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Messages - joostheger

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241
Say I create a fortress. Then I make a non-dwarven adventurer, from a non-dwarven civ. I go to my fortress, and talk my way in, taking control over the site. Then I retire, and unretire the fortress.

Will the owning-civilization of this fortress have changed?
Can I make my fortress part of a non-dwarven civ?
If so, what side effects does it have, regarding for example the civ-Ruler, diplomats, immigrants, wars and traders?


242
DF Adventure Mode Discussion / Re: Retired Adventurers in a Fortress
« on: September 03, 2020, 08:08:27 am »
If you start a new adventurer, and select your desired fortress as your starting location, you'll be a citizen at the start.
So you can immidiatly retire there, without the need of becoming citizen first.
this might be an issue, if compagnions are from different places.

243
DF Dwarf Mode Discussion / Re: No moss in cavern beneath mountain?
« on: September 01, 2020, 05:35:14 am »
alright, thanks a lot!

244
DF Dwarf Mode Discussion / Re: No moss in cavern beneath mountain?
« on: August 31, 2020, 04:24:03 am »
Crap.
Thanks.
I made some sand-floor-rooms, hoping moss will start growing there, but does this muddy cavern also prevents my other underground soil from growing moss?

245
DF Dwarf Mode Discussion / No moss in cavern beneath mountain?
« on: August 29, 2020, 02:08:13 pm »
I just reached the first cavern, hoping for moss to let my sheep graze, but nothing! Just muddy floors. Its in a mountain biome, can that be the cause?

246
Hi all,

What would be the effect of having a steel-weapons-producing-focussed fortress, and selling it all to my own civ?

Would my civ in general get more access to steel weapons? Will steel weapons be more available to my fellow civvers?

And the most important question: Will this make my civ perform better in wars with other civs?

Does the availability of certain goods have any effect on war performance? If not, what will?

247
more tips:
you dont get experience when 'improvising'. So if you're doing a musical performance, and you dont have players for all the instruments needed, some have to simulate the instrument, but it doesn't give you experience. This seems reasonable. But! it also does not give you experience when you Do play an instrument, while others in the performance dont/are simulating.  Seems a bug to me.
So if you are planning on playing more complex musical pieces, consider taking some companions, having the needed instrument, so you can play all together and gaining experience.

Also, when starting, first do some research on the musical forms. you can do this using legends mode, or by making a test-adventurer. Look for what forms are available and which instruments you need, so you know what to pick as your startting equipment.

When traveling to other cilivisations, they have other instruments and so on. But one instrument is shared among all civilisations: singing and chanting :-). So if you want to use an universal usable instrument, pick your voice. I think its also easier to find musical forms, which only need a singer or chanter, so getting experience is easier.

You can collect other insturments in other civilisations, but you cant play them, unless you learn a musical formin which these instruments are used. I dont know if you can learn new musical forms.

Elves have natural better musical skill, so you might want to pick an elf as musician.

certain skills (I think the musical-named-one)  are only improved by composing and not by performing. stupid.



248
Medical stuff, you Can remove an arrow from your wounds.

249
Great advise, thanks! ooit

250
Ok. guess I have to barter with other archers to get my arrows

251
He keeps saying: You should try a shopkeeper. I'm visiting my old fortress to see if I can buy some of the goods. I prefer not to steal. But the broker is broken en wont trade!
What are the requerements for a broker in one's retired fortress to be willing to trade?

252
Hi all!
When I first started with Adventurer Mode, I decided to be a writer. Not only a boring choice, but also a very unplayable one, as it turned out. There's simply not much to do and writeable resources are scarce.
So, I thought about what kind of jobs, classes, occupations, professions are best playable in Adventurer Mode.
Of course, most combat-based jobs are good picks, there's a lot you can do. Also with the latest update you can play as an detective of sorts. So help me out here a bit.
I'd like to know what kind of jobs you think are very playable, and which one's not. Of course, the latter, must have some sort of obviousness about it. so no astronaut or something like that.
Also, which ones are better playable with mods, and which one do you need.

Here's a list for possible professions, which can be figured out by you!
Spoiler (click to show/hide)
I'll start like this

Hunter
The hunter is a outsider, who walks the wilds hunting for large prey. He gets his fun out of killing large, dangerous or rare animals. He eats the meat, and carves the bones in craftswork to sell in towns.
Playability and fun: 4/5
Its cool, lots of stuff you can do, but it has its limits.
Game mechanics applicable:
  • Combat, archery
  • Wandering wild nature
  • Tracking, sneaking
  • Lots of wildlife
  • Builing a hunters cabin
  • Bonecrafting
  • Use Hunting dogs
Game mechanics lacking:
  • No tanning, leatherworking or crafting of other body parts than bones
  • No arrow/bolt making. You have to buy them in towns.
  • Firing without aiming for a specific bodypart (like the heart)
Mods improving the experience:
  • DFHack - ADVFORT
  • Mods adding more wildlife and such
Other considerations:
Bolts are heavy, so bring some pack animal to carry the load.

Writer
The writer is creative person, a romanticus or scientist, who likes to but his thoughs on paper, selling books.
Playability and fun: 1/5
Its just boring.
Game mechanics applicable:
  • Writing various subjects
  • Creativity, Composing
  • Selling books
Game mechanics lacking:
  • Buying quires is hard, creating them not possible
  • You can't really choose what to write or what the subject of your writing is
Mods improving the experience:
  • DFHack - ADVFORT
Other considerations:
A writer should have some effect on the world. Otherwise what is the point of writing it down? But sadly no one really cares if your writing or not.



253
If you also look at your thoughts and preferences it should say you feel euphoric, though that only confirms that the syndrome is actually taking place.

thanks. I'll check it out

254
in the RAW's it says that plain-civs (humans) can build a wall
WORLD_CONSTRUCTION:WALL

they can also build bridges and roads, but no tunnels. That I understand.

But what is the wall? some kind of Chinese Great Wall, or Hadrians wall, or The Wall from GOT?
sounds pretty interesting!

255
Some things I have learned;

You can totally get drunk, even drunk enough to the point you die. It's just that the syndrome takes forever. But I have successfully done it before. And used it to kill people by handing them mugs full of alcohol I "borrowed" from the tavern. I have no idea what the actual lethal dose is, but it seems 4-5 full mugs is more than enough. The nausea from the alcohol is hidden by the nausea from the overeating (but npcs will not get nauseous from overconsumption)

You can technically drink out of a mug yourself, it just doesn't say anything different from if you drink out of a waterskin or straight out of a river. Or I like to fill my quiver with booze.

You can also join a bandit gang if you talk to the leader and ask them to make you a lieutenant. You just have to like kill a couple named animals or something.

Thanks! Good info
How do you know you're actually drunk yourself?

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