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Messages - Rumrusher

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286
Youre telling toady about that right? So he can finally resolve that issue?
about what the whale riding in the river, the stealth stuff which I was thinking 'oh yeah with the whole player possessing someone idea  kinda make it so that folks learn how to hide from the player but doesn't make them any more hidden to every one else.'
and the 'fix' was the player let someone else fight the invisible character as they are cloaked to your vision.

like the player is color blind and the units in the world discover a strait to cloak themselves to the player vision but to everyone else they just stick out like a sore thumb.

or the keep artifact product with keep reagent allowing you to copy the artifact over to a new item even though the item is completely different?

since I haven' t dip deeply into that artifact stuff to see how far I could go with it to make a write up for toady

287
I retired an adventurer with 3 companions.
Started again with the companions as party members.

I wanted one more party member so I asked a legendary +5 fortress mode speardwarf to join on adventure."With a group that large, what would be my share in the glory": the typical answer.

Then I tried for the first time poetry (I forgot I started the character as a musician). I choose on purpose very very bad poetry. "Lets entertain the world together!" after my *cough* demonstration of skill.

Any way: with a combination of poetry, retiring and starting again you even can have fortress members in your party. So the answer is yes.
you can also just move one adventurer into the fort and put them into military commander status and just ask the companions if they want to enlist in the military, usually if you give them good named item you crafted they will agree to join.

or attach a bunch of Fort noble positions to the adventurer and just get them to give up the title to the companions which automatically makes them part of the fort though the military set up lets you when in fort mode send them out on a mission to get them access to fort mode jobs. you don't need to go through the Musical performer route to get companions into fort mode.

and if I remember the giving up the noble title stuff does clear a few hostilities checks on hostile npcs ... on reload of the map and get you access to certain special characters you normally don't get in Fort mode.

288
You can make a reaction to apply simple decorations like spikes, hanging rings, bands or wrapping with leather, but you have to generate a new world.

I like to improve my equipment with the bones/leather of creatures I kill
yeah adv reactions where you can take any reagent and combine it with any other reagent to engrave stuff is the best.
also when you start applying 'keep artifact' tokens on the items.


so in my current adventurers I experience the first hand joy of riding a giant sperm whale pet and then riding a whaleperson in a river.
took a while and a lot of nudging to get them into the river but super happy to see this is possible.



also like technically with necromancy someone could legit get themselves an undead giant whale mount or an revenant giant whale person or Vampire giant whale person.


edit: I just now realize the whole stealth mechanic npcs have now is only player restrictive which means npcs work normally combine this with the whole player is possessing someone gives off the idea of someone hiding from Player vision but the possessed person can still see them but can't act on it. also means the only way they can fight someone sneaking about is if the player gives up control of them to possess someone else in the party.

289
well finished building a month long adv camp where I just randomly wander about the world and collected stray animals as pets to gift to the residents I picked up through song and dance.

what I learn from this experience was if you dfhack your pets to give birth you can claim the newborns as pets to gift to others.

so far was a chill experience right up until I saw that my regional modded in resurrection/reanimation stuff will create a being with no body parts outside of that pretty chill building a site and tavern experience.

290
Well since you retired a bunch of adventurers you could just put them in the adventurer group when you make your next adventurer in the character creation, which bypass the need to get them to join as a companion.
since you can with 47. xx  and onward unretire adventurers into a group.

291
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: April 12, 2020, 05:28:31 am »
Drowning and choking also don't damage the body. [IMPAIR_FUNCTION] symptiom does the same if applied to brain or lungs, but it may be difficult to apply it to someone. There is also paralysis, which can have similar results.

Choking turns people hostile though. Also note that strangulation can damage the neck. But choking someone for long enough will kill them even if you don't strangle them. (Yes, I tested that one out.)
well you can get past like 1 stack of turning someone undead with that but once they become a revenant they pretty much get immunity to most of that until you damage them enough to count as dead.
and the topic was trying to stack revenant powers, so having the game kill the revenant adventurer to set up a resurrection stack would be possible though a whole lot of retiring/killing which will take 2 weeks of in-between set up if you end up having more than one secret.

292
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: April 12, 2020, 01:55:27 am »
so on the topic of making a stronger revenant you probably should be doing this on an adventure party member and causing the adventurer party member to die from starvation each time so when you find them again you could resurrect them with newer dark gifts.

293
DF Modding / Re: Create a tamed vermin with reaction
« on: April 11, 2020, 04:28:51 pm »
so what I notice is tame vermin and Vermin are two different item types ... and that with item creation via dfhack one could make a dwarf pet vermin and have them sit on your shoulders.
I guess this set up probably now has a modding way to pull this off.

also this does mean you can make artifact Pets or transfer an artifact state onto a vermin pet.

