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Messages - Uzu Bash

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46
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: September 13, 2017, 06:05:11 pm »
I hadn't planned on hitting the next vault this soon, I thought I would just take a day trip to a ruins to claim, but then it was just another day away. The ruins were populated with various dwarven and goblin outsiders, roughly half fighting the others, and because roughly half were hostile to me, picking a side was easy. I declared my lordship in the court, enlisted three hearthies, then cleaned up the fighting on the walls. The insurrection in Swelteredmartyrs against The Moist Chamber ended with a settled agreement on governmental power sharing -- ha, ha, ha, of course not, I killed them.

Once upon a time in Blanketpelt, Aval the dwarven god of depravity and lust aided the vomit devil Iva Pukechants the Demon of Flowers in becoming a permanent part of the living world after pondering the ineffable subtleties of lust. The ritual took place using Spurtgristle, which is presumably Aval's nickname for the organ he did his thinking with. As a product of exchanging deviant favors, we have these:
Spoiler (click to show/hide)

So no roasts and cool-sounding leather armors to be had here. At least the Messengers of Depravity were organic, as their clothes were sized to fit me and probably my wereform. I brought Wulema in with me because I thought nothing could hit her short of a Master, but she was kicked in half by a Messenger. A shield would have protected her had I equipped her with one, but I hadn't in the event that she turned on me while I wasn't testing. Instead she was wielding masterwork divine pike and silver warhammer, yet still insisted on whiffing opponents with her pointless unarmed attacks!

47
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: September 12, 2017, 07:26:05 pm »
If he only said 'lieutenant' then gang leader was dead, and another hadn't been selected yet, so you could recruit him. He may be the next boss, and can turn on you if you haven't become friendly enough.

An empty group lives on in history! Unfortunately no game mechanics will acknowledge the obliteration of its membership, so you'll never have the authority to build on their sites even though there's no one to stop you. The only way I could be sure is by checking entity histfigs in dfhack, then checking each of those for death dates.

48
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: September 12, 2017, 12:57:26 pm »
1. Ask 'profession' and they'll tell you. 
2. It might, but it can take awhile for leadership to pass if there are any survivors.

49
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: September 12, 2017, 12:40:57 pm »
Impressive flight, I've got one I did with a minecart across most of an ocean where I skipped and slammed into the coast with nothing but bruises due to my armor.
Just to clarify; there were no bruises on that one, that really was a perfect landing. A bug at maximum z-lvl caused a 0 density collision which cut vel to 180k but inflicted no damage, and the ramp-to-ramp landing cradle negated falling damage. The final track was just to burn off the remaining 160k velocity, and was still going when I cut it.

50
How do you assign companions to zones in Player Made Camps? Do you ask them to "wait here" or something else?
If you ask them to wait, they'll behave the same as if you'd ask them to wait anywhere else. You'd have to drop them from your party, or if you use dfhack's companion order menu order them to (F) Wait. The first zone selection menu has the option to (a)ssign members of your party to a zone, including yourself should you retire. You can assign to any number of zones, and you can have overlapping zones; eg my tavern has a troupe of performers assigned to it, and I and my companions are assigned to zones that overlap the tavern and our own private rooms. When they're in the tavern area, they perform and participate like anyone assigned to it.

Quote
I wonder if a retired hearthperson/lieutenant could inherit leadership of the group if their leader dies (during week advancement or fort mode, or due to another adventurer possibly?) Sounds like a fun thing to test! 
Yes, if the leader dies another group member will be promoted in a few days to a week. And when I've left my own groups by joining a performance troupe, I can see immediately in history that leadership passes to the first person I recruited into the group.

51
DF Adventure Mode Discussion / Re: Some way to regain favor?
« on: September 10, 2017, 08:50:49 am »
It may be possible with enough time, events and improved reputation, but there isn't a quick and easy way. I'm not hanging around any one location for that amount of time, but I'm watching how long my character will hold a grudge against a companion for killing another party member.

52
DF Adventure Mode Discussion / Re: Weird structure at fortress entrance
« on: September 10, 2017, 08:42:29 am »
That's a very common feature in worldgen fortresses. In older worlds it's more rare to see a fortress without one.

