be under the abyssal temple, the shortcut is alt+x.
For now the fountain on blood does nothing, it will quench the thirst of vampires at some point.Spoiler (click to show/hide)
Are the deep succubi going to be added,or have you already started the integration of both kinds of succubi? Or am I just dumb and they're in there already?
OK, thanks. You've made a great mod and I'm interested to see how it grows :D
Is it at all possible to give blight orges jobs.
I wanted to used them to cut wood and mine because i don't want my ladies doing it.
It even lists them under citizens.
what the point of having them?
Later traditions referred to many lamiae; these were folkloric monsters similar to vampires and succubi that seduced young men and then fed on their blood.[5]http://en.wikipedia.org/wiki/Lamia (http://en.wikipedia.org/wiki/Lamia)
Another thing I stumbled upon on the internet, maybe you can use it somehow:QuoteLater traditions referred to many lamiae; these were folkloric monsters similar to vampires and succubi that seduced young men and then fed on their blood.[5]http://en.wikipedia.org/wiki/Lamia (http://en.wikipedia.org/wiki/Lamia)
Maybe talk to IndigoFenix for a variation of his Druidism script. Make Succubi charm EVIL creatures. They dont care for animals, cavern monsters, etc, but when you embark on EVIL biomes, the non-undead creatures might join you.
Well, this IS the bay12 and we are talking about living incarnations of lust running around :)here's my suggestion:add a few more "corrupt" castes( just like normal castes but maybe with a slightly different appearance and POP_RATIO 0.then make the most evil reactions(torture,demon summoning and such) have a chance to transform the succubi in a manner similar to the guilds.these champions of depravity and wickedness can be your elite,taking evil creatures to their side,benefitting from evil weathers,performing the evileat deeds in tour dungeon(maybe some reactions which release a syndrome stone which kills anyone else)... I've put a lot of thought on the matter of simulating evil and corruption because of a project I'm working on,but I'm typing from an iphone.i have more ideas, but I need a pc.
A first form of corruption will be back in the next update where you can transform prisoners into half breeds that retain some of their original race's traits plus more due to the madness inducing effect.
In addition, most rituals done in temples modify the succubus performing it based on sins, making her more prone to rage (wrath) or fatter (gluttony), etc. This is not easy to spot but checking the status screen you may notice sudden changes.
A first form of corruption will be back in the next update where you can transform prisoners into half breeds that retain some of their original race's traits plus more due to the madness inducing effect.
so,corruption doesn't work in this update?
In addition, most rituals done in temples modify the succubus performing it based on sins, making her more prone to rage (wrath) or fatter (gluttony), etc. This is not easy to spot but checking the status screen you may notice sudden changes.
by the way,here's an idea:why not make the temples have negative side effects too?i guess you eventually want to include all seven sins.and since you are essentially dealing with demons,they may screw you over.
for example,take wrath:it makes your succubi more effective in combat.but they like killing so much,that they may go berserk.
or gluttony:eating a lot and growing fatter adds a layer of protective fat,but since your succubus is a glutton,she just doen't know where to stop,and so may explode from eating too much
[REACTION:BURN_SOUL]
[NAME:Burn soul for coke]
[BUILDING:FOOCCUBUS_SOUL_WELL:CUSTOM_B]
[REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SOUL][UNROTTEN]
[REAGENT:flux stone:1:BOULDER:NO_SUBTYPE:NONE:NONE][REACTION_CLASS:FLUX]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
[PRODUCT:50:1:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS][PRODUCT_DIMENSION:150]
YESDUST[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SMOKE][PRODUCT_DIMENSION:150]
[SKILL:SMELT]
Warlocks...again have the weird caste thing that makes it borderline unplayable for me.Could you give me some specifics?
elseif reaction.code == 'LUA_HOOK_CALL_SIEGE' then
dfhack.run_script('fooccubus/callsiege', 100)
dfhack.run_script('succubus/influence', unit.id, 'envy')
end
-- Happiness, 5 for ecstatic
function happiness(unit)
local happiness = unit.status.happiness
if happiness > 150 then return 5
elseif happiness > 124 then return 4
elseif happiness > 75 then return 3
elseif happiness < 26 then return 2
else return 1 end
end
u.race = race + 1
Where does the foocubus name come from, anyway?
Tentacle monsters?! AW HELL NAW! *runs*
Will this include masterwork races (orcs, drow, etc.) or just the vanilla ones for now?Tentacle monsters?! AW HELL NAW! *runs*
Those poor creatures are so misunderstood...
Joke aside, I imported the prisoner conversion from the deep succubi. So prisoners will transform into half breed depending of their race. All these caste have some feature of the former race with some now bonus and flaws added. After some testing that will be in the released.
I simply love the Chinese Succubi (yum yum dog meat). Mass murdering Orthusus in the name of soul-profit. My entire fortress runs around these lovely two headed dogs. I only wish I could know how to use their blood for booze too. Hahaha
I know it is OP, but deep inside I wish that you never fix the issue. D:
I simply love the Chinese Succubi (yum yum dog meat). Mass murdering Orthusus in the name of soul-profit. My entire fortress runs around these lovely two headed dogs. I only wish I could know how to use their blood for booze too. Hahaha
I know it is OP, but deep inside I wish that you never fix the issue. D:
Enjoy while it last, the reagents for the summoning will be changed to a chain and a bracelet. At least you would not be able to butcher them on repeat.
force hide the announcementthe transformation announcements are optional, you can turn them off in the GUI, first page.
Well of Souls is under e instead of w, fucduck.
By the way (it is probably on this new tab), how do I forge a sawblade. There are four centaur corpses waiting for it hehe.
correct.By the way (it is probably on this new tab), how do I forge a sawblade. There are four centaur corpses waiting for it hehe.
I'd guess trap components at a metalsmith's forge. That's where it usually is, I'd imagine it's still in the mod.
The second thing is that I imported IndigoFenix's fix for the animal screen so no more reloading the save!Nice, I assume that affects everyone using spawnunit.
you can now make a reaction name LUA_HOOK_SUMMON_TAME_<creature>, the TAME in the name of the reaction will affect the newly spawned creature.It there a LUA_HOOK_SUMMON_HOSTILE_ as well? :)
QuoteThe second thing is that I imported IndigoFenix's fix for the animal screen so no more reloading the save!Nice, I assume that affects everyone using spawnunit.Quoteyou can now make a reaction name LUA_HOOK_SUMMON_TAME_<creature>, the TAME in the name of the reaction will affect the newly spawned creature.It there a LUA_HOOK_SUMMON_HOSTILE_ as well? :)
Are you playing in a print mode that supports opengl ?
Torches are made in dwarf mode by the chandler, from wood + cloth + tar, but I guess Succubi could have it way easier. :D
Say... if I take a Warlock prisoner, and throw dead corpses there (including dead succubi), he will auto resurrect them (unless I'm getting Warlock logic wrong); and then I proceed to capture the undead. Could I convert them on a nearby Den of Inquiety?I am almost certain that the answer is not. Yes, you would get a civ member, but he would still be undead, attacking your succubi.
Yes, for tentacle monsters. Can you press quarry bush spawns, or mineral oil?
I have to check again I may have goofed up.
Butcher = Skin = Leather = Leather Rope... Rope = Chain
QuoteButcher = Skin = Leather = Leather Rope... Rope = Chain
Boltgun, I guess Orthi can still be summoned easily. :D
Yes, for tentacle monsters. Can you press quarry bush spawns, or mineral oil?
I have to check again I may have goofed up.
I'll check with the new version, might have been an issue with the manual update on my side. I couldn't do any of that though.
screw press
[PERMITTED_REACTION:COMPACT_PEAT_TO_FUEL]
[PERMITTED_REACTION:PRESS_COAL] => this one is silly, makes 1 diamond from 10 coke
[PERMITTED_REACTION:PRESS_OIL] => oil from plants
[PERMITTED_REACTION:PRESS_WATER] => water from some plants
[PERMITTED_REACTION:PRESS_PIG_TAIL]
[PERMITTED_REACTION:PRESS_BUSH_QUARRY]
[PERMITTED_REACTION:PRESS_ROOT_HIDE]
[PERMITTED_REACTION:PRESS_SHADOWLEAF_OIL]
[PERMITTED_REACTION:PRESS_BLOATED_TUBER]
[PERMITTED_REACTION:MAKE_PAPER] => presses wood logs to paper
[PERMITTED_REACTION:MAKE_SCRAPPAPER] => presses plywood to paper
@draeath
Pick the Lost Warband embark Profile. Add the following new items: 2 copper picks, 1 double sided axe and 2000+ Dirt. Add two orthi and three war tentacle monsters.
