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Messages - Untrustedlife

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271
DF Announcements / Re: Dwarf Fortress 0.47.01 Released
« on: January 29, 2020, 10:00:18 am »
Altars are confusing me a bit, i thought they would be larger placable bits of furniture like they're commonly referred to in Europe, but it seems to be more of a collection dish going from in-game description.

Also funnily enough, i have a dwarf that has a very colorful screen of attributed relationships as my first migrant. 4 children, romantically involved, 3 5 gods and 1 elven force of nature to worship (Enure). yeah. i think its bugged just a tiny bit. Ill put a report up once my fortress is settled.



Many religions use collection dishes and such as altars with worship eg burning incense in the dish etc. so it seems pretty kosher.

272
DF Announcements / Re: Dwarf Fortress 0.47.01 Released
« on: January 29, 2020, 09:57:37 am »
Furthermore, i have found mushroom man serving as executioner for a baron. This all is rather abnormal.

They can join civilization so I don’t see why they can’t be an executioner.

273
DF Announcements / Re: Dwarf Fortress 0.47.01 Released
« on: January 29, 2020, 09:51:22 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.

274
Whats great about df is that it has the whole active world in the background as of 40.00 which means that when he does add these professions properly it will allow the player a much more immersive experience (and already does to an extent) https://dwarffortresswiki.org/index.php/DF2014:World_activities

The villains should further improve this.

The other part is that there are no artificial limitations, you can run off and quite literally be whoever and whatever you want. You want to be a bard one playthrough alright, monster slayer awesome, guy who has a cabin in the woods and hunts things , BAM. Its all there, and it doesn't attempt any limits. And has infinite "quests"  This distinguishes it from games such as https://www.nintendo.com/games/detail/fantasy-life-3ds/
Which have a storyline per type of "life" but once you are done you are done.

I love how df works even now, i like being a bard, killing big giants, selling my bone crafts etc. In the next version i can even be an investigator, its amazing. It will be even better once everything is added. For example being able to join one of the new merc companies and have a dark brotherhood type situation.

The persistent world also helps.

275
I actually really like the idea of being a brewer who makes different ales, and a fisherman. I hope those make it in sooner rather than later.

276
I. Ruler - So you can actually own sites and subjects (You could leave a Steward home taking care of things and just check up on them from time to time)
II. Sailor - We need boats!
III. Lawman - Investigating and punishing criminals!


III seems like it will be a possible playstyle in the new version.

I. You can also already own sites (build a home, create a meadhall, claim it, and leave a companion there and you have your first idea already).

277
DF General Discussion / Re: Future of the Fortress
« on: January 27, 2020, 07:56:33 pm »
When dwarves talking to each other is working what does that look like in the game? For example when walking past each other in a hall, is it sort of 'Unit1 greets Unit2', 'Unit2 insults Unit1' then they both continue on? Or is it more in depth like 'Unit1 mentions event/histfig/item to Unit2', 'Unit2 responds directly to mentioned thing', 'Unit1 says "it was inevitable"'?

Assuming they actually say things, does what they say depend on what their knowledge/opinions are of each other? Is this different from when they are specifically Socializing
?

If you play adventure mode you could see it. Its very in depth, they even do small talk about the weather. (And yes all the same conversations happen in fort mode as in adventure mode, or rumors wouldn't spread the way they do)

278
DF Adventure Mode Discussion / Re: Non-violent gameplay
« on: January 27, 2020, 06:09:20 pm »
you mean bogeymen are going to be a BIG issue for me in 5(?) days given all the dang bogeyman research and mods and entity animal token stuff I set up just to make them Playable.

They've been moved to biomes corrupted by goblin civ demons, I think.
yeah I kinda cut out a rant about worrying about the percentage of them showing up to the world at all could bring not even talking about how being stuck in the evil region means either getting husk zombies, reanimated undead animals and bogeymen happening all at once or you just get to roll the die and get one of them Which probably worst for me and even worst for folks wanting to be husk zombies

but like I think exploring the world and talking to folks is a good pacifist run idea hearing about their day and what not.

Pretty sure in the upcoming version only demons associated with death and such will get zombies reanimating in their biomes, while bogeymen are for those whos sphere is darkness/night according to the dev logs SO there will not be "all in one" unless you get an especially bad demon. Should make evil biomes actually way more interesting.

279
DF General Discussion / Re: How old a world have you/can be generated?
« on: January 27, 2020, 01:21:00 pm »
I have generated several 3000 year old large worlds. They took a day or so each to generate and the coin step when loading takes ages but they work pretty well.


