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Messages - Thon

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DF Dwarf Mode Discussion / Re: I finally got my GCS silk farm working
« on: April 02, 2021, 08:13:36 am »
Now that I think about it you could probably make the design even more compact by using a living GCS and an undead GCS as bait for each other. The living GCS shoots webs one way while the undead one shoots them the other way.

As for getting your hands on a necromancy book it's definitely possible by raiding towers.
It would probably be easier to just catch a foreign necromancer in a cage trap and use him for your experiments.

☼Giant Cave Spider Silk Sock☼ is serious business.

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Oh before I forget, if you want to deal with this with justice/interrogation way, It's a good idea to have your captain wear decent armor and be competent in combat. I have seen them resist arrest once and had to assign a new captain because old one was in the hospital and funny enough the criminal was still going on with the plot ( Even though I discovered it before the theft )

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It's a bit hit or miss. I don't think they can implicate their bosses if they are not in the map.
But it does show me how the command chain goes and I know which artifact they are after. I know the names of the usual suspects that way, so they get interrogated immediately lets me see if the command chain has more goons and by chance if I have two agents from the same organisation, others get implicated as well on other stuff (Espionage and whatnot)

I think when they run out of goons, bosses themselves show up. I have one organisation where boss is now an obsidian statue next to the artifact they plotted to steal. Another organisation where I don't know the boss or other two assets but she's the sole underling.

I have another which is active and I have the boss identified.


Artifact theft wise, I have noticed several things. Cover story determines where the exchange will happen. Last patch, I noticed one exchange with a 'goblin farmer' happening in the fields. So far everything seems to happen in the inn. Had a goblin fish cleaner I decided to randomly interrogate so didn't get a chance to observe what happened with that one. The covers I have seen this update so far are "Fish cleaner", "Lady", "head advisor".

My only inn is deep in the mountain, has an airlock style enterance with an office for captain accessible from the airlock. Usually I just lock the inn door, move captain to office, lock it behind him and let him interrogate without fear people will run away.

Place is well stocked with booze and food so people don't seem to mind lockdowns that much.

4
It lets me interrogate more and gives me another chance to figure out the organisation chain. I'm planning to build a dwarven adventurer hitsquad later and I need more names.

I mean, it's an artifact and all but I really don't understand why people are sending men after men to grab a giant spider silk thong.

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I started a 3 strikes approach to thieving visitors. I'll let you know how it turns out in the long run. First strike, jail, strip release into wild. Second strike, jail, strip, release into caves.
Third strike, I make them a statue.

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Disregard this... I'm an idiot. Didn't realize popcap applied to ALL SITES ON THE WORLD.

Proud owner of a world where every available site on the world has a population of ( goblins,elves,dwarves,humans ) 40

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I think I figured it out. Same bug happened within 2 years of me starting on the new save. It happened when someone had a strange mood ( non forced, happened by itself ). So I was suspicious if it was artifacts to blame. Checked legends, it seems like, mountainhome was invaded by a goblin force 250 strong, new people becoming outpost liasons, barons, kings, traders left and right ( hint, position becomes available as goblins cut down through the ranks ) Tried creating an outsider in the mountainhome to see what's going on there, adventure mode doesn't load, it simply gets stuck at the point you're supposed to start the adventure.

Was suspicious of workflow plugin ( little bit buggy on adventurer, if you have saved stock levels for it, it does stock level low spam every day while adventuring ). Thought it was creating a custom image, hitting cave level, finding adamantine.

I haven't been able to test artifacts or pop cap's effects. On a test save prior to fort becoming bugged, civ became unable to create adventurers at the point mountainhome fell to goblins, ( expedition leader became king ) and only available fort civ had was my 10 man fort. Confirmed via legends that it was the case.

At this point, I'm thinking of just creating another world altogether and abandon this world or go even further back in time , create / retire fortresses en masse to create more dwarves out of thin air and attempt to end the goblins before they are strong enough to down the mountainhome.

8
The guests that join to perform a function, dance, sing, scholar, or soldier, accept. Those monster slayers, have been doing nice cellar cleanup. I've updated their gear. Bluejay Man Axe, has been stacking up kills with his new small bluejay man steel gear.

At the risk of making my tavern brawls more deadly to my dwarves than visitors ( Every dwarf trains one month per year and armed to the teeth, berserking dwarves are !fun! ), how do you upgrade the gear of monster slayers ?

9
I thought dfHack did that. Took an existing entity and changed it into another. Human to Dwarf. Never did it, but I thought I saw its command, in ls -a somewhere.

The embark maybe fits Humans, moreso. Like is it close to water/river? Dwarf entities prefer to be close to mtns. Not sure how to change that, without effecting the relationship with the wider world. How many civs did you start with? Just a 1, in worldgen?

