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Messages - Rumrusher

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166
DF Adventure Mode Discussion / Re: Trivial Findings (Adventure Mode)
« on: March 13, 2021, 05:34:46 am »
so far from what I remember there's the lead up to civil bogeymen
which from what I gathered started from reading up on someone finding out a way to recruit and play as angels in fort mode and adventure mode
from there led to the knowledge of
- named trinkets letting you join or get folks to join squads.
 which is the process of finding any item and naming it would count it as an artifact which get you treasure hunter rep and probably enough honor to enlist into say become or get someone to become hearthperson.
after this discovery led to the research of
- getting folks to join a player fort, and unlocking labors for certain fort members
which is pretty much using the tech from above to move them into the fort military then sending them off on one mission.
while poking around this led to seeing what happens if I go to the HFS and mess around with those folks which led to two neat hybrid play things
Spoiler (click to show/hide)
then some time until 47 drop I ended up routed out how to play bogeymen but had it on the backburner for seeing if I can make summoning them easier as 47 changed how bogeymen work.
which while messing around with dfhack to end up making gods exist in the physical realm through means of nemesis data manipulation creating a goth god of the night lead to learning about
- how conversations work in adventure mode and the process to control the flow of the convo by selecting dialog options that give a bit of pause before the other person answers back
which lead to
- hey you can acquire other folks pets or get your pet back from them,
-and Dark fortress masters can now join a player fort and,
- side effect to that is you can rule over about any site.
- also let one reshuffle expedition leaders around from adventure mode.
this open adventure mode up hugely since now I could just make multiple folks part of a civ by just handing out the exp leader title then talk them to give it back.
after this I think I went and decided to test if I could resurrect quantum leap into a bogeyman and get them to join a fort.
-which uhh led to a series of awkward adv deaths to resurrect them and shift control into the body of a free'd bogeyman then have said bogeyman convince the locals to letting them join the fort.
the first attempt at this taught me that bogeymen after 2 years in a fort will start talking

and after this it took a bit longer to start up experimenting with expedition leaders some more
which led to the discovery that
- yes even night trolls can become fort friendly citizens
- also ettins opening up to the idea of semi-megabeasts are on the table as well.
- expedition leaders will walk to the player site if off site
which for my understanding means you can migrate folks to other sites by appointing them noble positions.
while all this was happening I ended up learning about this mechanic which was
- telling an adventurer to wait in Adv camps while assign to a zone will cause them to start in that zone.
and this led to
- having a lord assign to a zone will make about everyone start in that zone but also you can build zones in HFS and the caverns if there's a open floor.
though this was improved tech from a previous find that was
-you can assign an adventurer to a zone several layers deep in the caverns and be able to start them in that spot after you unretire them
though the zone stuff lead to the other discovery that was
-you can build in HFS and the caverns from the surface
which here we are now with knowledge of
-stray trained fort animals can be claimed by an adventurer and be used for mounts and possibly gifting someone a ticking timebomb that could revert to an animal like state at any moment.

167
DF Adventure Mode Discussion / Re: Fame issues
« on: March 09, 2021, 04:36:17 am »
And no music is out of the question i bottomed that stat out lol.
well here's the ordeal most folks music skills aren't even there so you just need to do a few like around enough to get one skill level in any performances and you pretty much surpass most of the locals on musical skill. you might hit some issues getting bards though but everyone else is pretty much wowed by your performances... or find some drunks in a hilltop and pick those up.

also the act of doing a performance creates an event and gives you fame on that alone.

168
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r1
« on: March 08, 2021, 09:19:21 am »
Quote
lair

This command allows you to mark the map as a monster lair, preventing item scatter on abandon. When invoked as lair reset, it does the opposite.

hmm... is it known whether this works for adventurer camps?
from my understanding you can put stuff on tables in adv camps to prevent scatter but also like adv camps don't really scatter stuff... outside of books and artifacts which bypass the item placement unless you place them on a table or pedestal.

169
DF Adventure Mode Discussion / Re: Fame issues
« on: March 08, 2021, 12:09:19 am »
you could also just pursue the wonderful world of bards and just get folks to join you out of entertainment which so far all you need is endless hours of doing performances and convincing folks the wonderful world of art to get them to agree to you.
or go down the Shepard route and forgo sapient folk and just build an army of stray animals.
or just get a bunch of adventurers and just retire after an journey and add a new one to the party.

