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Messages - BruceyBoyo

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1
Oddly enough, I've heard of stealth enemies being revealed when a wild animal spotted them in the past (and I think on the wiki), so it's possible the "fix" for that was overzealous. I'm sure I've also seen people mention that monster slayers usually just use some random object as a weapon, thus dying trying to beat cave crocodiles with a sock.

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Well, after some major league messing around,I managed to questport far away with the demon in tow, and then questported back next to the fortess for fairness. (It seems to questport out of non-travel zones, you actually have to pin a quest...) After questporting it now follows me around like a normal companion/bound  demon. I have, however discovered something... interesting.

This demon is two historical figures.

No, there aren't two of it... but this one, single demon is in fact two identical historical figures. I noticed two of it listed as my companions, and upon checking legends mode (the data there was exported before I starting dfhacking this guy) it only shows up once in the list of historical figures, but it shows up as being twice related to the dark fortress (the first two historical figures, indeed) yet, both links divert to the same demon, not a copy, as "both" created the slab and stored it in the vault, but the vault only dealt with one.



So,  apparently it double-lived in that dark fortress and it's currently my companion twice. Upon digging some more, it seems every Dark Fortress I'd entered to any extent (including just loading the site and not reaching any towers, in the case of this demon, at the time of the legends data export) has had not only its master relate twice to it, but one histfig for every "building" constructed within has been associated twice. I'd put it down to  the new Legends Viewer being broken with its "related historical figures" display, if not for the fact the game agrees and the demon became my companion twice. I'll probably experiment on my new-version world, once I'm able, but for this, this is... yeah. Oh, and Legends viewer still sees this even on an old export of the world data, from it's never even been loaded into the new version - and still, the weirdness seems to affect each dark fortress that I've visited SINCE then.

What even.

3
Alright, well, I invoke.lua'd the demon since I should be able to anyway. Unfortunately it seems to only be able to move when it's attacking a target, which means I need a trail of goblins to attack and lead it outside - and dfhack's teleport command doesn't seem to work. (it... seems that it needs a unit id, but can't actually accept one...)

EDIT: Never mind, I messed up the co-ordinates... causing it to have an issue parsing the ID that comes before them, somehow.
EDIT2: Or not. Well, anyway, time to do... uh... something.

4
So, this might be a save compatibility issue, but I'm reasonably sure 43.05 saves are still meant to be compatible with 44.10.

My rather powerful adventurer from 43.05 has acquired the second slab of his career. Funny story, the first clown i had with me still lives in some dark pits after he ignited the grass and trapped himself on all sides, and I had to leave him. Clown indeed. I've used the mighty Legends mode to confirm that the slab I've read, and am carrying, is that of the demon I'm currently visiting. As I stand, with the slab in my hand, literally reading it again in front of the demon's face, I still don't have either chat option available to banish/bind this demon.

Are saves incompatible, or is this just not a thing you can do any more? Or has the process been altered somehow?

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DF Adventure Mode Discussion / Re: Riots in the dark pits
« on: May 14, 2018, 11:16:38 pm »
I'm not sure, but I think this may be related to the issues of everyone demanding that everyone identify themselves. Usually I find brawls going on before I even arrive but I've usually killed goblins elsewhere that ran into the pits. This madness didn't happen before the identification demands were implemented - Maybe

-Beak dogs can't talk and can't demand that goblins identify themselves, but they still kill them for not doing so (but I don't think non-sapients do that)
-Beak dogs can't talk and so fail to identify themselves when ordered (but I think that was fixed?)
-Goblins failing to identify themselves cause inter-goblin fights, causing beak dogs to jump in

The last seems logical, but I'd have to study it more myself to be sure.

6
DF Adventure Mode Discussion / Re: Funniest Names
« on: May 13, 2018, 10:31:35 pm »
I just got told to seek a hydra in its lair "Eatendepth the Lownesses of Wetting".

