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Messages - SaD-82

Pages: [1] 2 3 ... 17
1
DF Adventure Mode Discussion / Impatient NPC's
« on: October 21, 2022, 10:10:10 am »
A short question:
Will NPC's change their red impatient attitude over time back to yellow or the neutral white one? I'm locked out of conversation with a lady of a site and the leader of the whole civ who was at the same location. And for whatever reason both were really fast in locking me out of conversation, whereas normally you would be able to get two or three different topics out of a person before he will take his leave and deny any further conversation.
I want to be hearthperson to either of those two - but somehow I smelled bad, or something similar.
I could kill them and get some other people on the throne, I know. But I would prefer to let them live. This time. Maybe. At least until I could bend my knees before them.

Will it reset or do I have to...retire them?

2
DF Gameplay Questions / Re: Vanilla tilesets - what is good with .47.03 ?
« on: February 20, 2020, 04:40:17 am »
I don't know which will and won't work with vanilla.

All of them will - the beauty of DF is that there isn't something called vanilla or modded in DF (actually there is but not in terms known by other games). So all tilesets will work; if something isn't recognized by a tileset in a modded version of DF, ASCII will kick in. In unmodded versions it's the same.

I, for myself, prefer Phoebus. Mainly because it was the first tileset I've encountered after people made tilesets for the game (real tilesets not just other numbers and letters).

3
DF Dwarf Mode Discussion / Re: Water in bucket
« on: February 20, 2020, 04:24:18 am »
and may or may not work

And the key point is: It does work.
So, someone can be full of fear if he reads "Alpha", but a little bit of searching could have told him that all works well.
Besides: Telling people that they shouldn't use DFhack is somewhat strange - who should test things if noone shall use these things in the first place to test?

DFhack works lke a charm besides the two points already mentioned.

4
DF Dwarf Mode Discussion / Re: Water in bucket
« on: February 19, 2020, 04:49:56 pm »
Those are alphas


Yeah, but that doesn't mean that it would be broken. It just means, that TWBT isn't working and that there is a bug with quicksave. The rest is working as always. "Alpha" is just the indicator, that it isn't the full version yet - not the indicator for a buggy mess.

5
DF Dwarf Mode Discussion / Re: Water in bucket
« on: February 19, 2020, 04:34:10 pm »
so that'll be a solution once we've got dfhack on the new versions.

DFhack already works for the new versions. Since more than a week. Or two?

6
DF Adventure Mode Discussion / Re: Kisat Dur: the Dwarven Martial Art
« on: February 19, 2020, 04:30:28 pm »
What does that actually mean?

That, to use Kisat Dur, you'll always need to use the advanced fighting menu. Not just bobbing into enemies by walking into them but by aimed attacks instead. Always. Otherwise all these fighting types won't occur. Nothing else is meant by this.

7
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 19, 2020, 04:12:12 pm »
To everyone who is a tad disappointed with the passiveness of people when starting a fight in their town (whereas for me it never was that bad as I always had several people joining my foes when I tried to kill someone):
Gen a world where an undead invasion occurs. You will love that carnage.

My undead peninsula from my world that I'm currently running is a place where such an invasion did occur (and it's still ongoing). The group-civ of the necromancer who started it all has control over 42 sites formlery belonging to normal human/dwarven/goblin civs: A large realm of horror.
The fun fact of this: Not all of these sites are filled with zombies but instead nearly half of them still contain humans, dwarves, elves and goblins. And night creatures who are normal citizens. Five of these places just contain night creatures - and I asked myself: Why this? Well, I've got the answer.
By just visiting the first hamlet which was full of normal people and which, in the past, just got conquered by the necromancer-civ without killing them all.
And, oh boy, this visit turned out to be the bloodiest visit I ever had in DF.
The anser is just simply: Ghouls.