Build your fortress above ground with the dirt. And design all the evil horses to some pasture (the more dirt you get, more horses you'll start with). Water wells are preferable, but if there is no riber nearby, build a farm as usual. The only difference is that you'll be using shrooms to make oil. Milk the tentacle mons unless you want your entire fortress filled with cum. Oil and cum *cough* I mean tentacle milk is used to convert enemies. Build a stygian forge, transform your pitchfork into a stygian lance. And Wall your outpost. Remember to put cagetraps near the entrance. For food, build a butcher shop, a tanner, a well of souls and a summoning circle one next the other. Butcher horses, make leather ropes, summon orthus. Repeat the process, but butchering Orthi. Infinite Meat.
It is basically an easy mode. Expect to be attacked often.
Oh yeah, by the by, my ASCII Succubi didn't have characters set. Tile characters.I am not sure what you mean by that? If you play without graphics, they have to use tiles... but obviously the vanilla DF ascii tileset has no succubi on it.
I used the standard Masterwork ASCII tileset, as you do when you aren't a fan of real tilesets, with Character Sprites turned off. Everything else looked fine, but the succubi were just blank spaces. I could interact with them fine. I believe they should have an & icon by default when Character Sprites are turned off, no?Oh yeah, by the by, my ASCII Succubi didn't have characters set. Tile characters.I am not sure what you mean by that? If you play without graphics, they have to use tiles... but obviously the vanilla DF ascii tileset has no succubi on it.
Well yes, but they would be a dwarf-icon. Or a letter. There is no succubi-icon in the set.
Oh yeah, by the by, my ASCII Succubi didn't have characters set. Tile characters.
It will be no problem to add a 'S' for succubi as a tile.
Mdf
YESMDF_GRAPHICS[CREATURE_TILE:'@']
Ascii
!NOASCII_GRAPHICS!CREATURE_TILE:'U']
Ironhand
!NOIRONHAND_GRAPHICS!CREATURE_TILE:'U']
Obsidian
!NOOBSIDIAN_GRAPHICS!CREATURE_TILE:'U']
Phoebus
!NOPHOEBUS_GRAPHICS!CREATURE_TILE:'@']
Mayday
!NOMAYDAY_GRAPHICS!CREATURE_TILE:'@']
No, just add one for MDF, and a default for all the others. Its way easier than rewriting the GUI for this.
...l/src/MWDF/Dwarf Fortress/hack/scripts/naturalskills.lua:78: attempt to index field 'current_soul' (a nil value)
stack traceback:
...l/src/MWDF/Dwarf Fortress/hack/scripts/naturalskills.lua:78: in function 'hasSkill'
...l/src/MWDF/Dwarf Fortress/hack/scripts/naturalskills.lua:103: in function 'fixSkills'
...l/src/MWDF/Dwarf Fortress/hack/scripts/naturalskills.lua:56: in function 'naturalSkills'
...l/src/MWDF/Dwarf Fortress/hack/scripts/naturalskills.lua:115: in main chunk
(...tail calls...)
.../MWDF/Dwarf Fortress/hack/scripts/succubus/summoning.lua:81: in main chunk
(...tail calls...)
...WDF/Dwarf Fortress/hack/scripts/succubus/summon-hook.lua:99: in function <...WDF/Dwarf Fortress/hack/scripts/succubus/summon-hook.lua:85>
Version 5.07, ASCII, Linux with dfhack compiled from the "develop" branch. (I fixed curse.anon_4 and curse.anon_5 in all the places I could find.)
- Each piece of bone furniture made in the Bonecaver's Shop uses an entire stack of bones, regardless of stack size.
- When a tentacle monster is summoned at the Summoning circle, it is missing the "Stray" and "(Tame)" bits. It shows "Not Tame" under Owner on the z -> Animals screen, and attempting to assign it for war training puts the W on it, but it never gets trained.
- A goblin caravan showed up, with two goblin merchants, each of which was leading a troll as a beast of burden. Their wagons bypassed my site (I had no depot, and I was also locked up tight.) When I built a depot and opened the bridge, the goblins went there, but they had no merchandise at all.
- I have this error three times:
Code: [Select]...l/src/MWDF/Dwarf Fortress/hack/scripts/naturalskills.lua:78: attempt to index field 'current_soul' (a nil value)
stack traceback:
...l/src/MWDF/Dwarf Fortress/hack/scripts/naturalskills.lua:78: in function 'hasSkill'
...l/src/MWDF/Dwarf Fortress/hack/scripts/naturalskills.lua:103: in function 'fixSkills'
...l/src/MWDF/Dwarf Fortress/hack/scripts/naturalskills.lua:56: in function 'naturalSkills'
...l/src/MWDF/Dwarf Fortress/hack/scripts/naturalskills.lua:115: in main chunk
(...tail calls...)
.../MWDF/Dwarf Fortress/hack/scripts/succubus/summoning.lua:81: in main chunk
(...tail calls...)
...WDF/Dwarf Fortress/hack/scripts/succubus/summon-hook.lua:99: in function <...WDF/Dwarf Fortress/hack/scripts/succubus/summon-hook.lua:85>I'll try to figure out what's triggering it. (Maybe summoning an orthus, or a rat thing?)
I forgot to check goblin traders...d'oh. I'll fix it.
I forgot to check goblin traders...d'oh. I'll fix it.
The second goblin caravan showed up with merchandise. Maybe because they had wagons (and my depot was accessible at the time they arrived).
Unrelated: I have shorn a basilisk and now I have a "Stray Lesser Basilisk horn basiliskine". It weighs 9 and has a value of 0. But I'm unable to request the "Make basiliskine bars (use horn)" job at the Smelter (it's red and says I need a "BASILISKINE body part"). I know there are weird vanilla DF issues with Smelter jobs sometimes, so I tried queueing it up through the Manager. But it still fails: "Gaveles Axoralmeulith, Machine operator cancels Make basiliskine bars (use horn): Needs BASILISKINE body part."
I can't turn wood into coke at the smelterwood oven much? :P
QuoteI can't turn wood into coke at the smelterwood oven much? :P
...MWDF/Dwarf Fortress/hack/scripts/projectileExpansion.lua:184: Cannot write field (global).spawnFlow(): number expected.
stack traceback:
[C]: in function 'spawnFlow'
...MWDF/Dwarf Fortress/hack/scripts/projectileExpansion.lua:184: in function <...MWDF/Dwarf Fortress/hack/scripts/projectileExpansion.lua:169>
The Rockmage Axedwarf stares with obsidian eyes at her foe!
The Snaga Merchant is petrified and cant move!
The Rockmage Axedwarf throws up a cloud of dust!
The spinning dust strikes The Snaga Merchant in the right cheek, bruising it through the ({large cotton fiber shirt})!
The stygian bronze bladewhip is a standard DF reaction (metal weapon). It is available if you don't have the reagents and should work normally. If you are sure that it did take one fuel only and did not produce the weapon we might hit a df bug. In that case I can use the save to try and see what happened.
There is no wood furnace. That buildings exists in vanilla, but not in MDF.QuoteI can't turn wood into coke at the smelterwood oven much? :P
What's a wood oven? There's a wood furnace, and a brick oven, ....
There is no wood furnace. That buildings exists in vanilla, but not in MDF.QuoteI can't turn wood into coke at the smelterwood oven much? :P
What's a wood oven? There's a wood furnace, and a brick oven, ....
There is no wood furnace. That buildings exists in vanilla, but not in MDF.
After the failed reaction I could see a message 'Milith soldier cancels pickup equipment : type mismatch'. Queuing another stygian bronze blade whip works as intended, providing a weapon.
Gathering the bug reports, it seems that the forge reaction is made of old code so I would not surprised if old bugs persist inside.
