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Messages - MinethatCrackers

Pages: [1] 2 3 ... 5
1
Masterwork DF / Re: Using Cult Leader powers in adventure mode?
« on: February 23, 2017, 01:55:34 pm »
Conversions won't work in adventure mode.  They are a complex transformation that requires a second trigger at the end of a year and will wear off if the trigger isn't used, so fort mode only.

You should be able to build an army of zombie crabs and octupuses though.  Not sure why it only worked once.  Try using it on either whole corpses (with intact, not-smashed upper bodies) or body parts.

"Awakening the fish" gives fish NOBREATHE, allowing them to crawl around on land.  They probably won't do it without a good reason, unless they are an Ancient Carp in fort mode (which has building destroyer tags, so it will path into your fort if there's a cultleader around).  "Enrage the fish" makes them opposed to life as well.

You should be able to transform a sapient corpse into an Ancient Carp (which will eventually become a Deep One) if you're in the water, provided it doesn't have the NOT_LIVING tag (so killed zombies won't work).  Its upper body must also be intact.
Cool, thanks! So, if I create an Ancient Carp, will it be my companion or simply a wildlife creature? I think the conversion didn't work for me because I had smashed the dwarf's body to kill him, and I had tried to raise a Putrid Blendec corpse which was actually a chunk of tetrahedrite.

2
Masterwork DF / Re: Using Cult Leader powers in adventure mode?
« on: February 23, 2017, 01:50:05 pm »
Conversions won't work in adventure mode.  They are a complex transformation that requires a second trigger at the end of a year and will wear off if the trigger isn't used, so fort mode only.

You should be able to build an army of zombie crabs and octupuses though.  Not sure why it only worked once.  Try using it on either whole corpses (with intact, not-smashed upper bodies) or body parts.

"Awakening the fish" gives fish NOBREATHE, allowing them to crawl around on land.  They probably won't do it without a good reason, unless they are an Ancient Carp in fort mode (which has building destroyer tags, so it will path into your fort if there's a cultleader around).  "Enrage the fish" makes them opposed to life as well.

You should be able to transform a sapient corpse into an Ancient Carp (which will eventually become a Deep One) if you're in the water, provided it doesn't have the NOT_LIVING tag (so killed zombies won't work).  Its upper body must also be intact.
Cool! So, if I create an Ancient Carp, will it be a companion of mine, or simply a free wildlife creature?
Accidentally posted twice because I thought this didn't go through.

3
Masterwork DF / Re: Using Cult Leader powers in adventure mode?
« on: February 23, 2017, 11:30:43 am »
lol.... I want to hear more of the adventures of the carp cultist!

its a Masterwork mod.

Yeah, I really want to attack towns with a zombie fish army. I think the transformation makes you immune to bogeymen too, because Deep Ones have [NOFEAR] so bogeymen can't attack them.

4
Masterwork DF / Using Cult Leader powers in adventure mode?
« on: February 23, 2017, 09:47:55 am »
I'm playing a game where I attempt to collect as many secrets as possible, and I busted into a tower which turned out to be a tower of Carp God Cultists. So now I am a Cultist and I have a bunch of cool new acquired powers.

However, there's a problem: I cannot figure out how to correctly use my new powers. "Spread word of the cult" -> "Begin conversion process" -> "Finalize conversion process" seems to be a progression, but casting this sequence on some peasants did nothing. I cut off a hand and successfully "raise corpse (crab)"ed it, making a fun little crab hand, but I have not been able to repeat this behavior or use the "raise corpse (octopus)" power.

I can successfully transform to a Deep One and swim around rivers biting animals, and "awaken the fish" allows me to target fish in a river, but it seems to have no effect on them. "Transform sentient creature corpse into fish" does nothing to a dwarf Drunk corpse I dumped in the river. I haven't even found a way to use the other powers.

All my googling fails to find any documentation on what these powers do. Can anyone offer explanation on the use of Cult Leader powers?

5
DF Dwarf Mode Discussion / Making the game fun/violent again?
« on: August 11, 2015, 02:11:34 pm »
I love all the new stuff added in the 40.whatever releases, but now invaders never seem to come and play anymore. This makes me sad, and as such I simply can't enjoy any of my new forts and have gone back to the old masterwork versions. Does anyone know of any good updated mods or such that will make my game violent and fun again? Or something like the old DFHack invasion-now command that simply summoned some gobbos? I need more violence in my fortresses...

