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Messages - flyteofheart

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16
Mod Releases / Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
« on: November 24, 2019, 11:03:58 pm »
"animal people and giant animals that spawn in pools spawn in lakes instead"

Maybe im dumb, but what exactly is a lake in DF? I dont know that iv ever embarked on one. Which would mean I would never see any of the giant animals / animal people. Is a lake a defined thing or just a bigger pool?

Also curious- you made elves and goblins mortal. Does this change worldgen significantly?

17
Mod Releases / Re: [44.12] ZM5's Mod Depository - Waking City
« on: November 24, 2019, 10:45:01 pm »
in the help files, would it be possible to have a list of "playable races" only? i get confused going through all the files as im not familiar with each of the source materials(never played warcraft/etc). having to go through alphabetically or whatever it is to find out what races are playable is slightly annoying. heh. this doesnt super matter but i think it would be welcomed.

im also curious about dark dwarves. are they any stronger or bigger than normal dwarves? im only seeing immunity to fire and quicker to anger than normal. curious if there is any other reason to play them. though fire immunity is probably worth it alone.

also does playing as an ogre still let you metalwork and such? any big differences from dwarves? i genned a pretty cool world with the main issue being ogres are the only playable race. dunno if i want to play as them since it seems more things are hostile?

finally, is there any way to force a race to generate? i cant get a world with the Friori haha. I really want to embark next to them on a glacier and trade/raid them for cryosteel haha.

thanks, like this mod a lot. i played with it a ton a year ago and had several "successful" forts in your new evil biome stuff, enjoyed the cave content, and love the variety of other races

18
Mod Releases / Re: Revised v2.1.0 for v0.44.12
« on: April 03, 2019, 11:28:58 am »
Hey! Been playing this mod for ages, love it. So glad you did not implement some of the more extreme changes like unifying leather and such. Im happy with everything you have changed.

However iv gotten to the point where I like adding modded races and creatures and items to my games to spice it up. Im curious what I can do to merge a big civ/invasion mod like ZM5s with this one. I know the obvious things like making sure I merge the default raws sensibly, like adding any zm5 reactions to your edited dwarf raw.

But what would be the best way to give the other civs the combat changes? Or is that already seperate from their individual new raw pages? For example making their unarmed combat weaker and their ribs have more coverage or whatever else changes you have made. And perhaps include some more of svers weapons.

Any advice would be helpful. Im not asking you to do it for me ofc, im more than willing to painstakingly do it! I tend to set up a "modded profile" and play with it for months before changing anything so its worth it to me.

Thanks!

19
I can gladly do a writeup. In about a week or two, I am going to finally have a solar panel at my house that I can charge my laptop off of. Right now im limited to my phone and my laptop getting charged once a week. Which doesnt last too long. After that, I will probably contribute a lot. I have a lottttt of free time due to how things work here.

20
Okie. I got to wifi finally! I am downloading the master now. Cant wait to test, every change youve made so far im happy with. Going to adventure, which I havnt done with this mod yet at all. I consider myself fairly competent at the game so hopefully I can notice a new change. I prefer to play as animal men of random kinds these days if you have no requests. So im curious how very large and very small creatures combat is changed if at all.

I use really expensive data on my phone (with disabled images and such to save data and only load text) to browse the net when im at home so I only update stuff when I go to the city. In only 1 more week il have a solar panel I can charge my laptop off of every day at least and can play more! Dwarf Fortress and mods is a really ideal game for me.

21
ok sorry. im not a mod expert. i just pasted files over, skimmed through them and pasted some more things. i dont even remember which files i put in first. and in addition another persons mods. its not anywhere obvious to me that its already finished. my first comment was very throwaway and an attempt at praise and hoping these 2 mods would be easily merged for maximum low effort

22
I worded my last comment poorly.

I downloaded before may 23rd when you posted you had not integrated at all and I hadnt seen an update since then on the thread. So i just unzipped svers onto your mod. It meant it overwrote some files so I just pasted what looked obvious back into it. I meant I was just waiting until the actual merge so I dont lose any features when I put them together. If you arent ever going to fully merge them so its compatible even with the new items, then I apologize for the confusion. I guess I can actually winmerge them every time.  thats what I meant by ehhh- i hate doing that for mods(but i will anyway when i love the mods) and I did it really low effort visual scan for this time...

I also put this with a mod that adds new civs and gave them some of the new items myself. That part has been fantastic as well.