[REACTION:FLOAT_CLEAR_WINDOW]
[NAME:Pour clear glass windows(6)]
[BUILDING:GLASS_FLOAT:CUSTOM_W]
[REAGENT:2:1:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:6:WINDOW:NONE:GLASS_GREEN:NONE]
[FUEL]
[SKILL:GLASSMAKER]
[REACTION:FLOAT_CLEAR_BLOCKS]
[NAME:Pour clear glass blocks(6)]
[BUILDING:GLASS_FLOAT:CUSTOM_B]
[REAGENT:2:1:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:6:BLOCKS:NONE:GLASS_GREEN:NONE]
[FUEL]
[SKILL:GLASSMAKER]
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:29: Cannot write field unit_syndrome.unk1: not found.
stack traceback:
[C]: in function '__newindex'
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:29: in function 'assignSyndrome'
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:48: in function 'effect'
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:55: in main chunk
(...tail calls...)
...rc/MWDF/Dwarf Fortress/hack/scripts/succubus/berserk.lua:67: in main chunk
(...tail calls...)
...al/src/MWDF/Dwarf Fortress/hack/scripts/fovcommand11.lua:109: in main chunk
(...tail calls...)
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:33: Cannot write field unit_syndrome.T_symptoms.unk1: not found.
stack traceback:
[C]: in function '__newindex'
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:33: in function 'assignSyndrome'
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:48: in function 'effect'
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:55: in main chunk
(...tail calls...)
...rc/MWDF/Dwarf Fortress/hack/scripts/succubus/berserk.lua:67: in main chunk
(...tail calls...)
...al/src/MWDF/Dwarf Fortress/hack/scripts/fovcommand11.lua:109: in main chunk
(...tail calls...)
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:35: Cannot write field unit_syndrome.T_symptoms.flags: complex object.
stack traceback:
[C]: in function '__newindex'
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:35: in function 'assignSyndrome'
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:48: in function 'effect'
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:55: in main chunk
(...tail calls...)
...rc/MWDF/Dwarf Fortress/hack/scripts/succubus/berserk.lua:67: in main chunk
(...tail calls...)
...al/src/MWDF/Dwarf Fortress/hack/scripts/fovcommand11.lua:109: in main chunk
(...tail calls...)
Rat-things are weird. If I embark with some, they have names, but I can slaughter them. But then I can't use their slaughtered body-bits for anything. Their meat is called "meat" but it doesn't show up in the kitchen screen, and doesn't get stockpiled in the food stockpile. Their skull has their name on it, but can't be turned into a totem. Their skin is called "skin" but can't be tanned into leather; their soul is called "soul" but can't be used in the Summoning Circle; etc.
Is it intended that there is no chair or throne option in the Gemcutter's Shop?
Can your upgrade/increase quality reaction not also decorate the item, and only allow undecorated items as reagents? This means you can improve each item once.
[REACTION:FOOCCUBUS_DEMONIC_ATTORNEY_PLAN_GEMFORGE]
[NAME:Buy Gemforge plans for 3 souls]
[BUILDING:DEMONIC_ATTORNEY_FOOCCUBUS:CUSTOM_G]
[REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SOUL]
[REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SOUL]
[REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SOUL]
[PRODUCT:100:1:TOOL:ITEM_TOOL_RESEARCH_GEMFORGE_DISCOVERY:NONE:NONE]
[SKILL:NEGOTIATION]
[REACTION:FOOCCUBUS_DEMONIC_ATTORNEY_PLAN_GLASSFORGE]
[NAME:Buy Glassforge plans for 3 souls]
[BUILDING:DEMONIC_ATTORNEY_FOOCCUBUS:CUSTOM_SHIFT_G]
[REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SOUL]
[REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SOUL]
[REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SOUL]
[PRODUCT:100:1:TOOL:ITEM_TOOL_RESEARCH_GLASSFORGE_DISCOVERY:NONE:NONE]
[SKILL:NEGOTIATION]
I added an update (download link (https://drive.google.com/file/d/0B8QFWS9tHkaaZWcxUm1VSU4tNGc/edit?usp=sharing)) including the bug fixes we previously talked about and more manual content. The succubus are also vulnerable to black lung again, except for corrupted dwarves. Summoning orthi is once again slightly harder.
but i did download the "new succubus update" a few posts above and threw that into the 5.09 version... i guess that messed something up then. the changes in 5.09 probably didnt work with the succubus update yet or the other way around :D
Duplicate Object: inorganic WARPSTONE_SOLID
Duplicate Object: inorganic ANTHRACITE_DUST
Duplicate Object: inorganic COAL_BITUMINOUS_DUST
Duplicate Object: inorganic LIGNITE_DUST
Duplicate Object: inorganic GAS_NECROSIS
Duplicate Object: inorganic GAS_PAIN
Duplicate Object: inorganic EMPYREAN
Duplicate Object: inorganic ETHEREAL
Duplicate Object: inorganic GLASS_CRYSTAL_WAR
Duplicate Object: inorganic GLASS_CLEAR_WAR
Duplicate Object: inorganic GLASS_GREEN_WAR
Duplicate Object: inorganic SLADE
Duplicate Object: inorganic SOUL_GEM
For example the coals went into inorganic_fuel and the soul gem into inorganic_gem and so on. Is there a way to tell which Succubi have already learned which "spells" from the Temple of sin? (And maybe from the other Temples as well, though I haven't had a chance to play with all of them.)
"Grant fire immunity" transforms them into a totally different caste, with new text at the bottom of their z-Enter description, so that one's obvious. But things like "Learn berserk rage" seem to be hard to keep track of.
Altar of nightmares and Pottery are both b w N.
Well of souls and Slag pit are both b e S.
Soul lantern (blue) and Metallurgist's forge are both b e i.
Brick oven and Magma brick oven are both b e V.
I am back on defiling reactions. And almost nothing works. The improvement is not applied and quality does not raise. No pain no gain.What exactly are defiling reactions supposed to do? Maybe I can help.
I am back on defiling reactions. And almost nothing works. The improvement is not applied and quality does not raise. No pain no gain.What exactly are defiling reactions supposed to do? Maybe I can help.
Sizing will be really easy, just change the maker race id to whatever the fort's race is and done.
You should be able to assign battle guides on the noble menu and create new squads with them.
Few things -1. impossible, the crafts reaction in the craftsman is hardcoded.
1. Bone crafts sometimes make 'Gems', but they serve no purpose and don't count as gems for the various other reactions.
2. Soul Well's gather from nearby corpses does not appear to work. After the first siege got smacked down hard by the merchant guards, I quickly built a soul well and stacked their bodies around it and set the reaction for repeat. At no point did I ever get souls.
Boltgun, say isnt "Stygian Bronze Stygian Pitchfork" a bit odd?
Boltgun, say isnt "Stygian Bronze Stygian Pitchfork" a bit odd?
That sounds... odd. Not sure what would cause that. Crafts are hardcoded to 7 specific items, and gems are certainly not among them.
What's the difference between a "pain arrow" and a "pain bladeshard"? I appear to have both. The last two times I ran the "Make pain shards" reaction in the Soul Forge (just now), I got "pain arrows" instead of bladeshards.
I also wish I had known that explosive bladeshards would murder my own pets. :-/ I'm definitely not making any more of those.
Edited: in the raws, the "Make pain shards" reaction does not have :ITEM_AMMO_SPELL_SHARD: like the other two shard reactions do. Bug? Or intended?
--- reaction-hook.lua.bak 2014-07-05 13:18:27.325228478 -0400
+++ reaction-hook.lua 2014-07-05 13:19:04.693787342 -0400
@@ -158,7 +158,7 @@
-- greed
elseif reaction.code == 'LUA_HOOK_WEATHER_RAIN' then
dfhack.run_script('weather', 'rain')
- dfhack.run_script('succubus/influence', unit.id, 'greed')
+ dfhack.run_script('succubus/influence', 'greed', unit.id)
-- sloth
elseif reaction.code == 'LUA_HOOK_PROTECTIVE_TENTACLES' then
@@ -178,8 +178,8 @@
dfhack.run_script('succubus/influence', 'envy',unit.id)
elseif reaction.code == 'LUA_HOOK_CALL_SIEGE' then
dfhack.run_script('succubus/callsiege', 100)
- dfhack.run_script('succubus/influence', unit.id, 'envy')
+ dfhack.run_script('succubus/influence', 'envy', unit.id)
end
end
-print('Succubus reaction hook activated')
\ No newline at end of file
+print('Succubus reaction hook activated')
Duplicate Hotkeys can easily happen. Thats also easy to fix.
Mining skill is mood-able, thats in vanilla DF and hardcoded. Everything ok there.
It actually says in the manual IIRC that kidnapper races will always give you that warning when caged critters are taken away by traders and it's safe to ignore.
