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Messages - Strato1

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DF Adventure Mode Discussion / Necromancer + Vampire/Werebeast?
« on: December 15, 2017, 03:49:13 pm »
So, I've been looking around on the wiki for some information on this, but I'd like some clarification.

Right now, I'm inclined to think that you can become a necromancer while you are already a vampire or werebeast.  Is this true?  If it is, do you still keep the benefits of being a vampire or werebeast (i.e. do you still heal during the full moon?).  If you are a vampire who becomes a necromancer, do you still thirst for blood, and do you have to breathe?

Basically, I'm just wondering what effects the combinations of Necromancer + Vampire or Necromancer + Werebeast give you.



On a side note, why don't adamantine objects/weapons ever appear in world generation? (Although, I did read somewhere that adamantine swords could be found underground...)

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As for the camels, I suppose they probably are just pack animals...

I *really* should submit a bug report.  Feel free to beat me to it ;-)

I think I'll just leave you that honor.  :D

However, I actually have found several issues like this in the bug tracker.  Here's one example (although it is listed as fixed in 0.42.04, but reopened): http://www.bay12games.com/dwarves/mantisbt/view.php?id=9176

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DF Gameplay Questions / Unretire Fortress = "hostile" scholars/merchants
« on: January 11, 2017, 06:36:44 pm »
I just unretired a fort.  On the units list, I can now see that there are about 110-120 human/elven merchants and human\dwarven scholars that weren't there when I left my fort.  All the merchants (and their pack animals) are listed as hostile.  About 4/5 of the scholars are listed as hostile, the rest listed as guests.  None of them are attacking my dwarves, and many aren't even moving, for that matter.  Also, there are a couple of human lady consorts, as well (also hostile).

That last detail leads me to think that (maybe) a human civ tried to claim my fort while I was gone?

EDIT: Also, every single camel on the map is tame, now...?  And carrying items to stockpiles for me?

How do I fix this mess?  None of them are supposed to be here, and they're destroying my fps.

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DF Adventure Mode Discussion / Possible Exploit
« on: January 08, 2017, 01:03:53 am »
I think I may have found a potentially useful exploit.  Normally, whatever item(s) you store inside a flask retain their weight and slow down your adventurer.  However, what I've found is that items stored inside a flask, which is stored inside a backpack, don't affect your adventurer's movement speed.

Anyone ever heard of this before, or know if I'm mistaken/misinterpreting something?

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DF Dwarf Mode Discussion / Re: Trivial findings
« on: January 07, 2017, 05:17:17 pm »
I just discovered something small...but amazingly useful (for me, at least).

When forging an adamantine breastplate, I pressed the "d"etails screen, and discovered that it allows me to change what creature it is sized for!  I could make adamantine/steel armor for my human adventurers.

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DF Adventure Mode Discussion / Re: How to regain good reputation
« on: January 07, 2017, 02:26:56 pm »
Thanks for the info.
A psychopath elf wanders into a human town from out of the wilderness, accuses the local baker who everyone loves (due, unknown to them, to his abnormally high social skills) of being a mythical beast. Out of earshot of everyone else the vampire whispers, yeah its me, and then the elf slices him apart.

And you wonder why everyone thinks you're a murderer...?

Not ALL elves are psychopaths, you know...my elf is very unorthodox...she dislikes nature (actually started that way, before I customized her values/personality).

And I WOULD wonder why everyone thinks I'm a murderer, if it weren't for the facts that the vamp wore necklaces made from the bones of his victims, and he *yelled* out that I was a fool, and that he had defeated many opponents.

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DF Adventure Mode Discussion / How to regain good reputation
« on: January 07, 2017, 02:35:17 am »
So, I'm playing an elf adventurer right now.  I went to a human city, and found a vampire to kill.  I accused  him of being a night creature (twice), which he confirmed with his response.  So, I killed him.  He was called an "exalted yearling" at one point, and also a fishery worker when looking back at the announcement log.  And...I may have beheaded him in the middle of a room full of all the city's nobles, warriors, and a couple commoners.

Now, everyone in the city (and possibly the whole civ) spits at me and calls me a murderer when I try to talk to them.  How do I regain a good reputation with them, so I will be able to actually interact with them again?

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DF Adventure Mode Discussion / Re: Is adventure mode broken?
« on: January 05, 2017, 07:53:01 pm »
  I, for one, love Adventure Mode (note that I use 0.43.05).  Of course, there are some ridiculous things that can happen... and it's possible to get lost/stuck and have to restart as a new character.  However, I view both those things as being part of the fun.  When something ridiculous happens, I like applying a bit of imagination to explain how it happened.  And, the danger of getting lost (especially in the caverns) only adds to the realism.

  Of course, there are some things that I think should still be added (I want to be able to dig in Adventure mode, and maybe even work metal/craft my own weapons and armor), and TONS of bugs that need to be fixed...

  I do agree that bandits can be kind of boring (I eventually stopped trying to fight bandits, since I felt bad about starting a fight with seemingly harmless NPCs).

What do people do for fun in adventure mode any more?

  I tend to enjoy fighting hordes of undead when fighting necromancer towers, becoming a necromancer (and writing a book about the secrets of life and death), seeking out vampires and werebeasts to kill (while saving some vampire blood for later use), and I especially enjoy carving bone figurines/trophies out of the butchered remains of megabeasts I manage to slay.

