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Topics - Spriggans

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1
DF Wiki Discussion / Wiki preview popups
« on: April 14, 2020, 11:10:59 am »
Since the mediawiki's version is now 1.32, would it be possible to reconsider installing this extension ?

https://www.mediawiki.org/wiki/Extension:Popups#Installation

Which would show previews when hovering over a link to an article.
It does not look like we would have to go over every existing article. The preview will be the article's image (if any) with a text excerpt.

2
DF Community Games & Stories / The Seven Deadly Sins
« on: January 25, 2018, 11:24:55 am »
I want to start a new outpost to punish my starting Seven.

Each of them commited 1 Deadly Sin. They must be punished and die in creative ways.

If you've seen the movie Seven, I want to do something like in the movie, where every dwarf dies in a way related to its Sin.

As a reminder, the 7 Deadly Sins are :
- 1/ Lust
- 2/ Gluttony
- 3/ Greed
- 4/ Sloth
- 5/ Wrath
- 6/ Pride
- 7/ Envy

-----------------

I have ideas for most of them. But I need your help for some, and ideas are most welcome.
Remember that dwarves have to die in a unfair way that will reflect the Sin they're associated with.

- Greed is easy ! I'll carve an entire room out of Gold / valuables furnitures and make it super worthy.
I'll put the greedy dwarf in the room, and I'll build a gold bridge and put lots of coins on it.
I'll then kill the dwarf by catapulting the coins in him.

- For Wrath, I thought about making a dwarf start a tantrum, destroying a pillar that will cave-in and kill him.
The tough part will be to make him unhappy enough ;)

- Sloth will be basically doing nothing and dying from laziness.
So I can put the lazy dwarf in a room with lot's of beds, water, some seeds and farms.
The dwarf will be too lazy to harvest / plant (all jobs disabled), and will die from hunger because of lazyness.

- Gluttony could be Fun. I could find a way to make my hungry dwarf die from eating contaminated food.
I know that food keeps contaminants in it. Example : zombie-turning weather will turn you zombie if you eat food exposed to it.
I just have to find a painful, slowly killing contaminant and apply it to the food. Then I can feed it to the dwarf and that's Gluttony done.
Necrosis FB syndromes might be a slow enough process to make the dwarf suffer as his guts are rotting.

- Envy. There must be a way to set this one. This is what I found :
A death corridor ! On one side of the corridor is the dwarf. He has everything he needs.
But on the other side of the death corridor, is an item the dwarf wants. A bone earring or some crap like that.
At some point, the dwarf will envy the item, and walk to his doom.


This is where I lack inspiration.

- Pride and Lust are hard to find...


What do you think ?
Do you have any creative/better ideas ? :)
The more brutal the way of death is, the better ! Punish the sinners !


PS : Yes. Killing the starting seven... I am a terrible person. I know ! For my defense, I'm secretely a secret Armok cultist !

3
DF Community Games & Stories / [Interest check] The Ant Fortress
« on: January 03, 2018, 07:52:45 am »
This is a interest check for an idea I had, which could lead to potential Fun.
I'd like to know if you'd like to play it in a succession style.

If some aspects are good, but others iffy, please tell me about it.
If the idea sucks all along, please tell it as well.

-----------

Would anyone be interested playing on a "Ant-fortress" ?

The game would be slightly-modded in a way that stimulates ant colonies :)

Ideas :
-> The dwarven civilization is extinct. So, we will have to rely on the starting dwarves we have to establish breeding programs.

-> We would choose an embark with every civilization neighbour. Necro-tower is a possibility.

-> There would be 3 castes of dwarves :
   - The soldiers. Genderless dwarves. They only live 1 year, and are adult at birth.
   
   - The drones. Males. They are only there to breed with the queen. They can live 2 to 3 years.
   
   - And finally, the Queen. Female. She can live 2 to 3 years. She can lay - let's say - 30 to 50 eggs 4 times a year. Only one allowed at any time.


Goals :
-> Survive.

-> Use 43.xx 44.xx c button to send most of our unlimited Ants all around the world to kill it, and expand our nest (and save our FPS).

-> Find a way to bury all our dwarves, as so many will die of old age.


--------------

Now, this is a bit of a challenge fort.
First, no migrants. We rely on ourselves.