170
DF Adventure Mode Discussion / Re: Trivial Findings (Adventure Mode)
« on: March 07, 2021, 06:46:09 am »
That feeling seeing my post 5 6 years ago talking about something I did 5 years ago... making it about 11 years ago
There's too much findings between the last 56 years alone to even think where to start... and the last thing I posted here was saying 'no you can't have kids in adventure mode now after the recent changes.'

171
Ah yes, that glitch. I remember becoming a giant cave swallow once. But to be honest I'm kinda surprised that everyone had been knowing about it and how to trigger it for ten years and it didn't make it on the wiki as far as I know. (I just thought it was some weird dfhackery for one.) Who knows what others nuggets of knowledge are buried in the forums because everyone knows about it and no one cared to write it down
it was well known enough to become a dfusion script that later move on to becoming a dfhack script, but it also was there for 'dwarf companion', also like most of the old ways to do this either patch out due to some other bug being fixed, or needed a third party utility or modding. Given the cage way required to cage trap yourself in a cage that will destroy itself over time and toady made it so that folks can't trap themselves on cagetraps now since it normally unless you make an ice cage led to a softlock.

172
DF Modding / Re: What's going on in your modding?
« on: March 03, 2021, 11:05:03 am »
Did you just add a [SQUAD:10:soldier:soldiers] tag to expedition leaders or does it also need to take over for the militia_commander position's [RESPONSIBILITY:MILITARY_STRATEGY]?


I've been having trouble with not being able to grow a particular plant that was important for alchemy. Replaced the current plant definition with one from a previous version and suddenly you can plant it again. No ideas, must have deleted a tag somewhere... I'm not experiencing as many worldgen crashes now after various other work, but something is still crashing, very rarely, which is a pain in the ass
   [SQUAD:20:Squadmate:SquadMates]
so far just added this to the position nothing really else. it does lead to a bit where I need to switch the expedition leader position to someone else so that the expedition leader can return back from their trip or else they just stand on the edge of the map.

173
Well there is one slight problem...
I don't understand anything when it comes to DFHack... (I know only simple commands such as "die".)
So even if Rumrusher were to explain, I would probably not understand it. I didn't even know that cramming a deity into a unit was possible.
ok so saw the title of the thread and pop in here ok so the stuff I work on was mostly experiments with gm-editor and the result of what I did was more of a 'wonder if this works' process than a 'ok I can recreate this enough to write a script to macro the process and the original experiments was done in adv mode than dwarf/fort mode so the process to do this in fort mode would require more work in migrating the unit to the fort.
which I guess given I made a script that snatches folks from sites one could just write up a lampshade script where you pick a god out of the churches you build to gain an avatar then you just send a military group to explore some site to have the script insert the deity in said site to be pick up on the return trip back.

or you could just gm-editor toggle one of your historical figure fort citizens to become a deity and just play the game with someone who building a following by talking to others.

oh yeah said deities mortal form can die and do all the other stuff other mortals get into and I don't think there's nothing stopping a god from cursing themselves if they roll poorly on some die or the deity having kids making probably the true sense of the word demigods.

also one more thing deities avatars matches the legend mode descriptions they have so a depicted god that looks like a dog will look like a dog even if they are a dwarven god, and this probably goes for the skeletonal and zombie deities.
also I think this research got sidetrack really hard after realizing I could convince the co-adventurer elf into becoming a monarch of the dwarves through simple talks about the weather and said process can be done in vanilla, then said sidetrack led to a better solution to what I was really working on the bogeyman playable in a fort project which now that it's been completed

like as a starting point you probably need to poke around

Warning - while you were typing a new reply has been posted. You may wish to review your post.

Quote
DFHack isn't something to be intimidated by.  You basically just type commands into a console. 

You missed the part where if you want to do anything non-trivial and not covered by existing scripts you have to know the entire Lua API and data structures and understand exactly how the game stores information internally and what operations needed to avoid crashes, the documentation page on dfhack's site is incomplete and more terse than a 19th century English schoolteacher and the wiki simply doesn't talk about it at all.
oh yeah my grasp on lua is really bare bones and made from looking at other scripts and... asking warmist for help a couple of times.
took a solid chunk of my time wondering how to insert into a nil value until I realize it's
Code: [Select]
df.global.world.nemesis.all[the_new_nemesis_here].figure=df.global.world.history.figure[the_historical_figure] in layman terms
but yeah this is project shifted from 'you can use gm-editors built in insert and edit functions to mess with the game' to 'you might want to macro out a lua script to do this.'
good thing there's a built in lua for dfhack that you can mess around learning lua with than having to use notepad or notepad++ or some ease of script writing program.

