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Messages - Kara Brandeddiamond

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I usually set up a simplified sally port (http://dwarffortresswiki.org/index.php/DF2014:Sally_port) as the very first thing before securing other needs. It's easier to design for warlocks since there's no need to worry about trade depots. Two raising bridges to close the port. One retractable bridge over channels to drop the invaders into whatever other defense designs that strike my fancy.
I dislike killing enemies in the open because the undead would haul the entire weapon and armor bins outside to collect even a single piece and they tend to get interrupted halfway because of the bin issues of 0.34.

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Did you close DF between world generations? If you start DF, then make changes in the GUI, they wont take effect. You have to do the GUI stuff first, then open DF and gen a world.
Yes I did close DF between making changes. But DF crashed several times, that probably interfered with my experiments. After restarting my computer I was able to create worlds with playable kobolds with only kobold fort enabled. But it looks like that their civilization have no realms in all three maps I created, which may be why they can't be played when other forts are enabled, I guess.

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I downloaded 006, enabled the other civ forts, created 5 maps, no kobold civilization. There are kobold towers though. Disabled human, no kobolds. Disabled all other civ forts in the gui, including dwarves, no kobold, but dwarves are still playable. Reinstall, and created maps with the default gui option where only kobold fort is enabled, no kobold.

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Masterwork DF / Re: ☼Warlocks☼ - Everything Warlock Mode
« on: March 26, 2015, 08:34:54 pm »
How do you get controllable zombies? The ones I spawn from my graveyard are always mindless.

Necromatic Shrine. Despite what the manual says, it doesn't actually require corpses, just body parts. Bones can count for that. For whatever reason, they show up as livestock and not "units." Dwarf Therapist classifies them as units and lets you assign jobs however.

Slightly related: Creating skeletons from the shrine uses leather, not thread FYI.

Unrelated edit to keep from double-posting:
In running a "learning" warlock fort, just learned that the "Butcher Torso" reaction in the Execution Chamber is going after legs and not the torso:

This(in /raw/objects/reaction_warlock.txt):
Spoiler (click to show/hide)
Should be:
Spoiler (click to show/hide)

Just tested and can be done on active saves. Now I'm debating on seeing if I can figure out a way to bisect "pet" prisoners and also get bones out of the reactions...

You can also use "u" to bring up a screen, embedded by dfhack that came with masterwork I believe, and then "tab" to switch to animals, then press "l" to assign labors to the zombies.

The attach limbs to ghouls also use the wrong material but somehow I managed to produce the 2 headed 4 armed ghoul.

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Masterwork DF / Re: ☼Warlocks☼ - Everything Warlock Mode
« on: March 23, 2015, 01:02:23 am »
im wondering, is this version generally playable ? what are the main issues to be aware of?

the last time i tried there was just too much, like overlord cannot cast spells, the prisoner feeding cell took whole stacks, exclamation marks all over the place(somehow because of the raiding system) with butchering of bones was also something wrong.
6.2 here. So I am not sure how relevant it will be since this latest stable version is based on 0.34, and the modders are working on 0.4x DF.

The overlord cannot learn spells. Some spells cannot be learned at all by other necromancers, it seems, too much a hassle with the ingredient requirements to test, probably due to the bin/barrel issue in 0.34. The zombies seems to be especially bad with the bins, or maybe it's because of the ethereal bins.

Never noticed the feed stack issue, since the warlock fortress is swimming in meat.

Exclamation marks; in one game I observed that each time after issuing an order the overlord slowly walks away, drop the exclamation mark, and then slowly walk to the interrogation room to retrieve the raid information. The raid process ignores the kidnap order that the overlord dropped around and I ended up using up all the information from the initial prisoners without kidnapping anyone new.

In another game I turned a witch who just fell in love into an overlord, he/she then get married, throw a party, get haunted by the ghost of a zombie, and go on a permanent break.  Zombies could not be entombed, even after being manually assigned an tomb, the warlocks just bring the body parts to the coffin and stand there. Memorial slab worked to put the ghostly zombie to rest, but the transsexual overlord was still on break, s/he does respond to military calls though. Fun.

No idea about the butchering bones.

The warlock throws haste and charge at everyone, including the angry deep ones and the forgotten beasts in my caverns, even though he just passed nearby once. Pretty soon, everybody's standing up and standing up.

Caged siege invaders turned into ghouls remain hostile even though they became citizens, unlike succubus version; had to resort to dfhack's makeown.

FPS death of the universe with a lot less population than other civilizations, maybe it's all those sieges, maybe it's the pylon network, or all those spells. 

Bone wolves are created untamed, had to cage and then train them, no idea with Gargantuan bone golems, since they don't show up in animal list, even after being caged.  No idea about the demons bought from Demonic attorney, since I played with them before I learned that you have to cage and train the created beasts. One Grimeling turned renegade and an epic battle ensued.