Stuck with slag bars? you can use the + and - keys to scroll the menu and build the slag pit that way if the hotkey isn't working.
my succubi dont seem to like picking up arrows or bladeshards; they wont move them to stockpiles, and my archers wont put them in their quivers... this has happened across 4 or 5 embarks, with a variety of stockpile settings, and Ive always double and triple-checked that the ammunition isnt forbidden.
Ammo that has been assigned to a squad, but not picked up, doesn't get stockpiled. It just sits wherever it is, until someone in the squad grabs it and shoves it in her quiver. When you're just starting out and don't have a lot of spare ammo yet, this becomes extremely noticeable. After a few years, when you have thousands of spare ammo sitting in the quantum ammo stockpile, it won't matter.
I have a idea for the succubi race:
Race specific abilitys:
Charm: The succubus can charm an enemy to help her for some time and is relatively fast to use
Perma Charm: Takes far more time to cast but turns the target permanently into an ally (and has a "recharge time" of more than a month, we don't want OP stuff or?)
Ofc those are a more like battle abilities and wouldn't affect the "standard" recruiting your succubi use to turn enemies/captured ppl.
Additional ability:
Life/Power drain: Succubi are living of the lifeforce of other beings according to most sources (some take life force directly just by being near someone, or via "personal fun" etc.), so I think it would fit relatively well. It would allow the succubi to drain the target of their life in a relatively slow fashion BUT would speed up the healing/regenerating process of the succubus and would even allow to heal permanent damge (damged nerves etc. wich render limbs useless). The drawback: It takes time to drain the life (like slowly bleeding to death for the victim) and the victim could still try and fight back / his friends would interrupt the succubus.
I just hope that I didn't post ideas somebody else posted already... What do you think about my ideas? Are they fitting for the succubi? How hard is it to implement them?
I would REALLY love to see them implemented, because I think they fit the succubi and would benefit the races (they ARE demons and they have normally not so many ppl of their own if you compare them to most other races).
This isnt applicable if you dont have any military squads set up, which was the case when I set up an ammo stockpile about a minute into my embark, and it was still sitting there 20 minutes later when all my succubi were idle milling around in the meeting area saying they had no jobs to do
Does anyone have some kind of comparison of the metals? I can see some of the obvious things like Stygian Bronze is really light and so bad for blunt weapons, but I can't tell if Basaliskine or Orichalcum is better for swords or armor, or where it stands in comparison to iron or steel, that kind of thing. I can stare at raws for a while and kind of guesstimate it, but I am hoping someone already has a list handy.
Ammo that has been assigned to a squad, but not picked up, doesn't get stockpiled.
This isnt applicable if you dont have any military squads set up, which was the case when I set up an ammo stockpile about a minute into my embark, and it was still sitting there 20 minutes later when all my succubi were idle milling around in the meeting area saying they had no jobs to do
This isnt applicable if you dont have any military squads set up, which was the case when I set up an ammo stockpile about a minute into my embark, and it was still sitting there 20 minutes later when all my succubi were idle milling around in the meeting area saying they had no jobs to do
That is plain weird, can you provide the save?
Ammo that has been assigned to a squad, but not picked up, doesn't get stockpiled.
This isnt applicable if you dont have any military squads set up, which was the case when I set up an ammo stockpile about a minute into my embark, and it was still sitting there 20 minutes later when all my succubi were idle milling around in the meeting area saying they had no jobs to do
There's still the default "hunters" squad. I don't recall what ammo is assigned to them in a default Succubus embark, but it's worth checking there.
Your civ is supposed to be about the entity file and creature file.
Illustrations? What specifically? I was just planning on adding creature sprites and maybe a screenshot here and there, but no new art.
Boltgun (and anyone else who wants to take a looksie): http://dffd.wimbli.com/file.php?id=9018
The save with the ammo problem.
So is there a way to play as deep sucubii or royal sucubii? or are they one and the same currently?They have been merged into one. At least in the Masterwork version of the succubus mod, because it already has so many different civs. The difference between the two succubi was not bit enough to warrant an addition of both.
Okay, so I activated hunting on a succubi and yes with two different types of ammo, it is very erratic. She picked the shards, then dropped it on one spot near the trade depot, then kept running into it. I removed the shards from the ammo settings, made some wooden arrows and it worked as intended again.
I think this is because bladeshards cannot be used for hunting, since this ammo is for stygian pitchforks.
Okay, so I activated hunting on a succubi and yes with two different types of ammo, it is very erratic. She picked the shards, then dropped it on one spot near the trade depot, then kept running into it. I removed the shards from the ammo settings, made some wooden arrows and it worked as intended again.
I think this is because bladeshards cannot be used for hunting, since this ammo is for stygian pitchforks.
Ok, didnt know about bladeshards being for stygian pitchforks. Good to know for the future! What about the stockpiling issue?
Started playing with dfhack while waiting for a version for 40.03 to come out. A new reaction will soon be added to the temples of sin and fire to check what upgrades you applied on a succubus. It will open a pop up box telling 'Milith McBoosted has the following powers:' and a list of added upgrades, the message being mirrored as a regular announcement. Should be as easy to do as reading a list of syndromes.
Edit : I confirmed, as soon as your removed bladeshards from hunters and make a new stockpile, ammo act is piced up and stocked as any items. Perhaps I can prevent bladeshards to be added by default but no promises.
Started playing with dfhack while waiting for a version for 40.03 to come out. A new reaction will soon be added to the temples of sin and fire to check what upgrades you applied on a succubus. It will open a pop up box telling 'Milith McBoosted has the following powers:' and a list of added upgrades, the message being mirrored as a regular announcement. Should be as easy to do as reading a list of syndromes.
Edit : I confirmed, as soon as your removed bladeshards from hunters and make a new stockpile, ammo act is piced up and stocked as any items. Perhaps I can prevent bladeshards to be added by default but no promises.
That upgrade checking script would be VERY useful on warlocks. I keep forgetting who has learned what spells.
Boltgun> Any plans for a succubi caste system?
I'll include warlocks spells on the list and leave the script open so it can be reused for any race.
Anyone from a certain civ at DF 2012 chould be a merchant, even kings, not sure about DF 1014
The corset issue ...Why is that an issue? dwarves and succubi have the same bodysize.
Is it supposed to be one-size-fits-all? Because after my dwarves struck down a succubus thief, it seems one of them picked up the corset to wear around.
Because Urist McHairy cooking in the kitchen wearing his stolen silk thong and a leather corset is just disturbing imagery.
But if you're wearing one right now, Meph, I'm totally ok with your lifestyle. :)
Okay I raised their size to humans, this should give them a nudge when it comes to charging in combat. Oh and they now wear skirts, I'll probably delete thongs for clutter too.Do not delete any items! :o
Okay I raised their size to humans, this should give them a nudge when it comes to charging in combat. Oh and they now wear skirts, I'll probably delete thongs for clutter too.Do not delete any items! :o
You can remove them from the entity file, but if they go missing from the item files, all the override graphics from TwbT will be wrong for all other items of that type.
Okay I raised their size to humans, this should give them a nudge when it comes to charging in combat. Oh and they now wear skirts, I'll probably delete thongs for clutter too.Do not delete any items! :o
You can remove them from the entity file, but if they go missing from the item files, all the override graphics from TwbT will be wrong for all other items of that type.
######################################################################################################################
/// standart boots, armor
0
[ITEM_SHOES:ITEM_SHOES_BOOTS_D]
[NAME:boot:boots]
[ARMORLEVEL:3]
[UPSTEP:1]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:25]
[LAYER_PERMIT:49]
[METAL_ARMOR_LEVELS]
[MATERIAL_SIZE:6]YES
[METAL]
[LEATHER]
[HARD]
[BARRED]
[SCALED]
######################################################################################################################
/// padded boots are extra leather boots that can be worn inside of normal boots
1
[ITEM_SHOES:ITEM_SHOES_SHOES_PADDED]
[NAME:padded boot:padded boots]
[ARMORLEVEL:2]
[UPSTEP:1]
[LAYER:UNDER]
[COVERAGE:100]
[LAYER_SIZE:10]
[LAYER_PERMIT:49]
[MATERIAL_SIZE:1]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
######################################################################################################################
/// plateboots are the upgrade to boots
2
TwbT reads out items by itemtype, followed by how they appear in the raws, from top to bottom. You will notice that every item has a number now (except tools, because I havent done their graphics yet).