There's like 10 civs each, genning the world for about 40-50 years. Regarding human thing, the civ doesn't show up as Human civilization. It's a proper mountainhome, (in the mountains, dwarf king /mayor /full of dwarves ) you can select that as a civilization to start a dwarven fortress without any problems. It just doesn't show on any civ screen to create adventurer from. Only "Outsider" Human can pick locations belonging to that civ, and that option is basically " Start anywhere you want ".

There might even be worldgen clash between versions , I don't know, the villians who hounded the previous save ( Genned 47.03 , kept playing when on 47,04 was out, started using new exe) doesn't exist their cave is still there though. Queen who was alive and kicking at year 100 despite being one of the first of her kind, dies at year 38 on 47.04 worldgen ( did it several times to see if it made a difference, nope, she dies at year 38 killed by a giant olm ) and if I gen the world to year 40 forward, mountainhome gets taken by goblins  ( on the first save no such thing,  I had started my first fort in year 47 )

My best guess is, I did something I wasn't supposed to do with dfhack, used tiletypes /revfloods to maximise fps and while I was trying to learn the ropes regarding the villians thefts, I  used  browse legends and I may have forgot to stop playing immediately after that.

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Well you should be able to play dwarves in that civilization, Can you upload the save to the mantis bug tracker? It sounds like the save is bugged.

Too many problems with it, world genned in 47.03, messed with scripts while playing around artifact recovery, even though I was VERY careful not to save afterwards there's a good chance it's messed due to 3rd party stuff. Doubt there's useful information for Toady there. Tried recreating the world from export image in the new version ( 60 years down the drain, was testing if I could domesticate animals for civilization, Expert giant vulture tamers on one fort... soo many scattered caravans). There was also the time when my winding path for the depot was cool but started causing dwarven caravan colliding with human caravans.

On a side note, when I recreated the world in the new version just now, if I wait until my original worldgen date, mountainhome gets taken over by goblins so there might be another issue. Although, I can create adventurers from the nation if they survive. Never got barons or hillocks on that save in any fort despite fortress wealth and success. A retired fort gets a baron, immediately moves to original mountainhome, same with queen, soon as I retire, queen packs up and goes back to the original fort.

I checked the recreated world if I gen 5 years less, mountainhome survives. I won't mind even if it gets taken over to be honest. Plan is to do adventurer/fort sessions to build up a mere 1 fort civilization.

Saved it aside in case I'm interested in playing from that existing save. There's weird and !!fun!! stuff there. Mayor of mountainhomes is a necromancer, along with captain of the guard. Both are notorious serial daters and they had a brief affair. They even act like a villianous entity, going around stealing crap and plotting. Also, forgot to butcher the caged dragon in one fort before retiring, half the fortress melts when I try to unretire that fort. There is a dark goblin pit nearby, when raided and prisoners released, results in 200 merchant visitors who don't seem to want to leave.

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DF Dwarf Mode Discussion / Re: Forgotten beast in sealed off cavern
« on: June 02, 2020, 04:12:02 pm »
Nope, he likes it there. It will fight to the death with the next one who shows up though.

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I do family planning via messing with the ini files. Pop cap + X  Baby cap X/10  per year. By the time fort's 12 years old , when new ones are born, old ones start working. When started with the default cap, I had 50 children in fort for 12 years or so...

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DF Dwarf Mode Discussion / Re: No migrants even after 6 years
« on: June 02, 2020, 03:27:53 pm »
You may have embarked with a dead or dying civilization. First 2 migrant waves are generated and arrive regardless of settings I think, rest are attracted from other dwarven settlements. Also make sure you haven't disabled them if you are using the lazy newb pack or set your population cap too low.

Caravan not coming may be if you have embarked to an inaccessible location. They may have been taken prisoner as well. On my current game, there's a dark pit I'm staying away from. Releasing prisoners from there results in 200 merchant visitors who drink my booze, kill my fps and do nothing productive.

14
I've been doing something similar with my vampire, and I stuck a tantruming necromancer there but I never even though of setting someone as a tavern keeper with alcohol. I'm going to have to try this to have them force alcohol on each other.

So long as you have a chest with goblets, anyone you can assign a tavernkeeper should work. I think Kruggsmash's necro baron's personal tavern keep is an intelligent undead. I know for sure vampires don't breathe so I don't think they can die to alcohol poisoning. Don't know about the necromancers though.

15
The message won't be received. There are 10000 other villains ready to claim your junk (and a couple of hundred probably already have).

It is a sandbox game after all. Some make castles, others break them.
I like to think I'm the weird kid trying to eat the sand in the corner.

Also, I would like my Escaped Lunatic tag back.

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