174
DF General Discussion / Re: Fan art competition! *Moving sound*
« on: March 02, 2021, 12:57:07 pm »

Doodled this comic of the current state of night trolls in my vanilla forts in which they become citizens and quite peaceful.
since now this is possible I can probably go back and remember all the DF community Night troll designs doing fort mode jobs now.
edit: going back and fixing broken links

175
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 02, 2021, 03:08:15 am »
Quote
  • Made a fort.
  • Retired.
  • Made a (flying) adventurer.
  • have adventurer be part of the fort through backgrounds to skip some steps and go to step 7 otherwise.
  • Went to/start at retired fort.
  • Smooched up to militia commander by giving them named trinkets, then asked to become a member of the militia
  • also find and smooch up the expedition leader to convince(get into a conversation where you have the last word in and they didn't auto reply back you can do this with talking about natural surroundings and the weather and go into the demand submenu, exit out and wait a tick for them to reply... and repeat until...) them to give up their title to the adventurer which technically makes them part of the fort which saves a retire on migrating them into the fort
  • Retired adventurer
  • Un-retired fort.
  • Made adventurer, who is now part of the fort, the expedition leader unless you already have done this prior then make them the military commander instead
  • retired fort (?)
  • Took adventurer down to the underworld through through adv camps possibly right next to the fort to cut down wandering in a harsh environment and building a zone deep into the underworld that warps you directly there, you might need 2 adventurers for this and assigning them to zones and telling them to wait. also the process of building a underworld zone requires blind scanning for a floor tile down there which after you successfully find one you can edit and clean up the zone and build and construct safety rooms to not instantly get your adventurer turbo killed via, I guess a cave, but it might also be via a dark fortress or just breaching the hfs, looking for a demon
  • carefully wander around in the underworld looking for anyone who can talk... you can test this out by attempting to pet them, if you can pet them then they aren't sapient. talking to a demon has consequences with making them a historical figure and freeing them on to the surface which what you're trying to do is find one that at least talkitive enough to willingly accept the expedition leader title after you do so you just retire as fast as possible. Smooched up to demon, via I guess trinkets?, asked them to become a militia commander.
  • Brought them back to fort
  • Unretired fort
  • Expedition leader Demon will either walk out of the fort from the underworld back to the fort on the surface and be fort playable or uhh they are on the surface and they just walk away to walk back in... with minor casualties
  • relax realizing you Made demon an expedition leader and knowing you acquired a being that at least a step up from a vampire

since it been a while since that list was made some improvements on this process has been discovered mostly being able to talk folks out of being a noble cut down the retiring and the 2 week wait periods.

the process to giving the expedition leader to other entities is mostly getting it on to the adventurer then making a journey to give it to who ever you want.
from my tests on this, folks given the expedition leader title will most likely wander over to the player fort and reside there.
I had seen this happen with night trolls, ettins, uhh random folks in the woods, a human criminal, and a bunch of fiends.
though with most of these folks vanilla wise I had to hope for them to drop the expedition leader role to pick up the military commander role on their own so that I can get them into the military squad and sent off on a mission.
which might lead to 'either the game gives them military commander from all the dead nobles or that there aren't any nobles in that position so the game just gives it to them.

to cut down on this I'm currently playing a slight mod that just gives expedition leaders a military squad of their own so that I could just send the leader off on a trip if I need to get them labors.
this also has the fun result of being able to shuffle around who gets to be expedition leader from the military screen and a possible emergency 'oops the leader I set up hasn't return better grab a different one.'
so far I'm happy there's a vanilla method to this as it means modding makes it easier, and using dfhack is the easiest.
oh and doing this brings up the risk of who ever you bring to the fort could possibly get murdered by the fort... and or murder the fort but if you already got them labors the game doesn't care if the last one alive was or is just a pissed off giant who survived a siege onslaught.

oh wow that hybrid playstyle wiki article is wonderful.