See the 0, 1 and 2 I added? Thats just a reminder for readers, to find the correct number. If you put a new shoes item in between, the numbers would be wrong. Adding new items at the bottom of their files is no issue. Or letting me know about it. Or making a new file with a Z in the file name, like item_z_whatever.txt, to keep them at the bottom of the list. But if you add a item_a_shoes.txt, it would go on top, and its shoes would be read out before the shoes in item_shoes.txt, which changes their numbers.
The end result would be a slight graphical error. Items would have the wrong graphics, so nothing major. Easy to fix.
Observations:
1. The specific reactions for the Quern and Millstone workshops are missing for Succubi, to wit: cannot specifically select anything to mill. Specialized stockpiles are in for the simple task of making sure I mill flour instead of a rock into sand. WAI?
2. You need the Attorney's Workshop to buy the plans for the gem and glass forge from the Warlocks, but the buildings themselves do not require the plans to build. Redundant, or a slip-up in the requirements for the building?
3. Just my own opinion in this, but bloodsteel and ironbone seem like metals that, thematically, would "fit" the Succubi but they are unable to currently produce.
encourage the use of magic features over mining.Not sure if you are familiar with the production of them, but ironbone is "bones + ash + fuel", and bloodsteel is "ironbone + blood + fuel". No mining. All just harvesting killed bodies and bodyparts.
Basiliskine is a bit too hard to produce in significant quantities. You simply don't get enough horns to make significant amounts of it and Stygian Bronze, being bronze tier, just lighter... doesn't cut it.
Eventually you could have a dozen basilisks to shear, but even then... shearing itself is just a pain to manage and doesn't really produce much total. At least that's been my experience with them, combined with the fact that basilisks themselves are quite expensive to buy and Succubi trading partners are kinda crappy as far as raw materials go.
Maybe have Basilisks horns actually alloy with Stygian bronze to produce Basiliskine in larger quantities? Figure, Horn + 4 Stygian for 5 Basiliskine or so?
Just to explain the difference: My logic was that a quern mills soft stuff, like plants, while the millstone with its superior power mills hard stuff, like bones and stone. There was no reason for anyone to build the millstone in vanilla before that.
I want to try this, but no matter what I do, I can't seem to get through world gen without crashing. It's not even using more than a gig of ram, so I don't know what it could be.
I've had it do both. Sometimes it crashes right after minerals, but most of the time it's in the 200-300 year range.I want to try this, but no matter what I do, I can't seem to get through world gen without crashing. It's not even using more than a gig of ram, so I don't know what it could be.
Does it start counting years before crashing or it crashes after placing minerals?
Any bags or barrels filled with 'magma' ?
Other notes:
1. With the changes to the Kiln/Clay Oven, how does one produce pearlash, now? The option is missing from the Succubi, at least.
2. Do the converted casts (cambions, fiends, devils, etc) produce children with "normal" succubi or themselves, or are they sterile?
3. The Metallurgists. Since the Succubi are not the metal workers that the other races are, and Stygian Bronze is smelted at the smelter, what is it's purpose? There does not seem to be any options available after it's built, despite numerous types of ore hanging about.
4. Just my opinion, but the Soul Forge seems redundant, despite knowing it is how the pitchforks are converted. Maybe combine it into the Soul Well and have the converting reaction integrated? I have this mental image of the succubi sticking a pitchfork in the well and "baptizing" it with surrounding souls.
5. The Succubi have access to the Magma Well but not the Water Well, if the liquid spawning option is checked in the GUI. The Magma Well does not seem to spawn or draw up any magma when used, at least I've never had any success when attempting to use it. Nor does it require the special gems.
since sucubi are mythologically similar to sirenThey are not at all related to siren. ???
let's-bring-creature-extract mechanism.Any creature extract that any pet or domesticed animal might have, will be used by caravans.
Did you get a look at the item before it went up in flames?
Boltgun: A naming suggestion: Combat professions as Sworddemon and Axedemon, instead of Swordsuccubus and Axesuccubus. Because ingame they appear as "Name, Succubus, Swordsuccubus". I even had "Name, Incubus Swordsuccubus", which means that even if you keep the name as they are, you would need to declare them differently in male and female castes, because the incubus shouldnt have the swordsuccubus profession name.
Hey, I just thought of something: I am using a script in kobold mode that makes a female kobold give birth instantly. empregnate. It would fit oh so perfectly to a succubi raiding system or prisoner system. Send out succubi to find a suitable victim, come back pregnant. Or use a prisoner.
For military I will probably go with <weapon> lass for regular and matron/matriarch/dame for elites. I am not sure but it seems that 'lass' is not a pejorative, and I can use 'lad' for males.
There is other terms like damsel or maiden but I can't find the other gender's term.
you could just make it up as you go alongThe shorter the better when it comes to names in DF. text gets cut off a lot.
-executioner
-eviscerator
-exquisitor
well since they are demonic you could call them
Axe- Devil
Axe - Demon
Axe-Furie
Axe- Fiend
[REACTION:LUA_HOOK_USEMAGMA_BREW_MAGMA]
[NAME:Brew magma]
[BUILDING:STILL:CUSTOM_C]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:INORGANIC:NONE]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]
Another thing I found that might or might not fit the succubi:Code: [Select][REACTION:LUA_HOOK_USEMAGMA_BREW_MAGMA]
[NAME:Brew magma]
[BUILDING:STILL:CUSTOM_C]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:INORGANIC:NONE]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]
This adds a reaction to the still that only work if the still is build near or over magma, removed 1/7 magma when run, and gives 5 magma-drinks. These drinks can be safely used by any fort member, do not burn up the place, and count as alcohol. The reaction only works if the magma is present, otherwise its cancelled.
Not sure if you want magma-drinks for your demons, but it would be another bonus for finding magma, and would make it easier to live down near the magma lake.
[REACTION:BREW_WHEAT_CAVE]
[NAME:Brew cave wheat beer]
[BUILDING:STILL:CUSTOM_C]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]
[PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
[REACTION:BREW_BERRIES_FISHER]
[NAME:Brew fisher berry wine]
[BUILDING:STILL:CUSTOM_F]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:BERRIES_FISHER:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:BERRIES_FISHER:SEED]
[PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
[REACTION:BREW_FUNGIWOOD_BARK]
[NAME:Brew fungi brew]
[BUILDING:STILL:CUSTOM_N]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:FUNGIWOOD_BARK:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
[REACTION:BREW_GRASS_LONGLAND]
[NAME:Brew longland beer]
[BUILDING:STILL:CUSTOM_L]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:GRASS_LONGLAND:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:GRASS_LONGLAND:SEED]
[PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
[REACTION:BREW_TAIL_PIG]
[NAME:Brew pig tail ale]
[BUILDING:STILL:CUSTOM_A]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]
[PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
[REACTION:BREW_HELMET_PLUMP]
[NAME:Brew plump helmet wine]
[BUILDING:STILL:CUSTOM_W]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]
[PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
[REACTION:BREW_BERRIES_PRICKLE]
[NAME:Brew prickle berry wine]
[BUILDING:STILL:CUSTOM_P]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:BERRIES_PRICKLE:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:BERRIES_PRICKLE:SEED]
[PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
[REACTION:BREW_ROOT_MUCK]
[NAME:Brew root muck whiskey]
[BUILDING:STILL:CUSTOM_H]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:ROOT_MUCK:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:PLANT_MAT:ROOT_MUCK:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:ROOT_MUCK:SEED]
[PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
[REACTION:BREW_REED_ROPE]
[NAME:Brew rope reed spirits]
[BUILDING:STILL:CUSTOM_S]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:REED_ROPE:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:REED_ROPE:SEED]
[PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
[REACTION:BREW_SLIVER_BARB]
[NAME:Brew silver barb cruor]
[BUILDING:STILL:CUSTOM_G]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:SLIVER_BARB:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:SLIVER_BARB:SEED]
[PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
[REACTION:BREW_BERRIES_STRAW_WILD]
[NAME:Brew strawberry wine]
[BUILDING:STILL:CUSTOM_Y]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:BERRIES_STRAW_WILD:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:BERRIES_STRAW_WILD:SEED]
[PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
[REACTION:BREW_BERRY_SUN]
[NAME:Brew sunshine]
[BUILDING:STILL:CUSTOM_U]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:BERRY_SUN:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:BERRY_SUN:SEED]
[PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
[REACTION:BREW_POD_SWEET]
[NAME:Brew sweet pod rum]
[BUILDING:STILL:CUSTOM_R]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:POD_SWEET:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]
[PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
[REACTION:BREW_TUBER_BLOATED]
[NAME:Brew tuber beer]
[BUILDING:STILL:CUSTOM_T]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:TUBER_BLOATED:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:TUBER_BLOATED:SEED]
[PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
[REACTION:BREW_WEED_RAT]
[NAME:Brew weed rat brew]
[BUILDING:STILL:CUSTOM_Z]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:WEED_RAT:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:WEED_RAT:SEED]
[PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
[REACTION:BREW_VINE_WHIP]
[NAME:Brew whip wine]
[BUILDING:STILL:CUSTOM_I]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:VINE_WHIP:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:VINE_WHIP:SEED]
[PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
The job manager lists all reactions in the raws, even if they are not permitted in the entity you play. I might be wrong about this, but I read it. I personally never use the manager, but it will only get worse the more races are added.
