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Messages - Rumrusher

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331
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 07, 2020, 07:30:03 pm »
well with the outsider thing fixed I wondered what if you made copper items that everyone start with super expensive and you just sell that to get what you want.
what I got was an overflow of the value which made everything that is copper cost money to sell and makes money buying it.
this lead to testing out if one could ride a dragon. the answer being yeah but they will buck you off and kill you,
this lead to testing out if one could ride a roc, the answer to that one was yeah but they will stop being your companion and you can't fast travel... also will also try to buck you off and kill you.
which leads into the idea of megabeasts while mountable is better off undead first,
so currently I'm just flying on a giant owl and leading around a bunch of giant cave spiders.
this is possible in the newest version.


332
DF Announcements / Re: Dwarf Fortress 0.47.02 Released
« on: February 07, 2020, 06:38:20 am »
went and tested if a dead adventurer could come back playable in adventure mode as a ghost and it seems like a no. or well not really if the place got attacked and ending it counts as an abandon.

on the topic of necrolove I figure once you hit immortality you just start dating folks of the immortal camp like elves and goblins, and other supernatural.
Since intelligent ghosts were left out of this release, I'd say that's probably exactly as expected. Question is can you unretire after your body has been raised as an intelligent undead?

Well, this necromancer queen just ruled her kingdom with an iron fist for 500 years. She never left to build a tower raise zombies or experiment on the local wildlife.  Most vampire-like necromancer I've ever seen. :)

ok so on the subject of that no it seems it even worst, the ghosts do exist but they don't exist in Adventure mode like they don't show up even though they do in fort mode and the worst bit is I think because oops the adventurer is only a ghost in fort mode means they raised/resurrected as an undead thus the corpse can't be resurrected.
so if someone wants to resurrect their long dead adventurer that ghost'd in a fort they need to bury the corpse first before bringing it back.
also do find the term intelligent ghosts weird given Ghosts are just the unit that died coming back with a ghostly flag toggled on.

333
DF Announcements / Re: Dwarf Fortress 0.47.02 Released
« on: February 07, 2020, 05:39:08 am »
went and tested if a dead adventurer could come back playable in adventure mode as a ghost and it seems like a no. or well not really if the place got attacked and ending it counts as an abandon.

on the topic of necrolove I figure once you hit immortality you just start dating folks of the immortal camp like elves and goblins, and other supernatural.

334
DF Announcements / Re: Dwarf Fortress 0.47.01 Released
« on: February 05, 2020, 03:06:13 pm »
Some minor issues that may or may not be intended that I have noticed.
(All in fort mode)
1. Lots of the new undead showing up in my fort. Everyone of them acts friendly but is trying to steal artifacts. These guys have really bad disguises to the point that its probably a bug. Stuff like “grim slayer” etc. These guys are a light blue n the with umlat. Once they serve their prison sentence the get put in a cage and deposited in the animal stockpile, which may or may not be intended. I also had a bright red capital H come once. It routed through doors but went into a side room to specifically destroy a farmers workshop. I thought it was strange it didn’t break the doors. (Killed it before it could do anything else.)

2. Loyalty cascades still occur. Had one when a criminal beating turned deadly.

3. Lastly the elves keep trading me grown metal pedestals and other items.
Those cyan folks are resurrected beings which means historically they died and got revived and pretty much got free will. the kicker is they pretty much friendly outside of trying to steal stuff like the other folks that probably come to the site. the H folks are hybrid experiments of the necromancers... or young horses.

335
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 05, 2020, 05:28:17 am »
well burn through all my options on resurrecting bogeymen as means to make them talk, some how fit for resurrection seems to stop me from resurrecting animals, and the general poison option prevents me from resurrecting bogeymen
so while bogeymen can escape the cackling alot easier now there gotta be some kind of vanilla way to get them talking again.

or I forgo the talking aspect and attempt to tame bogeymen in fort mode. hoping I can just cage trap them and figure out a way to get around trap avoid, then deal with the mess that is how can you get a bunch of dwarf fortress dwarves to quickly tame a creature mid transformation?