176
Code: [Select]
function Memorypurge()
local adv=df.global.world.units.active[0]
local mem=df.global.world.history.figures[adv.hist_figure_id].info.known_info.known_events
for k,v in pairs(mem) do

if v==nil then break else
mem:erase(k)

end
end
end
Memorypurge()

so currently wrote this WIP proof of concept script to help cut down adventurer Memory bloat it could be optimized a bit to say save certain reports and rumors and possibly cull out seeing a wild animal attack another wild animal, also don't know how to stop it from throwing out an error half the time so shrugs on that bit.

also said script is a revised version of the old gigapurge script that I feel probably the same warnings of be careful on using this.

177
DF Modding / Re: What's going on in your modding?
« on: February 18, 2021, 05:37:48 am »
Well ended up with a night troll that ended up being fully peaceful similar to the civil bogeyman so now I'm looking up means to recreate this in a vanilla raw folder since the method I got the night troll to be peaceful was from modding expedition leaders to be military units and before doing that I notice the night troll already was a military commander so now I wonder if I could just make a squad while they are in the position, also think being stealthy and putting the night troll in a position where they don't instantly make themselves enemies of the player fort civ before answering the question of taking up the mantle of expedition leader might also help.

edit: ok so I can confirm from getting an ettin through the same process that it's possible to get them to be friendly by getting lucky on noble position placement and the creature becoming a military commander after giving them expedition leader role.

so now I realize the Expedition leader mod I made makes this process a lot easier to pull off.

though this also means any modded creature that can talk is open to manual migration.

178
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 13, 2021, 07:34:37 am »
Did a little science on adventurer relationships:

Made a party of 6. Had them assault a goblin fortress. Two died from demons, unretired one who died shortly after from a demon ambush in a hamlet. The next one became a necromancer. Had him link up with his former party members, who recognized him as a friend but didn't want to join him on adventures. They died when I brought zombies back to that fort, so I collected all the corpses and resurrected them as pale stalkers in various hamlets. Their heads were all mangled beyond recognition, and wouldn't respond when I talked to them. 

Settled the necromancer in an adventurer site which he became the ruler of. Discovered you can un-retire an adventurer who died and was subsequently revived as a necromancer experiment, and they were all capable of speech post un-retire. It also appears that relationships remain intact after this fact, brought them all to the site and made them hearth people, then started playing as the original leader of the party who had been struck down. Upon playing him, all the previous members of the party would follow him, including the necromancer leader of the site, without having to ask them to join him on adventures.

ok wait what you got an adv necromancer to make another adventurer into an necromancer experiment vs a revenant/intelundead like this might literally be the missing piece to unlocking the access to ghoulification vision that necromancers get but have lock off because they need to be an experiment.

so far in my studies I pretty much been using the ability to build and warp adventurers in zlevels below the camp surfaces to give beings on the lower levels nobility to see what they do with it

Spoiler (click to show/hide)


edit: uhh ended up getting this to happen with out the night troll from aggroing me so now I think there's still hope for peaceful night trolls in adventure mode.

but since I ended up having this happen in an modded save I'm testing to see if this is possible in vanilla.


edit 2: so while trying to test if I can do this with a night troll on a vanilla save I ended up getting an ettin instead so uhh good news the process I did to get the previous night troll works in vanilla but requires getting the creature you want to join the fort to get the position of military commander after you get them to accept the expedition leader role, so this ettin had to pretty much wander to the fort and decide on being the fort's military commander. so far on researching the shifting noble positions led to understanding of if I unretire between fort mode and adventure mode the game will shuffle the positions... also if the person of the previous position dies and the game feels the need to fill that role with someone which the ettin is in the pool of candidates


so far this ettin also had a necromancer slab on hand so this fort already got a solution for all the bodies.

179
DF General Discussion / Re: *We need your help to save the noobs!*
« on: February 11, 2021, 04:40:42 pm »
ok so I was wondering how many new players are getting hit with that guildhall adv camp bug that crash to desktop if you ever make a guild hall?

180
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 08, 2021, 09:16:59 am »
 so spent a good amount of time screwing around with camps that send you to a new starting point I just now realize there another way to escape the one way trip down.
Spoiler (click to show/hide)

on top of that previously learn you can also build structures below the surface while on the surface in the adv build menu
Spoiler (click to show/hide)

so far that's most of recent discoveries I noticed with in my experimenting with this version.

edit: uhh good news every one I found out an even easier way to just warp your adventurers down several z levels below with out retiring so one could just build an camp elevator to any of the cavern layers and pop themselves back up the surface.
Spoiler (click to show/hide)
zones are really really powerful.

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