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Messages - SebasMarolo

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1
DF Modding / Regarding dwarven beards flammability...
« on: December 08, 2018, 05:10:33 pm »
so, out of left field question, if I were to give dwarves the [FIREIMMUNE_SUPER] token (which I already kind of did), and were to add that "string" (kind of new to modding DF, sorry, don't know the term) that makes all of a dragon's tissues nigh invulnerable to high temperatures (which I kind of did too), and I were to also give male dwarves the [SHEARABLE_TISSUE_LAYER] (which I haven't done yet), could I make fireproof clothing out off dwarven beard wool/hair? Is it possible to shear dwarves, or any other sentient, if given the tokens?

I ask because I gave dwarves fire breath, and it went as well as you'd expect. The embark tools turned bursts of metal steam were an amusing surprise. If this works, I guess next thing I'd ask would be, can you make a wood that's fireproof, and would beds made out of it keep that property?

2
DF Adventure Mode Discussion / Re: What a horrific GUI!
« on: March 21, 2017, 05:41:56 am »
Ba - Dum - Tsss

Welcome to Dwarf Fortress.
And welcome to adventure mode!
Now it's personal!

3
DF Adventure Mode Discussion / Re: Duplicate Copper Helmet?
« on: March 15, 2017, 07:10:37 pm »
You're holding the same helmet on both hands. The game doesn't process multi grasp very well.

When you grab an item someone else has, press shift + (i), and look for the item on the list that will appear (it's usually in red), select it and select "gain possesion". I think that's how it went.

4
DF Adventure Mode Discussion / Re: Vaults?
« on: March 13, 2017, 10:53:05 pm »
An artifact made of mythical metal?  Amazing, dude.

To save your artifact (or other equipment) for an adventurer, make a room blocked by a drawbridge that acts as a "door."  Link it to a lever nearby and seal it in.  Then, come by with your adventurer, pull the lever, and get your item(s).

When you seal it up this way, it should stay put and not move around or disappear after retiring the fort.

Like, dump the artifacts in there?

I think that's the one thing I didn't try when I my artifacts kept returning to the workshops I took them from...
Huh, looks like I'll try running a fort again.

5
DF Adventure Mode Discussion / Re: Too muscular to move apparently
« on: March 06, 2017, 10:38:52 am »
While we are on the subject, which body modifiers could reduce the chances of this happening?

I think a small adventurer could overflow with muscles, but would a tall, wiry, thin or large adventurer suffer "muscle hell"?

Oh, and which stats make it possible to have those modifiers? I noticed that when I give an adventurer very low endurance, it ends up with "a once thin frame, now belarded".

6
DF Adventure Mode Discussion / Re: What race is the funniest to play?
« on: March 04, 2017, 07:42:23 am »
Peregrine falcon men can fly, and really fast too! Though you get tired quickly. Nothing a quick visit to a temple can't fix.
Also, even if you make armour on a fort, I think it wont cover your wings, so you can still get grounded.

But there's nothing like flying over a bunch of bogeymen. Unless they get wings, being randomly generated beings and all.

7
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 27, 2017, 08:15:24 pm »
So, I've been somewhat busy. I made a human swordsman who worships a god of death, disease, malformations and such. Her first kill was a cave dragon that somehow made it to the surface and was harassing a town. A couple of days later she took down a vampire reptile man and became one herself (vampire, not reptile) by licking her own armour clean. I trained her a lot (the nearby forests had some giant zombie wolfs that made for good training partners) and did some adventuring...

Right now she's carrying two backpacks full of divine metal armour and weapons, and a slab that's going to look fantastic on her free tavern room back in the city she saved from that cave dragon, once she's done using it.

BUT!
as I made my way to a hamlet near the vault, I noticed a * on the streets. Meh, taking down some bandits will be easy.

Spoiler (click to show/hide)

If you can't tell, the ones that look just slightly lighter in colour than the rest are weapon lords. There's a whole bunch of them, and they're closing in.
Place your bets, one legendary vampire swordmaster (legendary armour user, shield user and dodger too) VS a lot of weapon lords.

This is going to be fun.

Edit: Forgot to add, I mentioned she worships that god of death called Marat because the vault I found was made to protect the slab a demon made to become a part of the world with a little help from his friend who's also called Marat and is also a god of death. Small world, huh? Wish I could have made myself a bone amulet with the bones of the "bane of marat" unique angel, but the thing had a chitin, not bones...

