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Author Topic: ☼Questravagers II☼: A 4j community warlock fortress[On hiatus]  (Read 12237 times)

Meph

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Re: Questravagers II: A 4j community warlock fortress[On hiatus]
« Reply #45 on: March 25, 2014, 05:38:36 am »

Can you guys enlighten me about the training issue? does a fix for this exist atm?
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Azuraal

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Re: Questravagers II: A 4j community warlock fortress[On hiatus]
« Reply #46 on: March 25, 2014, 09:31:46 am »

For me spawning warlock worked with "spawn WARLOCK_CIV 6 Warlock" but this can be another number becouse I tested this without ghoul caste
« Last Edit: March 25, 2014, 11:19:26 am by Azuraal »
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Tenderroast

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Re: Questravagers II: A 4j community warlock fortress[On hiatus]
« Reply #47 on: March 25, 2014, 01:35:35 pm »

@Meph The only fix i found, was to make a new fort. My current fort, they are training properly, but i still havnt made them weapons and armor yet. In my last fort, I made weapons and armor, and legionized them, end result. no training. So im in the process of trying one thing at a time to find out what the problem is.
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Arcvasti

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Re: Questravagers II: A 4j community warlock fortress[On hiatus]
« Reply #48 on: March 25, 2014, 05:21:30 pm »

I'd heard the no-training problem was caused by having expert and novice soldiers together in one squad. If worst comes to worst, I'll just use a script of some kind to grant them skill at a reasonable rate. Like, one point to everything after each siege they kill. One point per season. Thats if splitting Nuttycompa and Kamikazi into individual squads doesn't help. And the Warlock noble mandates are pretty pathetic. I'm not allowed to export a bunch of stuff, despite the fact that Warlocks don't export. I just summon a caravan and then seize everything useful they had. Also, fun fact: The Warlock Arcvasti has a grudge with everyone except Nuttycompa and the unamed butcher. Most of the fort has grudges against each other, but this takes the cake. I'm assuming that their incredibly rapid grudge rate is intentional?
« Last Edit: March 25, 2014, 05:26:12 pm by Arcvasti »
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Meph

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Re: Questravagers II: A 4j community warlock fortress[On hiatus]
« Reply #49 on: March 25, 2014, 07:23:26 pm »

Yes. Warlocks are abover pesky undeads and even distrust each other... their personalities are pretty unique, once you have a look at the creature file.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Mudcrab

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Re: Questravagers II: A 4j community warlock fortress[On hiatus]
« Reply #50 on: March 26, 2014, 10:27:27 am »

I'd heard the no-training problem was caused by having expert and novice soldiers together in one squad.

Nah that isn't the cause of the bug. I've done testing with a new embark and a fort with the bug present, it has nothing to do with skill levels.

Out of interest is this the Studded With Patches version? As Splinterz said he couldn't replicate the bug on that, although I don't know if he played for a couple of years because that seems to be when it kicks in.

Really enjoying the writing of this community fort, nice one :)

CptCrunchy

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Re: Questravagers II: A 4j community warlock fortress[On hiatus]
« Reply #51 on: March 26, 2014, 03:43:25 pm »

Sorry to derail the thread even further, but I was having the squad training problem every time I started up the game.  It would go on until a new wave of migrants game, then it would go back to normal until the next time I loaded it up.

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Arcvasti

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Re: Questravagers II: A 4j community warlock fortress[On hiatus]
« Reply #52 on: March 26, 2014, 06:35:20 pm »

Looks like I'll have to rely more on spells for protection. True Warlock style. I'll try and have another update out today.
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Arcvasti

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Re: Questravagers II: A 4j community warlock fortress[On hiatus]
« Reply #53 on: March 29, 2014, 02:47:26 pm »

18th Opal: CptCrunchy came to me today with dire news: The Legion of Light has heard of us and is moving in. Our only hope is to gather together everything useful from this tower and run.

25th Opal: We have everything of use in a wagon. I let the minions held in the vampire's tomb pull it. o we are on the run again. Like before. But this time we are united. We will gather together those who wish to learn the arcane arts and recruit them to our cause. But we will do that somewhre less infested by Light Legionairres.

