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Messages - mirrizin

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331
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 06, 2016, 09:01:19 pm »
Slew a dragon for my liege lord, so he's happy. But in the process of recounting my tales, I spoke of another killing to his bodyguard, and now his bodyguard hates me.

Thinking about taking a keep for my own, but not sure I've built up enough rep yet.

332
DF Dwarf Mode Discussion / Re: Microsoft Paint
« on: March 05, 2016, 08:00:50 pm »
You guys are awesome.  So awesome.  8)

333
15 birds...

(anyone else have this song in their head now?)

334
I like how you dragged the body. That's a nice touch.

335
I've sometimes found stray fighters down in the depths of the meadhall or castle, but it takes some serious exploring to find them. If there is, there'll be one person named "boss" or "chief" or somesuch. Kill that one, and any others who say they're lieutenants.

Or maybe look closely at the folks around town, maybe it's one of them?

That said, I've also noticed that quests aren't always reliable.

336
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 04, 2016, 10:06:57 pm »
My man (A) made the hike back. A was getting quite hungry when he hit a town that was surrounded by spinach fields. He devoured the spinach, and heard reports of a criminal syndicate surrounding another town. Coming to the town, A slaughtered them in their tents, walked into the meadhall, and was declared lord. A then inquired into further troubles, and was told of another bandit camp in the opposite direction. He picked up a couple followers and sallied forth. These were goblins, and numerous. After killing most of the lieutenants, the chief showed up with a halberd. His archer was slain, but his swordsman saved him by crippling the chief, who fled.

A hung around a bit until we saw the chief again, standing alone in the trees. He snuck up and bashed the goblin in the head with his shield as his swordsman sliced the goblin open. And that was that. But the damage was done, and A's sword arm was useless. So they went back to the meadhall and retired. A shed his armor and supplies, left them in a heap, and settled into the throne with a trusty hearthperson alongside.

I then started a new game with a new adventurer (B) in a nearby town. He found the meadhall of A, and asked to become a hearthperson. Being rejected, B went to town with a sidekick (possibly the same one as A) and drove off the goblins. The sidekick was killed after killing one of four goblins. B finished off two more before the final one fled. He then went to the outskirts and wiped out a few camps in their sleep. B returned to A's meadhall, as A remained, flickering with nerve damage, and after telling of his exploits, was accepted as hearthperson.

I like the continuity of this.

337
And what happens if you acquire hearthpeople (not that I ever have, yet)? Do they then wander to your meadhall or keep? Do they stay where they are, but are retained on some kind of count that quantifies the safety of your stronghold?
They'll always come back to either meadhall or keep of the earliest group lordship you currently have. So if you're lord of one settlement, anyone you recruit as a healthperson will make their way to settle there, hang out in the meadhall/keep, go on patrols, etc. But currently, if you take lordship of another while still possessing the first, the next hearthfolk will still go back to your first, and your hearthperson limit will be limited to that group.

Gah, 'hearthperson' is such an awkward term.
Ah, thanks to both of you. Looks like a good reason not to take on too much real estate.

So...to acquire hearthpeople, you have to build status in the same way you do to get followers?

I've been running a few adventurers, and several times managed to acquire a keep. This last one applied to be the hearthperson for his predecessor, and was turned down until he'd gone into the town and knocked out some invaders. The lord then thanked him and took him in as a hearthperson.

It made sense, and I like it when this game makes sense. 

338
DF Suggestions / Sword as Signal
« on: March 04, 2016, 09:32:30 pm »
Thinking of Adventure mode...

When I walk around with a drawn lethal weapon among civilians, they tend to get scared, reasonably.

But in the case of hardened criminals, I can walk up to one without the fellow so much as blinking an eye, and then cut him down in cold blood before he can react.

Surely, walking into a camp run by brigands, with weapons drawn, should elicit some kind of reaction. Even if it makes early quests a bit easier (sometimes embarrassingly so) it makes it really hard to suspend belief.

339
And what happens if you acquire hearthpeople (not that I ever have, yet)? Do they then wander to your meadhall or keep? Do they stay where they are, but are retained on some kind of count that quantifies the safety of your stronghold?

340
Bragging will inform people, but increases intimidation, so it may leave them with a more negative view than if you told in rumor or badly told in story. Reserve it for people you're about to kill or are trying to shake down (like robbing someone or getting a tribute from a government group,) but try to keep it out of earshot of the general public. Unless you're trying to subjugate them all and rule them in your tyrannical fist, then nothing really holds you back, does it?

After you've racked up a significant number of kills, you'd have to spam brag a lot before your most significant kills randomly pop out of your mouth.

How do I rule or subjugate people? What does it do?

Is there a wiki article for this stuff?
I've been wondering also. So far, it looks like if you kill everyone in a keep or meadhall and walk into the throne room, you automatically become the ruler. 

I'm also not sure what the implications of that are, especially since you can repeat the process and establish a different "group" each time you do it.

Meanwhile, after taking over a keep, I noticed a bunch of camps surrounding. Most of them contained a bunch of random civilians, including a "leader" (boss, etc.) I assumed these were invaders and slew them all in their sleep (it was broad daylight, btw.) I also noticed that once I slew the leader, my followers made quick work of the rest, so clearly they were all of a faction. Of course, the only weapons they had were knives, and each one had a pouch of coins.

But then I found a camp where the only one in it was a human fisherman. Should I assume this is another dangerous invader?

And does it even matter that I systematically wiped out all of these camps?

And I'm also very curious about the implications of lordship in this game. It seems to be an incredibly easy title to attain.

341
DF Adventure Mode Discussion / Re: ≡Adventure mode quick start≡
« on: March 04, 2016, 03:44:45 pm »
And what's with all the "hearthperson" stuff? What's the difference between a follower and a hearthperson?

I found the wiki to be lacking in a lot of information on adventure mode.

342
DF Dwarf Mode Discussion / Re: Microsoft Paint
« on: March 04, 2016, 03:11:30 pm »
Anyone tried building blocks?

343
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 04, 2016, 12:08:07 pm »
New adventurer. Talk to the lady. Last time I went straight for the hearthperson quest, I got slain by a minotaur, so I decided to go easy on myself and go after some bandits. Bandits are a ways, but not horribly far away.

So I go to the camp, munching and refilling my 'skin from rivers and wells, and I find the camp.

It contains one chieftan with an axe. I get the jump on him and look for henchmen or loot....

No henchmen. One bag of half-useless loot. And I'm out of food, with a long hike back to the meadhall.

 ::)

344
DF Suggestions / Re: Passable Mountain Passes
« on: March 04, 2016, 09:23:28 am »
Have you ever tried walking along a mountain "road" in 12th century Europe? (Well presumably you haven't...). It may be called a road, but it's more of a muddy steep track prone to attack from bears, snakes, dingos and bandits. Think 'narrow path through the misty mountains', you wouldn't fast-travel that.
Aside from the "steep" part (and the dingoes) how is this different from any other well-used medieval dirt road?

345
DF Suggestions / Passable Mountain Passes
« on: March 03, 2016, 10:02:05 pm »
So, you can't cross mountains in quick travel. While this is at time annoying, I can understand it, I suppose...

But when I see an actual road cutting through the mountains, couldn't I at least quick-travel as long as I stayed on the road? Isn't that the point of roads in the first place?

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