Good to know. :)
Hey, that magma-needing reaction allows to make a magma-fishery. Ingame fishing of magma snakes and lava crabs. Use fish farming labor, must be build on magma. Wait... that was already possible with NEEDS_MAGMA. -.-
Are succubi supposed to teach secrets to hostiles? Not sure how this works, skimmed the interactions involved but dont know that aspect of RAWs, specifically I dont know the targetting syntax..
Im playing as Gnomes and had a succubus snatcher very early on. Something went down, I think she got hold of a victim and made a break for the map edge but was caught and killed. Now I have 2 Gnomes with the secret of Lust, which is fine by me, they make good workers. Its a recordable and teachable secret through mundane means, but theres no way to utilise this in fort mode?
Also did the succubus target them or did they get caught in her trying to aoe buff herself?
I will add those if this is specifically requested by players, like I did for milling.
I got a popup dialog saying something like "Gudgeon (Tame) has transformed into tentacle monster!" and I had to dismiss it with Enter.Thats normal, I made all transformations give a popup, because they are usually important.
I may have found a new Succubi Merchant bug. My succubi merchants will arrive, have something "explode" without causing any damage or a combat report and cause several of those caught in the mini-explosion to become winded. After this, the pulling animals will abandon their wagons as if they were destroyed and pelt for the side of the map, then everyone will leave.If that happens again, look at the winded merchants and use "showunitsyndromes" in dfhack. That will tell you exactly what has happened, which helps Boltgun a lot with fixing it.
At first I thought it might have something to do with having embarked on an evil biome and having dwarf blood falling. Perhaps some syndrome from the rain (which I am not ruling out completely, yet). Thing is, it only happens with Succubi merchants. Orcs, drow, goblins..all are just fine with the weather.
In the Tanner's Shop, there are so many duplicated keys...I think thats all exclusively my fault. and will probably be across all races. I added it to my list.
- f is used for both gut rope and stomach waterskin
- o is used for both "make thin pieces from leather" and "Upgrade leather I (boil in oil)"
- l (lowercase L) is used for "tan skin" and "make vellum", as well as "Upgrade leather III (lamellar)"
- t is used for both "tan any hide" and "tan any sheared hide"
- c is used for "shear a fur for hair and leather" and "clean and tan a pelt into fur"
- s wins the prize. It is used for "Upgrade leather II (vermin)", "Upgrade leather II (bone)", "Clean scales", "Upgrade leather II (tooth)" and "Upgrade leather II (horn)"
Can black roses and bloodworms be farmed? If so, are they restricted to certain biomes and seasons?
Can black roses and bloodworms be farmed? If so, are they restricted to certain biomes and seasons?
Black Roses can be farmed. They grow naturally in evil biomes. They can be grown anywhere that is not Freezing.
Bloodworms also grow in evil biomes, but I've never actually seen any, let alone tried to farm them.
Edit: Bloodworms, as according to the raw files, are subterranean. Then again, the raw file for black roses and bloodworms is a little..messy..at least my version is; so I cannot easily tell if all the right coding was completed.
The war glasses are already in, as well as war gem. Ashland and ebongrass will be there after the next bugfixes.I can just imaging a succubi running towards an enemy swinging a sword and wearing glasses
The war glasses are already in, as well as war gem. Ashland and ebongrass will be there after the next bugfixes.I can just imaging a succubi running towards an enemy swinging aswordwhip and wearing glasses
So these aren't Succubus specific questions necessarily, but I encountered them in this mode:
1. Cauchemars cannot eat dead grass, is this correct? I apparently embarked on a region that only had dead grass, and discovered this.
2. I thought the first cave level was supposed to be mossy grass. Mine was completely devoid of grass.
3. That lower cave level that has tiles down seems to be spreading. Are "tiles" supposed to start growing in my underground soil areas?
You will start with 2 cauchemars. Those can follow in simple fights or provide your with early milk.
But i planted the crops for about 6 months ago, and until now there's nothing growing.
Another question.You can train it as a warbeast and assign it to a soldier. Technically it's a pet, not a civ member.
How can i make my obsidian colossus join the army or train it?
How can i enable this "harder farming"?But i planted the crops for about 6 months ago, and until now there's nothing growing.
Do you have harder farming enabled?
Where the converted humans in this screenshot? They might have their anti cave adaptation going on, in that case it must be removed.
Otherwise this is an issue of the caste list, it was fixed for dwarves and gnomes but the human release probably added new castes that must be included.
Something I have been meaning to ask since the extra summons were added to the Summoning Circle..
How does one go about gathering "liquid fire" which I see is needed to do various fire related summons?
Something I have been meaning to ask since the extra summons were added to the Summoning Circle..
How does one go about gathering "liquid fire" which I see is needed to do various fire related summons?
You capture fire snake and extract the liquid from them at the butcher shop. If capturing them is too hard, I might add a reaction to generate fire vermins.
Something I have been meaning to ask since the extra summons were added to the Summoning Circle..
How does one go about gathering "liquid fire" which I see is needed to do various fire related summons?
You capture fire snake and extract the liquid from them at the butcher shop. If capturing them is too hard, I might add a reaction to generate fire vermins.
Now, see, this is why I love dwarf fortress in general. I've been playing and tinkering with this thing for years, but I never have captured and milked a fire snake before.
Edit: ..Okay, weird. I just had to abandon the fortress because everyone started bleeding to death from some cause I can't determine. There were no forgotten beasts with deadly blood anywhere, the temperature is mild so no burning rains..and I'd cleaned everyone and everything of any contaminants.
Late game, expect a lot of wildfires.
Final question is more generic. I want to try an evil embark, both because I'm told they enjoy it more, and because why not. However, I want to avoid being overrun with zombie skin and the like - is there any way to know ahead of time if a biome is reanimating?
Final question is more generic. I want to try an evil embark, both because I'm told they enjoy it more, and because why not. However, I want to avoid being overrun with zombie skin and the like - is there any way to know ahead of time if a biome is reanimating?
Anything Haunted and above and you will run into the never dying. Sinister is hit or miss, in my experience. Mostly miss.
And for the pottery/kiln, i embarked in a vulcano area, and it told me it had trees there in the corner part of my embark, sadly i still have to find them, i brought enough stones to quicky erect some walls, but i got nothing to make beds with, so am quickly gonna make a lava kiln and already have a pottery ready, just to get some beds. I mean, i don't want my cute lil lasses to sleep on the floor much longer, if i do, my life will be in danger :P
weird, i got 35 basalt gems of varying epicness', no large gems, several lost souls from killed wildlife, but the option to capture the souls into cut gems is red
It seems the thing that happend was that once a bin/barrel/pot gets grabbed, all the items in it, unless specifically used, disappear from the world, untill it get's put back into the stockpile.This is a perfectly normal, vanilla DF behaviour.
Second i wanted to ask if succubi that knows Torrid kiss is immune to it? because my one and only succubi that knows that skill was hospitalized a few years after learning it, diagnosed with "Torrid kiss" and had the "Rotten tissue excised from tongue".
Second i wanted to ask if succubi that knows Torrid kiss is immune to it? because my one and only succubi that knows that skill was hospitalized a few years after learning it, diagnosed with "Torrid kiss" and had the "Rotten tissue excised from tongue".
When your succubi gain new powers (like Torrid Kiss), it's done by giving them a "syndrome" which permanently alters them. These syndromes count as diseases which can be diagnosed (with some very low probability of success -- usually it won't show up). So, that diagnosis is completely benign. The rotten tongue tissue... well, I don't have an explanation for that. Any idea what she attacked that might have had a necrosis-inducing syndrome?
