Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: exclusive to adventure mode?  (Read 1062 times)

Dragooble

  • Bay Watcher
    • View Profile
exclusive to adventure mode?
« on: November 21, 2008, 06:35:30 pm »

who here plays adventure mode almost exclusively?
i do.
Logged
A creature the size of europe can occupy only one tile.

Roundabout Lout

  • Bay Watcher
    • View Profile
Re: exclusive to adventure mode?
« Reply #1 on: November 21, 2008, 06:46:52 pm »

Yes, almost. Although I've been playing fortress mode recently, it's only been to create an artifact weapon to rape the world with. I've gotten pretty good at surviving AM, and can't wait for the new wound system to nerf ranged weapons.
Other than that, I'm really excited for what Adventure Mode could be in a few years, (relationship arc, combat arc, adventurer skills arc.) All that = awesome.
Logged

Dragooble

  • Bay Watcher
    • View Profile
Re: exclusive to adventure mode?
« Reply #2 on: November 21, 2008, 06:48:20 pm »

cool how did you make the axe? i just cant seem to figure out how to just make a fortress and then make an artifact very quickly. any advice?
Logged
A creature the size of europe can occupy only one tile.

Untelligent

  • Bay Watcher
  • I eat flesh!
    • View Profile
Re: exclusive to adventure mode?
« Reply #3 on: November 21, 2008, 09:16:52 pm »

There's a few requirements for an artifact (according to the wiki, which is usually correct):

1. You must have a population of 20 or higher.
2. You must have at least 200 items created (unknown whether mined rock counts, or whether stacks count as multiple items). Every additional artifact requires another 200 items created.
3. You must have revealed 2308 subterranean tiles (one 48x48 square, or one tile on the local map). Each additional artifact requires another 2308 tiles to be revealed.

If you've met the requirements, you have about a 2.7% chance of a strange mood every day, and nearly a 50% chance every month.


I'll leave it up to you to figure out how to use this information to your advantage.
« Last Edit: November 21, 2008, 09:18:34 pm by Untelligent »
Logged
The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

K4tz

  • Bay Watcher
    • View Profile
Re: exclusive to adventure mode?
« Reply #4 on: November 21, 2008, 09:42:02 pm »

I used to, then I tried making a fortress (and failed). Yup
Logged

Skid

  • Bay Watcher
    • View Profile
Re: exclusive to adventure mode?
« Reply #5 on: November 22, 2008, 01:51:09 am »

You can cheat and use Dwarf companion to set all of your dwarves' highest skills to weapon smithing and use the insta-mood function. That way you have a 100% chance of getting an artifact weapon on every try.
Logged
Playing a cheesemaker in an average Fortress 'round here would be. Freaking. Terrifying.

Canaris

  • Bay Watcher
    • View Profile
Re: exclusive to adventure mode?
« Reply #6 on: November 22, 2008, 02:54:36 am »

There's a few requirements for an artifact (according to the wiki, which is usually correct):

1. You must have a population of 20 or higher.
2. You must have at least 200 items created (unknown whether mined rock counts, or whether stacks count as multiple items). Every additional artifact requires another 200 items created.
3. You must have revealed 2308 subterranean tiles (one 48x48 square, or one tile on the local map). Each additional artifact requires another 2308 tiles to be revealed.

If you've met the requirements, you have about a 2.7% chance of a strange mood every day, and nearly a 50% chance every month.


I'll leave it up to you to figure out how to use this information to your advantage.

I had a Fisherdwarf get a strange mood and I'm certain I'd only met one of those requirements; population (I was building above-ground). I highly douubt I met the 200 item requirement, and I know positively I hadn't mined 2038 tiles out. She claimed a fishery and when she couldn't make anything, I guess, she went berzerk.  I had only just built the fishery.

It was kind of hilarious, really. My first wave of migrants had two children with them. She killed both children, a Peasant, and my Fish Cleaner.
Logged

Roundabout Lout

  • Bay Watcher
    • View Profile
Re: exclusive to adventure mode?
« Reply #7 on: November 22, 2008, 03:33:02 am »

I wasn't able to use Dwarf Companion, so I'll give you an easy step-by-step.
1. Set up standard fortress at beginning.
2. Export very little. 50 dwarfbucks did it for me. Less export means less immigrants. (you want to hit just 20 dwarves.)
3. Have any dwarf without a mood skill (http://www.dwarffortresswiki.net/index.php/Mood#Skills_and_workshops the ones in the middle don't count) make ONE weapon. Switch the weaponsmithing jobs on and off assuring that all dwarves who would normally make an artifact craft, have dabbling weaponsmith.
4. Once you have 20 dwarves, set up your sheriff, then save!
5. Soon after that, a dwarf will befall a fey mood. If it's one of the ones whose highest mood skill is weaponsmith, then let him go to work. If not, ctrl alt del to terminate without saving. Do so until a weaponsmith gets a mood.
6. save while he makes the weapon. ctrl alt del until you get the specific weapon you want. (It's picked at random while he makes it)
7. Make sure said weapon ends up in a bin, and know that it will NEVER leave that bin. Weigh the bin down.
8. Find bin in Adventure mode, and get artifact weapon!
Notes:
a. whatever material you want it to be, make a stockpile for that type of bar next to the forge. They seem to automatically pick the best bars.
b. In adventure mode, if you drop or throw the weapon when you have it, it will disappear. Don't freak. It can be found again in exactly the same bin. (It never leaves, you just take copies of it. You can't have more than one outside the bin, though)
Logged