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Messages - nossr50

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1
I have seen that´s it´s a military tweak since I installed this package, military training goes extreamly fast. I just did get 2 legendary+3 axelords from just 1 year of training (sparring). Think that am some time to fast, more of a test to make the weapons and armor than get the training and that seems wrong in my playstyle.

How do I make dfhack tweak military less? I have no Idea of how to do it by myself.
And thanks for the package, got me back after some months paus. waiting for df 2014 now..

All DFhack does is fix a bug that causes large squads to spar less (anything over 3 men to a squad causes this issue), so you're basically playing the unbugged version of how squads are supposed to train.

2
Hmm, I can understand not wanting to maintain a lot of different packs but the 9x12 version is the recommended version of Jolly Bastion.

3
After using Jolly Bastion 9x12 for a bit, I want to say my only complaint is that soil looks too 'rough'? Could you make it look softer?


4
LNP installs Jolly Bastion incorrectly: http://imgur.com/a/FY72U

First image is ASCII default, second image is LNP Jolly Bastion, and third image is Jolly Bastion manual install.

Also, could you please include the 9x12 Jolly Bastion with the next LNP revision?

5
If you grab the updated lazy newb pack, this comes pre-set as one of the options, and you just have to choose it in the graphics menu.

Just grabbed the newest LNP with Jolly Bastion but all the walls are letters, pretty sure this is not intended.

LNP Jolly Bastion: http://imgur.com/KeQAbIF

ASCII Original: http://imgur.com/EP19XmI
Thats not an issue of this pack, but of the LNP. you should report it there, its a simple matter of inorganics having the wrong tile number. You probably updated the data/art files without updating the save/region/raw/object files, which is why they are not in sync. If you just pushed buttons on the LNP, then it needs to be updated to fix that.

Well yeah, that's kind of why I was replying specifically to the LNP author :P... but I can go post it in his thread.

6
If you grab the updated lazy newb pack, this comes pre-set as one of the options, and you just have to choose it in the graphics menu.

Just grabbed the newest LNP with Jolly Bastion but all the walls are letters, pretty sure this is not intended.

LNP Jolly Bastion: http://imgur.com/KeQAbIF

ASCII Original: http://imgur.com/EP19XmI

7
DF Modding / Re: Glasskin - The Glass Kind (Playable Race 00.00.04)
« on: December 31, 2013, 11:15:29 am »
Now that you have a release people can play, you might want to move this shindig to the mod release subforum.  ;D

Glasskin look pretty sweet, btw. I would have imagined them as moving glass containers with organs and fluid just floating around in them, this is much cooler.

My bad, I'll do that soon.

Glad you like it.

8
DF Modding / Re: Glasskin - The Glass Kind (Playable Race 00.00.04)
« on: December 31, 2013, 03:26:19 am »
What specific effects were you thinking of?  The interaction system is pretty powerful.

I'm aware, I'll be looking into it soon, or rather playing with it soon. I read all the threads going on in this forum, so I have a good understanding of what I might be able to do. I'm just walking a thin line between giving glasskin too many abilities and thus making them have too much utility (and making the game feel easy) or not giving them enough making it feel too difficult to progress. With that said it's quite hard to balance a playable race in adventure mode because death is all but guaranteed and small encounters can easily end with your demise.

9
DF Modding / Re: Glasskin - The Glass Kind (Playable Race 00.00.04)
« on: December 30, 2013, 04:00:31 pm »
That's true.  I'm going to play this mod a little later, bugchecking and whatnot.  This mod, while small, is pretty interesting.

Well it's good to know someone is interested, I was inspired to make it when I started learning how to play adventure mode for the first time and experienced the combat. Fortress mode is so abstracted and you have to micro everything that you don't really connect with just how complex some parts of the game can be. Adventure mode opened my eyes to what's possible and I immediately thought of making playable races with unique bodies, I'll probably make some others as the ideas come to me. This was both a learning experience and something I personally wanted to play as, and that's typically a good reason to make a mod in the first place if I had to say.

It's too bad that documentation is so obscure and hard to come by, it's really hard to know how to achieve certain desired effects without a lot of playtesting. I did my best and I guess I'm somewhat impatient so the first versions of glasskin were a bit too durable. Eventually I'll nail the feeling of 'being made of glass' and I'll feel satisfied. I'm still toying with unique features the race could have, the 'sandgas' defense mechanism was one such attempt. I'm still debating on whether or not the glasskin should have it and whether or not it makes much of a difference.

Anyways, it's great how modular DF can be. I look forward to modding it more.

10
DF Modding / Re: Glasskin - The Glass Kind (Playable Race 00.00.04)
« on: December 30, 2013, 03:41:46 pm »
The avoidance of caves and tree cities does nothing important in the current version except in legends mode, as those sites will not exist until the next version.

A lot of stuff falls under the 'not important' category for the current version of the game. But with the next versions release imminent and my plan to try to adopt this mod for that version I figured 'why not change this'. Plus I can't see glasskin living in caves or tree cities anyways :)

11
DF Modding / Re: Glasskin - The Glass Kind (Playable Race 00.00.04)
« on: December 30, 2013, 03:04:15 pm »
Version 00.00.04 is out, tweaking glasskin to be regenerate more slowly and feel more pain

Quote
-Nerf'd the regeneration for glass-bones (now 2x slower than a humans bones, was 3x faster)

-Glass-skin will heal slower too (now 3x slower than normal)

-Increased pain receptors for sandgas a little

-Should feel much more dangerous to have a bone break now

-Changed where glasskin will migrate to during world generation (now they should avoid caves/tree cities)

12
DF Modding / Re: Glasskin - The Glass Kind (Playable Race 00.00.03)
« on: December 29, 2013, 11:30:44 pm »
The bones were breaking, but it was fighting back just the same.

Hmm, you've given me an idea for 00.00.04

13
DF Modding / Re: Glasskin - The Glass Kind (Playable Race 00.00.03)
« on: December 29, 2013, 11:22:36 pm »
Well, they actually seem to be harder to kill than the average person.  I would whale on one for quite some time with a fairly high level striker glasskin and it just... wouldn't... die.

Were the bones being broken? That's sort of the trick one could say.

14
DF Modding / Re: Glasskin - The Glass Kind (Playable Race 00.00.01)
« on: December 29, 2013, 11:08:35 pm »
The only thing I can say conclusively is that they are nowhere near as overpowered in melee as my infernokin, but I don't have conclusive data on their relative power.

Well without knowing if your mod is going for that angle or not, the glasskind are meant to be overpowered in some ways (like stat growth and their defense mechanisms) yet severely under powered in other ways (like their frail frames). I like a challenge, so I tried to not overdo it.

15
DF Modding / Re: Glasskin - The Glass Kind (Playable Race 00.00.03)
« on: December 29, 2013, 11:04:17 pm »
Alright version 00.00.03 fixes the bleed problem, set temperatures incorrectly causing their own send to melt them to death.

DL: http://dffd.wimbli.com/file.php?id=8257

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