Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: The Deep Ones: Return of the Carp God  (Read 20237 times)

Jazzeraint

  • Bay Watcher
    • View Profile
Re: The Deep Ones: Return of the Carp God
« Reply #15 on: August 18, 2015, 01:18:47 pm »

What? Masterwork IS modular. It's pretty much the only modular mod out there, with it's own UI that enables/disables it's features.

Holy crap, I didn't notice the other 5/7ths of your GUI. Nevermind, that's brilliant.

...

Damn it, that just tripled my research time. TOO GOOD. :P
« Last Edit: August 18, 2015, 01:28:49 pm by Jazzeraint »
Logged
The silver is responsible for this How?

Evans

  • Bay Watcher
    • View Profile
Re: The Deep Ones: Return of the Carp God
« Reply #16 on: September 12, 2016, 07:22:03 pm »

It just hit me.

When I breached the caves all 3 levels were full of bones of different creatures.
Then, eventually, I met the Elder god.

But in my case body parts turned into tentacle zombies immediately.

Now, there is virtually no information about this mod anywhere. How do I find cult leader? What are tell-tale signs I should look for?

I have just went through my dwarves looks. Most of the first 20 already has recessed chins, white hairs and thin irises.
Well, this is going to be fun - if the cultist leader spreads syndrome to intelligent mortals, I wonder what would happen to all those tavern visitors?
Might explain why some "temporary" visitors are not leaving.

Btw you just made me want to watch In The Mouth of Madness again. I can recommend "Beyond the Wall of Sleep" for similar theme :)

Edit2:
I went through all my citizens. Almost everyone has symptoms, most worships gods of darkness or chaos.
I think you should made an anti-syndrome for a failed conversion attempt, otherwise it's pretty much game over.
« Last Edit: September 12, 2016, 08:25:26 pm by Evans »
Logged
getlost.lua # How to get rid of tavern guests
function getlost ()
   local unit = dfhack.gui.getSelectedUnit (true)
   unit.flags1.forest = true
end
getlost ()

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: The Deep Ones: Return of the Carp God
« Reply #17 on: September 22, 2016, 05:04:22 pm »

The way it works is that if you kill the cultleader before the transformation is complete, the changes will revert after a while.  Identifying the leader is the hard part.  The best way to figure it out is watching for fish bone and slime piles.  Residual spatter will spawn from creatures near them, but it will never spawn on the leader themself.

The worship is a coincidence; syndromes cannot change a dwarf's religion.

Evans

  • Bay Watcher
    • View Profile
Re: The Deep Ones: Return of the Carp God
« Reply #18 on: September 22, 2016, 05:28:08 pm »

Then this is a hell of coincidence :)

I didn't got fishbones. Like nowhere and never.
Are slime piles removed by clean map command perhaps? I use it a lot.
« Last Edit: September 23, 2016, 07:14:48 am by Evans »
Logged
getlost.lua # How to get rid of tavern guests
function getlost ()
   local unit = dfhack.gui.getSelectedUnit (true)
   unit.flags1.forest = true
end
getlost ()
Pages: 1 [2]