26th Opal: We departed today. From a tall hill, I was able to observe the Legion of Light occupyingthe tower. I drew upon the power every sorcerer has: Reversal. I dissolved everything that was my handiwork in the tower. Questravagers is no more. But the Magical Times live on. And we will rise again.


[[OOC: So yeah. After some thought, I decided the best course of action was to abandon the fort and continue on with the same characters in V.4j since that doesn't have the bug. The no-sparring bug is WAY too crippling for me to continue on with V.4i. Turns out having most of your military unskilled when mithral armed elves attack is not healthy for the fort. That only hapened in an alternate timeline, but still. No-sparring is very bad.]]

« Last Edit: April 02, 2014, 05:54:17 pm by Arcvasti »
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Arcvasti

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Re: Questravagers II: A 4j community warlock fortress[On hiatus]
« Reply #54 on: March 29, 2014, 02:55:56 pm »

QUESTRAVAGERS II MAIN POST

Spoiler: Embark information (click to show/hide)
The next page is dedicated to small profiles of each member of the Magical Times

Spoiler: Arcvasti (click to show/hide)

Spoiler: CptCrunchy (click to show/hide)

Spoiler: Temptsfate (click to show/hide)

Spoiler: Palu (click to show/hide)

Spoiler: Jaso (click to show/hide)

Spoiler: Azuraal (click to show/hide)

Spoiler: Catalyst (click to show/hide)

Spoiler: Nuttycompa (click to show/hide)

Spoiler: Kamikazi (click to show/hide)

Spoiler: InsanityIncarnate (click to show/hide)

Spoiler: Razorback (click to show/hide)

Spoiler: Sootbones (click to show/hide)

Spoiler: Joan of Arcvasti (click to show/hide)


« Last Edit: April 21, 2014, 11:49:54 pm by Arcvasti »
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Fairin

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Re: Questravagers II: A 4j community warlock fortress[On hiatus]
« Reply #55 on: March 29, 2014, 05:59:28 pm »

military does not train / shoot arrows / spar untill their weapon skill levels reach above 2. the more in the squad the longer it takes to train everyone. the military system in df makes it so the squad is as skilled as the weakest link as detailed in my save in the suggestion folder. i stuck 8 ghouls (1 legendary 7 newbies) in a locked barracks w/food and drink for an entire year. before they all started getting the idea. moral of the story is. dont train more than 3 at a time.
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Arcvasti

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Re: Questravagers II: A 4j community warlock fortress[On hiatus]
« Reply #56 on: March 29, 2014, 06:43:22 pm »


Spoiler: @Fairin (click to show/hide)
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Fairin

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Re: Questravagers II: A 4j community warlock fortress[On hiatus]
« Reply #57 on: March 29, 2014, 09:28:31 pm »

Spoiler (click to show/hide)
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Arcvasti

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Re: Questravagers II: A 4j community warlock fortress[On hiatus]
« Reply #58 on: March 29, 2014, 09:42:21 pm »

Spoiler (click to show/hide)
Spoiler: @Fairin (click to show/hide)
« Last Edit: March 29, 2014, 09:58:17 pm by Arcvasti »
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MerkerBenson

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Re: Questravagers II: A 4j community warlock fortress[On hiatus]
« Reply #59 on: March 30, 2014, 03:51:02 pm »

Spoiler (click to show/hide)

[[OOC: So yeah. After some thought, I decided the best course of action was to abandon the fort and continue on with the same characters in V.4H since that doesn't have the bug. The no-sparring bug is WAY too crippling for me to continue on with V.4i. Turns out having most of your military unskilled when mithral armed elves attack is not healthy for the fort. That only hapened in an alternate timeline, but still. No-sparring is very bad.]][/spoiler]

Neat pics. I hate to see this bug in action, but doesn't 4j work? Why go back to 4h?

Also, is it even possible to make a "booze waterfall" as depicted on that wall engraving? :D Since all the stuff depicted in engravings is in the game I assume it is, so how do you make one ? :P
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