336
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 04, 2020, 08:32:13 pm »


well trying to find means to kill bogeymen with out destroying their body for resurrection and or causing them to flip and be hostile kinda lead to creating a sport with 'propel away'

I guess one could play this with ambushers
oh yeah I guess the game is slowly turning into Fantasy crime squad... considering one could enlist folks to a fort to go on missions.

337
Scriver also posted something like this but I thought I would add my two cents. So I decided to make a large party of 10 adventures with mounts (coinciding with the max unit size in dwarf mode). Thinking we were going to go on a big adventure. Not so, within the first two days of setting off, 7 of my party members had killed each other. They had seemingly all gotten into "violent disagreements", i did notice that my two morally questionable "antihero" members were the first to be killed off, implying its a personality incompatibility thing. They would even attack the mounts for no apparent reason, then others would join in. They would spit at one another over having killed each other and it just resulted in one loyalty cascade after another. In the end, I was stuck as single party member even though two others were left alive. They had both "concluded the agreement" and so I wasn't even able to tab over to them. I convinced one to follow me, but then he only acted as a normal follower and I couldn't play as him. So ya, party support seems kinda buggy at the moment. Maybe im pushing the limit of what Toady intended with this but idk.

Also, Mounts seem to have a mind of their own, when riding into battle I seem to have issues with killing one enemy and then having my horse run uncontrollably in the other direction out of fear, they also seem to wander around randomly at times which may be affected by the new Rider skill. Im considering adding the NOFEAR and CANOPENDOORS tags to certain animals.

The horses sometimes doing their own thing is intended for players with low rider skill. Toady mentioned this in the df talks about how he specifically wanted them to sometimes make their own decisions, this is part of the simulation, horses do this sort of thing all the time in those situations. And it is part of many stories (horses freaking out and booting their rider or galloping in the other direction)


The companions murdering each other is probably not intended though, but horses freaking out defintely is.
I figure companions or well adventurers party members from different factions that probably warring with each other might end up bumping heads on differences or tick each other off enough to get mad enough to fight each other. then there's the companions you pick up who probably all have secret agendas and what not and some of the other party members are probably interrogating them and finding out what they know which probably also break out into fights.

338
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 03, 2020, 05:19:15 pm »
I just notice the polymorph bogeymen do legit turns them into a different animal, and in that timespan if you say walk away from them after talking to them and unload the map that bogeyman gets to live outside of the cackling.
this probably means if a bogeyman on a fort site happen to freak out and polymorph into one of the many Tamable species a dwarf could tame... it's possible to tame them.
which means probably have them as a pet?

339
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 03, 2020, 12:39:06 pm »
Gonna test a party of adventurers, and one become a necromancer and uses raise intelligent undead on their companion to see if i get back control of them. That seems like one method of getting the new force push interactions and another new night creature to play as. Since it ressurects instead of animating.

And in previous versions i have gotten back control of my adventurer when ressurected using custom interactions so i imagine it will work the same.
the bogeyman riding necromancer I'm playing now once in drowned in a river next to a player necromancer and came back with force powers so it works.

340
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 03, 2020, 04:16:54 am »


finally get to see what the necromancers where doing with bogeymen.
I can see why they keep them as summons.
well kinda hit the kicker on this plan, I need a preserved body and uhh ragdolling a bogeyman into the ground probably damage the body enough to not being fit for reanimation.
the other idea was get them to transform and kill them which probably leaves a body post the sunrise but that requires not pissing off the bogeymen while killing them.



well didn't get a revived bogeyman but I got the corpse out of the cackling from the bogey just transforming into a Tiger that bleed out.
so now I got an undead lich human lady riding a shapeshifting undead bogeyman. probably find a way to preserve the bogeybody, but uhh the bogeymen polymorphing into animals turns them into wild animals thus any protection from having no fear was gone and I think dragging the body away from the spot it died probably prevented me from resurrecting them. either way 10 percent chance of this evil biome to show up so one could get themselves a shapeshifting companion mount.