6
Oh gosh, I finally have a good story to share.

So I got pretty good at this game a long time ago, struggled over the learning curve and all that, but I normally played "normal" embarks, with nothing too crazy or difficult. Most of my fun was using the old DFHack "invasion-now" to summon millions of gobbos for me to senselessly slaughter. But, one day I was reading this forum and some of the classic legacy games and I had the thought "You know, it's about time that I myself tried a hardcore embark." So I genned a new world, loaded it up and plopped by 7 dwarfs down in the middle of the most evil, terrifying area I could find. The right asshole of hell, if you will. The game loaded up, and I pressed "k" and zoomed around, marveling at the "dense creeping eye" and "glumprong tree." Then I hit space and immediately I received an announcement: "It has begun to rain elf blood!" All my dwarves fell to the ground, writhed about for a bit, and then fell unconscious. I laughed, having experienced a new kind of Fun. Then I waited. Still the rain did not let up. Finally, as one might expect, my dwarves all fell to starvation.

It died in about a month or two, but I don't think any of my dwarves got more than three moves in on that game.

7
DF Dwarf Mode Discussion / Re: Vampire Mayor: Alone among the dead
« on: April 16, 2015, 06:04:53 pm »
If you still have an accessible pick, this game is salvageable. Use clever tactics to entrap the zombie horde, bury the dead and rebuild from there.

8
DF Modding / Animal Spawn Rates?
« on: March 08, 2015, 05:26:24 pm »
Are the spawn rates of animals hardcoded to the geographic areas your fortress is in? I really like having a thriving meat industry, but even the wildest of biomes simply cannot sate my hunger for more animals to butcher. Even modding my dwarves to butcher goblins and elves isn't enough. So can I modify the raws/use DFHack to make more animals show up too?

9
DF General Discussion / Getting a bit bored with the lack of gobbos...
« on: December 24, 2014, 11:46:15 am »
Does anyone know if DFHack still includes that "invasion-now" command?

10
DF General Discussion / A little !SCIENCE! question?
« on: December 24, 2014, 11:45:29 am »
Does anyone remember how to put dwarves in cages? It had something to do with throwing them or knocking them with a cave-in. I'm going to try selling my excess dwarves to the caravans instead of killing them.

11
DF Dwarf Mode Discussion / Re: Attack range of megabeasts?
« on: August 01, 2014, 01:18:00 pm »
In my experience, megabeasts are willing to come pretty far to attack a wealthy fort. Just try to pick a spot in between the two lairs.

12
DF General Discussion / Can't move any faster than a walk?
« on: July 09, 2014, 07:49:08 am »
I can't seem to move any faster than walking pace. I've seen screenshots of people with their "Sprint, Run, Jog, Walk" ect, but when I open the menu all I can chose is "Walk."  >:(


13
DF General Discussion / Re: Shenanigans in Arena Mode!
« on: July 02, 2014, 08:09:35 pm »
A valiant effort by House Wilhelm, but how did the colossus get back up out of the water?
Bronze Collosi and other titans/megabeasts can step up vertical walls without needing a ramp at all. Not sure about FBs

14
I can't seem to chop down a tree. I stole an axe and am holding it in my left (and only) hand, but when alt-moving into trees I just get the announcement saying I don't have the right tool equipped. Is it because I am prone, because I cannot stand back up. I am trying to chop down the tree to make a crutch for myself...

Do you know if you were left-handed before losing it? I think that it checks your main hand when looking for tools, but I'm not completely sure.
Pretty sure I wasn't left handed, that is probably the issue. I'll settle my old adventurer somewhere, make a new one, craft a crutch, starve to death, and bring Sedast out of retirement to claim his prize.
EDIT: Is it required that you hold a crutch in your dominant hand too? Because if so this adventurer may be in for a long retirement. I can't seem to get him to stand up while holding the crutch.
EDIT: Nope, I figured it out. Heavy bruising on the lower spine, so both legs are paralyzed. That means the crutch is worthless. I wonder if I can retire him at a necro tower?

15
I can't seem to chop down a tree. I stole an axe and am holding it in my left (and only) hand, but when alt-moving into trees I just get the announcement saying I don't have the right tool equipped. Is it because I am prone, because I cannot stand back up. I am trying to chop down the tree to make a crutch for myself...

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