53
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: September 09, 2017, 08:04:58 pm »
I managed to achieve what no one thought could be done: a perfect take off and landing.
Spoiler (click to show/hide)

Falling damage from that height actually isn't as dangerous as it looks, but that may be due to my mass, Agility, Spa/Kin Senses and extremely high Armor Use, which raised further as I tested. I didn't take any injury that I couldn't walk off in fast travel, though my breastplate will never heal and the greaves are completely gone. Forward velocities were much greater, but the one that should have been deadliest, hitting the ceiling at 255k velocity (2.5 tiles/tick,) wasn't.

I'm still trying to figure out how to apply that to diagonal flights, but I suspect the means to do it safely could only be discovered by accident, otherwise someone would have found it by now. But I left that problem for awhile to staff my tavern with the entire performance troupe from a neighboring meadhall and a tavern keeper from the neighboring city. I managed to wedge this camp right into the middle of it all, so the neighbors are very close.
Spoiler (click to show/hide)
Those filthy profaners are right on my front porch!

54
I assume Toady left it to players to discover the features, aside from the ones he notified us of in the release notes. You could ask in Future of the Fortress whether something has been or will be implemented, and you might find that its already been answered in them. A little research could obviate the need for !!SCIENCE!!, but where's the fun in that?

55
The most interesting thing you can do in camps right now, is assign hearthpeople to stand in zones you define, so you can post a guard next to your bedroom for example. Nothing more complex then that. If you are lord of a camp and have hearthpeople, they will follow normal hearth AI and patrol the site automatically and sit in zones you assign them. You can define temples taverns etc. But that has no real effect. The meadhall is the most interesting since you can claim it.
There's a bit more to it than that. If you assign any companion to one or more zones, that will become their home, and they'll stay there if you drop them from the party, and they'll head there if you get separated long enough. In any zone they'll mill around and talk to each other, in main hall a hearthperson may go into patrol mode, in a tavern they'll socialize more and perform for each other. I'm not certain what effect temples have; I'd have to observe before concluding that there isn't any, but I haven't built one yet.

56
These are all relatively new features that are still in development, so everyone's still learning from experimentation, and what's best understood has been put in the wiki. I can tell you that seizing a town isn't something you have to work up to, you can do it any time. You can also find and claim ruins of any size, create or take over camps, and I don't believe there's a limit. I also don't believe it'll make you a civ ruler; no one will accept as legitimate any site government that isn't part of a civ; but maybe you just need to hold enough lordships and/or gather enough tribute pledges. So far, the only known effect of tribute is a note in history, which may or may not be significant.

The process for civ ruler selection is completely opaque to us, and no player has been appointed, but maybe persistent enough serial regicide will eventually earn you the throne! In principle, the civ ruler can transfer their role directly to to another character, including you, but I don't know the conditions for that. I'm still trying to figure out, and haven't seen anything to eliminate the possibility. Twice I've been offered lordships by the lords themselves, and have no clear understanding why.


Btw, getting hearthfolk and companions are both easier if you have a legendary record to tell of. It's confirmed that you can get hearthies to join you and that you can get companions to be your hearthies, even if they already have a lord/lady.

57
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: September 08, 2017, 01:39:42 pm »
Dwarves got defeated by goblins
How dare you, sir! How dare you!

58
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: September 08, 2017, 05:34:39 am »
I say this because despite being a dwarf fortress that my elf is wandering through I've only seen elves and goblins living peacefully in there, any idea how such a thing might have happened?
Big dwarven exodus. Megabeast attacked and they said, "Fuck this, I'm not defending this hellhole! The weather sucks, the food sucks, and there isn't even ore in the ground! If the gobs and elves want it, they're welcome to it!"

59
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: September 07, 2017, 04:33:22 pm »
I just tried a dip right at the touchdown tile, and it works! It practically reversed gravity and sent the cart on another cross country hop. I built a floor right over the checkpoint track following the dip, and that straightened out z velocity, so I just have the lateral vel to deal with. Still have the speed to bank south to another corner of the map.

EDIT: To clarify, not a single channel dip, but two ramps, from east to west:


The support is built on an E/W track with a floor built over it. Momentum will keep it sailing at that level for awhile, but falling damage won't be a concern anymore.

60
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: September 07, 2017, 01:44:19 pm »
I found that just having a single track up there prevents the cart from colliding with...the ceiling? Nothing? Just the 1 tile reduces speed by roughly 70-80k without collision, but extending it even 1 track further makes the cart jump to a very hard limit overhead.

But the apex isn't the destination, and this ride is intended for passenger travel.

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