3000 year old worlds are steeped in history and its cool to find a 2 thousand year old artifact sword for example.

280
DF Adventure Mode Discussion / Re: Amnesiac Companion
« on: January 25, 2020, 11:10:31 am »
with personal dfhack knowledge of how memories are stored I probably should say this goes farther than just companions.
though companions don't retain every event that happens in DF, if they happen to not see it or probably for that bandit attack
folks attacking other folks don't know who they really are attacking on a historical figure level, but that's mostly due to for them to know who they are attacking they need to greet the person they were fighting.
the boasting is old code that pulls from the companions's or well the unit's Kill list which the game remembers to keep track of even though the companion doesn't know the event where they murder someone as to them at the moment they were fighting some unknown being.
I even guess the event when they did kill someone isn't retained until someone tells them so. and to note this isn't just companions this is For every NPC in the game.

That makes some sense suppose.

The bug we are talking about here is that even if you do tell them, once you fast travel it disappears. Then you tell them,and fast travel and it disappears again.

281
DF Adventure Mode Discussion / Re: Amnesiac Companion
« on: January 25, 2020, 01:29:41 am »
I attempted to replicate this, was a dwarf grabbed two drunks, killed one in the woods, my companion reacted negatively too it, and then i fast traveled, and they pretended everything was fine and so this bug exists, (I have seen a bug where drunks get duplicated, so if i go back zon may be duplicated and that would explain the issue) I still think your guess as to what the issue is is wrong, as if i kill a big bad my companions will know usually. (A roc or some such) but eh, ima do some more tests.

Told them again, they pretended it was fine after a fast travel (still the dwarf kill)

Killed giantess
, companion thought i was "very brave"

Later on after fast travel i asked about the cave i killed the giantess in and my companion talked about how i killed it. But when i ask about myself they still dont mention it. So they must know at some level.

But when i ask about the giantess directly, they say they are a dangerous animal and dont say anything about them being dead.

Someone should report this on the bug tracker, its easy to replicate. But i cant ATM as its late and im going to bed

I reported it, please fill this bug report with comments containing your reports and im sure he will fix it.
https://www.bay12games.com/dwarves/mantisbt/view.php?id=11217

282
DF General Discussion / Re: Future of the Fortress
« on: January 24, 2020, 09:02:47 pm »
Not sure if it was asked before but what will be the copyrights for game soundtracks? I'm asking because when the game is on Steam I'll start making a series of tutorials as i did before and i used DF soundtrack as background music for it. Will i be able to do it or youtube can potentially ban me for it?
Maybe better directing this to someone at Kitfox. Doubt they read fotf and won't reply here anyway.
Does YouTube ban video game videos that use that videogame"s music? Wow.

No , generally youtube doesn't do that.

283
DF General Discussion / Re: Future of the Fortress
« on: January 24, 2020, 05:39:53 pm »
Not sure if it was asked before but what will be the copyrights for game soundtracks? I'm asking because when the game is on Steam I'll start making a series of tutorials as i did before and i used DF soundtrack as background music for it. Will i be able to do it or youtube can potentially ban me for it?
As long as you are playing dwaf fortress, and as you are playing the game's music is playing, you should be fine. The issue comes when using it in unrelated videos.

284
DF Adventure Mode Discussion / Re: Amnesiac Companion
« on: January 24, 2020, 04:48:42 pm »
I just did a little test that you can repeat if you like:

* start an adventurer
* get two companions
* go into woods and murder one in front of the other
* at this step your other companion might aggro you in which case this probably won't work?? otherwise:
* ask about yourself (they will at least say that you are a killer)
* fast travel
* ask about yourself (they will just say you're their traveling companion and a pleasure to speak with)

i've done things like this many times over the years to see if this has been fixed and they have never remembered. when you attack a companion, even if you cause serious injuries that nearly kill them, if you manage to get them to rejoin you (sometimes this is possible), then fast travel and ask them about yourself, they won't do the "you are unhinged" message anymore.

you also usually have to repeatedly tell companions that you have killed x or y megabeast in order to get back the "you are a legendary hero" message after fast traveling or sleeping.

compare to doing any of this with a non-companion who is a native to a site, in which case they will always remember.
Interesting ill have to try this when i get home,is this in vanilla (no df hack, no LNP?, 44.12 save) I only play in vanilla or with vanilla mods.

285
DF General Discussion / Re: *We need your help to save the noobs!*
« on: January 24, 2020, 03:46:17 pm »
Would be nice to have a way to view the descriptions of vermin, i dont think that's possible in vanilla right now. 9At least not in fort mode(i dont even think its doable in adventure mode without the bestiary in the Q screen))

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