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Messages - Rumrusher

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316
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r3
« on: February 26, 2020, 02:01:35 pm »
unretire-anyone seems to start the people you unretire naked and without any items, only with any artifacts they hold. Is there any way to fix that? e.g by giving them clothing and items appropriate to their civ?
hmm have you tested this with any historical figure that shown up before? or just random ones? this might be the 'historical figure not having a unit body thus when the game gives them one it's only holding what they were told to hold during world gen, vs seeing them at a site which the game loads them into the site themed outfits.

fake edit: ok just tested this with historical figures I seen before in adventure mode and yeah it looks like the issue here is that grabbing anyone from the game's history pool that didn't show up before as a unit will not load in with clothes if you use them.
so it basically unretire anyone allows you to grab any historical figure including those with no unit tied to them and play them, which often ends up with creating a unit for them that doesn't have any standard clothes or inventory.

I guess the solution for this is to uhh retire then unretire the naked adventurer then see if the game would give them clothes in the 2 weeks~ time jump, or only use unretire anyone on folks you have seen before in adventure mode or probably fort mode.
edit:
Spoiler: 'questport fix' (click to show/hide)
for anyone who want to use questport again in the new dfhack

317
DF Adventure Mode Discussion / Re: Draw your adventures
« on: February 26, 2020, 12:23:24 pm »


well it's been a long while since the last time I posted in this thread, bogeymen are all but now endangered and the few that remain are shapeshifters that turn into large animals one could mount.
and now necromancers are doing experiments with bogeymen dna and ... who ever they kidnapped at the time, making a new breed of humanoid out of boredom part bogeyman the experiments roam free to join civs and crawl on the floor faster than they can walk.

but enough about that, the new update so far has been pets, tricking folks into getting pets as a sign of loyalty, and messing with how you don't get encumbered riding something vs just walking on your own.
and the fun of making sapient civ races become 'pack animals' so one could haul gear on them and not having to deal with trading.

318
you can wipe out the population that lives there but you can't really turn a camp into a ruin,
this also goes for adventurer camps as they are treated as the same site type as bandit camps.
though this does mean that if you wipe out the entire bandit camp you could just slip in and start building stuff in the camp since there no civs there to prevent you from entering build mode.

319
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r3
« on: February 26, 2020, 10:47:05 am »
Code: (GiftSomeone.lua) [Select]
local dlg=require("gui.dialogs")
local testdia=df.global.ui_advmode.conversation
testdia.choices:insert("#",{new=df.ui_advmode.T_conversation.T_choices,})
for nu,choi in pairs(df.global.ui_advmode.conversation.choices) do
if choi.choice==nil then
choi.choice=df.talk_choice:new()
testdia.choices[nu].title:insert("#",df.new("string"))
testdia.choices[nu].keywords:insert("#",df.new("string"))
testdia.choices[nu].choice.type=247
testdia.choices[nu].choice.unk.anon_2=testdia.activity_event[0].participants[1].histfig_id
testdia.choices[nu].title[0].value=("Gift someone themselves")
testdia.choices[nu].keywords[0].value=("Gift")
end
for nod,mof in pairs(df.global.ui_advmode.conversation.page_bottom_choices) do
if nod == 1 then
testdia.page_bottom_choices[nod]=nu
elseif nod == 0 then
testdia.page_bottom_choices[nod]=nu
elseif nod == 1 and 0 then
break
end
end
end

ok so this adventure mode dialog script will hopefully make it so who ever you're talking to will accept the gift of themselves, though given how I set this up it might end up gifting someone you previously talked to so uhh best end conversations with companions before you end up gifting them to some random peasant, or use that to your advantage and end up gifting folks to others.

320
from what I tested with necromancerless worlds you can get experiments when a mummy resurrects anyone with that token... and the resurrected person would start doing experiments.

321
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 25, 2020, 06:37:54 am »
so far poking around with experimental dfhack and learn it's possible to just mess with the dialog option to gift the person you're talking to someone else.
also messing around with making your adventurer a divine deity and seeing if it's possible to just spread word of yourself to others and build a religion off of your adventurer.

given that folks talking to you will treat you as a god, and doing so will give them access to preaching about the adventurer to others.

other than that I've been testing out the amount needed to be kindred spirits to others and it seems like gifting them about 4 or 7 pets will do this.