Then, how the hell do we do ? Well, little Urist, this is how you make dwarves :

- First, we have some dwarves (soldiers).
- These dwarves do some work and craft a modded item (made from adamantine or expensive stuff that we choose).
- This item is consumed by the Chosen Soldier, to turn it into a Queen (modding needed).
- Similarly, drones are created by a soldier consuming an item (though the modded item would be easier to craft than the Queen's item).
- Queen and drone marry.
- Queen lays eggs.
- Eggs give soldiers.
- The loop can continue.


I still have to figure out how to mod some stuff, but from what I know, it is doable.
So, what do you dwarves think ?

What would the Queening item be / be made out off ?
Should dwarves be modded to have 4 arms ?
Others ?

Suggestions are welcome.

4
DF Community Games & Stories / Escape Game - SPOILERS
« on: October 06, 2017, 09:32:16 am »
Warning : this thread WILL include spoilers about the game. Avoid reading it if you don't know what a spoiler is.
Even though I think everybody in the forums knows what a spoiler is. It's good practice to add a warning message anyway xD




DeathPit - An attempt to escape Hell


Yay.

I've had this idea for a while.
Basically, I imagine my dwarves to be cursed or something like that.

Maybe they stole the King's favourite socks, or they ate the whole fortress' supply of cheese or burned its booze, or they said they loved elvish-kind.
Anyway, they did something very stupid.
Because these seven fools have pissed Armok so much he decided to embark them into the depths of Hell.

So there we go !



The idea :

My dorfs are starting in Hell. Near eerie glowing pits.
Since I want Fun, not !!Fun!! I have removed moved the clowns from Hell into the different layers of the Earth.
So we have clowns legions guarding every cavern layers and the surface.
My clown waves could not reach more than 25 (blame RNG...). So we have 4 legions of 6-7 each.

The goal for the fool dwarves is to make it out of Hell, defeating every demon in every layer and in the surface, and wait for rescue outside.



The embark :

I tried to be mean, but it could be worse. Overall, I feel the embark location will be easy.



Not that the outside world matters much when you embark deep underground. But there goes the map. 2x2 embark because I don't want the clowns to venture too far when I'll pierce the caverns.

Bad glacier, that has regeneration of dead things. I'm pretty sure demon can turn zombie, right ?
It also has an aquifer that we'll have to pierce to reach the surface. It will give the fools easy water access though.


Minimal embark supplies.



I was very kind and gave them booze. Probably shouldn't have because aquifer and water and such.
Zero food will be the concern here. But after the 2 cows are eaten, I will have to rely on cavern 2's plumps helmets. Or crundles eggs, if they survive the clown legions. We'll see.


About the starting skills, I chose :
- Miner 5 / Discipline 5
- Miner 5 / Discipline 5
- WeaponSmith 5 / ArmorSmith 5
- Mechanics 5 / StoneCraft 5
- Mechanics 5 / Grower 4 / Appraiser 1 (just for the display of Wealth)
- Mason 5 / Gatherer 5 (I will need to gather plants quick)
- Mason 5 / Record-Keeper 5 (Yay, why not)



Too bad you can't get strand extractor :(



I shall name thee, DeathPit ! definitely a random name


Group name


Symbol



Strike the Earth Raw Adamantine !






Ho, and also, I won't be getting migrants. I get the notifications that migrants have come, but nothing is visible in the surface.
So, most likely when if I reach the surface, I'll find (un)dead migrants everywhere.

I'm not sure for merchants, but I probably won't have them either.

(I won't be able to write-up before Sunday. So updates might appear from this date on.)


Spoiler: How to do it (click to show/hide)

That's it.

5
I want to create a fortress dedicated fully to the production of cheese.

But cheese lacks quality modifiers. How may I mod the game to enable it ? (the cheese quality, that is)

Hopefully, the cheese will flow ! :D

6
DF Community Games & Stories / I think this game drove me crazy !
« on: March 30, 2017, 10:51:01 am »
Hey there ! I'm back to the forums !
You'll never believe what happened to me !

I got trapped in basically some kind of a never-ending time loop that re-winded itself at precisely 6pm each day, and sent me back to 6am.
I was lost in a hellish castle which ground was littered in vomit, and which walls were made of dwarven flesh.
I heard elves laughing through the damp ground, and I had nothing on me but a copper pickaxe.
I tried to dig the ground and walls, but it didn't work.
I took me several cycles to map out the cyclopean corridors of the castle, but I realised it was a circular maze, with no exits.

