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Messages - The Dorfmeister

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DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 03, 2020, 02:06:35 am »
News from my great Minotaur adventurer. I managed to actually walk back from the tower over the mountain range to finally arrive back in the homelands, racking up some mountain goat, eagle and yak kills to my list and eventually let him retire there. In the maintime, I tried to set up a sort of tavern with another adventurer, but it didnīt work out yet. So, after a while I decided to look what my old one is doing and - yep - he left his homelands again and can be started at a hillocks in the very middle of the world map...  ::)

This time however he has a reason to be here, because according to Legends mode, he settled in that Minotaur hillocks where a group was sent out to reclaim a fallen dwarven site and he decided to join. Ironically, this site was originally razed by another necromancer and his undead, so instead of a well-earned retirement after being almost killed by zombies, my good old Balthazar decided to go after the next horde...  :D Also, these are the first minotaurs to ever leave and settle outside of their territory. I guess itīs time to start a fortress soon, because  I wanted to be the first Minotaur settlement in the foreign lands.

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DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 28, 2020, 01:47:34 pm »
I could understand travelling and starting a new life on his own, or settling down, but he travelled the entire worldmap just to settle in a human civ he never heard of before, over the mountains and through the zombie-infested regions.

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DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 28, 2020, 11:56:14 am »
My world is back and running again. Turns out my computer had some RAM issues. A check from the virus scanner revealed the culprit: Some kind of malware that constantly drained my RAM, seemingly blocking more and more of it until games like DF wonīt work correctly anymore. I noticed the computer having some issues before but I thought itīs because it is not the newest model anymore.

Anyways, after cleaning the malware, DF managed to load up the world without problems. I copied my save file, retired and launched Legends Viewer, and it seems the mummy herself was killed by a minotaur earlier, also there are still hundreds of zombies running around in the ruined hillocks, but at least their numbers canīt grow anymore.

I guess I could try the thing with the adventurer to get my minotaur back into his homelands now as the mummy is dead, so he can retire as the zombie-slaying hero he is. I only fear if I retire him at some site he transports around back to the humans near the north end of the worldmap again. (My minotaurs live in the southeastern corner of the world, surrounded by mountains and an ocean.)

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DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 28, 2020, 06:09:19 am »
So, I didnīt find the mummy and fear I never will, because my world doesnīt load anymore. Yesterday everything was fine but now it freezes at Loading World Information and doesnīt react anymore. Time to generate a new world, I guess. I will miss the cool things that happened in this world with the undead and the secluded only minotaur civ though.  :(

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DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 27, 2020, 03:25:32 pm »
Right now I am on a quest to destroy a mummy that seemingly is in charge of a necro tower and hundreds of zombies. My world is modded with additional creatures and civilizations, such as different gold and mountain dwarves, fairies (who are not vermin anymore) orcs, barbarians and minotaurs. I made the minotaurs smaller and weaker, but they are still bigger and stronger than other civs, but they are few, with a max pop of 800 for each civ with only 2 civs. So when the other civs were prospering, the first minotaur civ fell as the orcs and a black dragon decided to take turns on attacking them in the first 20 years. The second civilization of minotaurs however survived and thrived for over 240 years of worldgen in the deserts separated by the mainland by a mountain ridge.

My minotaurs are fortress builders but only settle in deserts and savannahs, and this place was perfectly generated for them. Until in the years between 245 and 251 of wordlgen, a recently died and entombed thane of the gold dwarf civilization from over the mountains was accidentally disturbed by a halfling (their city is only a few tiles away) and decided to build a tower and send zombies OVER THE MOUNTAIN and destroy half of the minotaurīs hillocks and even raze their main fortress. So I created a demigod minotaur to fight back the zombies and due to a bug I landed on the other side of the map after retiring and so I could avoid the mountains and attack the tower... Fifty or sixty zombies later, there was no tower in sight. Just a few small buildings and a thing that looked like a fortress with stairs down into the caverns. The map says the tower is there, but there IS no tower at all... Maybe it is in the caverns, but my hero already has lost a horn and a hand and is covered with blisters from the "holy ghouls" that mummy created. So... where is the tower now?

6
Mod Releases / Re: Dwarf Fortress: Dying Earth 1.92
« on: August 22, 2019, 03:30:22 am »
Weirdly, I never moved anything, just extracted the file to a new folder. It doesnīt crash anymore since I deleted and reinstalled the mod, so I guess the problem is fixed now, whatever it was.

The bloodhounds are a venusian creature? That would explain a lot, although I only played executor fortresses yet. They must have got control over a venusian site in the past, as bloodhounds seem to be quite common as wagon animals in my civ.  That would fit this particular civilization in my small world gen, as they are the only executor civ, are one of the smallest, but constantly at war with literally everything around. They even conquered the cogitons, leaving the last 14-ish of them as outcasts or citizens of the executor realm, with the only cogiton realm destroyed according to Legends Viewer.

My error log lists only pathing errors, but that could be a general DF thing, so Iīm not sure. This is a shortened version of the log, because the full thing goes on and on and on with this kind of messages.

