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Poll

More features... poll will be open till end of August.

Kobold Arena-like summonings of hostile creature to defeat for rewards.
Alchemy makes potions that give permanent boosts to the hermit.
A vampirism transformation that forces you to kill regularily, or die.
A werebeast transformation that is triggered in combat, like Kobold Druids.
AoE explosive/poisonous trap-components and catapult ammo.
Spawn/Summon pets like squirrels, niths, mountain gnomes, pixies.
A custom "cooked-meal" system, which has you prepare real meals. No more "eat one seed, not hungry anymore"
Massive AoE spell like fire-rain or evil-clouds as a way to ged rid of too large sieges.
Metal transmutation, alchemy based.
Hardcore mode, without all the boni like nopain, custom bone template, free skills, etc.

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Author Topic: ☼The Hermit☼ - Everything Hermit Mode  (Read 73876 times)

DoX

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #315 on: June 20, 2016, 10:38:56 am »

Here's a question for y'all: can hermits get visitors?

I tried setting up a tavern in a well populated, civ-adjacent area, but no dice.

The actual mechanics behind visitors still seems a bit unclear, but several factors might be in play relating to "information" spreading through the world.

If your civ is dead, and you get no caravans, will word never spread about your locations that can be visited (tavern, library, etc)?
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Fairin

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #316 on: June 20, 2016, 06:30:01 pm »

in the whats happening in your fort thread(page 101), my fort is hermit, with like 9 different races =)

how it happened for me, the 3 or so times i did it:

set up tavern, make sure it has tables and chairs, place to 'dance and play music' complete with prepared food and drink stockpile small like 4 and 5 in a 3x3 square fed by the main pile. more awesome dining hall the better (engraved / gold studded gold furniture, or in my forts lately. dyed padded cloth everything)

get 1 to 3 visitors, they hang around for a season, or two

1 to 3 visitors leave the tavern, word of mouth spreads from these and i get 5 to 9 visitors, which 1 to 3 leave every season till i get up to 40 visitors at once

then all the mercs want to soldier petition for work, all the entertainers that ask to stay i let stay, and after 1 to 2 years they ask for citizenship, it can take longer however in the case of my nixie hes been there since year one. and hasnt asked for citizen ship in 10 years. unlike the last game where my nymph asked for citizenship in 4.
« Last Edit: June 20, 2016, 06:38:49 pm by Fairin »
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Meph

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #317 on: June 24, 2016, 01:52:01 pm »

Oh shite.

The entire hermit mode is broken due to the update to create-unit, because its syntax changed. :/
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Imic

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #318 on: July 01, 2016, 03:57:31 am »

People coming to visit and seek advice. You could manipulate kingdoms using this...
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ProofofconcepT

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #319 on: July 01, 2016, 06:02:58 pm »

So, I tried using the dragon kit in the workshop when first starting out and as soon as I did so, the dragon maimed my hermit and walked back to the caravan. It says in the animal screen that the dragon is 'not tame'
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Meph

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #320 on: July 01, 2016, 06:06:39 pm »

So, I tried using the dragon kit in the workshop when first starting out and as soon as I did so, the dragon maimed my hermit and walked back to the caravan. It says in the animal screen that the dragon is 'not tame'
I heard about this before but have absolutely no explanation for it. The syntax I use to spawn the dragon is the same as for the hermit itself.

It must be something about buildingdestroyer megabeasts etc that makes them automatically not-friendly.
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Fairin

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #321 on: July 01, 2016, 06:46:49 pm »

do not mettle in the affairs of dragons, for you are crunchy and good with ketchup.
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Madman198237

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #322 on: July 03, 2016, 01:08:53 pm »

Are you supposed to spawn with a bunch of dwarves in hermit mode? Because I keep accidentally selecting hermit civs instead of dwarf civs (Is there a better way to tell? I'm new to this) and end up with 6 clueless dwarves and Mr. Special the Hermit.
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daisha

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #323 on: July 03, 2016, 01:20:20 pm »

Are you supposed to spawn with a bunch of dwarves in hermit mode? Because I keep accidentally selecting hermit civs instead of dwarf civs (Is there a better way to tell? I'm new to this) and end up with 6 clueless dwarves and Mr. Special the Hermit.
Yeah, your extra dwarves get murdered off when you use the hermit workshop.  There's no way to embark with fewer than seven civ members, even through DFHack wizardry, so killing extras is the only way.  You could get some work out of your extra guys before sending them off, but it's a trade-off because the mode is a little buggy and in my experience making the dwarves dig their own graves increases the likelihood of the game misbehaving when you run the hermit workshop reactions.

do not mettle in the affairs of dragons, for you are crunchy and good with ketchup.
Pretty much.  I tried the dragon kit one time only and decided it must be a little joke.   :P


« Last Edit: July 03, 2016, 01:24:01 pm by daisha »
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Madman198237

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #324 on: July 03, 2016, 05:13:02 pm »

Ah, OK.
So, when do we get a better way to tell what civ is what kind of being? A simple label of "Dwarf, Hermit, Orc, Human, etc." on the embark civilizations tab would be great.
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smakemupagus

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #325 on: July 03, 2016, 07:40:55 pm »

It's always the civ at the top of your neighbors tab. (ed: unless there's something strange specific to hermits like they are always extinct or skulking)
« Last Edit: July 03, 2016, 07:42:50 pm by smakemupagus »
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Meph

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #326 on: July 03, 2016, 07:41:44 pm »

Ah, OK.
So, when do we get a better way to tell what civ is what kind of being? A simple label of "Dwarf, Hermit, Orc, Human, etc." on the embark civilizations tab would be great.
You have that. You can tab through the modes, one has "civilizations" where you can pick one from a list. Once you do that, tab through to the "neighbours" list. The civ at the top is your civ.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Madman198237

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #327 on: July 03, 2016, 07:52:01 pm »

Ah. Didn't know that. Thanks.
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chaosfiend

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #328 on: July 23, 2016, 10:49:11 pm »

Is there any progress into why some of the hermit choices, [mainly the Ettin], seem to not want to follow orders in game?
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Arcvasti

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Re: ☼The Hermit☼ - Everything Hermit Mode
« Reply #329 on: July 24, 2016, 03:22:57 pm »

Is there any progress into why some of the hermit choices, [mainly the Ettin], seem to not want to follow orders in game?

I'd GUESS that its because they're building destroyers and thus want to smash things instead of doing labours. Ettin certainly seems like they'd have that tag, at least. What hermit types have you been having problems with?
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