So, I was trapped in both time and space, and the elves laughing were starting to debilitate my brain...
I was crazed for freedom.

That is when I though about using my pickaxe to dig... something else... Myself !
It worked. As expected.
I saw a hole in my belly, and within this hole, a new place ! A shiny forest of golden trees. With blue-ish grass.
That's where the elves must be ! They were in myself all this time !

So, I entered myself, and amongst the packs of golden trees, I saw it ! The great old ruby tree !
I reached its summit using my flying Pickaxe, and faced the elves' leader : the Great Sucker Druid. That was his name. He told me.
After a good kick in the nuts, the Druid was on his knees, I bit his throat to make sure he would never rise again.
The Elves laughters stopped after that.

I knew what I had to do then.
I gathered the Druid's blood, and came back to the castle and spilled the red liquid in the vomit.
The vomit disappeared in a huge mist both red and green. The vomit hissed in an unbearable noise, and the ground was melting.

There was now a hole in the ground, leading to another new place, which I'll explore soon. It was already 5pm when I first discovered this, but the new place was made of...

Of what ? I can't remember...

7
CurseKnowledge

A 43.04 43.05 fort praising incompetence



"For centuries, the dwarves stood strong. They held the mightiest kingdoms in Earth, and were feared by all. Their wealth came from precious gems extracted from hard rocks, the stone and minerals they collected from the mountain itself were turned into objects of great beauty. Their skills were unequalled, and their strength in battle legendary..."
-- Known dwarven tale of the Old Days   


Nowadays, these words are only fairy tales told to lazy children to make them sleep easier. Dwarves have become passive, boring and fat. Their decline started with their victory over the goblins, long ago. It made them believe they were so superior to other races that they could do well without working.
Over the years, the dwarves neglected work completely, living a comfortable life burning through the livestocks their ancestors slowly collected.
Modern dwarves are now completely incompetent. Or to be more precise, they are lethargic. They don't see why they would be the only one doing stuff, when others drink all day.

Standing against this deterioration, seven dwarves decided to act !
They painfully learned the basics of some professions, gathered supplies and headed far from the mountainhomes. They built the fortress of CurseKnowledge there, and swore to fight laziness !

But old habits die hard, and lazy dwarves are lazy...
Will dwarfkind rise again ? Or will its boring existence fade out ?
Only you will tell.



Rules :


Spoiler: Boring, usual rules : (click to show/hide)



Embark :

The embark is a 3x3. It overlaps badlands, savanna, and grassland. There's a necro tower nearby.
Spoiler: Embark (click to show/hide)



List of non-lazy dwarves :

The Founding Seven :
          Name         
                                        Skills                                       
          Status         
Catten
Miner / Engraver
Alive
Spriggans
Carpenter / Weaver
Alive
Imic
Mason / Stone Crafter
Dead (work accident)
McGee
Grower / Brewer
Alive
Bembul
Cook / Architect
Alive
Gwolfsky
Clothier / Mechanics / Bookbinder
Dead (work accident)
TheFlame52
Armorsmith / Weaponsmith
Dead (work accident)


Other dwarves :
          Name         
                                        Skills                                       
          Status         
Sanctume
Metalcrafter
Alive
Gwolfsky2
Mechanics
Alive
Imic2
Mason
Alive
TheFlame52_2
Furnace Operator
Alive
MoonyTheHuman
Wood cutter
Dead (work accident)
Sibrek Akrulmorul
Glassmaker
Alive
Girlinhat
Plant gatherer
Dead (work accident)
Kumil Larducim
Mechanics
Alive
Amost Naniroslan
Clothier
Alive
Rovod Timnarobok
Wood-cratfer
Alive
Tirist Dodokilun
Plant processor
Alive


Skills-less named dwarves :
          Name         
                                        Usage                                         
          Status         
CodyRex
AxeDwarf / Militia commander
Alive

Dorf list :
Sanctume - a dwarf who does the most minimal labor
Rex - A military dwarf
Erin Quill - A human. Give him cotton paper if possible
ReynTheLord - A Miner/Swordsdwarf



The turn list :
Legend : Done Current Skipped
  • Gwolfsky write up
  • Gchristopher 1 2 3 4
  • onemoreminer
  • Anybody feeling like he wants to play !

