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Messages - Rumrusher

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181
DF Announcements / Re: Dwarf Fortress 0.47.05 Released
« on: February 02, 2021, 05:54:40 am »
Couldn't you just have no visitors opposed to life?
Undead lieutenants don't have this, and aren't supposed to visit your fortress.

-snip mess on names for intel undead here-
Well, Toady called them undead lieutenants just 4 posts ago. So, I guess, that's what they're called. I mean, I'm sure no-one minds if you call them whatever you like.
considering that post about the undead variant I guess they are probably named that for necromancer sieges in general? Which at if that the case answers questions on the intentions and what would be considered bugs. hmm could you track undead lieutenants by the sterile token that gets applied on to them maybe also with the not_living token to avoid blocking living sterile visitors.

now to ponder about if anyone got a werebirth crash to happen to them in 47.05.

edit: ok it seems like fort members who don't have emotions will feel fondness for acquaintances when they usually feel nothing for most events including some that would give stress. so the patch to make friends with slow to love folks is working I guess.

182
DF Adventure Mode Discussion / Re: Claiming Site Confusion
« on: February 02, 2021, 03:53:04 am »
You can join a civ if you can get a site leader to accept you as a hearthperson (or maybe entertainer). You can make people like you by giving them gifts, especially named gifts. You can carve bones into trinkets, name them, give them to some lord or lady, then ask them to make you a hearthperson.


you could also just retire in a civ site that usually get you citizenship though at that point you also could just unretire another adventurer.

also I think the reason the outsiders can't do this is probably a way how the game handles civilizations as it seems like they are all splinter off the main one the adventurer came from and having no civ to start from would either error out or draw from nothing which would lead to a civ with no entity or ethics to draw from.
so as a bandaid outsiders just don't get to claim.

though I guess a good answer to this would be to party up with a different adventurer so that you don't end up getting lock out by character creation, sure sucks for solo play but uhh man multi-adv party runs are a life savior on scenarios like these since you could have someone from a civ just claim the site then hearthperson the outsider and or be able to retire the group regardless of starting point since one of them became the lord of the site.

183
DF Announcements / Re: Dwarf Fortress 0.47.05 Released
« on: February 02, 2021, 03:17:13 am »
Couldn't you just have no visitors opposed to life?
Undead lieutenants don't have this, and aren't supposed to visit your fortress.

I ended up just calling them Revenants since most of the time the necromancer (either new adv mode player or NPC) will resurrect someone they actively killed and end up dying by the hand of the Revenant for the being remembers who assaulted and killed them and wanted revenge or the Revenant just wanders off to do unfinished business or pick up what they did in before dying which for some is just idle about.
the lieutenant bit seems like the necromancer had to convince the being they resurrected to join their army or something which in adventure mode seem to be only done with other adventurers for the most part until someone discovers a way to get them to talk after being resurrected.
so the idea of an Revenant showing up to a fort peacefully seems no different than an experiment showing up to a fort but I can see it being a bug if the term 'undead lieutenants' was being used since it gives off the idea of some general or military figure showing up to a tavern to relax.

184
DF Announcements / Re: Dwarf Fortress 0.47.05 Released
« on: February 02, 2021, 12:34:00 am »
People with forced periodic body transformations, a corpse animation effect, or NOT_LIVING were the ones I was targeting

NOT_LIVING I can see being the most problematic for modders given there may be non-biological civilized creatures afoot. How easy would it be to add an additional syndrome class for generated ressurection syndromes to the hardcode, and exclude those? Like how vampires and werebeasts have a syndrome type to look out for that prevents stacking curses.

this might lock out resurrected adventurers from ever showing up to a fort through the visitor method if this goes through.
though I wonder a middle ground to this if it did work would be in fort mode you can just toggle the type of magical visitors you accept, since there already a selected limits of who could show up to your locations already adding a 'No supernatural' for taverns and what not then have it be default to on so folks who want a necromancer bard to show up could just toggle it off.

185
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 01, 2021, 10:17:35 pm »
Vanilla game should have either a warning or an option to create your own primitive civ., just in case if someone like me wasted half an hour pressing button for movement in one direction just to get on an island in a middle of nowhere and made there nice hermit house... in adventure mode, because I'm INDEPENDENT human who had to start in tree hugger village since it was closer to my destination.
so like you could have save yourself so much time ...(well at least time depending on how big your world is and how long it takes you to simulate 2 weeks) to retire the adventurer and build a player fort on the island as a waypoint to teleport your adventurer to that island through help of adventure party members and grouping up your old one with an outsider human or dwarf with the background of the player fort.

that way you could just walk out and build a camp to live the rest of your days on a kinda remote island.

that said yeah since camps require you to be part of a civ to splinter off that being a outsider human means you don't have access to claiming until you join a civ to splinter off of it.
oh yeah you could just starve the hermit then use the camp as a starting point for adv group that has an adventurer necromancer to resurrect the hermit later.

