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Author Topic: Trivial Findings (Adventure Mode)  (Read 13469 times)

mineforce

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Re: Trivial Findings (Adventure Mode)
« Reply #15 on: February 05, 2015, 11:45:19 pm »

I plan on making two demigod adventurers to breed in a fort, is this insanity or possible
That is entirely possible, even easy. Well, assuming one demigod adventurer is female and the other demigod adventurer is male.

Look mister I have gone down that path and let me tell you it's not easy, also gaydar works in adventure mode.
and they tend to get the -not interested- set of occupation, on top of having no interest or likes to have a starting point or uhh personality which is kinda needed for making friends in fort mode naturally.
and boy howdy I still couldn't figure out how to get those adventurer's to breed with out changing one into a pet to bypass the marriage checks to trigger the pregnancy timer then switching them back to the original race.
and all that work led to a catdwarf baby who got mauled to death by wolves. God it's been 5 years since Olon Toolpalace was born.

you could test if it's possible to just bypass marriage use gm-editor and transfer all the good genes into the mother and trigger her pregnancy thus you can just play god with one adventurer than just 2 and waiting out in a bunker filled food. though last time I read about breeding is that it only effects appearance and not attributes so that dwarf baby still has to work out to be stronger than their parents and even then those parents can't give their children the hidden skill of READING thus doom to be super strong but super illiterate while the parents go on a honey moon to read necromantic literature and control even stronger and limitless undead who get a straight up Stat boost to what ever natural abilities they have. in other words...

I plan on making two demigod adventurers to breed in a fort, is this insanity or possible
IT IS BOTH! look going down this path will lead you to my life. filled with experiment after experiment in adventure mode never ending; quest will mean nothing to you, peasants will soon turn into fodder, you start to enjoy all the quirks and random rarities that pop up in your encounters than be mildly annoyed about them go out of your way to cheat out one super strong adventurer to just explore the world and avoid having to reanimate the dang corpse over and over and over again only to look deep and realize why not control them.

Then the necromantic horrors start, then soon you be starring not in DF acsii but GM-editor acsii and then ...ehh you might be a better coder than I am and make cool stuff so ehh
go for it. though try getting cross breed adventurers to work, the only recorded chance of that happening was with an fire imp and a dwarf, but beware that looking into cross breed babies tend to be hella glitchy and crash the game if you save and reload the game as DF doesn't know how to reproduce what ever the god living hell you made.


How do I edit genes in gm-editor? They're nil so I can't do anything to them.
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Who's born in the fortress, die in the fortress

alphawolf29

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Re: Trivial Findings (Adventure Mode)
« Reply #16 on: February 17, 2015, 03:42:41 am »

"Who rules these lands?"
"The gang known as the black councils. Their lady is Rithma sagewanders"
"How do you feel about them?"
"I don't care one way or the other."

*some time later*

"I have killed the lady Rithma Sagewanders and claim these lands for my own! I am your lord now"
"I don't care one way or the other."

He's got balls, I'll give him that.
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Graknorke

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Re: Trivial Findings (Adventure Mode)
« Reply #17 on: February 17, 2015, 05:31:08 am »

Will he accept a position as hearthsperson? I'm curious, I don't think I've ever seen a completely politically apathetic anything before.
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Rumrusher

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Re: Trivial Findings (Adventure Mode)
« Reply #18 on: February 17, 2015, 05:39:44 am »

I plan on making two demigod adventurers to breed in a fort, is this insanity or possible
That is entirely possible, even easy. Well, assuming one demigod adventurer is female and the other demigod adventurer is male.

Look mister I have gone down that path and let me tell you it's not easy, also gaydar works in adventure mode.
and they tend to get the -not interested- set of occupation, on top of having no interest or likes to have a starting point or uhh personality which is kinda needed for making friends in fort mode naturally.
and boy howdy I still couldn't figure out how to get those adventurer's to breed with out changing one into a pet to bypass the marriage checks to trigger the pregnancy timer then switching them back to the original race.
and all that work led to a catdwarf baby who got mauled to death by wolves. God it's been 5 years since Olon Toolpalace was born.

you could test if it's possible to just bypass marriage use gm-editor and transfer all the good genes into the mother and trigger her pregnancy thus you can just play god with one adventurer than just 2 and waiting out in a bunker filled food. though last time I read about breeding is that it only effects appearance and not attributes so that dwarf baby still has to work out to be stronger than their parents and even then those parents can't give their children the hidden skill of READING thus doom to be super strong but super illiterate while the parents go on a honey moon to read necromantic literature and control even stronger and limitless undead who get a straight up Stat boost to what ever natural abilities they have. in other words...