Desimus, do you have the diseases mod on or off?
If it is on, it's prolly a disease someone brought to you, via caravans, migrants etc.
If it is off, i got no clue, but someone else prolly does
Yes torrid kiss is not the cause, there must be another disease but since the succubus contracted it after getting the power, it was displayed first. That will be fixed if I can find a better way to display someones powers list.
If you are in an evil biome, succubi pets are immune to evil plants madness but if you tame grazing wildlife you might have issues.
It might be a forgotten beast extract or something too. I don't remember if random syndromes are named but if those are not, that may be why you cannot find it.
What a poor succubus who lost her tongue...
Ah damn, they should have been immune to Shothoth slime, I'll send a fix for the next MDF version.
One way to have non demonic grazers in evil biomes is to pierce a cavern layer (you can reseal it) then dig a large patch of underground soil. They can live off the moss.
An all-fireimmune race that naturally attacks with fireballs, while trying to convert prisoners sounds pretty good. Either you attack, but destroy resources (the surface, wood, clothing, and the attackers themselves), or you set up traps and fight passively, to ensure you get enough prisoners to convert.
Getting to the magma lake and/or HFS should bring big rewards, like healing baths in magma or freeing the HFS as allies (which for example still could kill your pets/caravans that enter the map), or adding some reactions for adamantine-like metals made of slade, so you end up with slade armor and slade weapons (minus the high weight of course).
Either way means that digging too deep would reap rewards instead of dangers. The dangers for succubi are on the surface, with the pesky hero-invaders and flameable materials everywhere.
Do you need 40.x for that?
Learn the secret of lust: The succubus becomes a courtesan and receive access to several interactions that affect intelligent creatures. Her enemies will have a trouble raising a sword at her. At regular intervals she will become lusty and will multiply both her and other succubi's abilities.or
Learn abyssal gaze (lust): Render an enemy unable to think straight, they may even fall unconscious after a while.
Just my thing on the children:i guess the problem with impregnating is... time... waiting 10+ years for a child to grow up to be a normal citizen just doesnt really work that well with DF.
Incubi (in mythology) would use succubi to steal *stuff* from men and impregnate women to... create new succubi I believe? So, how about "infecting" prisoners to create young succubi?
I think they might have been carrying fire or fireball essence (not 100% on the name) which due to a bug I think explodes into fire. I thought it would be a good idea to bring a bunch of the stuff because it was free on embark when I embarked as some succubi. Needless to say that was one of the shortest embarks I have experienced as soon as I unpaused the 100 or so fire essence exploded into fire.
Hey Boltgun,
A poster on Reddit seems to have an idea what substance causes the occassional caravan fires (in his case, a Succubus caravan visiting an Orc fortress).
I don't know well enough Succubus mode to be sure what he's talking about, but here is his comment:
http://www.reddit.com/r/dwarffortress/comments/2lj9sv/succubus_caravan_spontaneous_combustionQuoteI think they might have been carrying fire or fireball essence (not 100% on the name) which due to a bug I think explodes into fire. I thought it would be a good idea to bring a bunch of the stuff because it was free on embark when I embarked as some succubi. Needless to say that was one of the shortest embarks I have experienced as soon as I unpaused the 100 or so fire essence exploded into fire.
Okay I found the source of combusting caravans. Some underground creatures (liches, fire maidens) have an attack that injects 'fireball' into their target, and df consider that a proper material to make an extract from. As a result it brought as a venom by caravans. It does not matter if the creature is a pet to the civ or not.
I disabled all these attacks for now, effectively removing fireballs from the embark screen. I'll come back later to see if we can have such attacks without ending with extract barrels.
Oh yes, leather whips make sense and should be in, I kept pushing that away. I'll see if I can quickly add it to the leatherworks.Yes they can.
Can executioners use training weapons? That would be something you want to give to your whipper.
The question is that how can I mill new plants such as cave barley,white millet? I cannot find any option in my quern. This problem really bothers me. Hope for help.
Thanks for changing the stolen kobold tech building. :) Just noticed that while updating.
Bug report: Soul wisp, devilkin and fire imp cost 1 at embark.
Edit: Tiny typo in manual, in the intro: "The love wandering geat palaces" ... great is missing the R.
Played with those training whips you put in the new version. Bad new is, I can't use them to build the Den of Inequity. Still thanks for throwing em in.Thats normal, since they are different items. Nothing Boltgun could do about it.
Biomes dont affect the caverns... sadly.
Fire imps melting I did notice in dwarf mode too. The fire mages can create them as pets, but atm they just die/melt.
On the more technical side, body definitions are now made at caste level, this will allow centaurs, nagas, or whatever non humanoid creature to keep their species bodies upon corruption.
On the more technical side, body definitions are now made at caste level, this will allow centaurs, nagas, or whatever non humanoid creature to keep their species bodies upon corruption.
That would be a pain in the ass for equipment though, right?
Ok, I was playing around with a Cerberus I had summoned. I had a plan to set up a small sacrificial arena to throw enemies into. I tossed an enemy war Rat into the arena with my Cerberus, and uncaged it. The fight goes fine, fire obscuring most of the action...but when the smoke clears, both is gone. Nothing in the log confirming or denying their deaths. Are Cerberus not fireproof or something? Or Did something happen I'm not getting?
Well damn......any way to quick fix said issue in the code, or just something that will need to remain on the backburner? Really saddening I have 4 Cerberus left and really cant do jack with them.
Got a rather simple question, is there a way to specify that my succubi "milk" tentacle monsters only? Because I really dont need cauchemar milk (or whatever milk I keep getting). I need that oil substitute
Got a rather simple question, is there a way to specify that my succubi "milk" tentacle monsters only? Because I really dont need cauchemar milk (or whatever milk I keep getting). I need that oil substitute
Unfortunately, I don't know if there is any way to limit was animal to milk, besides putting it on repeat or butchering the cauchemars.
Burrows. Put pet and workshop into the same burrow.
Very nice, can't wait to see the sprites for the different jobs :) .
I'd make the horns a bit shorter, to allow the succubi to be taller. She looks stocky. Increase the breast size too, after all they should be lust demons confusing peoples minds. ;)
You can use the wings to fill the frame out more, as well as the tail, by adding an upward curve.
It does look much better than any 32x sprite I could do ;)
This is odd. I just created a new world in .05 and got soul gems as a layer stone in my embark. I don't see anything in the raws that should make that possible...
Not seeing anything suggestiveThis is odd. I just created a new world in .05 and got soul gems as a layer stone in my embark. I don't see anything in the raws that should make that possible...
That's strange, an entire layer? Do you have duplicate errors in your errorlog.txt?
I'll run 0.5 and check this out.
Is there any guide to getting started as the Succubi like there is for the warlock? Warlock gets tons of guides and helpful playing tips. Its nice to be able to get a bit of a guideline to get started, then move on from there. In pretty much even vanilla DF...I always like a bit of a Guide for dummies when starting out :P
And yes, this is for the old masterwork version.
I know there is Succubus in the new Masterwork reborn, but its really incomplete and has a lot less stuff. No magic either as far as I know. I know Succubus have none. No warlocks either. Two of my favorite to play as. But it is really early in development so once its finished I'll probably move on (but the old masterwork does have TONS more stuff right now, so its one I'm playing as). :P In any case...
I tried googling, searching, everything...but can't find a Succubus guide :( Like, what are key things to take on embark? Do I need certain skills for my Succubi at embark? Should I start with x amount of Succubus? Like I followed one guide that started with 13 warlocks and had a really nice walkthrough on what to take/build what to do at start and what not. What buildings or/and things do I need to focus on in the beginning? Do I create a hunting squad right away like I do for Warlocks? Like many guides for warlocks say make a ghoul squad right away to hunt for parts, or if no ghouls, make an overlord to go hunting. Pretty much anything else found in guides for Warlocks :)
I know succubus are a lot easier than warlocks, but its still a bit overwhelming not having a startup guide lol. And warlocks have a lot more guides for them, but guess they are a lot harder to play as. It took me a while to figure out warlocks even with guides :P
Also, why do people recommend starting in an evil biome with this race? Is it better for Succubus or just "more fun"? Usually I start in that more wild biome (it shows up as yellow)...is it actually better to do a sinister biome?
