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Messages - ShinQuickMan

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136
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 20, 2016, 10:47:22 pm »
Huh. Didn't realize how much more dangerous danger rooms actually are now that injuries can occur from overextended skin and limbs and such. Even the strongest metal armors and clothing did little to alleviate this...

137
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: September 20, 2016, 11:39:21 am »
Ah, I should have clarified. I was looking for captains of the guards specifically to see if my adventurer could become a fort guard from them. Tried doing so with militia commanders and sheriffs to no effect. I did happen to find a captain hidden within a fortress, which finally let me become a guard, so that settles things.

138
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: September 20, 2016, 10:47:22 am »
Is there currently any way to make a retired non-dwarf adventurer playable in fortress mode? Can they become citizens if they're made official bards of hearthpersons or something before retiring on site?
I haven't had a chance to try it yet, but reports are that if you become a hearthperson, you will be a citizen.  If you become a bard, then it's like all other performers in an inn -- you stay at the inn and you then petition for full residency after 2 years.  As a performer, you can't do any duties, but will be able to do them after getting full residency.  So the fast way in is hearthperson, which requires that you have build up some reputation as a fighter.

Thanks. Any idea what the minimum level of royalty needed to accept a hearthperson is? My expedition leader can be spoken to about becoming a bard but not a hearthperson.

In your own forts you can only become a fortress guard (same thing as hearthperson) if you have a captain of the guard. I think militia commanders/captains can let you join as well, fairly sure I saw that atleast once.

In a similar vein, are there any captains of the guard in any non-player made dwarven sites?

139
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 19, 2016, 10:34:26 pm »
Just learned a hard lesson on claiming an adventurer camp: don't put items into cabinets or other containers if you plan on crafting with them. Your dwarves even after being reclaimed unless you dump the stuff then reclaim them first. Pity I didn't know that beforehand. I probably coulda saved my legendary armorer and half the fort from a weremammoth attack had I not needed to waste time on dumping/reclaiming all that holy metal stuff.

140
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: September 13, 2016, 12:45:33 pm »
They're effectively dead without a trace.

Anyone know what's the average bogeymen's bodysize? I seem to recall it's 10k, but I can't find a source of that.


141
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 13, 2016, 11:50:08 am »
So, giant elephants seem to regularly path by my fort. I set out to catch a few, and was willing to sacrifice a few war dogs for the endeavour. What I didn't count on was for the dogs' trainer to get involved as well, at least, just right after he grabbed a drink. One fatally crippled dwarf later, and two of his buddies also get in the mix. Turns out booze + anger at loss don't mix well.

142
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: August 28, 2016, 08:28:17 pm »
(Semi)-Megabeasts and night creatures don't seem to care about their closest kin at all. In fact, they actually encourage killing off their own kind. You could, for instance, murder an entire night troll's lineage in plain view, only for him/her to congratulate you for offing their family.

143
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: August 20, 2016, 09:22:18 pm »
Don't know if anyone knew already, but there's a trick where you could contract just about any hostile intelligent creature as a companion, particularly semi-megabeasts like giants. Well... sorta. To start, you'd need to have an adventurer with hero status (ie killed at least one night troll or something better), and probably just a kick-ass adventurer overall. Furthermore, you might want to have a site with numerous logs available, if you're looking to build stuff.

Anyway, here's how it's done:
  • Find a target. This should be a non-leader historical figure that's at least semi-intelligent capable of speaking, and, preferrably, doesn't have extravision (ie has functional eyes).
  • Get outside their vision range and sneak up to them. Or, better yet, blind them.
  • Skip introductions and bring up incident of a significant kill you made (hopefully, one that won't anger them further!)
  • Ask for them to join
  • Should the target get hostile, blind them (if they aren't already), wait around for about a hundred turns or so until they're no longer in combat, then try talking to them as above

And, that should do. Just note, there's several precautions to take. In particular, the target is still hostile to you, and will attack and stop following you should they regain their sight or you bump into their space. Should that happen, just repeat step five. Otherwise, besides spitting at and spiting you, they'll do just about anything else a normal ally will do, including help build a site for you. In the latter case, they seem to cease becoming violent so long as you leave them to that task on their own, though chopping logs, sleeping, and generally bringing up the timer seems to snap them out of that phase.

144
DF Adventure Mode Discussion / Re: Draw your adventures
« on: August 20, 2016, 08:10:46 pm »
EDIT: Oops! Wrong thread! Reposted here.

145
DF Adventure Mode Discussion / Re: Is there a date
« on: July 27, 2016, 11:56:43 am »
SoonTM

146
Speaking of ghosts, an artifact that stops bogeymen from annoying you haunting you each night would be nice.

147

I seem to remember a bag that had teeth in it and would only allow one person to take items from it - anybody else loses a few inches off their fingers. Maybe Harry Potter?

This seems like a "bad" version of that.

Sounds somewhat like the Bag of Devouring, only not indiscriminate.

148
DF Gameplay Questions / Re: Giant snails?
« on: July 18, 2016, 05:38:42 pm »
Yep, pretty much.

149
DF Gameplay Questions / Re: Giant snails?
« on: July 16, 2016, 06:40:20 pm »
[MALE] and [FEMALE] castes are required for creatures to breed in either fortress mode or as historical figures.

150
DF Suggestions / Re: Extra "thief" type
« on: July 02, 2016, 11:21:14 am »
In real world myths, night creatures and similar kidnappers tend to go after high profile targets, whether that be an individual of extraordinary wealth/material possessions, social standing, beauty, talent/personality trait, or some combination thereof.

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