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Messages - Xangi

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1
Wow, I didn't think you were actually still active. Now I feel a little reckless, but I guess it's a bit late for that.

I absolutely loved your mod, it's what drove me to learn DF modding! Does that mean you are planning to update Fear the Night?
Don't feel bad at all, but you'll have a bit more trouble porting this than you might imagine. USAGE_HINT:FLEEING is currently broken so all regeneration and werebeast transformations need to be reworked entirely. I'm not updating FTN, but depending I might do a sort of "re-imagining" of it. DF modding, especially for adventure mode, is an art of compromising with partially broken/missing features to make something that's actually playable, which is one of the reasons I haven't gotten back into it. Perhaps DFHack can help me do something the way I want to, but honestly I'm probably just going to hold off until the adventure mode AI is more sane and things like CE_ADD_TAG support more options. Ideally I'd also like to have more transformation flexibility and partial transformation, but at that point I might as well just make my own game or something.

Anyways, have fun. I'm usually very busy IRL with work and stuff but if you continue with this I look forward to seeing how it pans out. I actually came up with almost the exact same set of "bad" curses you did in my own thing, so maybe you'll come up with the solutions I'm envisioning to the other major issues.

2
Mod Releases / Re: [44.05] Fear of the Dark : better night creatures
« on: January 25, 2018, 07:46:02 pm »
Do whatever with it, I was actually doing this same thing today. Enough people have grabbed bits and pieces of the mod over the last few years that it doesn't matter anyways. As with any mod I've made for other games, I don't believe in restricting use for any reason.

*Back to the void, wooooooo*

3
Mod Releases / Re: LC's Terrible Weapons Pack - NEW
« on: October 15, 2014, 11:18:02 pm »
The old ones also died because this version is still too broken for serious modding, especially for adventure mode. I had a mod in the works but the jankyness of almost everything, even in vanilla, made me trash it.

No, it's pretty damn stable now.
Stability is not what I'm talking about, and that is also incorrect anyways as the bugtracker can show.

4
Mod Releases / Re: LC's Terrible Weapons Pack - NEW
« on: October 15, 2014, 10:54:17 pm »
The old ones also died because this version is still too broken for serious modding, especially for adventure mode. I had a mod in the works but the jankyness of almost everything, even in vanilla, made me trash it.

5
DF Modding / Re: << DF: Dark Ages: Mythos of Rammok >> - [ Released Today!]
« on: September 09, 2014, 02:23:49 pm »
I'll download when I get back, currently in class at university. Well, once I clear up some shit with a prof trying to change an assignment's due date to make everyone late.

6
I'm glad people are coming back to this game a bit, seems it nearly died a while back.
I just used fraps, but it looks fine to me.
Edit: also could be that my computer is terrible.
I hate to say it, but it's the second one. It usually runs about twice that speed.

7
Awesome, you post here!

Anyway just wanted to know if you plan to make URR (easily) moddable? Sorry if it's been asked already, but 146 pages is a lot of text. I'd love to be able to tinker around with the game's balance and add content to it post-release.

I do indeed! I'm afraid not - there's no plans to make URR moddable at this time. I'm always very open to ideas, and once we get to gameplay development I'll be very interested in any and all balance/design feedback, but modding isn't on the cards, alas.
Yeah I suspected as much, thanks anyway. I'll be waiting anxiously for the next release.

8
DF Announcements / Re: Dwarf Fortress 0.40.05 Released
« on: July 27, 2014, 07:20:57 pm »
So are we going to get some kind of way to challenge NPCs to fights through conversation? Or at least formally initiate hostilities in a way other than going up and slapping them in the face? It seems odd that even roving gangs of goblin raiders just follow you around demanding you yield over and over until finally getting fed up and just attacking.

EDIT: Oh also sneaking is still brokenly overpowered.

9
DF Announcements / Re: Dwarf Fortress 0.40.05 Released
« on: July 27, 2014, 06:48:06 pm »
I was killed by a roving gang of goblins. This is good news, finally the AI learned how to kill again.

EDIT: However killing a lord in front of his loyal soldiers still elicits no reaction besides one of them running away.

10
Sorry for necro, but the game has updated quite a bit with more content.

Spoiler (click to show/hide)

11
Things are still ticking over, albeit slowly; thesis is going well though, which means I should be able to start the full-time URR year when I move in September, but started seriously working on the military city districts and the next fortress archetype (for the wise civilization that prefers their forts to be of a pentagonal nature). This downtime really sucks, but the full-timing will, I think, rather more than make up for it :)
Awesome, you post here!

Anyway just wanted to know if you plan to make URR (easily) moddable? Sorry if it's been asked already, but 146 pages is a lot of text. I'd love to be able to tinker around with the game's balance and add content to it post-release.

12
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 14, 2014, 08:01:41 pm »
There's a simple way to test, and it is this: Copy one of the interaction examples out, change the motivation, use advanced worldgen to set secrets to 0, so you only get your secret.

13
DF Announcements / Re: Dwarf Fortress 0.40.03 Released
« on: July 14, 2014, 02:52:56 pm »
Okay, so something is wrong with threat assessment in kobolds. I just had to do a whole lot of pressing Alt+y to kill a lot of kobolds, who refused to acknowledge my slaughtering them by the dozens and just stood there, milling around, only occasionally fighting back when an attack from me didn't kill them in one hit. Maybe it's a related problem to the over-friendly bandits? The kobolds refused to fight me until I started to fight them, individually, considering me friendly despite all evidence to the contrary.

image

Or maybe it has to do with their utterances? With the changes to the speech and thought engines, maybe they can no longer form coherent thoughts, and thus can't react?
This is a common AI problem I find. It's made adventure nearly unplayable for the time being since all civs in all of my worlds exhibit some degree of this.

14
DF Announcements / Re: Dwarf Fortress 0.40.03 Released
« on: July 14, 2014, 03:54:00 am »
On the topic of pain: people rarely ever lose consciousness due to pain. It's usually the trauma involved which causes that. A bolt to the leg wouldn't knock you out until you started to go into shock. A broken arm wouldn't knock you out, though the pain would likely slow you down.

Edit: Typing on tablet so I can't fully explain the idea. It's complex but suffice to say the vanilla pain values are a bit much in bones, and too little in organs. Pain in DF is really more of a "trauma meter" in a lot of ways.

15
I've fucked around with the weapons and here's the result. (fyi this is meant to replace the vanilla item_weapon.txt)

Weapons are quite lethal now, although most are somewhat slow.
oh and flails/shortswords/large daggers can be multi-attacked with without penalties

(shoutouts to xangi from whom i stole some formatting ideas)
I might just mod your mod of my mod for the final weapon rebalance for my mod. Though that's still a while off, I need the adventure mode AI to be fixed for proper testing.

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