As far as more help testing, I can perhaps later this week. I live in Africa right now and I can charge my laptop only rarely by paying someone when they turn the generator on in town. It lasts a long time when I do charge, but its currently dead rip. Another 2 weeks before I can buy a new solar panel.

 It actually does seem balanced though to me. Not incredibly more difficult but noticable. and it feels more fair as well to the player even if slightly harder. Usually I play highly modded games.to give myself a challenge but I can dial that back a ton with these balance changes. Its more actually challenging not just "heres an enemy 2x as fast  and 3x as big as goblins". Iv been playing with these 2 mods together for maybe 20 hours total? Mostly fort mode.

23
Iv had success merging this with other mods that dont alter vanilla much. Its a fantastic experiance so far. The richer descriptions make things better than i thought they would. Cant wait until the better merge with svers is done. i tried doing that myself but it came out eh.

24
DF Announcements / Re: Dwarf Fortress 0.44.10 Released
« on: June 03, 2018, 02:10:42 am »
I dont mind these updates with hilariously unbalanced stuff like the stress. Iv had a month to play with forts where corpses cause insanity. Its been fun. Forced me to create magma flushing system in 1 fort and a burrowed dedicated corpse crew in another. Its FUN

25
Mod Releases / Re: Mottled Petrel's Fungus Expanion
« on: June 02, 2018, 11:28:48 pm »
Dude this is fan fucking tastic. I love mushrooms too and its so properly dwarfy. I even love the idea of useless mushrooms and poisonous ones in the game just to keep me on my toes.

Great work

26
Probably a noob question (forgive me if so) but is there any way to start as a dead civ? It doesn't make much difference practically but for immersion i'd love to start as the last remnants of a dwarf civilisation if possible. I'm pretty sure its a limit of vanilla dwarf fortress but the amount of times i've started a game with a civilisation that doesn't seem to have any sites on the mini-map only to find there is a random queen/fisherdwarf at another location.

I also edited some of the parameters of one of the advanced map options (I forget the name of it but it generates a 33x33 region, seems set up for DAIII) and notice then I always seem to end up as a 'legendary dwarf' civilisation, have I simply knocked the settings out a little by creating more evil areas? I am sure I used to generally be playing as non-legendary dwarves.

im not OP but i can answer. you really should look into legendsviewer! after you generate a world, export legends mode and then load the file into legends viewer. you can look at all the civs. if there isnt a dying civ with only 1 member left, regen the world. itll list out that info nicely for you.

as far as legendary dorf starts, when you are chosing your embark location you can tab to a menu that lists "your civilization" and there will be some options there if multiple options exist in the world. itll be the civ names like "The Subtle Door" and if you look in legendsviewer, you can see if that civ is legendary dwarves or not. Select a regular dwarf civ to start from if fhats your thing.

27
Thanks a ton. This will help me so much. I will start using it immediately :) Copying the whole post to a text file so I can use it offline haha.

Do you know how compatible this would be with other mods? Like if I install this, and then careful not to overwrite anything, install a mod that adds new civs/creatures, will they use the new combat system? Or would I have to go back and mod those creatures too?

Thanks for your work. Combat has long annoyed me in DF for being too easy or too weird.

28
this is such a fantastic mod. bless. combat has bothered me a long time

im just curious if theres something that can tell me exact covering of each new bit of armor? if im layering i dont want to accidentally leave shins exposed for example due to not knowing what is left uncovered

as far as attacks, more documentation on which attack is ideal for each weapon would be great. theres a lot of options now and i used to just target body parts and lop them off or just target crushing skulls with heavy weapons. im not sure thats the best strategy anymore 

29
tis me again! iv been playing this mod as promised in madagascar. finally finished my training and swore in as a peace corps volunteer last week.

now moved into my home for the next 2 years. unfort i have no electricity until i can get back into a big city in the next month or two and buy a solar panel. i have to pay someone to charge my stuff right now which is cumbersome.

dude i use the greater rhinoman adventurer every time now. it satiafys my hoarding tendancies. i managed to get every secret slab in my whole world a while back and then placed them in a fort. it was glorious. i also had hundreds of books and most of the worlds artifacts. took me so long but was so satisfying. this mod and the new artifact system make for great fun. thank you again

im waiting to download any new df updates until the stress system is worked out a little better. data is at a premium for me.

30
mmmm this looks like just what the doctor ordered. Im super hyped. Good and Evil biomes needed so much more stuff. Unicorns and feather trees just arent enough to make it distinctive.

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