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Author Topic: Turning Adventurers to fort civ  (Read 2480 times)

Funk

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Turning Adventurers to fort civ
« on: December 21, 2009, 12:51:56 pm »

a have trained a very powerfull Adventurer and i care to see him have the  life he is worth(peasant?)

if i rest him at a town then start a fort on the top and use DwarfCompanion to change his civ will it work?

note that he has 4 suits of armor on and a ton of stuff stuck in him.(it save space and weight,so will he dump it all on the ground?

will he bug up as hes useing a 2hand weapon in 1 hand?
or cos he blind and has no throat?
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Re: Turning Adventurers to fort civ
« Reply #1 on: December 21, 2009, 07:46:52 pm »

How can he live without a throat?
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# PowerGoal49, SCREAM BALL, (Future): Trolls take the captives and see if they can throw them all the way over the chasm to each other.
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Doomshifter

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Re: Turning Adventurers to fort civ
« Reply #2 on: December 21, 2009, 08:30:34 pm »

How can he live without a throat?

Because he's simply that badass. He breathes in awesomeness by killing things with his bear hands.
Yes, I misspelt that on purpose.
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Re: Turning Adventurers to fort civ
« Reply #3 on: December 21, 2009, 09:00:57 pm »

with his BEAR hands?
I feel sorry for the mother.
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# PowerGoal49, SCREAM BALL, (Future): Trolls take the captives and see if they can throw them all the way over the chasm to each other.
---
SCREW EVERYTHING ELSE! I WANT THIS!

Doomshifter

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Re: Turning Adventurers to fort civ
« Reply #4 on: December 21, 2009, 09:02:36 pm »

with his BEAR hands?
I feel sorry for the mother.
What if his mother was the bear?

Wait, no, still feel sorry for her. It'd kinda suck if some random human came up and stuck it in.
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Re: Turning Adventurers to fort civ
« Reply #5 on: December 22, 2009, 12:07:11 am »

I always suspected thats how the beastmen were made.
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# PowerGoal49, SCREAM BALL, (Future): Trolls take the captives and see if they can throw them all the way over the chasm to each other.
---
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Hummingbird

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Re: Turning Adventurers to fort civ
« Reply #6 on: December 22, 2009, 02:00:38 am »

I love that this thread was derailed by reply number 2.
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Doomshifter

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Re: Turning Adventurers to fort civ
« Reply #7 on: December 22, 2009, 02:35:57 am »

I love that this thread was derailed by reply number 2.
Sig'd ;3
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Funk

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Re: Turning Adventurers to fort civ
« Reply #8 on: December 22, 2009, 11:49:16 am »

bar the fact that he drops most of his armor and stops useing a 2harnder in 1 hand,got tons of
he works fine as a hero(i.e. does not a lot)get skills.
a truned him back to the town civ befor i abandoned it.
he works fine back in Adventurer mode.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

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Re: Turning Adventurers to fort civ
« Reply #9 on: December 22, 2009, 08:17:22 pm »

Shouldnt he die when you visit that town with another adventurerer due to him having no throat?
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# PowerGoal49, SCREAM BALL, (Future): Trolls take the captives and see if they can throw them all the way over the chasm to each other.
---
SCREW EVERYTHING ELSE! I WANT THIS!

Bricks

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Re: Turning Adventurers to fort civ
« Reply #10 on: December 22, 2009, 08:27:34 pm »

Either way, immigrants in fort mode are generated when they are needed, and don't draw from actual population pools.  I guess if you were extremely patient and lucky, you could wait for him to become king and then have him join the fort.
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zchris13

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Re: Turning Adventurers to fort civ
« Reply #11 on: December 22, 2009, 08:29:39 pm »

Sadly, that wouldn't work, far as I'm aware of.
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Time Kitten

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Re: Turning Adventurers to fort civ
« Reply #12 on: December 23, 2009, 03:14:23 am »

all throats do is down you if they are bleeding.  If, say in dwarf mode it happens, a dwarf can even survive if he gets first aid in time.  I wonder if that makes you invulnerable to strangling.
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assimilateur

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Re: Turning Adventurers to fort civ
« Reply #13 on: December 23, 2009, 01:35:12 pm »

a dwarf can even survive if he gets first aid in time

So you're saying that what passes for first aid in this game, i.e. carrying a guy to bed, completely stops bleeding caused by trauma? I wonder if that would enable dwarves to survive a red heart or two red lungs (I'm more skeptical about the latter, since fucked up lungs apparently make you die from suffocation, not bleeding out).
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Time Kitten

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Re: Turning Adventurers to fort civ
« Reply #14 on: December 23, 2009, 01:54:47 pm »

Actually, before even they take you to the bed, they staunch the bleeding.  This most often happens in sparring accidents as help is not two spaces away.
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