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Author Topic: Dwarf Fortress: The Long Night (Legacy Thread)  (Read 126654 times)

Dolphin

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Re: Dwarf Fortress: The Long Night 2.77
« Reply #300 on: May 02, 2021, 03:41:58 pm »


"Nothing" means that something has an error in its name somewhere, or lacks one entirely outside of its castes. It's a pretty simple thing to fix once you know what creature has the problem. It doesn't really cause any issues in gameplay though.

That's what I assumed since I've seen similar errors before, but I wasnt sure if it was deliberate or due to that.
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squamous

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Re: Dwarf Fortress: The Long Night 2.77
« Reply #301 on: May 03, 2021, 11:49:07 am »


"Nothing" means that something has an error in its name somewhere, or lacks one entirely outside of its castes. It's a pretty simple thing to fix once you know what creature has the problem. It doesn't really cause any issues in gameplay though.

That's what I assumed since I've seen similar errors before, but I wasnt sure if it was deliberate or due to that.

Ah, I'll have that fixed next update.
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squamous

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Re: Dwarf Fortress: The Long Night 2.78
« Reply #303 on: May 07, 2021, 03:24:38 pm »

Kruggsmash featured Long Night again.

It's definitely a good vid, I always appreciate a shoutout.
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Xeldrakka

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Re: Dwarf Fortress: The Long Night 2.79
« Reply #304 on: May 22, 2021, 04:13:43 am »

Hello all. I just picked the mod up again and I've noticed some off elements about the current rendition. I'm not noticing vehicles/war machines of any variety using the interactions at their disposal. No weapons fired and no backup drones summoned. Likewise, I've noticed that the Asura specialist breeds (the shukra, nivatakavacha, and danava) do not possess the nanite regeneration interaction in adventure mode or arena.

I'm curious if these are features or bugs.
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Splint

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Re: Dwarf Fortress: The Long Night 2.79
« Reply #305 on: May 22, 2021, 11:55:36 am »

Hello all. I just picked the mod up again and I've noticed some off elements about the current rendition. I'm not noticing vehicles/war machines of any variety using the interactions at their disposal. No weapons fired and no backup drones summoned. Likewise, I've noticed that the Asura specialist breeds (the shukra, nivatakavacha, and danava) do not possess the nanite regeneration interaction in adventure mode or arena.

I'm curious if these are features or bugs.

I've noticed that too, in regards to vehicle weapons and summons.

The only summon I've seen backfired on the carrier that called for help, since the creatures had their actual ownership given to the fortress (it's a known fort mode bug going back to 34.11.) poor carrier called for help only to get the shit literally kicked out of it by its own reinforcements.

Xeldrakka

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Re: Dwarf Fortress: The Long Night 2.79
« Reply #306 on: May 22, 2021, 01:23:41 pm »

Hello all. I just picked the mod up again and I've noticed some off elements about the current rendition. I'm not noticing vehicles/war machines of any variety using the interactions at their disposal. No weapons fired and no backup drones summoned. Likewise, I've noticed that the Asura specialist breeds (the shukra, nivatakavacha, and danava) do not possess the nanite regeneration interaction in adventure mode or arena.

I'm curious if these are features or bugs.

I've noticed that too, in regards to vehicle weapons and summons.

The only summon I've seen backfired on the carrier that called for help, since the creatures had their actual ownership given to the fortress (it's a known fort mode bug going back to 34.11.) poor carrier called for help only to get the shit literally kicked out of it by its own reinforcements.

Oh wow! That sounds absolutely wild! Alright, so invading war drones will have a bad time in a siege if they pop the spawn power. And the weapons don't go off basically ever. I have a suspicion as to what might cause that and I'll be looking into it soon. I wonder if it's related to how quickly many of the weapon attack interactions recharge. In fortress mode, a cool down of 100-500 sees many attacks in one fight. It might just be that a cooldown of 12 is too fast for Fort Mode to recognize. I'm going test this.

Have you noticed the nanotech regeneration problem with the three Asura variant models? That power is so strong on the normal and multi-limbed Asura. It has a profound effect on the longevity of the species in Fort Mode such to the point that I'm pondering if I really need a good hospital with them. That which doesn't kill the Asura leaves them tickled so far.

Finally, out of pure curiosity, was this total conversion mod designed with Fort Mode or Adventure Mode in mind? I'm tempted to drop my fort into the ocean and go play Mad Max with a bunch of Titanians all stacked up in cars and light mechs.
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Xeldrakka

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Re: Dwarf Fortress: The Long Night 2.79
« Reply #307 on: May 22, 2021, 03:32:34 pm »

Hello all. I just picked the mod up again and I've noticed some off elements about the current rendition. I'm not noticing vehicles/war machines of any variety using the interactions at their disposal. No weapons fired and no backup drones summoned. Likewise, I've noticed that the Asura specialist breeds (the shukra, nivatakavacha, and danava) do not possess the nanite regeneration interaction in adventure mode or arena.

I'm curious if these are features or bugs.

