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Author Topic: What's going on in your adventure?  (Read 2137305 times)

Random_Dragon

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Re: What's going on in your adventure?
« Reply #8895 on: October 29, 2015, 10:23:13 am »

decent metal gear

And then you'll nuke the elves?
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Max™

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Re: What's going on in your adventure?
« Reply #8896 on: October 29, 2015, 11:44:07 am »

Hmmm.

"The bandit gang led by the necromancer someguy are harassing people on the streets."
Spoiler (click to show/hide)

...
*deconstruct a forge, make a better axe, head upstairs*
Spoiler (click to show/hide)

Well, shit. Maybe it isn't as bad as it looks?
Spoiler (click to show/hide)

Oh bloodgod it is so much worse.

That's ok, maybe I can still...
Spoiler (click to show/hide)

Oh, ok then.
Spoiler (click to show/hide)

Hmmm, may as well ghost myself and see how this plays out... wait, what am I dragging?


Well, that's amazing. Happy Halloween!
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ZM5

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Re: What's going on in your adventure?
« Reply #8897 on: October 29, 2015, 01:50:26 pm »

"Ghostly guts"
Totally spooked out of my *elf leather trousers*.

Also, wait, necromancers can harass people in towns like bandits do? First time I've ever seen this.

TheFlame52

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Re: What's going on in your adventure?
« Reply #8898 on: October 29, 2015, 01:57:22 pm »

A corpse's guts are called animated guts, so I'm not surprised.

Max™

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Re: What's going on in your adventure?
« Reply #8899 on: October 29, 2015, 05:24:45 pm »

"Ghostly guts"
Totally spooked out of my *elf leather trousers*.

Also, wait, necromancers can harass people in towns like bandits do? First time I've ever seen this.
Forts no less!
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TheFlame52

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Re: What's going on in your adventure?
« Reply #8900 on: October 29, 2015, 05:26:51 pm »

I've had a necromancer tower reclaim a town before. They only left the leader and his zombies back at the tower, the rest were in the town.

Random_Dragon

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Re: What's going on in your adventure?
« Reply #8901 on: October 29, 2015, 11:06:35 pm »

I've had a necromancer tower reclaim a town before. They only left the leader and his zombies back at the tower, the rest were in the town.

You should mod plump helmet men to be playable as outsiders, then go on a rampage. :V
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TheFlame52

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Re: What's going on in your adventure?
« Reply #8902 on: October 30, 2015, 02:43:37 pm »

You should mod plump helmet men to be playable as outsiders, then go on a rampage. :V
1. Entity modifications are impossible post-gen.
2. This was in the Killing Spree succession game, so I already did. Not one necromancer or zombie was left alive.

Tawa

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Re: What's going on in your adventure?
« Reply #8903 on: October 30, 2015, 08:39:05 pm »

I was playing 34.11 as a human swordsman, Conar Bunniessomething, who, after killing several vampires, raised an army capable of taking on bandit groups. After several marches on human bandits we were assigned by a noble to kill some goblin bandits. Upon attacking them, I engaged their leader, a master crossbowgoblin. He killed me almost instantly.

However, my army looked to be doing pretty well. I hit the enter key over and over until the bastard who killed me was dead. The bandits survived, apparently, because they stuck my body on a stick, but they're leaderless now. At least I repaid them for their efforts.
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Random_Dragon

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Re: What's going on in your adventure?
« Reply #8904 on: October 31, 2015, 10:30:26 pm »

But...but...I could've sworn dropping the indiv_controllable token into the animalpeople civ, then adding creatures to their species list, would work in a pre-genned world. ;w;
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Nahere

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Re: What's going on in your adventure?
« Reply #8905 on: October 31, 2015, 11:48:14 pm »

But...but...I could've sworn dropping the indiv_controllable token into the animalpeople civ, then adding creatures to their species list, would work in a pre-genned world. ;w;
Entity modifications do not work post world gen, as civilisations are created using the raws as templates at the beginning of history, and from then on exist separate from the raw entries.
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Random_Dragon

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Re: What's going on in your adventure?
« Reply #8906 on: November 01, 2015, 03:10:49 am »

But...but...I could've sworn dropping the indiv_controllable token into the animalpeople civ, then adding creatures to their species list, would work in a pre-genned world. ;w;
Entity modifications do not work post world gen, as civilisations are created using the raws as templates at the beginning of history, and from then on exist separate from the raw entries.

*facepalms*

Put the changes in the raw folder for the world. That is the first thing anyone doing world-shattering tweaks learns the hard way.
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Nahere

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Re: What's going on in your adventure?
« Reply #8907 on: November 01, 2015, 03:48:10 am »

I am aware of that distinction. The fact remains that a few things will always require a new world gen. Entity modifications are one of them.
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Random_Dragon

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Re: What's going on in your adventure?
« Reply #8908 on: November 01, 2015, 10:59:57 am »

Sorry, but no. I have done this before. Now to demonstrate, by testing the character creation screen both before and after adding INDIV_CONTROLLABLE to the animal people entity, as well as adding plump helmet men to their creature list...

Long image is long:
Spoiler (click to show/hide)

While there are many tokens that won't work right post worldgen, these aren't among them. You can in fact become Marloss Man in that already-made world. :V
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On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

TheFlame52

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Re: What's going on in your adventure?
« Reply #8909 on: November 01, 2015, 11:14:50 am »

Sorry, but no. I have done this before. Now to demonstrate, by testing the character creation screen both before and after adding INDIV_CONTROLLABLE to the animal people entity, as well as adding plump helmet men to their creature list...

While there are many tokens that won't work right post worldgen, these aren't among them. You can in fact become Marloss Man in that already-made world. :V
Maybe make plump helmet tissue a little stronger, plus give it the ability to heal, and there you go!
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