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Author Topic: Making history run fast forvard after retirement  (Read 3600 times)

Waterline

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Re: Making history run fast forvard after retirement
« Reply #30 on: May 29, 2017, 06:55:23 am »

Apparently creating dragonbreathing, innate necromancy bronze colossus with max skills, giving it artibashed maul and then assuming control of its prey was a mistake....

That is why created second bronze colossus, engaged first one in fight and assumed the control of nearby alpaca.... with superior musicality...
And now I just watch.

Okay, the first one, with artifact maul, won.
And look at this, the corpse of a bronze colossus is actually a "masterful bronze statue of a forgotten beast"!

Okay, this is weird enough....

I think when I teleported, the game created my twin.

So now I fight against another "me" bronze colossus who is wielding a vomit sword. Luckily I am in full adamantine.
Oh, no, wait. Somehow I assumed a control of a dwarf upon teleportation.

Ah, apparently it throws you into a random body.

Vomit two-handed sword... mmm....
« Last Edit: May 29, 2017, 07:45:10 am by Waterline »
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Waterline

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Re: Making history run fast forvard after retirement
« Reply #31 on: May 29, 2017, 08:28:59 am »

Well, Max, your scripts would definitely fail sanity check  :D

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Max™

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Re: Making history run fast forvard after retirement
« Reply #32 on: May 29, 2017, 08:33:13 am »

Some of them do, for sure, if you did an assumecontrol and saw the "warning: current target will not last long" then you need to go back to a histfig or it will start jumping you randomly.
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Waterline

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Re: Making history run fast forvard after retirement
« Reply #33 on: May 29, 2017, 01:39:02 pm »

At least it was fun.
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Waterline

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Re: Making history run fast forvard after retirement
« Reply #34 on: May 30, 2017, 07:33:38 am »

I have a question related to the topic.
Does the game type (fort / adv) influence the world-wide set of occurring events or they are all the same?
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Max™

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Re: Making history run fast forvard after retirement
« Reply #35 on: May 30, 2017, 04:11:17 pm »

Offscreen events are the same outside of whether they involve your fort or adventurer, and there aren't as many which hinge on your adventurer yet, but soon!
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Waterline

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Re: Making history run fast forvard after retirement
« Reply #36 on: May 30, 2017, 05:40:59 pm »

I see.

Well, to bring (hopefully), some FUN into my world I had spawned a dozed units of undead who have necromany as a part of their syndrome (so that they could kill and rise stuff indefinitely, and for new undead to have this ability too) in hope to see how would it all turn out to be in next 100 years.

I just hope they all won't settle in the town :/

In best case I will wake up and see the world full of undead. If no, then, probably, I should try harder and tweak their stupid minds.
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Waterline

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Re: Making history run fast forvard after retirement
« Reply #37 on: May 31, 2017, 12:25:26 am »

I have noticed again that the speed of world update drops drastically.
Apparently it is better to skip time for a decade, save and then skip again.
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Waterline

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Re: Making history run fast forvard after retirement
« Reply #38 on: May 31, 2017, 01:10:07 am »

Yes, apparently that didn't cause anything interesting to happen.
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Waterline

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Re: Making history run fast forvard after retirement
« Reply #39 on: May 31, 2017, 03:03:26 am »

Max, can you make a script so that upon creation of your character you could manually and precisely select a site where it will spawn?
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Max™

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Re: Making history run fast forvard after retirement
« Reply #40 on: May 31, 2017, 08:07:58 am »

Hmmm, I'll have to think about it.
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