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Topics - fomori

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1
DF Gameplay Questions / Monster Hunters
« on: December 07, 2015, 03:13:43 pm »
I've been having a blast with these new visitors, but one thing which interests me is the idea of monster hunters. Having opened up the caverns I have promptly been attacked by an FB, and have walled off the cavern as a result. It would be fun to send adventurers down to clash with the beast. However, as of yet I haven't had any show up :( Is there anything specific I need to do to attract them?

2
I don't know if there's a thread for this sort of thing, but I've had an odd issue with the force event plugin. Namely when I try to force a siege, I just get caravans instead. The same thing happens when I use the call siege plugin. Is the game just redirecting nearby caravans, and needs an available army nearby or something?

3
DF General Discussion / Mixed siege-dead and living beings.
« on: August 04, 2015, 11:06:08 am »
So my fort got a zombie siege recently. They were a collection of humans and elves, armed but unarmoured. However, amongst them was a living elf spearman. He acted like the others did, milling around on the map edge and accompanying them towards my outpost as they battled local wildlife and a yak bull which had been stranded outside. Then at some point they randomly killed him. He had no Night Creature tag, nor any reanimation powers, and as an elf shouldn't have been a viable candidate for necromancy anyway. He was also choked to death, which shouldn't be possible for a necromancer.

I'm not too sure what this is.

I have done some modding to my game: Instead of vanilla Necromancers and their ubber zombies, I took the necromancer in the example interactions folder, removed the skill buffs and pasted it into interactions_standard, before setting 'number of secrets' to 0 on advanced worldgen. This means I get zombies which you can actually fight without using legendary warriors in full steel, though as a downside towers spawn less commonly. I thought maybe I'd slipped up somewhere in the raws and the elf was a botched necromancer, but when I tested them in arena mode they behaved normally.

Any clue what's going on here?

4
DF Modding / Camps as default starting sites
« on: February 17, 2015, 11:32:19 am »
Hi all,

I'm tinkering with the game a little after having picked up DF2014, and my attention turned to animal people. I've been thinking it might be cool to have a few surface-based animal people civs, but I don't want to put them in towns or what have you. I've noticed a dying civilisation can be reduced to a camp, however, and was wondering: Can I set that as a civilization's default starting site, so that they spawn there and stay there like nomads or what have you? Alternately I guess I could set Banditry to 100 percent, but eh. So, camps. Will that work?

5
DF Modding / Basic Interaction Mod Questions
« on: April 26, 2014, 02:40:20 pm »
Hi,

I'm attempting to mod in new secrets, to create a more varied magic system in my game. Thing is, I don't have much experience playing with the RAWs beyond very basic stuff...so it isn't quite working properly.

I've started off with a very simple secret, so that I can sort out the basic principle before moving on to fancier things. The objective is to make a secret which lets you throw fireballs, whilst being fire-immune to avoid performing !!Fun!! on yourself. I started trying to get it as a curse like a vampire, but the mages wouldn't pass it down. Now I'm using necromancers as a base, and locking them out of necromancy so they don't instantly multiclass (which they will otherwise do, damn munchkins).

However, last I checked the actual powers weren't working, so I'm pretty sure I'm messing up somewhere.

Here's the text I'm using (its based off the example interactions. Descriptions etc are placeholders I can fiddle with once the basic mechanics are working):

[INTERACTION:FLAME_MAGIC]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of power over fire]
[IS_SECRET_GOAL:IMMORTALITY]
   [IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
      [IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
      [IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
      [IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_fire.txt]
[I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_REQUIRES:CAN_LEARN]
      [IT_REQUIRES:CAN_SPEAK]
      [IT_CANNOT_HAVE_SYNDROME_CLASS:SECRET]
[I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:flame mage]
      [SYNDROME]
      [CE_DISPLAY_TILE:TILE:165:5:0:1:START:0]
      [CE_DISPLAY_NAME:NAME:flame mage:flame mage:flame wielder's:START:0]
      [CE_ADD_TAG:FIREIMMUNE:START:0]
      [CE_CAN_DO_INTERACTION:START:0]
      [CDI:ADV_NAME:Hurl fireball]
      [CDI:INTERACTION:HURL_FIREBALL]
      [CDI:TARGET:A:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:VERB:point:points:NA]
      [CDI:WAIT_PERIOD:10]

[INTERACTION:HURL_FIREBALL]
      [CDI:ADV_NAME:Hurl fireball]
      [I_TARGET:A:CREATURE]
      IT_LOCATION:CONTEXT_CREATURE]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
      [I_EFFECT:MATERIAL_EMISSION]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:30]
      [CDI:FLOW:FIREBALL]

 
Does anyone know precisely which rookie error I'm making here? :/

6
DF Dwarf Mode Discussion / Sheperding in my Migrants
« on: April 06, 2014, 06:47:20 pm »
So I've embarked on an Evil mountain(well, save for a bit of neutral plains to the north).