186
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 31, 2021, 08:35:13 pm »
I'm sure all your "friends" in the HFS will be more than happy to show you what you can do while your there.
Spoiler (click to show/hide)

yeah so it seems like this set up just needs someone to have a background to this camp that spawns you deep below to have it work, which means I could just ferry folks to this place over and over again.
also yeah succeed in the goal of pulling this mess off with out needing to dig through the caverns.



187
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 31, 2021, 05:01:27 am »
well this is going to be the first memorable experience in 47.05:
 
Spoiler (click to show/hide)


188
God got done reading this and the big reveal was 'oh yeah I check this character bio with dfhack' which means technically Icar could achieve their wish one way or another.


and having been the one who technically seen the result of inter-species Adventurer families uhh looking at this hybrid wolf child would probably Crash the game or well in 47.04 I don't know if that would be the case for 47.05 given what the werebreeding fix did to the game. also said issue could also be fixed with dfhack so uhh...

that pub scene in this comic got me thinking how many named items could one give to clear up the debt made for that pub I feel like 10 items would do it.

189
DF Announcements / Re: Dwarf Fortress 0.47.05 Released
« on: January 28, 2021, 07:18:48 pm »
ok so had to check yeah it seems like adventurers making a guild hall will still crash the game. so there still a potential chance of someone stumbling and losing progress or an adventurer on that one.

190
really have no clue how to update this for 2021.
like last I remember of Switching modes I had to do a bunch of tests and data changes to even prevent the game from crashing... and I didn't really map out or make a script to solve that.
also this is like predates advfort and going by the thread updates predates vanilla retiring.
it's been like 10 years since I made this thread.
Do you know dfhack scripting that change site type?
well it's more this thread kind of became a tad obsolete, like if I have to update the thread it would probably be

"well toady made it so it's less struggles to retire a fort and retire an adventurer given advcamps exist and one could retire in a retired fort now."

edit 5/29/2022: hey decided to update the thread since while it's a bit obsolete it's probably best be used as means to cover what made it obsolete there's more written in the v.3 update than what I wrote above. hopefully the folks who PTW this thread all those years ago now get an update that covers the 10+ year gap.

191
I know that if we ignore animal people those would be humans for they're attributes and lack of special advantageous traits some other races have but what is the hardest race overall if we include animal people and why? If you can't decide just give examples.
uhh unmodded wise doesn't really matter given technically through quantum leap you could probably play as any creature unfortunate enough to get swapped to.
but I don't find humans as the hardest as they start off with good pets to make up for being average and I always end up picking up a  few human outsiders to get access to the giant animal pets.
like if this was pre-44.12 era dwarf fortress I would have said playing a bogeyman would be the hardest species to play as... since the bogeyman encounter mechanics goes from survivable to if you screw up to You are dead regardless if you survive the onslaught of fellow bogeymen or not as the cackling will kill you along with the bogeymen.
so night time alone is a stressful encounter of finding a roof to stay under or else. though I guess the process to play a bogeyman in vanilla in pre-47 era would probably also require a way to activate quantum leap.
Spoiler (click to show/hide)

192

oh yeah I went and drawn more fanart of this character.

193
Ah, and you havent found a way around this yet? That's unfortunate, really. My dreams of ruling an empire through a family dynasty will have to wait.
I was busy trying to make bogeymen civil but really after spending god unnessessary amount of time seeing this being possible then finding out no it won't work and having to do animal transformations back when transformations didn't exist to get around a loop hole with adventurers, being told by the game that the process before was doable yet there's a new roadblock that stops the process....

oh yeah and I recently discover you can adopt kids or well rescue kids and put them up for adoption so uhh there's always that option though you do have to send an army on march to/ or have an report of said event from the site of the kid you want to adopt then give them to another adventurer.

194
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 15, 2021, 11:15:37 am »
well I recently discover the power of Ghost's battering beings to death as it could lop off limbs of larger creatures like hill titans but also the fright mechanic only works on beings that feel fear so the instant death attack isn't doable on uhh bogeymen and I haven't tested this uhh spiderfolk. but that pails in comparison to the stun option which randomly gives a debuff to the person and repeatedly telling the ghost to just wallop on said person.
so far the use of this in an ambush encounter is more running away and hoping your spiritual friend catches who ever is assaulting you before you get killed and sneaking up on foes and striking with a phantom limb.

overall this script I made and posted in the dfhack thread works with ordering all ghosts in the area so having like 6 ghost companions and telling them to assault a dragon will lead to 6 batter reports or 6 stun debuffs or 6 possession tantrums or 1 scare to death and 5 attempts to do the same thing but the dragon is already dead.


195
DF Modding / Re: Spawning a demon binding slab
« on: January 15, 2021, 08:14:26 am »
usually I don't explore vaults as it locks me out on a fun thing to unlock down the line when I discover one and weighing the use of a slab for a demon that could have died years ago vs unlocking the means to play as angels protecting it I often go for the latter than the former. 

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