But yeah, it's playable and lots of FUN, really.

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Masterwork DF / Re: ☼Warlocks☼ - Everything Warlock Mode
« on: March 22, 2015, 04:40:40 am »
God damn it......Lying manual. Says 'Each section needs 10 books to be build', so me and my friend assumed "Oh, you need to get books to make it." That needs cleaere wording.  >:(
The very next paragraph in the manual described the scriptorium. ;)

Yes, it describes the scriptorium, but the paragraph on The Library above says '9 different sections are available, sorted by direction....Each section needs 10 books to be build'. One would assume that means ALL sections including the Scriptorium require 10 books to build. It says nowhere the Scriptorium requires no books.

I was baffled by the same problem at first. I looked through the menu of all workshops, searching high and low for the reaction and read the following paragraph thrice to get it; I thought we had a catch 22 until I managed to build it.

The only section that does not train spells. Here you can make bind books, produce ink and make transcripts. Its the basis for your library, because books are the build-mats for all other library sections.

Maybe the wording is not clear. Maybe the manual is inaccurate in many things, but I think it is understandable since there are many other things that the the modders have to spend their effort and sacrifice their time on. Use the manual only for reference, no need to be so agitated about it.

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Masterwork DF / Re: What's happening in your Fort.
« on: March 21, 2015, 10:22:33 pm »
I am still playing 6.2, not alpha.

The Succubus Matriarch took in a deep breath and a good view of the surroundings. The snow covered field glistening white under the sunshine was a very different sight from home. "Yes, this is good."
A tiny voice squeaked, the intern-bus studying to be the Keepbus of Secrets ventured to say:"But but but madam, We are standing on a layer of ice and I've read that on the surface world ice melts when seasons change."
The Matriarch tilted her head, "Oh, do they? well, let's move the wagon, the Cauchemars aren't there for nothing, right?"
"The Harness has snapped and no one has the least idea of how to be a wagonbus," the Keepbus of Secrets lied.
"Hmph, Let's build a huge stockpile and move everything there then."
"Including the 200 bags of sand?"
"Including the 200 bags of sand. We need to set up the glass industry as soon as possible. I don't want to be embarrassed when the caravan comes and we need rooms befitting the Lady of Pain."
As the succubi were still busy moving things inside, spring came. The ice melt. The wagon sank into the river and exploded.
"Come to think of it, maybe we should have just dug the ice, dam the river, dismantle the wagon and retrieve the things after the ice melt."
"Won't the 200 bags of sand get wet?"
"Hmph, What's past is past. Let's get on with what we have managed to save, where's the Glassblowbus?
"She's been missing for weeks."

Later on, the succubi thrived on a Steeloak industry.

"Remember the time that other Matriarch tried to bring 200 wisps with her on her expedition?"
"No, that reality never existed."

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Masterwork DF / Re: What's happening in your Fort.
« on: March 21, 2015, 02:41:33 pm »
Edit:
The map situates on two weather zones, the uppermost stream of the river is in a mountain zone and only unfreeze during summer, the rest freeze during winter. The Orcs expanded the fort until they've built walls that extend from the mountain side to the other side of the river, walling over the river; a mistake, because the river usually only have 3 or 4 depth except in late summer and early autumn. One Elven ambush swam under the wall into the fort, fortunately goblin merchant guards were there to shoot cages on them. Another Elven ambush showed up on the wall, scaring the peons until the archer squad shot them off. After building fortification under the river and walling off the mountain side's z+1, the subsequent sieges began to enter the trap corridor as desired, triggering several redesigns, until the last siege,  turns out that the caged invaders cannot be used for prisoner activity btw.
end Edit.

An Human siege sat outside my Orc fort and wouldn't enter my trap corridors. *edit: One season ago, they killed off the succubus caravan, who began to fight with their own drow spiders halfway into the map. end edit* So I decided to build an archer tower inside the walls for target practice. The peons finished the fortifications but one refused to get down, keeping getting interrupted by the humans. The archers manned the tower but the humans easily blocked off their copper arrows, and the peon was beginning to get thirsty on the tower, until the High Master Snipa fetched the Mithril Signing Arrows coated with ridiculous amount of poisons from the Kobold workshop, including Nether horror. One by one the humans turned into Bebilith. They ignored the rest of the humans, and headed into the trap corridors; they sped past the pressure plates linked to bridged pits, avoided weapon traps and cage traps, killed off half of the stationed squad and many civilians before I lost track. Tantrum spiral ensued. Actually, it is berserk spiral, more like; the orcs berserk a lot, it seems; getting me the habitual beheader achievement from Sound Sense as the Orcs behead each other.

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