Spoiler (click to show/hide)


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There is always the option to retire the fort, create an adventurer (outsider if your dying civ is not available) and hunt down the traitor king personally. As a bonus : take the kingīs head back to your fortress and put it onto a pedestal, if that is possible, then retire the adventurer on-site and unretire your fort. If even the fort retire/unretire thing wasnīt so buggy...

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Mod Releases / Re: Dwarf Fortress: Dying Earth 1.92
« on: August 21, 2019, 04:56:51 pm »
I think Iīve found another bug, if it can be called that. Sorry for being so ... whatīs the correct word for it? Penetrant about writing all that stuff here, but I think it may help improve the mod.

(As usual, any grammar or spelling errors are on account of english not being my first language, so sorry for that)

Is it possible that the so-called "bloodhounds" have the crazed, or opposed to living tags? I couldnīt find them in the RAWs, so I was unable to check that, but they start attacking my starting seven and the livestock as soon as my group embarks. Iīve had that issue on three different forts so far, costing the lives of some hens, one or two of my starting seven and a truck respectively. (Funny thing, I embarked on the edge of a volcano and the truck dodged down into the magma) Even as I learned not to spend points to bring a bloodhound with me on embark, they still get randomly selected as wagon pullers sometimes instead of vehicles, so I might end up with one of them anyways. >.<

Also, unrelated to this thing and (I guess) nothing to fix, but quite funny : Executors are not able to grasp the meaning of a "brawl" at all - as in the DF combat term of mostly non-lethal unarmed combat used in tavern fights and stuff. In Adventuring mode, it happened to me while visiting a tavern in a executor-controlled site. A bar brawl broke out, nothing unusual so far, but one of the tavernīs patrons was an executor, just a rare sight as it should be. Even if he wasnīt directly involved at first, he somehow managed to get in the way of a drunk guy who tried to charge attack me and collided with him too, according to the battle log.

The next thing I saw was just a lot of smoke, fire and messages of burning and melting as the executor started burning down the entire place. I mean it fits the description of that demigod-like beings to overreact if they are attacked, but it made me laugh. I donīt even know how the executor ended up in this place, because I rarely see them outside of mead halls, castle and other seats of power.

Sorry for the wall of text, though.


9
Mod Releases / Re: Dwarf Fortress: Dying Earth 1.92
« on: August 19, 2019, 04:27:33 pm »
Finally I was able to play Adventurer mode for several hours without any crashes. But I didnīt encounter humans nor dolphins yet, so I cannot tell what will happen when I meet one of those in the wastes. I really like what you did, especially with the adventurer crafting things. I will test it further and report any bugs or crashes (hopefully there arenīt any) here if you want.

10
Mod Releases / Re: Dwarf Fortress: Dying Earth 1.92
« on: August 19, 2019, 02:17:51 pm »
Itīs working now... kind of. Atleast in Fortress Mode, unless Humans (Earth humans) or Dolphins get involved. They still tend to crash the game but not every time, what is weird.

Thanks for responding though. I know modding always can create the weirdest bugs, errors and crashes. Had them often enough in my own modded game and itīs a real pain to find the error and fix it. Keep up the great work!

The Dorfmeister

11
Mod Releases / Re: Dwarf Fortress: Dying Earth 1.91
« on: August 19, 2019, 11:56:37 am »
No, I just ran the mod just like it was at download. Maybe I just re-download and re-install it, then.

12
Mod Releases / Re: Dwarf Fortress: Dying Earth 1.91
« on: August 19, 2019, 09:49:21 am »
Hello. I just downloaded this mod to give it a try, because that setting seems quite interesting to me, but I didnīt get to play it because for some reason it always crashes when I try to play Adventurer mode. Sometimes it crashes just after finishing adventurer creation, sometimes it allows me to wander a bit before the crash happens. I didnīt alter anything of the mod files and the error log spams things like " Nush Zarionjagren, Melee specialist: site walker could not find walkable area".

Maybe someone has an idea why that crashes occur and maybe can help me out.

Thanks, The Dorfmeister.

13
DF Adventure Mode Discussion / Re: site claiming question
« on: November 07, 2018, 10:07:16 am »
"Sir, you are not our lord yet. You still have to declare your overlordship of the privy."

I only tested claiming my own site with one adventuring partner/hearthperson yet, not if there were more people involved. I had to go through all the rooms and to the roof to get the "youīve claimed this site" message though.

14
DF Adventure Mode Discussion / Re: site claiming question
« on: November 07, 2018, 12:21:52 am »
Normally you will found your own group that rules from that site. This group is member of the civilization your adventurer belongs to, like other groups are. Iīm still not sure of the status of the group as they still could be counted as a bandit gang or something. For your own sites there is the funny bug that you may have to take it over room by room if you claim it for lordship, too.

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DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: November 06, 2018, 02:56:12 pm »
The last thing that was going on in my adventure before the Big Crash: I found Jabba the Hutt in Dwarf Fortress. :D

After I got the hint of some criminals hiding in a captial Halfling city (my own mods) I finally fought my way through the castleīs dungeon just to meet a "slug man boss" escorted by some goblins. The game crashed before I could fight them, but still.. Itīs Jabba the Hutt.


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