I plan on making two demigod adventurers to breed in a fort, is this insanity or possible
IT IS BOTH! look going down this path will lead you to my life. filled with experiment after experiment in adventure mode never ending; quest will mean nothing to you, peasants will soon turn into fodder, you start to enjoy all the quirks and random rarities that pop up in your encounters than be mildly annoyed about them go out of your way to cheat out one super strong adventurer to just explore the world and avoid having to reanimate the dang corpse over and over and over again only to look deep and realize why not control them.

Then the necromantic horrors start, then soon you be starring not in DF acsii but GM-editor acsii and then ...ehh you might be a better coder than I am and make cool stuff so ehh
go for it. though try getting cross breed adventurers to work, the only recorded chance of that happening was with an fire imp and a dwarf, but beware that looking into cross breed babies tend to be hella glitchy and crash the game if you save and reload the game as DF doesn't know how to reproduce what ever the god living hell you made.


How do I edit genes in gm-editor? They're nil so I can't do anything to them.
uhh you need to lua script them in, or Just use the impregnate script  in dfusion to load up some genes to edit in gm-editor.
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peasant cretin

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Re: Trivial Findings (Adventure Mode)
« Reply #19 on: March 06, 2021, 09:30:40 pm »

@ *gestures*

While 47.04 had the most Fort/Adv mode overlap with "in the last season" mentions, the recent 47.05 change to weather acclimation showed up here in Adv mode as well. Noticed a character, who after rain exposure, now "doesn't mind being outdoors, at least for a time."
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Yarlig

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Re: Trivial Findings (Adventure Mode)
« Reply #20 on: March 07, 2021, 06:30:53 am »

So a trivial findings thread for advMode actually exists? Wunderbar!

@ *gestures*

While 47.04 had the most Fort/Adv mode overlap with "in the last season" mentions, the recent 47.05 change to weather acclimation showed up here in Adv mode as well. Noticed a character, who after rain exposure, now "doesn't mind being outdoors, at least for a time."

This actually goes further' I was playing two peasants a couple weeks ago and the one I wasn't controlling at the time threw a tantrum. Not sure whether it was caused by drunkenness' or due to annoyance with the XX☼Kiwi leather hood☼XX she was wearing.

And since it's alive' imma share some more weird stuff:

Transformation can change your character's appearance; I've had one be "short and just incredibly fat" before TF and "short and skinny" upon going back. Gender might also be affected' a couple versions ago (with the Fear the Night mod) I was playing a male character who would turn into a were-polar-she-bear come full moon.

You can' apparently' survive encasement in ice in certain circumstances' although I don't know how exactly' only happened once to me; I was resting by a river (river mouth maybe)' and as the game loaded I got the "You have been encased in ice" message' yet was still alive. Best guess is' a wave washed over me and the game didn't register the death as it receded.

Retired adventurers can form claims on artifacts they don't have. They can also lead armies' which leads to them gaining skills in tactics' leadership and organizing.
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Rumrusher

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Re: Trivial Findings (Adventure Mode)
« Reply #21 on: March 07, 2021, 06:46:09 am »

That feeling seeing my post 5 6 years ago talking about something I did 5 years ago... making it about 11 years ago
There's too much findings between the last 56 years alone to even think where to start... and the last thing I posted here was saying 'no you can't have kids in adventure mode now after the recent changes.'
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Tsov

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Re: Trivial Findings (Adventure Mode)
« Reply #22 on: March 08, 2021, 07:21:37 am »

There's too much findings between the last 56 years alone to even think where to start...

Please do so anyway, even if you don't want to clearly organize them or something. I (and hopefully a few others) will take care of reporting your precious knowledge in a more amenable way on the wiki.

Or you could post about your findings on your talk page on the wiki if you have an account there.
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Rumrusher

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Re: Trivial Findings (Adventure Mode)
« Reply #23 on: March 13, 2021, 05:34:46 am »