I haven't found out the scheming mechanic yet but uhh it probably somewhere.

322
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r3
« on: February 23, 2020, 08:26:09 pm »
Code: [Select]
if dfhack.gui.getCurFocus() ~= 'setupadventure' then
    qerror('Must be called on adventure mode setup screen')
end

local adv = dfhack.gui.getCurViewscreen().party_members  -- hint:df.viewscreen_setupadventurest
for Pm, Ad in pairs(adv) do 

for k in pairs(Ad.skills) do
    Ad.skills[k] = df.skill_rating.Legendary5
end
for k in pairs(Ad.physical_levels) do
    Ad.physical_levels[k] = df.adventurer_attribute_level.Superior
end
for k in pairs(Ad.mental_levels) do
    Ad.mental_levels[k] = df.adventurer_attribute_level.Superior
end
end

here's a rework on the adv max skills script though this one will max out all the skills for every new adventurer in the party.

323
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 19, 2020, 11:59:08 am »
ok so just went through several pass on this quantum leap plan and it's all tied to the idea of 'talking to one of the adventurer party members into joining as an companion would allow me access to swap to them and fix the quantum leap and Praying that the quantum leap would in fact let me Play this unit again.


fake edit : wellp learn that it's possible to make someone PURELY HATE your adventurer, by botching a pet gifting, also learn that there's another proof that you're possessing your adventurer given by that this quantum leap stuff having a convo with this bird adventurer I parked in a camp solely to see if I can switch over to them lead to the discovery of it's possible of the adventurer you're controlling just super hates the other person you're talking to and you don't even get a judgement of intent for the adventurer you're playing as.

so I got the bird person adventurer to positive mood towards this ash being I moved out from below then discovered checking the companion list when an Adventurer party member is nearby lets you switch to them, this ended up seeing what the ash being's mood towards the bird person adventurer and it was mostly negative, and gotten worst after the botch pet giving and now that ash being is the expedition leader of this fort.



so no demon adventurer that you can retire though I guess that's mostly because their historical figure is pretty much doesn't have the adventurer or active adventurer flag assigned, that to say you gave them a historical figure as the quantum leap process plops you into the body of one of those historical figure-less being. ended up waking a mummy to set this up and ended up being another method to get someone to become a fort citizen.

324
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 19, 2020, 12:24:34 am »
Starting myself an outsider in a fairly hostile world, and I gotta say...I'm starting to fucking hate the new conversation mechanics. 90% of NPCs have worse attention spans than a cat on meth, it really makes it difficult to get info on the local area out of anyone, and once they decide they're done talking they just flat-out fucking clam up. That's not how conversation IRL works. Bare minimum, shouldn't traders and other NPCs who have an actual job at least default to a "please cut the chatter and stick to business" mode?
those npcs legit don't remember a dang thing and you should just check to see if they have family members, or done anything historical before and just be on your way.
talking to inhabitants making them historical figures that legit have no clue what anything is and need to be taught to.
also the new dialog system to me after figuring out mostly the rep system in the previous one was a 'oh yeah this would take getting use to' moment. did make pouring points into conversationalist and one of the comedian skill to butter up folks.

that said one thing to win over folks is to Give them a cat, or 4 and they will join a battle and fight for you.

so in my adventures currently realizing the resurrection quantum leap stuff is still in the game(and now doable in vanilla) and currently trying to set up a world, and fort in the upper left corner of the region in hopes of playing creatures you can't normally play as and retiring them at a player's fort.

325
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 14, 2020, 09:52:22 pm »
Joxer has continued to travel.  Mostly ruined towns, Castles full of goblins, and finally found a massive walled city, with shops, a castle, and an open air market.  Goblins seem to outnumber the rest - but there are Humans, Elves, Dwarfs, and Night Warriors?  Experiments that use to be Elves?  They all live together.  Well, random fights seem to happen.  Or maybe it seems random to me? 

Tried trading but the Adventure trading is somewhat confusing - I drop the items I sold?  I kept thinking I had messed up the trade and kept picking up the items.  In the end I finally figured out what was going on as my pack was now fill of coins from trading the same item again and again....so I ran off with all the coins and my items.  Well, I did NOT cheat one of the Night Warriors - I just cheated the Human trader.  Funny enough he was wounded because another trader, a Goblin, attacked him.  That's....business...?

