I've gotten past where I stopped - I managed to keep it close enough to the first run-through that the only real changes are that nobody lost any limbs, and king DZA didn't go berserk. Captain Crazy and Forumite still died just like they did the first time (
that was hard to pull off, lol). This game is by far the hardest I've ever played. I keep expecting the whole fort to collapse on itself. Between starvation and tantrum spirals, we're still struggling to survive.
Indeed, there's no direct means to disable the modded civs.
What were they, anyway?
Also, I want a chance to dig myself a spacious room fit for a noble, and fill it with caged prisoners of the female variety. I'm thinking a large (9x9 or so), open main hall with balconies from the second story overlooking it, and a long row of glass windows behind fortifications in the bedroom, which is off to the side of the second story, to admire the caverns through. Oh, and a workshop area downstairs for masonry and mechanics workshops that I can use.
Might as well do something similar for other bay12ers, and randomly conscript those who never reply to this thread by nicknaming a dorf after them.
The modded races were Holistic Spawn (yeahhhhhhh...), Manamaids (think hideous crosses between mermaids and manatees), and Scythod (a very alien creature - very warriorlike). Manamaids would be allies, and the other two would try to kill us... If you guys want me to leave them in, I will, but otherwise...
About the order of rooms... oy... lol i'll see what I can do. Our embark doesn't appear to have much in the way of metals (so far), and I'm trying to figure that one out - we still only have two picks, despite the mountainhome caravan. You and I are working ourselves half to death.
As a result, if I don't find a way to turn them off, we'll see horrors, jokes, and aliens...
You could simply alter the raws slightly so that they die the moment they enter the map.
Nice solution... This is done how? Do they explode in a cloud of vapor like stones modded to melt and boil away instantaneously?
You could simply alter the raws slightly so that they die the moment they enter the map.
This is a good plan, we should also set fire to a piece of lignite and have a never ending bonfire on which to huck their useless non-metal crap/corpses. You could put it in the dining hall and we could all sit around it and sing Kumbayah, or roast cats over it, one of those.
They're all sentient.
Non-butcherable.
And @Wierd - I have no idea how much the bones are worth. The Twelfth Bay was accidentally started in my secondary testing folder - we might've ended up with mughammers, serrated disc launchers and railguns if I'd chosen another wrong one. Honestly, I think that would've been more fun...
Sounds like us, too. But the civs are in the folder for testing purposes... and I haven't tested that stuff out yet.
@HmH - I lol'd.
As to the danger rooms...
Who else thinks danger rooms in The Twelfth Bay would be a good idea?
Ninja'd repeatedly. Kodkod, haven't seen any scorpions yet. The elves might have some, but I don't know if you want tainted scorpions... (actually, given what we're going through atm you might make an exception.)