294
DF Adventure Mode Discussion / Re: Draw your adventures
« on: April 05, 2020, 09:39:17 pm »


Well here's iton gifting stuff to Sigun the local resident of the camp that if I remember move into the camp from iton recruiting them while sigun was drunk.

edit: going back and replacing some of the old truimagz links

295
you could also just turn off cave ins as those ice walls and the resulting Death that is the frozen ocean maw comes from water doesn't support ice walls and you're constantly moving on a natural bridge that notices there's no support and tries to fix that by crashing the chunk of land into the seabed splashing the water into the sky and instantly freezing it. also the process happens so fast that you only get like 2 ticks to react to it and you need to either be high enough that the cave in splash of water won't touch you or moving fast enough that you don't get caught in the freeze.
Thanks for the !!scientific!! explanation.  How can I disable cave-ins?  I'm not normally in favor of messing with vanilla df for my adventures, but given how BS these ice-walls of death have been, I'm willing to make an exception.
I personally just don't go into the oceans, and given how the current adventure mode is with party set up you could set up an adventurer party warp point to locales with outsiders, and probably player fort placements if you need to go somewhere that is not really near any civilization. though this does require you to have a save that doesn't take forever to go through 2 weeks to pull off, and more willing to retire the adventurer to set them up at a different spot, but it's vanilla so you don't have to mess with init files to turn off cave ins.

296
you could also just turn off cave ins as those ice walls and the resulting Death that is the frozen ocean maw comes from water doesn't support ice walls and you're constantly moving on a natural bridge that notices there's no support and tries to fix that by crashing the chunk of land into the seabed splashing the water into the sky and instantly freezing it. also the process happens so fast that you only get like 2 ticks to react to it and you need to either be high enough that the cave in splash of water won't touch you or moving fast enough that you don't get caught in the freeze.

297
DF Adventure Mode Discussion / Re: Draw your adventures
« on: April 04, 2020, 01:09:25 am »
Spoiler: 'the other days' (click to show/hide)

Well here's the most recent one, where they just fish mussels for a bit near a riverbed.

298
DF Adventure Mode Discussion / Re: Draw your adventures
« on: April 01, 2020, 06:48:52 am »

well starting a project of seeing if I can build a camp community in adventure mode and draw about it.
the current adventurer is Iton a bogeyman

299
DF Adventure Mode Discussion / Re: Force bending
« on: March 27, 2020, 07:29:07 pm »
Unarmed combat, especially biting, is incredibly overpowered and it is known. However there's no point for Toady to go over and tinker with that one feature individually, as it is part of a much, much larger damage system - as anyone attempting to mod the force bending out (or tune it down) would notice. It is not forgotten persay, rather it's put on the waiting list under the "Combat Rewrite" development arc. Until then, well...

The simplest solution is to remove [ATTACK_FLAG_CANLATCH] tag from any (or all) creatures and/or set every structural organic material's (skin, fat, muscle, bone, cartilage) TENSILE, TORSION and BENDING yield and fracture values to some insane degree (1000000000 is a good starting point). Preferably both. This will disable force bending pretty much completely and probably make lock-breaking limbs by wrestling impossible too.

Otherwise, there are mod's (mine and Grimlocke's, of those I know) that fine tune this feature without removing it entirely.
also this is like this when fighting Similar size or smaller folks when you get into folks larger than you the damage and wrestling abilities start to taper off or you need alot more skill in wrestling to probably do any wrestle moves.
which is probably why I kinda shrug on the force stuff, I do remember toady messing with throwing light items and punching a bit.
though yeah peasant on the right track of none of the force stuff would matter if you don't let the attack hit but that's mostly building towards someone who knows what type of hit is coming and setting up means to prevent it from landing,
with wrestling you could stop off the bite attack from even landing by grabbing the limb.
though this is dipping into Dwarven martial arts and I guess that kinda makes the whole 'oh yeah there's a study on legit ways to unarmed strike folks with skill and grace with lil wounds now.' a thing than 'well pray and run away.'


300
DF Adventure Mode Discussion / Re: Force bending
« on: March 27, 2020, 05:08:24 am »
ok I had to re read what lead to this revival of this thread,
some peasant bit into an adventurer and sunder armor.
wait the issue was the peasant got into an alligator death roll on your adventurer's arm and broke it?
so it seems less like what these folks were talking about years ago with how their adventurers are too strong and can't spar(due to toady not adding a spar option to adventurer mode and added a scale of acceptable violence rating, even though one could dfhack toggle on sparring for the adventurer.) as their buff out huge muscles and strength will gib a random site fodder inhabitant ...I mean peasant with one punch.

like from that set up it seems like you're the villain in the scenario and someone got to heroically do a cool move on you to save their lives.
like also take into factor Which race the peasant was, like were you fighting a human peasant as a dwarf then the 10,000 size difference might put you into an disadvantage, then we get into Wrestling as biting legit goes into that if they shook your arm to it's breaking point. though it feels like DF is getting to the era where Knights are going out of style with possible means of creating high powered force range weapons that folks can mod into and or the new magical interactions where someone could look at you funny and melt your organs or give you animal organs, or fling you across the map with the power of force.


so here's a visual doodle of what I pictured the pose the peasant did to break that arm.
also after testing in arena yeah it seems wrestling beats armor so it less force attacks bypassing armor, and more wrestling bypassing armor.
the bite attack probably got deflected from the armor but still latched.

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