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Messages - XivilaiAnaxes

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Masterwork DF / Re: Guard bebiliths run away instead of fight?
« on: December 09, 2014, 01:18:53 am »
Update - Test bebilith now trained as a War Bebilith (I assigned it to be war trained while I was assigning it a trainer) but the training happened long after it was removed from the animal list.

AFTER war training it seemed to be put right back onto the list. Unsure if it will stay or if it's just temporary.

If the bebiliths are assigned trainers before they take themselves off the list, the trainers will automatically do their various trainings/retrainings. If removed before being assigned anything, they'll just stay friendly listed as "tame" under the unit menu and won't rebel and kill everyone.

Boltgun, you mentioned a way to force creatures onto the animal list, is it possible to just use that to force the untrained bebiliths back onto the list temporarily, so that they can be assigned trainers before they take themselves off again?

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Masterwork DF / Re: Guard bebiliths run away instead of fight?
« on: December 08, 2014, 06:43:43 am »
Gonna try it out now, just gotta find the bebillith RAW.

Removed CAN_LEARN and replaced it with WAR_TRAINABLE, older bebs dont appear in screen, gonna test with a newly summoned one... if I can get some silk that wasn't used up in the great lamellar leather crusade.

No dice - They drop off the animal menu even without CAN_LEARN right after you save/reload the game.

I personally suspect it has to do with them being underworld creatures (If they forget their training they don't go wild, they just become labeled "underworld" in the unit menu).

3
Masterwork DF / Re: Guard bebiliths run away instead of fight?
« on: December 08, 2014, 01:58:55 am »
Its because they are not war-trained. Adding TRAINABLE_WAR will fix that.

Ah, ok, that makes sense.

I don't suppose you have a solution for the bebilliths disappearing from the animal list? Orthii cauchemars and all that stuff appear on the list, but shortly after the bebilliths are trained (Sometimes even before that) they just drop off the list. My trained ones keep getting retrained, but I couldn't war train them even if I added the tag to their RAW.

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Masterwork DF / Re: Guard bebiliths?
« on: December 07, 2014, 04:14:33 am »
[NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NONAUSEA][NOFEAR]

Those should mean that it never runs away, and it even has [LIKES_FIGHTING].

I don't know what's wrong, but in theory they should fight to death.

If they are trainable, you might want to train them as war beasts, maybe it could help.

Not only are they not war trainable, but shortly after being tamed they literally disappear off the animal screen (Might have something to do with being an "underworld" creature).

I have no clue why after pasturing the massive underground demon murder spiders, they'll spray pray and run away from almost the entire caverns population while the random fortress orthii will try fight everything to the death.

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Masterwork DF / Guard bebiliths run away instead of fight?
« on: December 07, 2014, 03:17:23 am »
I'm running a succubus fort and decided I wanted to stick bebiliths at all the cavern entrances.

But they don't fight? If they see so much as a giant rat the pair of spiders just spray webs and run away into the various rock mines I have attached to the staircase.

Am I doing something wrong or are the spiders just completely useless in battle? Is there any way to fix that?

6
DF Dwarf Mode Discussion / Re: Decide the Fate of this Dwarf!
« on: November 17, 2014, 09:19:48 pm »
Make him into a 1 man squad.

With full Masterwork gear.

7
DF Dwarf Mode Discussion / Friendly Undead?
« on: August 24, 2014, 03:31:00 am »
I'm running 40.09 in a map with 3 adjacent towers or so. I got sieged by a huge undead force (about 100 corpses) and I decided to wait it out. Fast forward a few ingame years, the siege finally walks away (There are like 5 resurrected corpses sticking around and 10 or so corpses who got stuck in half evaporated lakes) and a human caravan arrives.

I lower the bridges to let it in/maybe collect the skeletons of the 20 or so elephants the undead siege decided to just casually slaughter but not resurrect and suddenly one of the human guards finds a named elephant skeleton (2 of them got revived by the necromancers) and decides to duel it (with the expected result) and I'm thinking "oh shit better reload the save I guess" and then the elephant just does nothing else, it's just chilling on one of the 2 drawbridges looking approvingly upon the dwarves as they go to do dwarf stuff (It killed a cat though and it's scaring the rest of the cats away from it).

wtf?

Also, wtf is up with the remains of sieges staying in lakes? Every siege so far whenever I decide to just seal up the fort and wait for it to get bored and walk off some of the invaders just get stuck in the partially evaporated lakes (It's a hot climate) and take years to leave (Or the next siege comes and they clean them up for me).

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