I have camped outside a couple of times and nothing has happened.  Do bears count as members of a 'party'?  Finding shrines all over the place.  Inside Cities, in Fortresses, inside crappy Towns, on the roads.   
Pets count as part of your companion party... also like bogeymen only show up if you are truly alone with no pets, in an Nightmare evil region, the worst thing that can ambush you at night is just Dingoes and Wolves, and Giant Dingoes and Giant Wolves, And Dingomen and Wolfmen which don't stop ambushing you even if you have companions.

326
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 13, 2020, 06:52:33 pm »
Can a creature ride a creature that is already riding a creature?
yes I think you can stack horses in arena mode though each rider will end up in an scenario where the rider on top can't control the mount stack and I think someone in the pile has control from testing it probably the primary rider and mount can still move but everyone that mounted the rider is stationary.

327
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 13, 2020, 07:28:58 am »
Yeah basically figured from dismounting an sneaking mount that folks in adventure mode now sneak around like they do in fort mode when they lie in wait for an ambush.
which uhh probably going to lead to a lot of deaths until someone figures out the right skill to bypass this.

Finally hitting the point where I probably should explore the world I'm constantly generating so here's Kamca an Elf experiment that resulted in a half bogeyman goblin hybrid that set off to explore the world and write a bunch of written works on it.

though honestly hoping this set up lead into a fun story.

328
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 12, 2020, 06:21:29 pm »





Lucky lucky me!

Edit: Not so lucky me. Slew a bandit, raised it as a "bleak corpse"... quickly realized that raising a creature that was hostile to you as an intelligent undead doesn't break the hostility. Seeing as I was playing an unarmed peasant at the time, the ensuing abomination soon punched me into the ground.  ::)
oh I see you also got hit with the necromancer's first use of resurrection.

yeah that spell is pretty much best used for baptizing other adventurers and saving companions or peers you like from death.
or reeking havoc by resurrecting someone who got killed to attack their killer.

329
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 11, 2020, 08:14:36 pm »
from what I remember checking it. when they say that it's mostly mean they have no history on the mess or the folks that died or knowledge of the creature type.
you kinda have to teach them who and what you murdered. it's a process that some historical figures would probably know a bit more vs the few that don't.
if say a historical figure can't give you directions to the event they told you then they legit have no clue and not worth messing with them unless you want to retell the rumor back to them to ingrain it into their digital noggins

but yeah the folks you brag about probably were inhabitants that just got their historical figures.

also when you ask about yourself to them, after greeting them you end up adding your character historical data to their memory letting them remember who or what you did or are.

the way npcs react to violent attack events requires them to know the person, or know the victim and if they have any emotional relationship towards those two.
npcs would probably react to events of disasters and folks raiding sites if they know the site which given once they have a historical figure they tend to check the site they are living in and the locals related to it and the civ before forming an opinion.

so with that, those elves probably didn't know there was a bandit camp thus they didn't know who the bandits you murdered or probably care since the elves now recently gain historical figure having minds didn't learn about the chaos those bandits committed.

but like untrustedlife said the game does track if you murder good just on a personal level you did do a murder, and a killing. it just that with way the npcs are currently wired in dialog they need to learn of the folks you killed first before knowing the person you killed is dead.

330
DF Announcements / Re: Dwarf Fortress 0.47.02 Released
« on: February 11, 2020, 12:11:46 pm »
I suppose its a bit of trivia moerso related to this version particularly, but has anybody firsthand been able to have a inter-race lover couple in fortress mode? I have heard rumors amongst the community that rescued prisoners of other races are likely candidates to take fortress dwarves as partners from the same player who managed to save a thousand elves from a site in a raid on discord. (so i guess statistical probability was in their favor after they expelled plenty of them first to a 100 elves.)

I suppose the general attitude toward elves, short playthroughs and discouragement for raiding regarding whether they'd crash or not is a big thing to why it wouldnt be better known. If its a bug (likely it is since its fortress localised) then its quite a welcome feature-bug as long as it doesnt cause crashes on things like viewing descriptions of any children formed from this union.
so far there was one that got a fire imp to interbreed with a dwarf a few years back.

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