7
DF Dwarf Mode Discussion / Re: The first stressed dwarf in years
« on: May 12, 2018, 08:51:00 pm »
Yeah, this seems almost game-breakingly extreme. I think part of the issue is that seeing 47 dead bodies is actually 47 times as bad as one dead body - which wouldn't be true in reality. (At a certain point, you just see "some dead bodies".) I got sieged by goblins and when my dwarves go to grab a sock form a dead goblin, they're insane before they make it back to the fortress. Until I figure out a way to dispose of these corpses without anyone having to haul them (and without a stockpile, as that will essentially kill a dwarf for every corpse or body part stored) I... have to try and play Dwarf Fortress without using any violence. Which is hard when 47 dwarves at a time siege me... (Goblin-employed, since it was "a vile force of darkness") If this new system is to work, seeing the corpse of the enemy has to be way less horrifying, or at least not stack ridiculously. It was bad enough that drinking water made dwarves disgusted after having to drink vomit...

I also find they tend to tantrum regardless of if they're stressed yet or not... and become harrowed regardless of if anything actually increases their stress.

I wonder if this is a bug, by the way - it seems that my dwarf with a permanent injury keeps getting randomly shaken by it. She has reliving suffereing a major injury way back, so I'm not sure if she's actually shaken repeatedly by the injury, or if it just doesn't say "reliving" for what she's feeling right now.

EDIT: I forgot to mention, do positive thoughts even do anything? A dwarf can have pages of happy thoughts, but it seems they all go out the window if anything unhappy appears.

8
I once went into sneak mode, crept up behind a Roc at its shrine, grabbed it by the throat from behind and strangled it to death.. It didn't even manage to fight back.

9
DF Dwarf Mode Discussion / Re: New release !!SCIENCE!!
« on: December 20, 2017, 01:25:41 pm »
I sent the army to raid a nearby goblin pit.

They sneaked in and sneaked out again. No hostile action was taken. That's not how you war, guys ;_;

Seriously, I was hoping for mass murder of the goblins I'm at war with. Turns out they just sneak in and then leave peacefully.

Think of it as the equivalent of those raids where you get the announcement "An ambush! Curse them!" moments before they scurry off the map again because they were just passing through.

Also, it might be just as well: goblin pits are generally ludicrously overpopulated, and I'd imagine even an elite squad could be overcome by numbers alone...

The population is listed as "~60", so I feel like I could probably handle it with my 15 legendary supreme death machines. (there are however multi-thousand-pop fortresses around if I ever feel like arranging any noble an Unfortunate Accident with Extreme Prejudice - though my queen has no item preferences AND got elected mayor, so I don't think I'll need any accidents soon)

Come to think of it, can remote squads be overcome by numbers? I thought they could only fight duels in the worldgen-based combat system these used... (meaning my elite dwarves would just fight a ridiculous number of 1v1 duels)

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DF Dwarf Mode Discussion / Re: New release !!SCIENCE!!
« on: December 20, 2017, 12:22:33 pm »
I sent the army to raid a nearby goblin pit.

They sneaked in and sneaked out again. No hostile action was taken. That's not how you war, guys ;_;

Seriously, I was hoping for mass murder of the goblins I'm at war with. Turns out they just sneak in and then leave peacefully.

11
Normally, the nasty inhabitants of vaults respawn instantly when you unload the place, and in legends viewer they permanently show as having 50/25/1 of the appropriate creatures, even if you've slaughtered them before.

However, I've discovered a way of actually pushing down the population numbers. If you're a necromancer, any angel that kills one of your undead will get a name. Massacring everyone in the vault normally won't knock numbers off the population, but once one of them has earned a name, killing it appears to register a -1 to the population. I'm not sure exactly how vault respawning works (Even the wiki disagrees with itself - the page on Angels says "under a month" yet the page on vaults themselves says immediately after each visit) but the vaults do seem quieter after I've knocked some numbers off the official population, so this may be a way to permanently reduce a vault's population.