8
DF Adventure Mode Discussion / Re: Vaults?
« on: February 25, 2017, 05:23:39 am »
Life as a wearbeast can be hard, but on the bright side assuming you survive to the next full moon you will recover from any wound no matter how grievous. So what flavor of weapon did you make with your divine metal? Did you go for the over the top great axe or the more utilitarian battle axe and shield set up?
Great Axe is apparently 'foreign'. Dwarves can't make foreign weapons and the angelic axemen never had any actual axes on them, so I went with the battle axe and shield.

The battle axe is an artifact.  :D

EDIT: Or I would have the artifact... if it didn't disappear anytime I leave the site.

It happened to me once with some artifact candy armour, and I dunno why. Someone suggested assigning the artifacts as my adventurer's military uniform, but by then I had just moved on from that particular world.

If the populations on a vault replenish after a while, would it be possible to "farm" a vault for divine metal and angel bones for badass sounding decorations in adv. Mode? Or is there only a finite amout of the stuff, explaining why your axeman angels had no axes?

(kobolds steal a lot of stuff in world gen. Look up the legends of the vault [not in legends viewer, for some reason it doesn't tell you the name of the cave the kobold stored his loot at.] to see it for yourself. Maybe a trip to a kobold cave would net you some more divine metal.)

9
DF Adventure Mode Discussion / Re: How To Become a Vampire?
« on: February 14, 2017, 06:16:58 am »
You do know that by being a vampire, aka: A creature of the night, necromancers and their zombies won't attack you outright, seeing as you're one of their kind, right?

Kind of a phallus move to take advantage of undead writers, but that's just what I think.

10
Looks like you won't run out of demons to slay for the glory of all of ArchCrystal...

Also, how comes the hydra breeding?

11
DF Adventure Mode Discussion / Re: How To Become a Vampire?
« on: February 13, 2017, 04:52:29 am »
The statue doesn't dissapear, you toppled it, so it fell to the ground and you can pick it up. Not that you have to though, statues are super heavy.

Also, the burning thing. Remove all your inventory items (I would place them somewhere nearby) because metal items get hot and continue melting you, and that could kill you. Then press (g) and ignite everything around you, and smash (.) till you start bleeding, then just (j) jump of the ring of fire and walk or swim it off.

Once you stop bleeding, fast travel a little to get rid of bloodloss, but remember where you left your stuff.

Less body fat means next time there's a fire, you wont melt, meaning you wont bleed to death. Dunno if that will save you from failing to block a dragon's fire though.

12
Well, I suppose it's not intended to happen, but it's not a game breaking bug either, unless you consider having the materials to reach legendary bone carver before the end of day one as buggy or exploit-y, but then again I wouldn't have found this had I not modded the game with the all_main_pops thing...

Thing is, I think you can do the same with the corpses and skeletons found on the basement of temples , but I'm not sure because the kobold adventurer with which I meant to test that back then meet a mummy down there, which raised all the skeletons around and... Well, the skeletons butchered me.

13
I often go to taverns to get armour from other adventurers. I've seen elfs wearing metal armour, and dwarfs wearing wood armour. I'm not kidding.

So, you could do that to get armour that way. As for the dagger, either check mead halls (I found a masterwork silver maul once, and a masterwork silver boning knife [which became a XXsilver boning knifeXX and broke after the first attack]) or go to a temple and rummage through the rooms full of corpses and gear. You can find tons of human sized armour and weapons there, and gems and other trade goods which you could use to convince other adventurers off their armour, though I also ran into a criminal Boss and a mummy, so watch out for rooms with coffins and slabs.

The leaders tend to have high quality, so maybe you could strike a deal with them?

14
DF Adventure Mode Discussion / Re: what is the strongest gem?
« on: January 18, 2017, 06:57:57 pm »
Bloodstone, fire/fortification agate, onyx, sunstone, fire opal, star ruby/sapphire,
Spoiler (click to show/hide)
PINK DIAMOND!

the list's here...
http://dwarffortresswiki.org/index.php/DF2014:Gem

15
DF Adventure Mode Discussion / Re: what is the strongest gem?
« on: January 18, 2017, 01:26:31 pm »
Can't it be changed to any inorganic material? Glass, steel... slade?

But if you wanna go with gems, try diamonds, or something heavier. Quartzes have hardness 7, topaz has 8, and I heard peridots are remarkably resilient...

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