Year labor changes :
  • Gwolfsky's turn : Added Bookbinding on Gwolfsky
  • Gchristopher's turn : Added Mechanics, and killed swapped a bunch of labors

Current save :
End of second turn

8
Alright. You all know the story. What do I say... The Legend ! of Morul : The Most Interesting Dwarf in the World.
If you don't, just read it...

Well, with the last releases, many new skills are now available, such as musical and scholars skills; the glazer bug has been patched too; and with the new site management system, you can retire forts and such; you can play with your adventurers. Tons of new content ! And many more skills to master.


This is why I claim a 128 legendary skills challenge possible.
This thread is to cover my attempt on it.
Raws editing will remain at the lowest and I will play the most vanilla DF possible :
  • I modded dwarves to live a little longer. They can live up to 400yo. This is to avoid any premature death of my Legend.
  • Dwarves civs can wield and craft bows and blowguns.
  • Most importantly, I disabled skill rust.
  • Modded pikes minimum size so that dwarves can wield them.

I have decided to call my born-to-be-a-legend dwarf Korgoth. (The reason behind this name can be found here).


I will divide this attempt in two parts :

1/ At first, Korgoth will be an adventurer. Citizen of the fortress of LegendBirth, a dwarven paradise where you can find everything (sand, clay, fishes, vermins...).
So he will wander the world for one or two years and master all military skills and some random skills.
The pros of adventure mode is that it is a really quick way to train skills (both real time and in game time, macros will be used a lot there).
It is also the only way to easily train skills like thrower.

2/ After that, he will retire at LegendBirth. I will then train him in fortress mode in the remaining skills.


Schedule plan :

We have seen there are two parts to this run. Adventure mode first, fortress mode second.

Adventure part : 43 skills to master
We can divide adventurer skills in four categories :
Spoiler: Adventure skills (click to show/hide)

So really for this part, Korgoth is wandering the world, gathering armor, weapons, and farming skills until he reaches legendary.
While I'm on it, I make him raid librairies for books to bring to the future fortress. I also make him go on vaults to gather divine metal, because smelting divine metal is always cool !

I anticipate the bard skills to be boring to train, but I have to master them somehow.

Some skills (eg: wood-cutter) I will not bother mastering. Because I can master them in fortress mode more easily.

And crutch-walking skill. I don't really know where to put it... Maybe I will train it in adventure mode, maybe in fort mode. We'll see.
EDIT : That was done in adventurer mode after all. Turns out you can gain experience even with both your legs.

Fortress part : 85 skills to master
I will update this section as I go through it. I haven't analysed a good schedule yet.
I know I will not let the population go over 30. Mostly for FPS reasons. I don't want to have to deal with hundreds of dorfs. The fort is all about Korgoth's training.

When it comes to training the strand extractor skill, I will need more raw candy that 1 embark can grant.
So I will retire the first fort, use other fortresses to dig raw candy, and Korgoth will unretire to gather them. I need 600 raw adamantine total.

When it comes to scholar skills, I hope rumors about the slowness of training these skills were axagerated. I will probably do these skills at the very end. We have quite some time before that.


Legendary skills so far :


Logs list :

9
I butchered alive someone today. He had it coming !
Spoiler: He is still alive ! (click to show/hide)

Okay, seriously now, this topic is about giving a recipy to get a target safely to the amount of damage shown above.

There are many advantages to it.
  • It trains your adventurer.
  • If the target is one of your retired fortress dwarves, you can safely have crippled dwarves. Why you would want to do that is up to you.
    On the plus side, this method trains the wrestling and fighting skills.
  • It's fun.

Now some important facts to know :
  • The possible causes of death are :
        the loss of too much blood (target bled for too long),
        the loss of cerebral function (brain got damaged),
        and the inability to breathe (both lungs are damaged).
    By following the steps carrefully, none of these will happen to your beloved target.
  • Fast travelling away.
    Fast travelling everytime the target is "pale" (about to die from blood loss), allows it to rest and not die.
    So you can make one or several steps of the experiment, fast travel, seek and find the target, and continue the next step of the experiment.
  • It's safer to savescum a little. Just because you never know.
    Experiments have been known to turn wrong. Sometimes the target doesn't make it. So, saving often isn't a bad idea.
  • Passed out targets make up for easy chirurgical cuts.
  • You are not a murderer. The target must survive, and you must care for it.


Without further due, let's get to the recipy !
 
Find a target deemed worthy enough for the experiment.


