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Author Topic: Dwarf Fortress: Haemothearchy 1.5  (Read 13663 times)

CrashyMcGee

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Re: Dwarf Fortress: The Red Age 1.36
« Reply #15 on: August 12, 2021, 06:55:55 am »

You could relabel deities as conduits to Haemothurge, as a connection to Haemothurge is infeasible due to the sheer thaumic energy the Haemothurge possessess would fry the mortals who try to glean from the Haemothurge. What thaumic knowledge they could siphon from the Haemothurge would be too advanced, and would be like giving the blueprints of a steel mill to civilization that has not progressed past the stone age. Each conduit could embody a different facet of the Haemothurge. Some deities I see repeating in the worlds I generate are like 'the dead' or 'the general.' You could even tie into your quote about how "Saints/Haemomagi are humans who have reached the peak of power that also allows them to keep their humanity," with reaching the position of a conduit being a step further beyond, transcending humanity and become closer with the Haemothurge. Although I guess this explanation won't explain why some gods are portrayed as beakrats, animals, and things that the lore states are detestable.
Beyond my mad and more likely than not idiotic ramblings about deities, why do some human civilizations not respect or hold in low regard power and martial prowesses? I know that human civilizations in The Red Age are varied but the heroic archetype has both pride and wrath.

Edit:
Is the gorgon secret supposed to lower your stats in exchange for the powers? When I became a part of the choir my strength, agility, toughness, and endurance plummeted.

Also, before becoming a choir priest myself I fought some in a multitude of populated fortresses. The fight would go like this, I engage them in mortal combat, they scream and summon a gorgon spawn who would kill somebody who the choir priest would reanimate. This becomes a problem because three of their four reanimations bring the dead back to life with intelligence, who would then attack the choir priest as they retained their loyalty due to their intelligence. This became especially egregious if they reanimate somebody as a blooming one. The reanimated blooming one would summon a gorgon spawn, who would attack everybody else due to being opposed to life, leading to the blooming one attacking everybody including the choir priest who reanimated them. During this combat, the fortress inhabitants would fight the gorgon spawn and due to that being allied with the choir priest, would end up fighting the choir priest itself. While enacting mob rule several of the citizens of the fort would end up biting and sucking the ichor out of the summoned gorgon spawn, joining the choir. If they did join the choir, it didn't show up on their names that they were choir priests. A fun anecdote I wished to share with the class.
« Last Edit: August 14, 2021, 11:37:28 am by CrashyMcGee »
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squamous

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Re: Dwarf Fortress: The Red Age 1.36
« Reply #16 on: August 14, 2021, 07:52:44 pm »

You could relabel deities as conduits to Haemothurge, as a connection to Haemothurge is infeasible due to the sheer thaumic energy the Haemothurge possessess would fry the mortals who try to glean from the Haemothurge. What thaumic knowledge they could siphon from the Haemothurge would be too advanced, and would be like giving the blueprints of a steel mill to civilization that has not progressed past the stone age. Each conduit could embody a different facet of the Haemothurge. Some deities I see repeating in the worlds I generate are like 'the dead' or 'the general.' You could even tie into your quote about how "Saints/Haemomagi are humans who have reached the peak of power that also allows them to keep their humanity," with reaching the position of a conduit being a step further beyond, transcending humanity and become closer with the Haemothurge. Although I guess this explanation won't explain why some gods are portrayed as beakrats, animals, and things that the lore states are detestable.
Beyond my mad and more likely than not idiotic ramblings about deities, why do some human civilizations not respect or hold in low regard power and martial prowesses? I know that human civilizations in The Red Age are varied but the heroic archetype has both pride and wrath.

Edit:
Is the gorgon secret supposed to lower your stats in exchange for the powers? When I became a part of the choir my strength, agility, toughness, and endurance plummeted.

Also, before becoming a choir priest myself I fought some in a multitude of populated fortresses. The fight would go like this, I engage them in mortal combat, they scream and summon a gorgon spawn who would kill somebody who the choir priest would reanimate. This becomes a problem because three of their four reanimations bring the dead back to life with intelligence, who would then attack the choir priest as they retained their loyalty due to their intelligence. This became especially egregious if they reanimate somebody as a blooming one. The reanimated blooming one would summon a gorgon spawn, who would attack everybody else due to being opposed to life, leading to the blooming one attacking everybody including the choir priest who reanimated them. During this combat, the fortress inhabitants would fight the gorgon spawn and due to that being allied with the choir priest, would end up fighting the choir priest itself. While enacting mob rule several of the citizens of the fort would end up biting and sucking the ichor out of the summoned gorgon spawn, joining the choir. If they did join the choir, it didn't show up on their names that they were choir priests. A fun anecdote I wished to share with the class.

