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Messages - parlor_tricks

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106
DF Dwarf Mode Discussion / Re: (Not) abandoning a mountain home
« on: August 09, 2012, 12:17:20 am »
Well, erm, heres the sad part about that story,

I made an adventurer who I wanted to get armor for, so I ended up embarking on top of him and building a city so that I could arm him.

So when you say that I had to let the adventurer give in to starvation... :(..

Oh crap - so you mean I could have saved the fort with him in it, then in adventure mode swapped bodies and used him?

(*&@#(*!!!

Damn I wish I had known about that before I rage killed THE ENTIRE SAVE!  argh.

107
DF Dwarf Mode Discussion / Re: Carving a Mountain Peak Into a Tower
« on: August 09, 2012, 12:14:50 am »
DONT Pierce the caverns.

The fun loss from FPS loss will be staggering with the new path finding that it opens up.

Just let the game cruise along for a while and keep carving out and cleaning up the surface.

Get some un-usables into pump operator jobs so that they gym up to being strong and then usable for hauling labors and / or for army work.

Hows the mine carts going?

108
DF Dwarf Mode Discussion / Re: (Not) abandoning a mountain home
« on: August 08, 2012, 12:54:11 pm »
You can control a creature without dfusion using [mode set] in DFhack, by changing fortress mode to arena mode.

I tried the something awful system, but ended up with an adventurer who couldn't retire anywhere, only
 Give in to starvation. On top of that if you fast travelled or slept, you would end up swapping bodies with some creature.

I ended up becoming a falcon, then an owl, then th fast travel map colors changed, - no idea why, next. I was an underground creature, then swapped again to a reacher/grabber.

(And as a Grabber I ended up finding a mysterious underground structure. )

If you have any idea why that may be happening...

I figure I must have disconnected the adventurer from the game somehow. His name wouldn't even show up in the save game title, so he must have become a black hole in the game history. Probably why he couldn't retire either.

109
Good god. Bay12 is going soft.

Kill them.

Kill them all for a long while. Till you have battle hardened veterans who don't give a crap.

Then, when your fortress needs a few more to keep it running, *then and only then* let them have enough time off from duties to reproduce.

The kids may seem nice now, but they just become a pita as you start to try and figure out what to do with them.

At least with 4 you can have them constantly leveling up skills to become legendary in nearly everything.

110
DF Dwarf Mode Discussion / Re: Elf siege
« on: August 08, 2012, 01:16:22 am »
Just piss everything off matey. Srsly.

111
DF Dwarf Mode Discussion / Re: Carving a Mountain Peak Into a Tower
« on: August 05, 2012, 04:24:35 am »
Yaay update!

Keep at it!

112
DF Dwarf Mode Discussion / Re: Training the legendary warrior
« on: July 31, 2012, 03:00:27 am »
If you really want,

there is a somewhat intricate way of using DF hack to switch modes from fortress to legendary to back.

You could take control of her, and then go nuts with stuff like throwing, sneaking, swimming, and then all sorts of weapon skills.

113
Nope, picked up only some leather clothing. How do the extra shields work? Does every shield automatically give an extra chance to block a strike?

Basically pick up as many shields as you can, and go back down there to fight goblins.

Hence upping shield user, and fighter to way past legendary.

114
DF Dwarf Mode Discussion / Re: Carving a Mountain Peak Into a Tower
« on: July 30, 2012, 02:14:03 pm »
Spoiler (click to show/hide)

Bravo.


More like "da fuq?" seriously, having played the save, you really have to have the mountain peak in your head for a while to get used to the flow of the different sites.

That place is going to be just insane for adventure mode.

Hey have you thought of just having a morul type experiment going for a while, super leveling a few select dwarves and then converting them to uber soldiers? At that point they should be able to defend you almost on their own.

115
DF Dwarf Mode Discussion / Re: Kobold eggs and other insane stuff.
« on: July 30, 2012, 12:50:29 am »
cool , can a dwarf in fell mood create a dwarf nail sock?

Not sure, you could create a fort to give generally more fell moods perhaps. I think you need to have things dying all over the place and the place to be quite harsh. I forget :), magma wiki to the rescue .

116
DF Dwarf Mode Discussion / Re: Carving a Mountain Peak Into a Tower
« on: July 29, 2012, 08:28:00 am »
Whats its current state?

Got pics?

117
DF Dwarf Mode Discussion / Re: Desert Oasis
« on: July 28, 2012, 04:07:29 am »
The treasure of Shai Hulud! Water gift!

Yeah rename them to water seekers and leader to stilgar. Then make the ...


Hey anyone got a full conversion to dune for this game?

118
DF Dwarf Mode Discussion / Re: Carving a Mountain Peak Into a Tower
« on: July 27, 2012, 11:16:38 am »
Deliciously ironic

119
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r1
« on: July 27, 2012, 12:42:41 am »
Hey: I'd like to take over a human fort which I have found in adventure mode, adventuring as a dwarf.

So far I've tried the mode set system mentioned on the SA forums, and read through the earlier posts here as well, yet the game crashes once I switch to fortress mode and unpause.

This is possibly because after the mode shift, citizens at the site are 0 - all the humans and the adventurer count as others.  Some of whom are hostile. (Changing the resident tag should fix this)

I've been trying to figure out site_id s and civ_id s and see if the issue is there, (hence discovering lua :P).

Despite everyone having the same civ_id, and then forcing the resident flag to false, they still stay as "others".


Also, can anyone explain why the resident flag should be set to false? I would assume that it should be set to true - "does unit reside at site? true"

Any suggestions on what I can do to fix this?


Also: Thanks for the great body of work done on Df Hack by the creator and contributors!

120
Sweet! Phones will (may) get to join the fortress after all! ;)


Has anyone considered that we may get a necromancer and then those adventurers will REALLY be joining the fort?

Also that particular dungeon has the highest density of minions possible in the various towns I've walked through. So go to sleep for an hour, and when they respawn, murder them again - for free gear, and importantly, multiple shields.

Also Uggi - which was that shop where you find snobuds corpse? I've been hunting for it for a damn while and its always annoying me.


Edit: found the shop. In my dimension the goblin killed everyone in the shop, and hung out there with a swords gob, marks gob and mace gob. Dead now though.

Edit2: does anyone know where you could get metal armor? Or where I can clean my wounds/mod the game to stop infections?

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