341
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 03, 2020, 03:03:32 am »
ok so getting ready to set up operation move a bogeyman into a player fort in vanilla, the hand off of necromantic powers are secured and all I need is to be sure I'm in the home grounds of the bogeymen a nightmare forest.
some how the first world save I made had a nightmare fiend which hopefully means I don't have to re-roll a world like this.

there a big risk that I'm probably going to horribly give an fear seeking fluffy being More power by reviving them. hopefully I don't have to beg them to join the fort too hard.

342
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 02, 2020, 10:25:52 pm »
Make an adventurer that worship's a god then build a temple for said god in fort mode, then topple that to get them cursed, then retire them with a bag full of their blood and just unretire them in advparties to just give advfolks blood.

So in adv news, uhh struggling to find a vanilla bogeyman, reach the point where nightmare gods being around aren't enough to make nightmare evil realms the fiends are just popping up spires on their own, then getting stabbed in the back by goblins.
it's been 5ish days since I started playing 47.01 and got like 21 worlds genned for the sake of finding Bogeymen.
where in DF 47.01 is Bogeymen Sandiego.

fake edit :
god this is flipping hard to get, I was getting 'flash backs to the time I went and researched if the adventure could have kids.'

so uhh moral, it would probably take 21 worlds and you being alone and decided to wipe out all gods from the land in an mad attempt to get a nightmare evil region from an nightmare diety and the result ends up with all the spire owners needing no god or masters to raise them from the pits, and dying to goblin assassination attempts.

Ehh, im okay with bogeymen being basically nonexistent now.
given how driven mad I went looking for them I kinda wished there was an Worldgen option to Toggle the dang night time thing.
this horrible mess was like Finding MEW under a truck. like chances are getting a pet would invalidate accessing the cackling as the pet is technically a companion.
now if you excuse me I gotta get disappointed over the resurrection mechanic not letting bogeymen talk, and or realizing getting an zombie bogeymen now would be getting a zombie that can transform and be pet and mounted.

343
DF Adventure Mode Discussion / Re: Adventurer Fort: still useful i guess
« on: February 02, 2020, 10:21:13 pm »
How are you even running DFHack right now? It crashes the game if you try to use it on 47.01.
I was reminiscing over advfort during 44.12,  Dfhack isn't even updated yet.

344
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 02, 2020, 10:16:00 pm »
Make an adventurer that worship's a god then build a temple for said god in fort mode, then topple that to get them cursed, then retire them with a bag full of their blood and just unretire them in advparties to just give advfolks blood.

So in adv news, uhh struggling to find a vanilla bogeyman, reach the point where nightmare gods being around aren't enough to make nightmare evil realms the fiends are just popping up spires on their own, then getting stabbed in the back by goblins.
it's been 5ish days since I started playing 47.01 and got like 21 worlds genned for the sake of finding Bogeymen.
where in DF 47.01 is Bogeymen Sandiego.

fake edit :
god this is flipping hard to get, I was getting 'flash backs to the time I went and researched if the adventure could have kids.'

so uhh moral, it would probably take 21 worlds and you being alone and decided to wipe out all gods from the land in an mad attempt to get a nightmare evil region from an nightmare diety and the result ends up with all the spire owners needing no god or masters to raise them from the pits, and dying to goblin assassination attempts.

345
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 01, 2020, 08:06:16 pm »
sitting here in a constant lookout for WHAT EVER can cause the cackling in this new update. realizing I have no idea if the 10 percent chance of a bogeyman to show up even means or if it's Working.
generated 13 worlds, I know they exist from animal token modding, it's just I have no idea how to find them in vanilla.
I gave up on the necromancer route as it's a Dice roll to see if they even have the summoner spell.
currently trying to force the game to give me an evil region to spawn them, so far haven't even seen evil weather yet.
so many undead animals.

god this mess is so dang rare I feel like if I even SEE ONE BOGEYMAN I would flip out in glee like seeing a unicorn.
it feels like I have a better chance to win the lottery than Finding the cackling.
there something really dumb about this Rare moment of your adventurer getting jump and killed if you wander into the evil region, that feels like someone But me is going to get it and get upset.

so many Dingos So many Wolves. I got ambushed by so many wolves and dingoes, and harpies.

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