Well regarding the values, its because not all civs necessarily embody the ideal traits espoused by the more pious groups of the world. I'll look into the other stuff, I never really intended for the Gorgon faction to be played by humans but I've only recently figured out a way to stop it from happening, so hopefully that'll work out in the future.
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CrashyMcGee

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Re: Dwarf Fortress: The Red Age 1.37
« Reply #17 on: August 15, 2021, 02:40:39 pm »

My current goal as of now is birth to the world a horrific gorgon faction. I'll start by creating several outsider humans who will go to the Nephilim fortress Chantblamless which holds the slab 'Towerhealed the Square Guard-Escort.' They'll read the slab and be made a part of the choir, then they'll go to one of the nearby hillocks. Then the next step is to wait until night sets in and everybody is sleeping. Once midnight hits, they'll go into several residential mounds and slit the throat of anyone who's sleeping. I do this because I want corpses in good condition. If the corpses end up mangled, they can't be raised as choir thralls. Once a sufficient amount of corpses is gathered, they'll be raised as choir thralls. The choir thralls will mangle anyone still alive, producing some mangled corpses. This is still good, mangled corpses can be raised as blooming ones. The blooming ones will act as agents of chaos even when the choir priest isn't present. The choir priest will have to skip town however, blooming ones don't retain loyalty to the ones who brought them back. I actually lost a choir priest to a blooming one, none of my thralls attacked it because it was a part of the choir. I'll repeat the entire process with several different characters, as the game can crash while playing as a choir priest. Hopefully, this will add a bit of spice to my world.

Edit:
My experiment has gone amok.
« Last Edit: August 15, 2021, 05:06:03 pm by CrashyMcGee »
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GarlicBread

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Re: Dwarf Fortress: The Red Age 1.37
« Reply #18 on: September 09, 2021, 05:47:13 pm »

Hey in regards to the wood-type ferrochitin is as its name suggests a metal grade wood?
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He still hasn't killed any of the horses. Instead he went out, beat a cougar to death with his bare hands, and dragged it back to the butcher's shop. I was not expecting that.
Starvation is staved off for another day, anyways.

squamous

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Re: Dwarf Fortress: The Red Age 1.37
« Reply #19 on: September 09, 2021, 06:07:50 pm »

Hey in regards to the wood-type ferrochitin is as its name suggests a metal grade wood?

It's just like normal wood mechanically, but more Giger-y
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BlackPaladin99

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Re: Dwarf Fortress: The Red Age 1.37
« Reply #20 on: September 14, 2021, 12:57:00 pm »

what version/s are this compatible with and how do i download it?
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We're talking about partially sapient undead spaghetti here, you can probably instruct it to only strangle specific diners.

squamous

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Re: Dwarf Fortress: The Red Age 1.37
« Reply #21 on: September 14, 2021, 03:45:44 pm »

what version/s are this compatible with and how do i download it?

refer to the installation instructions on the DFFD page
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https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

BlackPaladin99

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Re: Dwarf Fortress: The Red Age 1.37
« Reply #22 on: September 15, 2021, 11:22:35 am »

do you have like a beginners guide or something?
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We're talking about partially sapient undead spaghetti here, you can probably instruct it to only strangle specific diners.

squamous

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Re: Dwarf Fortress: The Red Age 1.37
« Reply #23 on: September 15, 2021, 12:40:45 pm »

do you have like a beginners guide or something?

There's not much to say except that fortress mode crafting is a little broken right now. In adventure mode, just wander around the world, try not to die, and collect new and exciting implants to visually customize your guy, with higher-quality metal being better.
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

BlackPaladin99

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Re: Dwarf Fortress: The Red Age 1.37
« Reply #24 on: September 16, 2021, 07:47:02 pm »

ok i  downloaded and unzipped the file now what do i do?
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We're talking about partially sapient undead spaghetti here, you can probably instruct it to only strangle specific diners.

squamous

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Re: Dwarf Fortress: The Red Age 1.37
« Reply #25 on: September 17, 2021, 12:40:44 pm »

ok i  downloaded and unzipped the file now what do i do?

click the .exe and play the game
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orangebutan

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Re: Dwarf Fortress: Haemothearchy 1.42
« Reply #26 on: August 06, 2022, 12:10:45 pm »

Hello. Thanks for you job (and sorry for my bad english). ATE was my favorite mod, and this mod as his legacy (looks extremely pretentious?). But i want report about some bugs. Ammo crafting is broken. It use craft system from older fersion. Clothing wraps (legs, foot, hands) does not exist in the game but present in raw.
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squamous

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Re: Dwarf Fortress: Haemothearchy 1.42
« Reply #27 on: August 06, 2022, 01:39:02 pm »

Hello. Thanks for you job (and sorry for my bad english). ATE was my favorite mod, and this mod as his legacy (looks extremely pretentious?). But i want report about some bugs. Ammo crafting is broken. It use craft system from older fersion. Clothing wraps (legs, foot, hands) does not exist in the game but present in raw.

Oh thanks, I'll fix those

EDIT: Actually, how did you install the update? It is meant to be installed as a totally new installation, not dragged and drop into the previous. I cannot find the errors you're talking about.
« Last Edit: August 06, 2022, 05:26:59 pm by squamous »
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2
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