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Topics - 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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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 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 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 / 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 / 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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DF Adventure Mode Discussion / Companions killing each other
« on: July 24, 2016, 12:42:08 am »
I'm new to DF.

Short summary of my experience thus far:
Spoiler (click to show/hide)

Now, on my most recent adventure, I got a dwarf spearman and a human swordsman to join me as companions.  (Yes, I used companions on my previous attempts).  Krogan, the dwarf spearman, often mentioned getting into arguments with the swordsman (don't remember his name), but I never thought much of it.  I suppose I should have thought more about the implications.

While traveling through a town, trying to reach the tavern before dark, Krogan began attacking the swordsman!  I was greatly distressed by the possibility of losing one of my companions...but couldn't do anything to stop the fight.  I could only stand and watch as the swordsman's teeth went flying across the street.  The swordsman never did more to Krogan than to rip some skin on his neck...while the swordsman sustained a ridiculous amount of damage before succumbing to death by suffocation (not quite sure how...did he drown in his pool of blood)?

Anyway, I suppose the point of this post is to ask... is there any way to prevent this from happening again, or to stop the fight before it escalates?

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