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Should humans get several civs, based on RL civs? (Asian/Western/Arabic/etc) Only one would be active by default, but players can chose to enable more or play as different ones.

Yes, please give us Vikings and Ninjas and Knights.
Yes, but only if it doesnt take too much work.
Maybe better to only make one civ, as close to vanilla DF humans as possible.
Maybe better to only make one civ, as close to MDF humans as possible.
No, I dont like it because it doesnt fit a procedually generated fantasy world.
No, I dont like it, because... (please post the reasons)

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Author Topic: ☼Humans☼ - Everything Human Mode  (Read 158037 times)

Re: ☼Humans☼ - Everything Human Mode
« Reply #780 on: January 02, 2015, 03:57:00 pm »

Weird... can it be that a visiting succubus merchant did those interactions?

Nope. It was a full Civ Member, she works like everyone else, claims to be human in the "thoughts" screen. She just randomly shiffted into a "unholy ritual" and started turning anyone who got too close.
It actually had a combat report for the change.
"The Unholy Ritual grabs the Passing Fishery Worker and whispers dark words into his ear"
"The Fishery worker has turned into a Summoned Soul"
"The summoned soul has turned into a Devil Fishery Worker"
After the change i cannot alter their labors using the DFHack Dwarf manipulator, but i can alter their labors in the Vanilla screen, v, p, l,
After the change they are listed as "Tame" and do not announce their work, they are still listed in the Citizens Screen, not in the Animals screen.
I noticed after a while that they still will do the work i allow them too. I just made them all Fishery workers.
I keep getting Job Canceled:Cannot grab. when they try to put raw fish into the stockpile.
But they do fish.

Wondering what to do.

Onto the person who did it, She is listed as being 270+ years old.
Honestly kinda cool, but she is still claiming to be human. No crimes listed, considering opening Legends in backup save so i can read up on her.
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #781 on: January 02, 2015, 04:00:51 pm »

The only explanation I could give for that is that the human civ abducted a succubus kid, who grew up in the human civ and then migrated to your fortress... but human are not baby_snatchers, so that cant be.
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vjmdhzgr

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Re: ☼Humans☼ - Everything Human Mode
« Reply #782 on: January 03, 2015, 01:47:04 am »

The only explanation I could give for that is that the human civ abducted a succubus kid, who grew up in the human civ and then migrated to your fortress... but human are not baby_snatchers, so that cant be.
Civs don't need to be baby snatchers to end up with citizens of other entity types. If civs go to war and conquer a site the ones that weren't killed join that civ (okay actually I don't know exactly how it works, but I do know that it does). A famous example being the legendary elven dwarven king Cacame ApeBalded who ended up in the dwarven civ as a result of wars between dwarves and elves. It's definitely possible for humans and succubi to go to war. As for the succubus migrating though, you don't migrants that aren't your civ's original creature, even if your dwarven civ is comprised entirely of goblins. You can get people with significant positions in your civ of a different creature. Again the elven dwarven king as an example and I believe outpost liaisons will visit your fort briefly. From the sounds of it though, it was a normal citizen of the fort that did this though so the mystery continues.
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Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia

Boltgun

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Re: ☼Humans☼ - Everything Human Mode
« Reply #783 on: January 03, 2015, 04:32:40 am »

Even from a prisoner of war, this interaction is very limited in time and is provided by an autosyndrome stone that should not have an inhaled effect.

Let's remove a lead, do you have an errorlog.txt in our dwarf fortress folder containing messages about duplicate objects?
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Re: ☼Humans☼ - Everything Human Mode
« Reply #784 on: January 03, 2015, 04:15:01 pm »

No it doesn't mention duplicate objects.
Do you guys want me to post the save?
This is from after the Transformation.
I started a new one using the original embark save, if that's any help, although the person who did it, Ocgi Tawkiura
isn't there yet, and may not show up.

One last thing... how do i post a save? :D
« Last Edit: January 04, 2015, 03:00:39 pm by Nickolai Don Bonavitch »
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Boltgun

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Re: ☼Humans☼ - Everything Human Mode
« Reply #785 on: January 04, 2015, 04:55:31 am »

This could help yes, if you have one before the transformation happens it would be the best.
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Re: ☼Humans☼ - Everything Human Mode
« Reply #786 on: January 04, 2015, 04:14:46 pm »

Is there no possibility that this is just a part of the Secret Fun Stuff
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Meph

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Re: ☼Humans☼ - Everything Human Mode
« Reply #787 on: January 05, 2015, 12:25:15 pm »

Is there no possibility that this is just a part of the Secret Fun Stuff
No.

Secret Fun Stuff is only for dwarf mode, the other races dont have any. Its a bug... the conversion should only happen if Succubi (in Succubus Mode) capture and corrupt invading races. Not visiting Succubi in a human fort.  ???
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Re: ☼Humans☼ - Everything Human Mode
« Reply #788 on: January 05, 2015, 06:10:31 pm »

It wasn't an visiting merchant, i didn't even have a merchants guild yet.
It was a full regular member of the Civilization.
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itman

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Re: ☼Humans☼ - Everything Human Mode
« Reply #789 on: January 18, 2015, 01:09:20 am »

Some of my humans are dying, and I'm not sure why. I would get a notification that my guy is too injured to hunt, but he isn't hunting. Then they die. One guy took an impact to the chest and buttock, and another guy's cloak blocked an attack with his cloak but is still dead. Is this a feature? :)
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smakemupagus

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Re: ☼Humans☼ - Everything Human Mode
« Reply #790 on: January 18, 2015, 01:13:11 am »

Some of my humans are dying, and I'm not sure why. I would get a notification that my guy is too injured to hunt, but he isn't hunting. Then they die. One guy took an impact to the chest and buttock, and another guy's cloak blocked an attack with his cloak but is still dead. Is this a feature? :)

Hatch on a ramp?  (sounds like your guys are falling down something.  almost certainly not related to the mod)

itman

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Re: ☼Humans☼ - Everything Human Mode
« Reply #791 on: January 18, 2015, 01:22:55 am »

They've been dying out in the wilderness, no hatches in sight. It's just that this hasn't happened to me before in the mod or vanilla, so I'm not sure.
Edit: It seems that anyone going hunting is swiftly killed. I managed to disable the labor on one guy after he broke his shin, and he was fine.
« Last Edit: January 18, 2015, 02:47:53 pm by itman »
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smakemupagus

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Re: ☼Humans☼ - Everything Human Mode
« Reply #792 on: January 18, 2015, 03:24:25 pm »

I don't know of any monsters or ambushes that would kill you and stay invisible.  is there a waterfall with shallow water?

itman

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Re: ☼Humans☼ - Everything Human Mode
« Reply #793 on: January 18, 2015, 05:58:31 pm »

There's a brook with a 1 z-level drop, near where some of them died, but most deaths happened on the opposite side of the map from the brook.
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someone12345

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Re: ☼Humans☼ - Everything Human Mode
« Reply #794 on: February 15, 2015, 11:54:39 am »

Semimegabest Queen?
Spoiler (click to show/hide)
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