Start the experiment by cutting both his hands and feet. This is the easy part. But don't forget to quickly travel away so the target doesn't bleed out.
By cutting both feet, we assure the target doesn't run away; and so finding it afterwards gets easier.
Cutting both hands prevents retaliation.
The target is now unable to grasp or walk. But our work isn't done yet !


After that, you must make sure you don't miss your hits. Armor becomes a problem as it prevents cutting too close to the body.
So this step is about getting rid of any protection the target has.
Grab the target, and just wait (pressing "."). The target will helplessly try to escape.
Wait for the target to pass out from over-exertion.

It is very helpful to use step 3 before every next step to make the target pass out, and allow easier work.


Now, use wrestling to remove the target clothes. First grab a piece of clothing, and gain its possession. Note that you need to strap your weapons first and grab clothings with bare hands.
Proceed with every piece of clothing. You will need to drop grabbed items.


With the target now nude, carefully cut remaining arms and legs. Pay attention to the loss of blood here. You don't want an accident to occur.


It's time to remove unwanted teeth. Punching proves to be a reliable way of removing the target's teeth.
Don't forget to cut the ears and the nose too.
You can end up slicing the target's throat for a nice massive scar, but be careful it doesn't die !


For this part, you will not need any weapon.
Grab the target by the head. And meticulously pinch the tongue and the mouth.
After that, gouge the eyes, the cheeks, the eyelids and the lips.
The target is now blind, mute and probably deaf.


Spoiler: Step 8 : Guts ! (click to show/hide)
Draw your weapon, and slice the lower body of the target. You have to make the guts come out, so don't linger !
When the guts are revealed, cut them apart ! Beware of vomit !


This part is extremely demanding, as the target tends to be cut in half and die. So saving often helps a lot.

It is possible to aim the upper body, and destroy one lung. Or both. But it really diminishes the target's survival chances. Since I care for my target, I didn't do it in this experiment. Damaging both lungs means death, you don't want to do that.
Aiming the upper body also allows you to pierce through the target's hearth. It won't kill the target if you don't allow it to bleed out.

You can also stab the lower body to aim for pancreas, kidneys, stomach, and spleen.


This is the final product. Sadly, DF doesn't display all missing parts such as teeths and nose, so we have to look it up in the description view :




Fun facts :
  • The target is still able to talk.
  • The target is now legendary wrestler and fighter thanks to you and your accelerated training.
  • The target is happy after improving fore-mentionned skill
     
     



NB :
Please note it is always possible to induce more injuries on the target. As an example, you could scratch the target's head and neck, adding more scars.
You could also toss some freakish slime on its skin so that it blisters... Burning the skin might work too.

But I believe this guide is sufficient enough for you to have a glimpse at the possibilities of dismembering.
I hope this comes in handy to anyone who needs it.

10
DF Dwarf Mode Discussion / H.P. Lovecraft Fort - How to do it ?
« on: April 26, 2016, 09:04:28 am »
I've been willing to play a fort in a certain way for a while.
I've also noticed many players like the artwork of H.P. Lovecraft, so I feel like sharing it.

So, I have some of the main ideas figured out, but maybe you guys could help spicing it up !

--------------
- Main ideas -
--------------


- Playing a fort temple centered around Cthulhu's Myth. The ultimate goal is to awake him ! (whatever that may mean)
  Every dwarf is impersonating a cultist. They will devote their lives (and deaths) to the return of the Great Cthulhu.

- Embark next to the Sea ! And rely only on its products. Cultists eat smelly fish, and drink de-salted water.

- Forgotten beasts are the Great Old Ones. They were born in a time before time. They are wise and must be adored and given shrines. Every Great Old One must be pampered and feared at the same time.

- Like in H.P. Lovecraft tales, bloody sacrifices must be performed. The sacrificed have to be cultists, obviously.
  Build the inside of the temple in a non-euclidian way ! Many corridors leading to nowhere will recall the tentacles of our God.

- "If we do things correctly, insanity will occur !" Everytime a cultist has a strange mood, deconstruct the workshop ! For roleplay, tell that the cultist made a unsettling discovery that drove him crazy.
  Cthulhu's cult is not for the children. Every child must be drowned in the Sea. (OOC, yeah I don't like children).