12
DF General Discussion / Re: How to necromance
« on: April 24, 2017, 01:13:09 pm »
As for undead sieges having weapons, that's only because they spawn with them. A zombie is allowed to hold a weapon, but they're never actually allowed to pick a weapon up, so any dead who are raised by necromancy will be forever unarmed. Anything that gets turned undead by evil mist, however, will not be forced to drop its gear.

And, yes, you can resurrect their head and body. You can also resurrect their hands (or their upper/lower arm, which will include the hand unless it was removed separately). And your own hands. Pretty useless, but excellent distractions. Beware, however, not to go for targeted attacks when you're near too many of them. If the number of possible targets, own undead included, adjacent to you is too big to list, you'll instantly lock the game by pressing shift+A - it sounds easy to avoid, but I've had to force close a fair few times after my swarm of undead broke the game.

13
DF Dwarf Mode Discussion / Re: Broken vs Mangled body parts
« on: September 09, 2016, 08:32:21 am »
The main difference with "mangled" is that if anything you need to live (head, upper body, lower body) is "mangled beyond recognition", you will instantly die - undead being no exception. It's caused I believe by just beating a body part until every layer is damaged insanely - such text as "the injured part explodes into gore!" appears when an adventurer mangles a part beyond recognition, and if that happens to the head or either part of the body, it's an instakill. But it usually requires a lot of punching (though a kick to the head of someone unconscious tends to mangle the head). It simply allows you to kill things that have no blood or organs - for instance, you can eventually mangle a blob beyond recognition, destroying it, or mangle a broze colossus' body. Awkwardly, in Adventure, I tend to mangle the head in combat, meaning I can't use my necromancy to resurrect the victim.

Incidentally, I believe "mangled beyond recognition" is the pulping function. It actually has varying descriptions - the injured part may "explode into gore" or be "pushed into the body, an unrecognizable mass", and I swear I've seen some others while crippling goblins with punches to the neck.

14
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 06, 2016, 05:40:03 pm »
A vile force of darkness has arrived!

An army of goblins has besieged my fortress, numbering no less than....... six.

Five ranged goblins, seemingly led by a recruit. The recruit decided to employ some advanced strategy - he and one of the crossbowmen spawned in a tree! However, they quickly hit an unexpected snag - A flock of emus was passing by! Immediately the bowman and crossbowmen began assaulting the emus with full force, while the recruit decided the emus were too much and ran away instantly. From a tree.

As my 10-man mostly-elite militia charged to the scene, they triggered another alert - Snatcher! Protect the children!
I noticed the goblin snatcher was flashing, and upon closer inspection, the it was in fact a goblin lady consort. A spearmaster split from the group, crippled the lady consort who had decided that sneaking through a battle unarmed was wise and stranged the slinking filth to death.

Meanwhile, the rest of the militia exterminated the 4 goblins on the ground, having taken no hits that were not dodged or shield-blocked. Then, the one who'd spawned in a tree, while hardier than their leader and willing to brave emus, ran away too.


Seriously, though - don't thieves usually carry daggers or something? And was it really wise to send in a Lady Consort as a snatcher? (Even ignoring the fact they tried to sneak undetected through the same spot where their pathetic 6-man siege was waging war on emus) I guess they have a chance of sending noteworthy goblins like noble consorts in as snatchers? Now I'm kind of hoping they send in someone even more important to get slaughtered... while their military dick around in a tree fighting emus.

15
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 04, 2016, 04:46:22 pm »
My fortress is currently spamming pots to hopefully store some booze in before my cook fills them with prepared mountain goat brain biscuits. While my dwarves walk to the brook to drink, and simultaneously become annoyed that they're drinking water without a well, and disgusted that they are forced to drink vomit (apparently, they can only drink vomit at a brook, and prefer it to both water and the available booze. However, I know from past incidents that vomit doesn't actually reduce dehydration...)

Fortunately, goblins don't seem to be interested in a mere 100,000 created wealth, and the only forgotten beast was kind enough to show up before I actually created access from the caverns and is busy doing some population control on cave crocodiles and giant olms.

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