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Messages - Jackwick

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DF Gameplay Questions / Re: [50.08] Non-violently Unelect Mayor
« on: June 02, 2023, 03:53:46 pm »
I haven't played for a little while but I think I will try banishing. Originally I was hesitant because the dwarves were related to other important dwarves, but I realized that I would either have to retrain them, or get a new blacksmith, armorsmith and weapon smith. So I'll banish the troublesome dwarves and see how it goes. I am still curious about grooming a dwarf to be mayor and supplanting the current mayor, I'll have to let you know how that goes.

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DF Gameplay Questions / Re: [50.08] Non-violently Unelect Mayor
« on: May 30, 2023, 11:09:05 pm »
I'm not too worried about him being all 3, as he can make weapons and armor in seconds. I have managed to get things more in order so he's being called about less, but I am now curious about your proposition of getting one of the children to be really skilled in social skills so they can usurp him when they grow up. I shall have to look into this.

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DF Gameplay Questions / [50.08] Non-violently Unelect Mayor
« on: May 30, 2023, 01:15:47 am »
I've got a conundrum. A while back a migrant wave brought a metalsmithing chad of a dwarf. Legendary blacksmith, weapon smith and armor smith. Additionally, they have some godly social skills (legendary persuader), so they keep being elected mayor.

I want them unelected because they are constantly being called to meetings (there are like 4 important dwarves who I just cannot get happy) and its really slowing down the speed at which I'm making arms and armor. So the question is, how can I get another mayor put in their place without killing or damaging my most prized blacksmith?

If that's not possible, maybe some suggestions on how to improve the mood of some of these dwarves? The fortress is absolutely lavish, every bedroom is spacious with brass furniture and the unhappy dwarves live in "Royal Bedrooms", they have a Legendary dining room, temples to all of the favorite gods as well as a grand temple top no god in particular, many grand guildhalls and all the drink they could ever want. The fort is straight up heaven, but these handful of dwarves are just perpetually unhappy. In fact, oddly, just about all of their thoughts are happy ones. They have a few unmet needs, but its ones I have no control over, things like "be with family". I can't expel them due to their importance in the fort. Seriously ridiculous that they're so unhappy.

Thoughts?

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DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 17, 2020, 10:48:46 pm »
Ah, good to know. Thanks for the tips. I haven't had a chance to take a shot at actually doing this yet (finals are coming up fast) but I plan to pretty soon. I'll probably make a post saying how it went, heres hoping it goes well.

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DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 17, 2020, 01:47:14 pm »
Edit: I think I've solved my question. I'll ask again if I get lost.

Alright I have a rather generalized question but I'll try to keep it simple.

I'm just now getting into modding and it seems really simple. The main problem is I'm having some trouble understanding what does what just by looking at the raws and the wiki. The wiki is well made and helpful, but it leaves me with some questions. I've also scoured through this thread but did not find anything related to my question.

I'm looking to start by editing existing creatures so I can create custom ones in the future, and some things are simple. 4 arms? Already a template for that. 192 eyes? I could figure that out based on the templates and wiki. Bones made of ice? Simple. The thing I'm having trouble with is small pieces and how they attach.

For this example, I want to do something fairly simple, using materials and parts that already exist. Lets say I want to put an eye on the chest of dwarves, this seemed easy to me, but I quickly found myself stumped on where exactly I would specify where the eye would be put. In the dwarf raws, it specifies that it has 2 eyes, is that referencing to a prebuilt plan? Where would that be found? In the standard head plan, it states that both eyes are on their respective sides and in the front, would I need to create another plan for the chest stating that the eye goes on the front of the upper body?

I would love if someone could clear some of this up for me as I've been digging around and it just isn't clicking yet. Any help would be great, thanks!

P.s. I don't have any code yet as I'm trepidatious to start something I'm completely ignorant to.

Edit: On top of that, the body plans don't actually specify that an eye would go on the head, is there someone else that this is done?

Edit 2: I did find something in the body_default file that seems to have an eye set within the chest, so I guess I missed that. After finding that I'm actually thinking I'm understanding how this all works. Weird how just a single thing can make everything make sense.

I'll play around with this and get back if I get lost.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 11, 2020, 05:11:20 pm »
Oof, world gen, how long are you generating your history?

Also, I discovered that they were simply heirs to the titles, we just got another baron, not sure what's happening to the old barons but it's making me concerned that so many nobles are dieing for some reason. Still no sign of that vampire, I've had my captain of the guard interrogating several people just to see what they can find out.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 11, 2020, 03:45:42 pm »
Definitely FUN, going pretty well though, managed to get everyone happy and now I'm back on track to cleansing the world of goblins. Though now I need to decide whether we hate ALL goblins or just the ones who are trying to kill us because it seems that quite a lot happened in this worlds history. We got 3 necromancer immigrants (one became our mayor) and our liaison is a goblin. I also noticed a looooot of dwarves, elves and humans among the sieges. Really brings up some morality questions... Not that the dwarves really know what morality is.

Also apparently I have a vampire, wonderful. Really hope it isn't one of the new barons or counts, they're the only people to have arrived in a year. ::)

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 11, 2020, 02:16:09 am »
Hello!

