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Messages - Untrustedlife

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256
DF Announcements / Re: Dwarf Fortress 0.47.01 Released
« on: January 29, 2020, 07:47:33 pm »
I am finally home, and df has crashed every time ive tried to generate a world so far. So. :(

257
DF General Discussion / Re: Future of the Fortress
« on: January 29, 2020, 07:09:28 pm »
Looks like evil regions spread pretty quickly in worldgen, does this mean maybe we can see them change in game?

258
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 29, 2020, 05:26:46 pm »
A necromancer merchant just told me about foul goings-on at another tower
And here I was thinking necromancer helped each other, I was wrong


Each tower is its own entity and they can squabble with each other.

259
DF General Discussion / Re: Future of the Fortress
« on: January 29, 2020, 05:23:19 pm »
As therahedwig said , they are the same.
The reason they are the same is because tarn doesn't like having systems work differently in one mode or the other as that has in the past caused alot of problems (and still does, fire spreading etc. the difference between worldgen and actual play making "fast-forwarding" impossible etc) , so you can expect most new features to work the same in both modes as of a few versions ago.

260
I did some tests with summoning. So far, everything points out that you cannot specify a creature and instead can only do random summons based on the presence or absence of tokens.

And that sucks.

I DID SOME TESTING!


I made the summon interaction this:
[INTERACTION:EXAMPLE SUMMON]
   [I_TARGET:A:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
   [I_TARGET:B:LOCATION]
      [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
   [I_EFFECT:SUMMON_UNIT]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
      [IE_FORBIDDEN_CREATURE_FLAG:MAMMAL]
      Also available: IE_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_CASTE_FLAG
      [IE_TIME_RANGE:200:300]

AND IT Appeared to work, it didnt summon any animals with the MAMMAL Class, just various animal people/birds It also didnt give any sort of error.

But my testing is limited, so someone else should also do it just to be sure the science works.

It doesn't reproduce for me, I'm afraid :(. I get giant raccoons and tapirs by repeating exactly, and when I revert it by using IE_CREATURE_FLAG:MAMMAL I get lorikeets and a bogeyman(!). This means I got to see the boogieman transformation live though, as it shifted into a cheetah and proceeded to slaughter one of my testing dwarves before vanishing as its summoning timer ran out.
damn. I hope theres some way. I want to make an orc summoning interaction.

261
DF Adventure Mode Discussion / Re: Fun (or not) divination dice effects?
« on: January 29, 2020, 03:22:55 pm »
Just decided to make a topic for sharing those, however much distinct ones there are. I got this, after i got "bone-chilling horror" trouble quest against a group that apparently never had any necromancers in it, but i don't think it was related.
Spoiler (click to show/hide)
Looks like loads of !fun! :P

Also looks like reading has a new use.

262
I did some tests with summoning. So far, everything points out that you cannot specify a creature and instead can only do random summons based on the presence or absence of tokens.

And that sucks.

I DID SOME TESTING!


I made the summon interaction this:
[INTERACTION:EXAMPLE SUMMON]
   [I_TARGET:A:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
   [I_TARGET:B:LOCATION]
      [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
   [I_EFFECT:SUMMON_UNIT]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
      [IE_FORBIDDEN_CREATURE_FLAG:MAMMAL]
      Also available: IE_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_CASTE_FLAG
      [IE_TIME_RANGE:200:300]

AND IT Appeared to work, it didnt summon any animals with the MAMMAL Class, just various animal people/birds It also didnt give any sort of error.

But my testing is limited, so someone else should also do it just to be sure the science works.

263
DF General Discussion / Re: Future of the Fortress
« on: January 29, 2020, 02:02:24 pm »
Anyway to add summon interactions for specific creatures? IE by defining a new CREATURE_CLASS ?

Instead of just deciding based on presence or absence of tags?

The below doesn't work:  It doenst error out but it doesn't avoid spawning mammals.
Spoiler (click to show/hide)


If not (or even if so) what are the limitations? Can it use any token or just certain tokens, etc?

264
I did some tests with summoning. So far, everything points out that you cannot specify a creature and instead can only do random summons based on the presence or absence of tokens.

And that sucks.

You can't specify a creature like in the transformation interactions?
You have tried this?
What about summoning and then affecting the summoned creature with a transformation syndrome?

Maybe creature_flag also allows a CREATURE_CLASS in which case we could specify a new creature class, add it to one creature and use [IE_CREATURE_FLAG:OURCLASS]

The only example given SMALL_RACE isnt used anywhere, so i think its just a custom flag
I went ahead and asked in FOTF

265
DF Adventure Mode Discussion / Re: Amnesiac Companion
« on: January 29, 2020, 01:19:39 pm »
ok so I think events that units witness aren't stored to their historical figure data as it seems Even the adventurer who witness someone demanding something forgot about said event.