Upon entering I started a little talk with a three-eyed night creature who was wandering around for some water from the well. While we were chatting and joking a goblin holy morality ran past, tears in his eyes. Sibrek Silverword (who in reality was Ngerxung Ghoultusk (and this name made me laugh pretty hard - in retrospective), who disguised himself for whatever reason - I have Legends Viewer always running while playing to learn about the creatures I'll encounter), coated in some splatters of his own blood because of a little wound on his head. Gipest Gloriestrampel, the Tiquorod's fist gelder, and I looked somewhat surprised but didn't interrupt our little leisure time at the well.
Another holy morality, this time a human one, ran past - tears in his eyes and with some splatters of his own blood.
I got somehwat concerned.
Especially when a dwarven holy morality appeared around the edge of a crumbled building, blood oozing and pale. Followed by an elven tainted ghoul. Who closed the distance to the dwarf, bit him in the throat and shook him around until the priest bled out.

Slowly I backed away while Gipest walked by the elven abomination without any attacks of it. Night creatures...Ghouls don't attack them.
Without any notice of the ghoul I could get away and followed the two priests who were fast enough to flee from this undead onslaught. Until I saw the battle messages flickering and I could read "The goblin holy morality tainted ghoul Sibrek Silverword..." and I thought to myself: This will be interesting.

And it was. Utter chaos and bloodshed. The two priests, now turned ghouls, teared through goblins, dwarves and humans. Scratched them, punched them, kicked them. And bid them. Soon there weren't just the two ghouls but half of the normal combatants began to change into ghouls. And more and more unturned people threw themselves into the fray against this undead menace. No running away, no "I must withdraw" - no, they voluntarely entered the fight, drawing their knives, spilling the ghoulish blood, killing them and in return got infected. An endless cycle of slaughter.

Some time later (a long, long time later) the battlefield cleared and just one ghoul was standing (well, dragging himself across the ground as both his feet had been exploded into gore). But, hell, this bugger was fast as he tried to reach me. He nearly got me while I was running away - looked upon by dozens of night creatures who had witnessed this turmoil and never had to fear the ghouls. In the end, 58 people of Sunkbored were slain and/or turned into ghouls (and were slain by other people or by the ghouls themselves as they didn't care who they were killing. It was utter bloodlust and everything was clawed to death.). A spectacle to behold.

Now I was thinking that night creatures are a lucky bunch of dudes in this region...
...until I reached Leopardact, another hamlet, controlled by the necro-civ and only inhabited by night creatures.
There, no ghouls were present, but some time ago a necromancer had revived some night creatures into frozen zombies. Sentient undead being who were in a loop of constantly asking "Identify yourself!" Not every night creature would or could do this in time and a new slaughter began: Between Tiquorod's fists, hulking and tough, and Tiquorod's fist frozen zombies, even more hulking and tough. And fast. Damned fast.
After slaughtering nearly half the village while more and more normal night creatures joined the fight, there were just two zombies left, but I retreated. In fear. A shameless display, I know, but these locations are truly f-ed up and I won't stand a chance as a mere peasant.

My hope lies in swimming across the ocean to reach the mainland.
And by not catching the curse of becoming a ghoul - else this whole world will be doomed.

God, I love these new changes. Undead invasions are truly deadly. And fun for adventure mode if you want carnage and killing frenzy nonstop.

8
DF Dwarf Mode Discussion / Re: Water in bucket
« on: February 19, 2020, 05:25:35 am »
Well...in DF there are always ways to deal with such instances. Some of them involve burrows, walls, no doors, waiting until, by sheer magic, said dwarf won't need these buckets anymore and deconstructing walls. And making a coffin. Because...well, why not?

I'm sure other people will mention other ways but do always remember: This will always work...

9
You can plaster the whole world in forts and they will stay there.
Except if other civs or beasts will destroy them - moreso if these forts are small and pushovers for others.