I have a question on the Abyssal Temple. I have read the whole *Lovewhirl* story, though it's obvious that it's incomplete. But that isnt the whole of my problem. I had a Succubus fort going strong in a Terrifying desert that almost constantly rained elf blood. I named it Eternal Dawn. I have survived numerous sieges from all races except Humans, they just camp out in the edge of the map like the dopes they are in their Titanium breastplates and such. 2 Legendary-rank ArmorSmiths, 1 Legendary-rank WeaponSmith and a Legendary-rank LeatherWorker had my 20-man army equipped with all MasterWork gear: Leather Armor with images of the Lust Deity sewn on them, Mithril Corsets, greaves, gauntlets, boots, helms, and blade-whips. Plus about 6 of my Whip Maidens had the Torrid Kiss spell ready for use. My problem is that in the LoveWhirl story, it clearly mentions the use of the Abyssal Temple to bring the asshole Humans to the gate. But i have combed the workshop and furnace options and see no Abyssal Temple. I even checked the DF Wikia and it says the key bind is b-w-A, but that leads to the Altar of Nightmares where the Wikia states that the Altar is b-w-N. So I'm confused if it's even in game. Sorry this was so long for such a stupid question..
But i have combed the workshop and furnace options and see no Abyssal Temple.My problem wasn't with finding the Altar of Nightmares. My problem was that the Abyssal Temple is not on the workshop or furnace menus at all and i cannot lure a human siege to my doorstep. I've tried luring with military recruits that can be spared, but they just kill the unit and go back to camping. The links here show what my whole Workshop menu consists of and the Abyssal Temple is not included. {and sry about the crappy image in the background, that's my graveyard being worked on)
So for embark I recommend 7 succubi, one trained in whip, fighter, dodge and shield user. She will be your lady of pain. The remaining 6 are the usual suspects: a farmer, a cook, two miners, a carpenter and a mason. Get a silver whip and bronze equipment in addition of the usual items, you can ignore pets for now.I just wanted to say that you are the first person I've heard describe their embark setup that didn't make me freak out over how bad it was. Thank you.
But yeah. I just wasn't exactly sure how modding community is here. Some modding communities don't want any changes to their mod or use their files at all. So, I just wanted to be on the safe side. :)
All but GM-X ^^But yeah. I just wasn't exactly sure how modding community is here. Some modding communities don't want any changes to their mod or use their files at all. So, I just wanted to be on the safe side. :)
The df modding community have quite the open source mentality, this civ is in fact based from another mod from Arkfallen.
Been a long while since I last toyed around with succubi. Before I start off a new fort, I want to try and recall one thing. Do Succubi have any access to poison coating reactions for weapons/ammo? A plan for later game with my fort, if the answer is yes, is to get myself a late game Bebilith and start milking that bastard for poisoned melee weapons. Sev 1000 Necrosis (hopefully) FTW!
Do they not have a regular craftsman's shop?They do. Craftsuccubi shop. ;)
check if ur playing as succubi, i tried reborn and putting the files in for succubi to find a copy of vanilla dwarfs in
I don't get it. How is the Den of Iniquity supposed to work? I tried to "corrupt" some poor fellows, and they turned out to be quite useless. They are doing the job "Tamed" and wander around the Meeting hall doing nothing. Therapist shows them as a wild animals... are they suppose to change with time, or is there a bug?
Not sure what's going on for me, but I'm getting no sieges. Four years in, tons of fort value, and I ensured there were hostile civs nearby when I embarked, but...nada. Even Dfhack has failed me - force siege brings in a caravan, regardless of whether the enemy's supposed to be an enemy or not.
Edit: I think it's because I play with lower population values because of my potato-quality computer. Editing their progress triggers to try again - though my first test indicates that DFhack still brings in a caravan.
Further edit: I eventually figured out I had the wrong versions installed on top of each other. This has probably fixed the problem, but I won't know for a good long while. In short, don't worry about it.
Any tips on starting in Adventure Mode as a Succubus?
hey what would you guys recommend for trading.
and before you say anything, I have made some adjustments.....
I set dwarves and elves to slavers, along with the warlocks, who I gave a caravan. drow and kobolds are now civilized..... and slag is off.
any suggestions on priority?
Seemingly silly question, but where do you make Shards for the Stygian Pitchfork? I dont see the reaction anywhere. I have yet to make any pitchforks cause I have yet to find the reaction
Seemingly silly question, but where do you make Shards for the Stygian Pitchfork? I dont see the reaction anywhere. I have yet to make any pitchforks cause I have yet to find the reaction
Anyone able to answer this old question of mine still? I still have no idea where you make shards for Stygian Pitchforks
Well bollocks....is there much point to the stygian pitchfork now then with that feature missing?
On another note, My possessed succubi just created a 'Adjustable Fire Turret'. Is that Gnomish malarky? It sounds like Gnomish malarky.
Thanks! I'm having fun so far.
Pyromancy sure is fun...Spoiler (click to show/hide)
It's not a succubus fort if it is not surrounded by ashes.
Those are very good ideas! I should try that.Thanks! I'm having fun so far.
Pyromancy sure is fun...Spoiler (click to show/hide)
Hah, that is indeed how most maps seem to eventually turn out. I find that I've been burning down so much of the map that I have to build a whole ton of fireproof pens for my livestock. Concrete is amazing for these kind of constructions. I often 'pave' a perimeter around my walls to give my archers line of sight, as well as a fire break to prevent fires spreading into my walled off area.
Do y'all think it would eventually be possible to convert NPCs into halfbreed companions in Adventure mode? It might be a little OP but I think it could be fun. You could convert some people and set up your own lil lair. A... succubase, if you will.
EDIT: I think it would be better to have this in the suggestion thread I guess, sorry.
yeah corruption really is hard to do in fort mode as it is right now, all the succubi just bum rush for all the soap bars and leave nothing left for the corruption reactionDo y'all think it would eventually be possible to convert NPCs into halfbreed companions in Adventure mode? It might be a little OP but I think it could be fun. You could convert some people and set up your own lil lair. A... succubase, if you will.
EDIT: I think it would be better to have this in the suggestion thread I guess, sorry.
Yes it's better to let this thread move down.
Also corruption in adv mode will be a thing, along with a corruption rebalance in fort mode.
[REAGENT:a:1:VERMIN:NONE:NONE:NONE:NONE]
[REAGENT:b:1:TOTEM:NONE:NONE:NONE:NONE]
How do you satisfy the lust need for adventurers?You don't.
Someone asked on Reddit about frog demon summoning, so I looked at the raws.Quote[REAGENT:a:1:VERMIN:NONE:NONE:NONE:NONE]
[REAGENT:b:1:TOTEM:NONE:NONE:NONE:NONE]
There are too many NONEs, there should be one less each. And I'm not sure, but shouldnt there be another reagent, the animal trap, which contains reagent a, the vermin? I never used live vermin in reactions, so I could be wrong.
Quick question, how good are glass weapons and armor
Quick question, how good are glass weapons and armor
http://dwarffortresswiki.org/index.php/Masterwork:Metal (http://dwarffortresswiki.org/index.php/Masterwork:Metal) see in tables.
Succubus mod is awesome!!
but have some bugs, i try summone horrible fell spirit, take some rose gold bars,bronze cages and slade slabs and i can't do ritual, in reagents they shows missing slade slabs!I was doing a different number and quality but i dasn't work too.A similar situation with a summone frog demon, don't see small live animal.
well even more interesting... my last save apparently didn't save, my last backup is at the start of the summer... prior to the invasion.... I'll let it role forward until the invasion triggers and see if I can catch a couple of them again and save at that point. Second note you want the whole save file zipped up right? and do we have any easy file storage location for me to upload it too? if not I'll place it in my google drive.
Well here goes I uploaded the beginning of the siege... the trap she falls into really wasn't for repelling assaults... It was to catch supper... Most of which are just being sacked to the fire pits now as I have over 5000 meat, and otherwise a firehoofed ram(really who came up with that one? I need to search the RAWs and remove it....) shows up gets caught and burns/melts all my cages.... I noticed the graphics are jacked up on the files somehow, but that's not important (I switched backed to phoebus from spacefox on a new world generation... I rarely play the same map or the same fortress beyond 5 years... I accomplish my goal and then stare at the boredom).http://dffd.bay12games.com/file.php?id=12497 (http://dffd.bay12games.com/file.php?id=12497)