- Everything you engrave must be in relation with the Cult. Either pictures of giant squids, or cultists dying, or Great Old Ones killing your cultists, or pictures of death, ... Possibilities are limitless !
  Same for every statues you create.
  Dedicate some cultists to creating figurines of squids and trade them away !

- Bonus : Build a replicate of R'lyeh ! When Cthulhu has arrived, leave the city to its master.

- Ridiculously hard Bonus : Write "ph'nglui mglw'nafh cthulhu r'lyeh wgah'nagl fhtagn" using caged creatures !


---------------------------
- Your help is needed for -
---------------------------


1/ What can the great Cthulhu be ? Can titans take the form of squids ? A bit of raw editing is ok if it helps. Maybe I could create a new megabeast type.

2/ Is it possible to mod dwarven gods too btw ? I believe you can't.

3/ How to sacrifice beings in a good Lovecraftian fashion ? Can I prevent dwarves from cleaning the blood ? Magma is too Armoky. Cthulhu is different I think.

4/ Do you have other ideas of H.P. Lovecraft creatures I could use and how ?

5/ (Using raw editing) Is there a way to inflict insanity on a creature (if possible non-dwarven) ? Like, I know someone made a reaction that burns dwarves' eyes if they are touched by elf blood; is it possible to do something like it, but leading to insanity ?
If so, I could simulate a "too scary too withstand" locked room ! Wich is a pleasing idea.

6/ Anything else that runs your mind. Remember modding is ok, and insanity is considered normal ;)




11
DF Dwarf Mode Discussion / Play with your adventurer in fortress mode
« on: February 28, 2016, 05:26:46 am »
So.
The other day, I played an (elven) adventurer for a little while, trying to write some necromancy book.
I ended up retiring him in one of my forts. And playing the fort again.
After that, I discovered that I could control the elf as one of my dwarf in fortress mode.

I then decided to !!Science!! the mechanics of getting an adventurer of any race in your fort.
The point of this thread is to know what you need to do to get a playable adventurer in fortress mode, and what you can do with him.
I don't think this thread got discussed before, if so, let me know.

There is a tldr; at the end of the post... just in case of lazyness.

Let's get started !

---------------
- Experiments -
---------------

The world I genned was a small/high civ. count/200 years world. So hopefully, there are many mixed-races civilisations.
I played one month in fortress mode to get things started, and retired for a while.
The dwarven civ I played was The Still Volcano.

On the adventurer intro screen, I can play as a Dwarf, a Human, an Elf, a Goblin or any Intelligent wilderness creature.
For every race, you have to choose which civilisation you're from.
In my world, I can always choose The Still Volcano, except for the Elves (because I guess The Still Volcano has not conquered any elven civ. so far, or something like that).

For the experiment, I played every possible race, with every civ. possible.
Here are the experiments :

Spoiler (click to show/hide)

----------
- Results -
----------

From a retired adventurer, you can only get two results :
  • Your adventurer is completely controlable. Exactly like your usual dwarf.
  • Your adventurer is, and will forever be, "like a peasant with hauling labors" (same as the peasant migrants).

The race of your adventurer doesn't matter. What matters the most is the civilisation your adventurer is from.
  • If at character creation, your starting location is your retired fortress, you will get result 1.
  • If not, you will get result 2. Obviously, when you're from a "not your fort civilisation" civ, you always get result 2.


Random facts :
- You get items your adventurer had on him. He will automatically drop most of them (not clothes).
- This can be an easy way to get legendary status early on. Just imagine your starting seven sparring with a Legendary wrestler Elephant-man :P
- If the adventurer is hungry/thirsty/etc, when you leave. He will still be in fortress mode.
  So you should make your adventurer drink his water before retiring, I had an adventurer die of thirst because of that.
- Goblins or humans cannot craft foreign object, like morningstars.
- Creatures not the size of dwarves will craft clothing according to their own size.
- You can assign an elf to cut down trees. He won't argue.


Further !!SCIENCE!! needed for :
- Can you make the adventurers breed ? => Adventurers can't breed.
- Will the wildlife attack an elf ? Elves are "wildlife friendly", so I may need to try that.
- Can you retire an undead adventurer and control him ? => Turns out you can't. Undead adventurers cannot retire.

---------
- TLDR; -
---------

Ok, so you want to control your adventurer in fort mode ? At character creation time, when you choose your starting location, choose your retired fortress. Then make your adventurer rest here for a while. Reclaim the fort. You got it.

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