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Messages - Zalthor

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1
Are the Gindrae not supposed to have any nobles or positions? I've started a new fortress and I don't have an expedition leader, or the ability to set managers, clerks, chief doctor, etc. I also can't create squads as them.


Due to the recent DF Update, all Dark Fortress related Civs positions are created during worldgen, and because of this, it causes crash/confliction issues with custom made positions. So till this issue is fixed, I just removed them temporarily  :/
Has the latest 0.47.05 update fixed this issue of yours?

2
Mod Releases / Re: Dwarf Fortress: The Long Night 2.69
« on: November 27, 2020, 12:28:09 pm »
So are there any tilesets that work with this mod? Will phoebus do? (obv. won't get tiles of cyborgs)
Krugsmash's tileset works.

3
Mod Releases / Re: Dwarf Fortress: The Long Night 2.69
« on: November 20, 2020, 12:37:24 pm »
Hey Sqaumos, I got this script that I modified from the musket-mod. It basically makes every rifles automatic,pistols semi-auto, shotguns  shoots multiple shots(scatterguns in this script use cartridge instead of slug, sort of fit it well in my opinion), and explosive plasma jet rocket!. It's crude and straight forward but it gets the job done.

https://dffd.bay12games.com/file.php?id=15305

I got ideas for it, but I'm not familiar with lua yet, and only got a novice understanding of Python. But if anyone want to expand on it please do! It would be cool if we can increase FOV on snipers or make exo-suits increase speed and strength. 


edit: I was able to get this neat laser beam going. It's really just for show to be honest. It does nothing but a trail behind the bullet.


Could you walk through how this was done? This would be great for the Great War mod that squamous has.

4
Mod Releases / Re: Dwarf Fortress: Beyond the Great War 1.2
« on: November 12, 2020, 05:37:40 pm »
So, I've been roleplaying a Gulag fort in the no-mans-land evil areas, and I've been hit with many random mustard and phosene gas winds, but they don't seem to do much. Whenever my communards inhale these gasses, they only blister up and go unconcious for a little while, then turn out alright. It also rains "black water", but that doesn't seem to do anything except grant my humans negative moodlets. How lethal did you intend these zones to be?

5
Mod Releases / Re: Dwarf Fortress: Beyond the Great War 1.2
« on: November 11, 2020, 12:47:03 pm »
Another thing I noticed while looking in Legends: your Lords of Vandel are able to have children. I do not know if that is intentional or not, seeing as they are giant, insane, cyborg battle tanks/planes.

6
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: November 11, 2020, 01:01:42 am »
How make humans and elves always hostile to dwarves in world?
Try adding the [BABYSNATCHER] ENTITY token to the humans and elves.

7
Mod Releases / Re: Dwarf Fortress: Beyond the Great War 1.2
« on: November 11, 2020, 12:49:57 am »
Nice, a new Squamous mod! I always look forward to your mods, and this one looks especially interesting! I like the changes I see so far, and it'll be interesting to play a human centric mod this time.
Note: I am getting the 300 dead gremlin civs (using preset advanced world generation) but it doesn't seem to be causing any issues?
Looking forward to playing this, thanks for all the great mods!

Have you tried looking at it in legendsviewer? Like, the 3rd party utility. If it still says 300 dead civs, send me a screenshot of it. All the preset worlds have a hard cap of 30 civilizations, so what you're saying just shouldn't be happening. i think it might be a bug with legends mode itself maybe? Or it could be talking about underground tribes/groups within the cave sites.
Spoiler (click to show/hide)
The vast majority of gremlin civs I'm not able to click on, except for the named ones. There are typically a few other dead civs per save as well, such as a handful of steeljacks or reanimates, but those are always within normal numbers.

8
Mod Releases / Re: Dwarf Fortress: Beyond the Great War 1.2
« on: November 10, 2020, 11:35:40 pm »
One oddity I've noticed is that, when looking through legends mode, all my worlds have ~350 dead Gremlin civs. This is a consistant figure, and I'm not sure why that is.

Considering there's a maximum civ amount of 30 that is definitely weird. Are you using advanced worldgen presets or just creating a new world? The latter could probably get very buggy.
I'm using the advanced worldgen presets.

9
Mod Releases / Re: Dwarf Fortress: Beyond the Great War 1.2
« on: November 10, 2020, 03:35:31 pm »
One oddity I've noticed is that, when looking through legends mode, all my worlds have ~350 dead Gremlin civs. This is a consistant figure, and I'm not sure why that is.

10
Mod Releases / Re: Dwarf Fortress: The Long Night 2.68
« on: November 07, 2020, 09:55:31 pm »
All the bottom stuff, however, is procedurally-generated angelic materials i haven't figured out how to delete yet.
In Advanced World Generation, there is an option to disallow divine materials, which are the materials you are referring to. Perhaps in any future versions you could change this setting to "No" in your custom world presets?

Spoiler (click to show/hide)

11
Alright, I'll throw my hat into the political ring.


12
Utilities and 3rd Party Applications / Re: DFHack script: quickfort
« on: August 29, 2020, 08:00:58 pm »
Are the bedroom blueprints online somewhere I can check them out? Are they from https://github.com/joelpt/quickfort/tree/master/Blueprints ?
No, they're in the ...\LNP\utilities\Quickfort\blueprints folder from the PeridexisErrant's Starter Pack.

I uploaded them separately as well, if you would prefer.

Edit: I attempted the command with verbose logging, and it says that it is applying everything, but then I'm greeted with this blinking, but with no rooms assigned.

13
Utilities and 3rd Party Applications / Re: DFHack script: quickfort
« on: August 29, 2020, 02:12:10 pm »
What else should we include?
The bedroom styles from the old quickfort library provided in the LNP.

Edit: Also, is there some bug with queries, or am I simply not using it correctly? I generate a blueprint in DFHACK, and apply the query blueprint to a set of rooms I've built, but it doesn't apply. No errors appear in the log, so I'm confused.

14
Are you still accepting political party submissions (aka overseers)?

15
Oh, sorry, quantum must not have updated the overseer list.
It's actually your turn, Zalthor.
Ah, a pleasant surprise! I hath downloaded the save from DFFD.

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