10
DF Dwarf Mode Discussion / Re: Worldgen preferences
« on: February 18, 2020, 04:43:03 pm »
My recipes always include cranking up savagery into unhealthy numbers (paired with NO_FEAR for all predators and animals I want to be predators in the raws), raising semis, bringing the numbers for types of night creatures, werebeasts, secrets, vampires, mists/rains and alike to very, very high numbers, maxing volcanos, also raising population numbers, sites and civs, opening the caverns, increasing natural cavern sizes and increasing the amount of caves at all and finally genning a large region/island map.

After all my most beloved mode of playing is adventure mode and this guarantees me worlds that are in constant turmoil. Fun to play in dwarf mode, too. And legends is an interesting mess to read as there is action right around every corner.

11
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 18, 2020, 03:56:06 pm »
I saw two goblins attacking a random goblin child, so I killed them.

You didn't finish your sentence.
I'll do this for you:
"I saw two goblins attacking a random goblin child, so I killed them all." Now it's perfect.

As for my new adventure I genned a world which has 16 necro towers in it. Surprisingly 15 of them didn't mess things up but were under quarantine, so to speak. Therefore I have I a thriving world with the usual wars between gobbos and the rest of the world. All sunny and bright...
... except one little peninsula at the north-western part of the map, which is cut off from the rest of the world. There the 16th tower can be found. This tower and 2 human civs, 2 dwarven civs and a goblin civ. Things there went...south. Pretty heavily. The human and dwarven civs are destroyed (only small camps of survivors and two forts are scattered around some monasteries) and the goblin civ is on the cusp of extinction with just one pit left and down to 40 inhabitants (38 goblins, a beak dog and a troll). Death is reigning (and raining as the whole region now is an evil one) in the region and several thousands (!) of zombies are populating the former hamlets/towns/hillocks/fortresses and pits. (The most interesting of facts: The downfall of this region did happen in merely 20 years. Before that all was thriving and the tower was silent for many decades. A glimpse of what can happen if the towers in the rest of the world will activate their dark powers - a glimpse into the future.)

My goal for this world is clear: Kill all necros on that peninsula. Bonus points if I can kill all zombies (yeah, I'm a patient guy...)

12
DF Adventure Mode Discussion / Re: HFS Lag
« on: February 18, 2020, 03:25:05 pm »
Or you can start fort mode, make some kill-raids into the pits and if a sufficient number of creatures were killed, start adventure mode. A slow method, yes, but who said that killing whole populations would be fast?

13
DF Dwarf Mode Discussion / Slaying your own god.
« on: February 18, 2020, 03:13:11 pm »
On several occasions I've encountered in Legends Mode and Legends Viewer dwarven cults who worship forgotten beasts. Some were dead when I stopped WorldGen, others were still alive.

Now my question:
Did anyone experience the case that among your dwarves some of them were part of such cult/sect AND that some time into Fort Mode said god/forgotten beast did appear? And even was slain?
The reason for asking:
Will this (or could this) cause bad moods or other reactions for killing your own god? I doubt that the cult/sect will depart, as this whole feature is kinda new (maybe such things will happen in future interations of DF), but will (or could) this scenario lead to consequences at all?

14
DF Dwarf Mode Discussion / Re: Goblin Damned One Taichi
« on: February 14, 2020, 05:31:44 am »
Yeah, this change is more noticeable in Adventure Mode and it's not the only power necromancers and their undead sentient beings (not to be confused with night creatures created by them as night creatures don't have these powers) can show you for some !FUN!.
Wait until your dwarves get paralyzed/freezed or your enemies vanish before your eyes, become invisible and slaughter your well armed dwarven militia as they can't fight back and can't dodge/block/parry which they can't see.
Werecreatures? Meh. Intelligent undead and necromancers are way more dangerous. And numerous. And capable of reanimating werecreatures.

15
DF Adventure Mode Discussion / Re: Abudance of steel
« on: February 13, 2020, 07:11:09 pm »
As I'm in the habit of quitting WorldGen around the year 170-200, I just find the usual copper, bronze and iron gear in towns. Granted, a lot of iron, compared to former versions of DF, but still just iron as the highest tier of metal for humans. I guess, you've let WorldGen run way longer than that?

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