I had my reasons.

I'm pretty determined here after the pathetic failure of my first attempt, the pretty-much-a-horror-movie lark that was my first reclaim and the honestly eerie adventurer's visit which followed it. I'm like, building a whole story around this stuff :p The Anguished Lancer will obtain the mineral wealth of the Insensitive Tooth of Murders, come hell or high water.

So; to the practical issues. Six of my seven managed to seal themselves inside, but the animated dead are pretty much besieging the place. Farming and brewing are operating fine, but beyond that I'm in trouble. Two more dorfs have fallen due to tantrums, and when I got a migrant wave they all got picked off on the surface. I won't have a hope unless I can somehow get them inside without the undead following them, or more likely getting in first. Just opening the doors gets everyone mauled by zombies.

Current plan for the next wave is long tunnels festooned with stone fall traps, allowing the migrants to get through whilst destroying pursuing undead. Close the door once they're through. But I suspect the migrants will scatter the second they see a zombie so I'm not sure if it will work. In terms of assets the fort has two marksdwarves and can make stone traps but little else. As you migth guess this is the first time I've gotten anywhere with evil embarks beyond 'everyone immediately dies'. How can I pull this off? Will my plan work, is there a more effective way to go about things, or is there a guide of some sort floating around?

7
DF Dwarf Mode Discussion / Slexmul the Burninator
« on: February 11, 2013, 09:04:42 pm »
Hello squishies. I'm going to ramble about my no doubt comparatively tame experiences to you! Won't this be fun~

So here I am, playing DF whilst I should be doing other things. I've been a casual player for a while, but my fortresses tend to die of gross incompetence on the part of either me, my dorfs or both. More recently my skills have increased, so the main cause of death has been necro cascades and the odd goblin invasion.

But not this time.

This time I'm ready; I have a bridge! A bridge over a drop, so no marauding gribbly can get into my fortress.

Enter Slexmul Smugaslonu Ngoslaobasp, Hill Titan, pyromaniac and all round BAMF. It hasn't got me yet, but it may well only be a matter of time.

"A great eyeless tapir. It has thin wings of stretched skin and it moves about carelessly. Beware it's fire!"

What's a tapir, you might wonder? I did, briefly. Basically it is Armok's wrath made manifest as far as any poor sod unlucky enough to enter my map is concerned. Now, this is the first time I have encountered a Titan, and after hearing more than a few stories of procedurally-generated beasties getting limbs ripped off in one blow or going down to a handful of dogs I was naturally worried that things might end up a little anticlimactic, even with my altered worldgen leading to it turning up in my first year with less than 30 dwarves present. But no worries-this thing delivers the goods.

So Slexmul starts by going after the animals I had grazing above my fortress, and unsurprisingly slaughters them. Slexmul's signature move is fire. It just flings it everywhere until the whole world burns, and seemingly wanders about inside a huge firestorm. Which is funny, because it isn't actually immune to its own fire. By the time of writing its fat has all melted off, but the creature seems undaunted.

Anyway, the animals died. One Yak Bull put up a bit of a struggle, but soon fell like all the rest. Meanwhile I am not idle-the bridge level has been pulled, the Trammps are singing Disco Inferno in my headphones and the militia are on the move!

...

And now they're melting.

I kind of try to pull them back after noting one guy got lost and ended up on the wrong side of the now retracted bridge, one is already dead (what the decription does not tell you is that Slexmul is a master of Hokuto Shinken) and one is melting like a candle caught in a blast furnace. But the only uninjured militiadwarf takes a fireball to the face mere moments after I give the move order, and that was that. They didn't even hit the bloody thing, although two got close enough to try before succumbing to the flame. A hunter caught outside did a little more damage, fracturing Slexmul's right leg before being immolated. Since that fearsome confrontation, others have tried to battle Slexmul. A were-hyena turned up and was promptly roasted, and the last survivor of last season's migrants recently bought it. The human caravan left after staying far away, and the current migrant wave is staying right on the edge of the map where the beast cannot see them. It just hovers in the dead centre of the map many levels up. Waiting.

What do?

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