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Author Topic: Taverns  (Read 2120 times)

deathpunch578

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Taverns
« on: October 27, 2017, 02:25:33 pm »

I've been using taverns for a long time now, but I know that you can bring in weird things through the taverns (like gremlins, cave spider people, plump helmet men) so if I want to bring in visitors/residents/civilians like this do I have to build a tavern in the caverns (or at least closer to the caverns)
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Derro

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Re: Taverns
« Reply #1 on: October 27, 2017, 02:32:12 pm »

I've been using taverns for a long time now, but I know that you can bring in weird things through the taverns (like gremlins, cave spider people, plump helmet men) so if I want to bring in visitors/residents/civilians like this do I have to build a tavern in the caverns (or at least closer to the caverns)

No. All visitors your tavern gets will be from main civilizations nearby. However, during worldgen an animal person/gremlin/plump helmet man might join one of those civilizations and become a possible visitor.

I'm not sure how to increase the chances of such visitors coming. Perhaps just get as big a tavern as possible to attract as many people as you can, while rejecting any human/elf/dwarf who petitions? After enough time, animal men visitors should be possible.

Also an option is checking legends to find out what towns have nonhumanoid denizens, then building your fortress near them.
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PatrikLundell

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Re: Taverns
« Reply #2 on: October 27, 2017, 03:24:27 pm »

- Gremlins can only join your civ by you capturing it from the caverns and then tame it. They will petition for citizenship after two years. However, DF doesn't handle retraining of citizens well (they will rarely show up for retraining), so I use DFHack to set them to fully tame once I accept them as citizens as a work around.
- There are no cave spider people in vanilla DF. There are at least two kinds of surface spider people, though.
- The only cavern creatures that can join you via the tavern are the Plump Helmet Men and the Gorlaks. As mentioned, all tavern visitors are members of other civs, which includes plump helmet men and animal people (and none of the cavern animal people join civs), and thus enter normally through the surface. Visitors (plus merchants and diplomats) may leave through the caverns if there is a path available, though.

Edit: I did forget the gorlak. Thanks for pointing that out. Corrected above.
« Last Edit: October 28, 2017, 05:03:49 am by PatrikLundell »
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Shonai_Dweller

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Re: Taverns
« Reply #3 on: October 27, 2017, 04:30:02 pm »

Don't forget the gorlak. They can join civs too.
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Fleeting Frames

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Re: Taverns
« Reply #4 on: October 27, 2017, 05:06:19 pm »

I'm not sure how to make the animal people visitors more common either, as in one case even when the sole town of the world had every third person as animal person none showed up; though obviously one should reject any worlds without animal people in towns, forts or retreats, and I imagine world where there's more ground for animal people to migrate will have more of them in general.

Fearless Son

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Re: Taverns
« Reply #5 on: October 27, 2017, 06:05:12 pm »

- There are no cave spider people in vanilla DF. There are at least two kinds of surface spider people, though.
I remember one embark where the surface had a bunch of "Brown Recluse Man" webbing stuck around. 

It was actually useful: we harvested it to spin it into silk. 
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Shonai_Dweller

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Re: Taverns
« Reply #6 on: October 27, 2017, 06:25:56 pm »

- There are no cave spider people in vanilla DF. There are at least two kinds of surface spider people, though.
I remember one embark where the surface had a bunch of "Brown Recluse Man" webbing stuck around. 

It was actually useful: we harvested it to spin it into silk.
That's just an indication that there are wild brown recluse spider people amongst the animal populations near your embark. They won't join you.

Although, it would be interesting to see if embarking near wild animal pops makes them eligible for the 'wild animal-men join civ' event. Although that's near impossible Science right now as I don't think anyone's figured out how to trigger the event yet.
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PatrikLundell

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Re: Taverns
« Reply #7 on: October 28, 2017, 05:09:29 am »

I'm fairly sure Toady has confirmed animal people cannot join your fortress from the wild. The "wild animal-men join civ" event would thus be exclusive to non player fortresses (but would, in principle, make it possible for them to go to your fortress as visitors once members of a civ).
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Shonai_Dweller

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Re: Taverns
« Reply #8 on: October 28, 2017, 07:17:40 am »

I'm fairly sure Toady has confirmed animal people cannot join your fortress from the wild. The "wild animal-men join civ" event would thus be exclusive to non player fortresses (but would, in principle, make it possible for them to go to your fortress as visitors once members of a civ).
Yes
That's what I said. Wild animal men won't ever join. You only get visitors from other civs.

Even if dfhack could one day trigger the "civilization of wild animal-men event" you're still have to wait for them to come visit which could take forever.

A lot of animal-men join Elf civs. It might help increase the frequency of animal-man visitors if elves could have the full range of visitor types (think they're lacking mercenaries?).

More visitor types in the next release. Might increase the frequency of  animal-man visitors. Maybe.
« Last Edit: October 28, 2017, 07:21:51 am by Shonai_Dweller »
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PatrikLundell

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Re: Taverns
« Reply #9 on: October 28, 2017, 07:53:36 am »

Sounds like I misunderstood the civ join comment then. Good to know we're in agreement.

I've tried pushing up the number of animal people in the world and have have had some success with getting fairly large numbers of animal people in elven civs (and a fair number in human civs), but I haven't seen that resulting in any animal people visitors.

I've certainly had elven mercs, but I haven't checked if they came from human civs (and if elves can't generate mercs I wouldn't cry, as mercs will at most petition for residency, never citizenship).

If I've understood it correctly, most of the new visitor types in the next release won't join (at least the priest type ones won't, for the time being).
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Fleeting Frames

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Re: Taverns
« Reply #10 on: October 29, 2017, 12:07:42 pm »

Could still breed the mercs, though. Maybe. If you're lucky.

It's a novel idea, though idk if it'd work. It's not like the animal people are barred from other choices.

PatrikLundell

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Re: Taverns
« Reply #11 on: October 29, 2017, 01:55:35 pm »

I've once managed to get a visitor citizen breed with the merc (resident, I think) partner. I believe the citizen was the female. I managed to get them both locked into the citizen's room for some private time for that to happen (and the room was marked as belonging to them both, despite residents only taking up tavern rooms).
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deathpunch578

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Re: Taverns
« Reply #12 on: October 30, 2017, 08:58:49 am »

Thanks for the info everyone.
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Someone hands you a basketful of Jeses.
Cheerful with a side of wink wink nudge nudge I bet this guy's spine would look great mounted on my wall.
You ever get so mad you fuck a donkey?

Sanctume

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Re: Taverns
« Reply #13 on: October 30, 2017, 01:57:54 pm »

Can you start adventurer as some animal man, then retire in your fortress.
Then repeat for some animal woman, and retire. 
Go back in fort mode, and would they be friendly or visitor or part of your citizens?
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