Maybe update the bug ticket with that info?

266
DF Announcements / Re: Dwarf Fortress 0.47.01 Released
« on: January 29, 2020, 01:15:17 pm »
Looks like cave adaptation bug is back with vengeance. Some of the started seven are cave adapted on start.
Can confirm.

Also, Dwarven Civs seem to breach the Fun and found Goblin Civs near-constantly. After 250 Years, You’re lucky if each Dwarven Civ has only summoned 2 Clowns each. It feels like the kind of thing that should be rare, that should shatter the Earth, that should change the face of the globe forever, but instead, the number of Goblin Civs is equal to the number of all the other Civs combined, Kobolds included.

Eh im okay with there existing multiple morias in one world. Does breeching the fun in fort mode also result in new gobbo civs?

267
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 29, 2020, 11:43:12 am »
Been messing around with pets. Looks like, unlike companions, they just disappear once they go offscreen.

Theres gotta be something else here, if the pets are hist figs they must end up somewhere, things dont just dissappear in df. Check legends mode.

268
DF Announcements / Re: Dwarf Fortress 0.47.01 Released
« on: January 29, 2020, 11:39:59 am »
I was looking for my missing pets, got attacked by a band of bandits, they stole everything I had and crippled me. Dog and eagle yet not found.

edit: it seems the experimented night creatures can be assimilated by civs . It is intended?

Yeah its intended it was mentioned in one of the dev logs. :

Quote
08/01/2019
Toady One
August's report. The Future of the Fortress: part 1, part 2.

As we finished off the month, which is mostly an administrative period, there was also a last bit of tangentry and excitement over in necro and demon land. Summons were expanded to include larger nightmarish beings. They last for a short time and can't be called often, but they are trouble. Raising intelligent undead was expanded to include ghosts. These can act as plotters and agents (you can put them down with their names, and likely that'll also come up when we get to interrogating them about their role in plots.) Both of these should also contribute to fun in the fort when we arrive at that part.

Finally, certain necromancers and certain demons can also magically experiment on or otherwise corruptly transform the citizens and livestock of cities that they capture. This leads to a variety of humanoids and quadrupeds and others (like little failed experiment winged blobs), some of which can escape into the wilderness and perhaps even rarely reintegrate into society (and thereby possibly become playable in adv mode and available as fort travelers and migrants.) Collections of citizens can also be amalgamated into monstrous giants.

The creature description includes the conditions under which the creature first appeared, and their creature name often includes the name of the necromancer or demon (e.g. humanoids called Tura's hands), and they are uncommon enough that I think it's a relatively safe step in terms of exposition and potential confusion. That is, while elves, goblins, animal people, etc. are easy enough for most players to parse, along with the occasional forgotten beast, we were worried about throwing tons of procedural beings in before myth generation can cohere them. With the experiments though, despite being random, they still occupy a controlled position that seems to work in the contexts where they appear.

I think the tangents are finally out of my system now, for the time being, and we can get these maps done at long last. These new additions have been very good for the villain theme, though, and it'll be wholesome to see them out in the worlds.

269
DF Announcements / Re: Dwarf Fortress 0.47.01 Released
« on: January 29, 2020, 11:37:23 am »
I was looking for my missing pets, got attacked by a band of bandits, they stole everything I had and crippled me. Dog and eagle yet not found.
Did you find them? I had a similar issue, looks like pets can permanently disappear if left offscreen


Are the pets not considered hist figs? I don't see why they would just disappear they would be somewhere, maybe check the hoome town of your adventurer. In df things dont really "just dissappear"

270
DF Announcements / Re: Dwarf Fortress 0.47.01 Released
« on: January 29, 2020, 10:07:41 am »
Fortress is 3x7 towers, but there is this weird tile on the map. Seemingly nothing is actually there. Can it be something underground?


They added new structures such as castles so that could be one of those. Things just become abandoned sometimes. Mine statues too though they weren’t mentioned in the change log he mentioned them in FOTF and in the dev log.
I know about the castle, i don't know about that weird tile on the bottom-left.  :P

Oh that. I’ve seen random towers around towns or on their outskirts/other places before even in the previous version. Usually the goblins will build them if they conquer a site and then even if they are later re-conquered the towers will be there as essentially little ruins. So I think that’s intended. Though it would be nice if the new town owners would actually use them. Maybe it also happens when other site are conquered by goblins eg a monestary briefly owned by goblins.

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