so far from what I remember there's the lead up to civil bogeymen
which from what I gathered started from reading up on someone finding out a way to recruit and play as angels in fort mode and adventure mode
from there led to the knowledge of
- named trinkets letting you join or get folks to join squads.
 which is the process of finding any item and naming it would count it as an artifact which get you treasure hunter rep and probably enough honor to enlist into say become or get someone to become hearthperson.
after this discovery led to the research of
- getting folks to join a player fort, and unlocking labors for certain fort members
which is pretty much using the tech from above to move them into the fort military then sending them off on one mission.
while poking around this led to seeing what happens if I go to the HFS and mess around with those folks which led to two neat hybrid play things
Spoiler (click to show/hide)
then some time until 47 drop I ended up routed out how to play bogeymen but had it on the backburner for seeing if I can make summoning them easier as 47 changed how bogeymen work.
which while messing around with dfhack to end up making gods exist in the physical realm through means of nemesis data manipulation creating a goth god of the night lead to learning about
- how conversations work in adventure mode and the process to control the flow of the convo by selecting dialog options that give a bit of pause before the other person answers back
which lead to
- hey you can acquire other folks pets or get your pet back from them,
-and Dark fortress masters can now join a player fort and,
- side effect to that is you can rule over about any site.
- also let one reshuffle expedition leaders around from adventure mode.
this open adventure mode up hugely since now I could just make multiple folks part of a civ by just handing out the exp leader title then talk them to give it back.
after this I think I went and decided to test if I could resurrect quantum leap into a bogeyman and get them to join a fort.
-which uhh led to a series of awkward adv deaths to resurrect them and shift control into the body of a free'd bogeyman then have said bogeyman convince the locals to letting them join the fort.
the first attempt at this taught me that bogeymen after 2 years in a fort will start talking

and after this it took a bit longer to start up experimenting with expedition leaders some more
which led to the discovery that
- yes even night trolls can become fort friendly citizens
- also ettins opening up to the idea of semi-megabeasts are on the table as well.
- expedition leaders will walk to the player site if off site
which for my understanding means you can migrate folks to other sites by appointing them noble positions.
while all this was happening I ended up learning about this mechanic which was
- telling an adventurer to wait in Adv camps while assign to a zone will cause them to start in that zone.
and this led to
- having a lord assign to a zone will make about everyone start in that zone but also you can build zones in HFS and the caverns if there's a open floor.
though this was improved tech from a previous find that was
-you can assign an adventurer to a zone several layers deep in the caverns and be able to start them in that spot after you unretire them
though the zone stuff lead to the other discovery that was
-you can build in HFS and the caverns from the surface
which here we are now with knowledge of
-stray trained fort animals can be claimed by an adventurer and be used for mounts and possibly gifting someone a ticking timebomb that could revert to an animal like state at any moment.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

HungThir

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Re: Trivial Findings (Adventure Mode)
« Reply #24 on: March 13, 2021, 08:47:27 pm »

if you have at least 3 members in your party, the ones you aren't currently controlling will practice their social skills with each other.  i'm not sure yet, but i think this might mean it's possible to keep everyone's "socialise" need met without having to have tedious conversations through the [k] menu, just by giving everyone a chance to be a background character
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Rumrusher

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Re: Trivial Findings (Adventure Mode)
« Reply #25 on: March 14, 2021, 04:16:13 am »

so you can fast travel out of safety if you park an adventurer on the outside edge of a site that forbids fast travel then just switch over to them and bail if things get too risky

technically telling adventurers to wait and unload them off the map then return to them will update their attire like you just un-retired them, so you could end up with them getting more gear or items or even restocking ammo.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Tdroid1221

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Re: Trivial Findings (Adventure Mode)
« Reply #26 on: April 26, 2021, 03:37:39 pm »

If you want to adopt a child simply use GUI/Gm-editor and change their profession to recruit, then after asking them to join you can change them back to a child.

Using body swap on your undead followers you can make them equip armor/items

Forcequip combined with createitem you can give your pets armor to increase survivability

Having a pouch with createitem slade coins will pretty much knock out most people or outright kill them (usually five coins is the sweet spot)
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Rumrusher

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Re: Trivial Findings (Adventure Mode)
« Reply #27 on: May 26, 2021, 01:36:13 pm »

well if you want to adopt a child just cause their site to be attacked then go in to rescue them then give the kid away for adoption to a different adventurer.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

ZM5

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Re: Trivial Findings (Adventure Mode)
« Reply #28 on: June 01, 2021, 12:45:43 pm »

if you have at least 3 members in your party, the ones you aren't currently controlling will practice their social skills with each other.  i'm not sure yet, but i think this might mean it's possible to keep everyone's "socialise" need met without having to have tedious conversations through the [k] menu, just by giving everyone a chance to be a background character
It's particularly funny with more than 3. On my first 47.01 adventure I had one of the companions obsessively keep telling jokes to another one, while I was giving a sermon and another companion was criticizing my inability to perform it.

peasant cretin

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Re: Trivial Findings (Adventure Mode)
« Reply #29 on: July 06, 2021, 04:23:55 pm »

A nice "simulationally" way to level a character is to retire them as a hearthperson in a hamlet that is skirmishing with another site. Upon unretirement, they'll receive 2-3 lvls IIRC. And this will be detail in legends for your character's history as well.

There's probably the chance you get killed too. Havent done it too many times, tho, to see if this is the case.
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