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Author Topic: The Ñecromancer Guild -Adventurer Succession Game- (Currently gathering players)  (Read 4254 times)

pikachu17

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Re: The Ñecromancer Guild -Adventurer Succession Game
« Reply #30 on: May 10, 2016, 10:07:37 am »

We can start playing, because of the update ;D
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Spriggans

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Yes we can, but be carefull, items placed in camps wear quite a lot in this version.
After 4 hours, placed wood items are gone  :(

Trying to figure out a way around it atm...
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pikachu17

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Re: The Ñecromancer Guild -Adventurer Succession Game
« Reply #32 on: May 10, 2016, 10:18:11 am »

if change the carpenter reaction to make items out of a certain rock called "wood" will the cabinets and such still rot and do items inside containers and bins rot?
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Spriggans

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Rock objects don't seem to wear away.
I created rock objects with a fort and built them in adv. mode. Then I waited three full days with no wear. So I think it's ok.


You could mod the file reaction_adv_carpenter.txt.

Expecially the lines :
[PRODUCT:100:1:CHAIR:NONE:GET_MATERIAL_FROM_REAGENT:log:NONE]
Could be changed to make stone items instead (or in addition of wood items).

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Untrustedlife

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added you to the list Can Of Noodles, ill get the first turn up within the next few days, probabbly the 12th (I have  a project due that day)
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Spriggans

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We should defenitely wait for 43.02 before starting. We should even wait for a stable enough version.

Quote from: ToadyOne The Great
Every action taken at your cabin pushed its contents forward by the age of the world, decaying the wooden furniture and tattering clothing.

43.02 will come by tomorrow an include a hotfix of the wear.
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Untrustedlife

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We should defenitely wait for 43.02 before starting. We should even wait for a stable enough version.

Quote from: ToadyOne The Great
Every action taken at your cabin pushed its contents forward by the age of the world, decaying the wooden furniture and tattering clothing.

43.02 will come by tomorrow an include a hotfix of the wear.

yep, definitely.
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Shvoedaddy

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Ya, I second the notion to wait for a bug fixing pass. Firstly because I want this to go off well without version switching. And secondly because Stellaris has just released and is devouring my time.
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Spriggans

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Quick questions & remarks after some tests I made :

1- The guild leader "cannot" be a necromancer.
Indeed : a necromancer lord doesn't seem to be able to accept heartpersons (in my tests at least).
You can ask a necromancer lord to be made a performer, but that's all. No heartpersonning...
Necromancers can still become heartpersons of non-necros lords. Which is good.

2- How can we expand the guild ? And by expand, I mean build.
The 'b' key says "you are not allowed to build here" for heartpersons. Only the guild leader seems to be able to.

Sure, it is possible to build by claiming yourself the lord of the site instead of the GuildMaster. But it's messing up hearthpersons...
Do we have to play the GuildMaster in order to expand the base ?
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Untrustedlife

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Quick questions & remarks after some tests I made :

1- The guild leader "cannot" be a necromancer.
Indeed : a necromancer lord doesn't seem to be able to accept heartpersons (in my tests at least).
You can ask a necromancer lord to be made a performer, but that's all. No heartpersonning...
Necromancers can still become heartpersons of non-necros lords. Which is good.

2- How can we expand the guild ? And by expand, I mean build.
The 'b' key says "you are not allowed to build here" for heartpersons. Only the guild leader seems to be able to.

Sure, it is possible to build by claiming yourself the lord of the site instead of the GuildMaster. But it's messing up hearthpersons...
Do we have to play the GuildMaster in order to expand the base ?

I haven't had any issues expanding my bases with multiple adventurers in my tests. Have you tested an adventurer necromancer who's also a lord? And approached him as a different necromancers.
« Last Edit: May 12, 2016, 11:41:33 am by Untrustedlife »
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vjmdhzgr

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Quick questions & remarks after some tests I made :

1- The guild leader "cannot" be a necromancer.
Indeed : a necromancer lord doesn't seem to be able to accept heartpersons (in my tests at least).
You can ask a necromancer lord to be made a performer, but that's all. No heartpersonning...
Necromancers can still become heartpersons of non-necros lords. Which is good.

2- How can we expand the guild ? And by expand, I mean build.
The 'b' key says "you are not allowed to build here" for heartpersons. Only the guild leader seems to be able to.

Sure, it is possible to build by claiming yourself the lord of the site instead of the GuildMaster. But it's messing up hearthpersons...
Do we have to play the GuildMaster in order to expand the base ?
It's Hearthperson. A hearth is like a fireplace, though it's mainly just meant as like a symbol of home. I'd think of it like huscarls, or housecarls if you happen to know of those.
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Spriggans

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Have you tested an adventurer necromancer who's also a lord? And approached him as a different necromancers.

I haven't. In my tests, I have a human necro, who is a lord. And a black bear man, non necro, who I play with.


As far as I understand, necromancers cannot accept hearthpersonning (thx vjmdhzgr for the typo) at all, because the option "ask to become a hearthperson" doesn't appear.
I assume it doesn't matter if the potential huscarl is a necromancer, the option won't show anyway.

I will check this out and edit the post. Better safe than sorry.
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radravioli24

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Still waiting on a fix? You could just make a copy of the human raws and add [NOT_LIVING] and you'd have a guild master that doesn't get wrecked by zombies.
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