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DF Suggestions / Re: "Beast Mode"
« on: December 21, 2016, 04:32:43 pm »
I understand many players might simply commit suicide as a megabeast, and I understand that it might be unbalancing to the game.

Although I never did (and still don't) expect this to actually be added to the game, I personally like the idea.  And though modding the game can make it possible to play as megabeasts, as I understand it, it usually doesn't result in very smooth/balanced/well-integrated gameplay...

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DF Suggestions / "Beast Mode"
« on: December 20, 2016, 03:38:55 pm »
So, what got me thinking about this is that Dragons (as well as Giants, and other mega/semi-mega beasts) don't seem to do much in Adventure Mode.  Sure, you can go hunt them down in their caves and fight them, and all the poor, helpless villagers will cower in fear of a dragon located halfway across the world.  But ultimately (in Adventure Mode, at least), all these beasts ever do is stand around and sleep inside their lairs for years on end, waiting for an adventurer to kill them.

Why not allow the player to take control of a (semi)megabeast, in a new game mode?  Allow the player to scroll through a list of available monsters and beasts that exist in the world, and choose one to play as in a new, Adventure Mode-like game.

For example, a player could control a Dragon, who lives in a lair/cave.  They could hibernate to pass the time, waiting for adventurers to show up to attempt killing them.  They can go outside to hunt, attack villages & forts.  They could gradually build up a hoard at their lair.  The ultimate goal could be to survive as long as possible (since megabeasts are very long-lived).  Other activites, such as expanding their lair, finding a mate, fighting for control of territory with other megabeasts, etc could be implemented.  There would also be differences depending on what beast you are playing as (i.e. dragons breathe fire, rocs fly, bronze colossuses don't need to eat, etc.).

Of course, this idea could use a lot of fleshing out, and I'm not entirely sure how difficult it would be to implement.  But I, for one, would love to be able to play as a (semi)megabeast, rather than being limited to civilized races.

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DF Gameplay Questions / Re: What happens to traded items?
« on: December 11, 2016, 02:27:43 pm »
Thanks for the replies.  Assuming either one of those explanations applies to 43.05, I suppose there's no real reason to trade high quality weapons in the hopes of making adventure games more interesting.

If trade caravans were made a normal part of the world as a whole, and existed/traded during world generation and adventure mode, I think it would make the world as a whole more interesting (and make it possible to find steel items in other civilizations besides the dwarves).

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DF Gameplay Questions / What happens to traded items?
« on: December 10, 2016, 10:28:58 pm »
This is a question I'm asking mostly out of curiosity, but also because it might prove somewhat useful if I play both Fortress and Adventure modes in the same world.

If I trade an item (say, a "superior quality" steel short sword) to a trade caravan in Fortress mode, what happens to that item when the caravan leaves my fort?  Does it disappear, do the traders return it to their civilization, or does the caravan hold onto it until they sell it to another site?
Most importantly, though... do items I create and then sell in fortress mode continue to exist in the world, and can I find items I've made in fortress mode as an adventurer throughout the world?

I've tried searching for information about this, but only found info on how to trade, rather than how trading affects the world.

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DF Gameplay Questions / Re: Lazy/Stupid Dwarves won't haul?
« on: December 08, 2016, 11:39:21 pm »
Thanks for all the suggestions.  I can confirm that the problem was the number of wheelbarrows being set to 1.

However, I am still confused as to why this happened (meaning the #wheelbarrows affecting how many dwarves can haul) since it has never happened to me before, despite me not doing anything differently (in my past experience, the default settings for a newly created stockpile work fine, and all dwarves will haul with or without wheelbarrows).

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DF Gameplay Questions / Re: Lazy/Stupid Dwarves won't haul?
« on: December 07, 2016, 08:04:41 pm »
Did you order the supplies dumped?
No, I did not order the items dumped (although I did try dumping them after the dwarves refused to haul the items...they refused to dump them too).

Does the stockpile have 1 wheelbarrow set? That limits the number of dwarves who will haul to it to 1.
I had built more wheelbarrows, but didn't think it seriously affected whether or not dwarves would haul items to it (in my past experience, they always just hauled by hand, using wheelbarrows only for convenience).  As far as I know, it was set to one wheelbarrow, but I didn't think that would prevent dwarves from hauling (only slow them down if they don't have a wheelbarrow).

You should split the stockpiles. Create one stockpile for stone with wheelbarrows set to 3 and one for the rest with wheelbarrows set to 0.
While I appreciate the suggestion, I don't have any stone to haul (everything is above-ground, with an aquifer 2 z-levels down), and if wheelbarrows are the problem, wouldn't setting the other stockpile to 0 stop hauling altogether?

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DF Gameplay Questions / Lazy/Stupid Dwarves won't haul?
« on: December 06, 2016, 09:38:24 pm »
So...I created a new world, found a good (safe) embark site, and was planning to build an above-ground castle for my dwarves.  So, I set up a custom stockpile w/ everything enabled but refuse/corpses, set up some workshops, garbage dump, built more wheelbarrows, etc...all above ground.  I ordered trees to be cut and channels to be dug.

Even though I have hauling enabled for all dwarves, a valid and accessible stockpile, and no items forbidden, only ONE of my dwarves (a miner) is hauling anything to the stockpile.  The rest of the dwarves just stand around with the "No Job" message on the units screen (except for my woodcutter and other miner, who will cut trees/channel, but also refuse to haul).

Anyone know what I'm doing wrong?  Why aren't they hauling wood and starting supplies to the stockpile?

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