I'm still pretty new to Dwarf Fortress (this is my fourth fortress) and I just had something strange happen so I thought I'd share. I'm about halfway through my second year and it's been slow going but nothing strange had happened until the liaison showed up declaring that we had a countess along with 2 barons. I checked the wiki and it says you need at least 4 holdings and at least a baron to get a count. Now, technically we had the baron, but they showed up with the countess, not before, and there is no way our rinky dink "fortress" has any holdings.

I'm really unsure what caused them to show up, but they did not hesitate to start making demands. We barely have rooms for the normal dwarves let along for the nobles so I'm not too happy to have them here. We'll see how it goes though.

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DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 28, 2020, 11:30:01 pm »
Ah, I see. Well thanks for the correction.

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DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 28, 2020, 05:42:57 pm »
Do gods transform people into beasts? If so, what triggers them to do so?

Toppling statues in shrines can also get you transformed.
https://dwarffortresswiki.org/index.php/DF2014:Werebeast#Werebeasts_in_adventure_mode

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DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 28, 2020, 12:38:43 pm »
After retiring at a location, I find that adventurers usually hang out for a while, though they do sometimes travel, like any character would. I once had my elephant man berserker settle down and become mayor of a fortress, where he lived out the rest of his days in peace.

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DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 27, 2020, 01:00:58 pm »
I've been playing DF for a little bit, not long enough to get very far in Dwarf mode but I am absolutely loving Adventure mode and then I found the forums. So I thought I'd share.

The land of Anurnitom, The Wonderous Planets. An ancient land with over 1,000 years of history, many fortresses have risen and fallen, and quite a number of adventurers have wandered it's land. Unfortunately, the dwarves are all but extinct, and the goblins have taken a massive foothold in the land.  Enter the adventurer.

Ineth Rėtharlikot Ish Savot, Ineth Trammelink the Bars of Standing. A dwarven hero who seeks to rid the world of the numerous Megabeasts. An adequate bone carver, they plan on carving depictions of the battle from the very bones of the beast, spreading them around the world to let everyone know that they have fallen.

Once I got in, I went about tracking down armor, and quickly found a full set of steel armor as well as a steal spear and shield from within an abandoned fortress. Knowing I needed some practice, I searched for some low population dark puts but ended up stumbling upon a cave. I knew that terrifying creatures may lurk within, so I turned to leave, but curiosity got the better of me, and I slowly, quietly entered.

The cave eventually lead to a series of trap filled corridors. I was unfamiliar with the design and wasn't sure what to expect, but out from the darkness, two yellow eyes could be seen. Kobolds. I was sneaking, and real well, so I was able to get right up behind it, preparing my spear. But then I thought, "This kobald has a weapon, and I'm not too skilled yet, so I should disarm it first, for safety". So I grab it's sword and yanked it from it's hands. The kobald immediately yielded and ran away, crying.

At first I felt bad, these poor kobalds, they're some of the last of their kind(literally, there are only 37 left) and one day some big dwarf comes in and takes their only means of protection right out of their hands. I decided that these little cutebolds could live. But then one shot me with an arrow.

The aftermath is still told to kobald children, to keep them from wandering away at night. I... I killed them. I killed them all. They're dead, every single one of them. And not just the men,  but the women and children too...

Anyway. After that fiasco I was seriously encumbered from all that kobald loot and I went off and sold it, including the dozens of eggs I found. After that, I've mostly been exploring ancient fortresses, most of them destroyed by a megabeast. I make my first assault on the goblins tonight, hopefully I can gain a foothold.

13
DF Adventure Mode Discussion / Remove Refugees? - SOLVED
« on: February 27, 2020, 01:55:03 am »
Just started a new adventurer in a tiny little world so I could play around some more in the new update, and I soon learned of an impending army heading towards a town. I decide I could help so I make my way to the town. Upon arriving, I start asking the locals about impending attack and discovered that I can bring them to safety. This seemed like a far more interesting option, evacuate the whole town so when the army arrives there's nothing there but a ghost town. So I spent quite a bit of time tracking down and talking to every citizen, getting them to join me and soon I had an army of 50+ refugees. We ran for the hills as the pillaging began.

This was definitely a mistake, because after arriving in a nearby hamlet, I'm unable to get rid of them! Most of them "Don't have any family to speak of", and the ones that do won't leave when I take them to the town they say they live in. I spent another long time trying to track down one of the family members with no luck.

I'd like to peacefully let them go if I can, and I'd like to not retire this adventurer, still so much to do! Does anyone have any clue how I'm supposed to get rid of these guys?

EDIT - I just figured out how to make people wait, gonna give that a try, if I just make the entire hoard wait in the town and make a run for it, maybe they'll just go about their business?

EDIT - Success! After making my escape, my companions window shows that I am free. I plan to give it some time before returning, perhaps I'll investigate the town that was attacked. hopefully by the time I return they will have returned to normal.

To anyone who wants to get rid of a companion, just start a conversation with them and go to "Ask favor, place request, make demand or issue order", then tell them "wait here" and skedaddle right on outta there.

Also note that asking companions to wait is a great way companions to hold back, perfect for stealthy gameplay. This also works on pets/mounts.

Hope this helps someone

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