I've noticed that too, in regards to vehicle weapons and summons.

The only summon I've seen backfired on the carrier that called for help, since the creatures had their actual ownership given to the fortress (it's a known fort mode bug going back to 34.11.) poor carrier called for help only to get the shit literally kicked out of it by its own reinforcements.

Oh wow! That sounds absolutely wild! Alright, so invading war drones will have a bad time in a siege if they pop the spawn power. And the weapons don't go off basically ever. I have a suspicion as to what might cause that and I'll be looking into it soon. I wonder if it's related to how quickly many of the weapon attack interactions recharge. In fortress mode, a cool down of 100-500 sees many attacks in one fight. It might just be that a cooldown of 12 is too fast for Fort Mode to recognize. I'm going test this.

Have you noticed the nanotech regeneration problem with the three Asura variant models? That power is so strong on the normal and multi-limbed Asura. It has a profound effect on the longevity of the species in Fort Mode such to the point that I'm pondering if I really need a good hospital with them. That which doesn't kill the Asura leaves them tickled so far.

Finally, out of pure curiosity, was this total conversion mod designed with Fort Mode or Adventure Mode in mind? I'm tempted to drop my fort into the ocean and go play Mad Max with a bunch of Titanians all stacked up in cars and light mechs.

I've got it boss. The Fortress Mode gameplay doesn't seem to get along well with CDI:BP_REQUIRED:BY_TOKEN, which all of the drones, walkers, and other vehicles use to represent their integrated weapons. I'm not sure why this should be an issue in Fort mode given that the anatomy is all there. I received no luck after checking and altering the recharge timer on the attack interactions so I'm pretty sure it's not those, but every machine I removed that line from was able to use their weaponry on the fortress map.

As for the Asura. It is the Danava alone that appears to have the nanite regeneration gone. The interaction is missing from their text entirely.
« Last Edit: May 22, 2021, 03:47:30 pm by Xeldrakka »
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squamous

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Re: Dwarf Fortress: The Long Night 2.79
« Reply #308 on: May 23, 2021, 10:55:18 pm »

thanks for these reports, that shouldn't be happening. I wasn't aware with some of those fort mode bugs, I'll do my best to mitigate them.
« Last Edit: May 24, 2021, 12:02:46 am by squamous »
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Xeldrakka

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Re: Dwarf Fortress: The Long Night 2.79
« Reply #309 on: May 24, 2021, 02:00:14 am »

thanks for these reports, that shouldn't be happening. I wasn't aware with some of those fort mode bugs, I'll do my best to mitigate them.

My pleasure! Hopefully they prove simple enough for you to squash.
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Artwr

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Re: Dwarf Fortress: The Long Night 2.79
« Reply #310 on: May 25, 2021, 12:22:54 pm »

Lately I've been trying to set up futuristic vampire fortresses, kinda in a Blade/Underworld style (Vampires vs Cyborgs sounds cool). But they never show up. I am doing something wrong in the advanced world generation, I'm simply unlucky, or is there any Raws related thing avoiding vampires appearing?
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squamous

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Re: Dwarf Fortress: The Long Night 2.79
« Reply #311 on: May 25, 2021, 01:24:19 pm »

Lately I've been trying to set up futuristic vampire fortresses, kinda in a Blade/Underworld style (Vampires vs Cyborgs sounds cool). But they never show up. I am doing something wrong in the advanced world generation, I'm simply unlucky, or is there any Raws related thing avoiding vampires appearing?

There aren't vampires in the setting, though there might be in the future.
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Xeldrakka

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Re: Dwarf Fortress: The Long Night 2.79
« Reply #312 on: May 25, 2021, 05:08:35 pm »

Just noticed that as of this last update, the Posthumans no longer create Asura bioframes but now have access to the ones used by others (at least the two civs in my current world gen do).

I'm curious what drew you to script out the Asura frames, OP. I'm fond of the decision, mind you, as I often struggled to justify using the Asura frames in adventure mode due to their opposition being fliers equipped with guns and blades. I'm happy to see the Asura using the Panhuman frames, but I appreciated that the Asura frames added character and punctuated the ferocity of the people.
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bloodslave1087654

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Re: Dwarf Fortress: The Long Night 2.79
« Reply #313 on: May 25, 2021, 07:10:37 pm »

So just dug up this mod again. What do the Asura-class/Post-humans actually eat now? Tried another playthrough as them and i built farms that could not function and everyone starved, unless im missing something?
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Xeldrakka

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Re: Dwarf Fortress: The Long Night 2.79
« Reply #314 on: May 26, 2021, 03:15:14 am »

So just dug up this mod again. What do the Asura-class/Post-humans actually eat now? Tried another playthrough as them and i built farms that could not function and everyone starved, unless im missing something?

Asura begin the game with meat and livestock produce like eggs and cheese. In order to farm, you will need to first gather a bunch of plants and ensure that their seeds do not end up consumed. Farming can occur after that. Asura eat about anything but begin with limited domestic agriculture options.
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