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Messages - philli46

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Mod Releases / Re: [.44.01 - 7] Kobold Kamp (now with 25% more kefir)
« on: March 21, 2018, 12:04:57 am »
So I enabled kobolds to be playable in adventure mode. During a test run starting at a fort I had played earlier I noticed all of the tame giant cave spiders were hostile. Killed all the civilians then ripped apart my poor kobold. No problems in fort mode, I'm assuming its just something to do with the game and not the mod. Just thought you'd want to know, in case adding adventuring kobolds is something you have planned for this mod.

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Mod Releases / Re: [.44.01 - 7] Kobold Kamp (now with 25% more kefir)
« on: March 18, 2018, 12:46:09 pm »
Did you remember to port of the changes that make mountain goats viable as pack animals? Be default those are the only animals they're guaranteed to have, and the only other pack animal they MIGHT obtain in worldgen would be yaks.

Figured it out, I forgot to add the PACK_ANIMAL tag to mountain goats. It was my bad. I think it should be fixed though. Thanks for your help!

Still looking into why the elves are friendly. I honestly don't mind it, gives me some more trading options in the early game. Still want to know what causes it though!

Are there any other creature raws you've edited that I might've missed? I have to go in and make the changes manually because my raws are already heavily modified with balance tweaks and snippets of other mods.

Edit: Also forgot to give them a TRADE_CAPACITY value, and didn't make them milk-able. Just for kicks I gave them wool instead of hair, should hopefully give me a reliable source of cloth that doesn't involve cave exploration and giant fiery worms...

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Mod Releases / Re: [.44.01 - 7] Kobold Kamp (now with 25% more kefir)
« on: March 18, 2018, 03:51:56 am »
Aaand update: giant, fire breathing, winged worms are really bad for the development of a fortress... it was a massacre, there were no survivors. Probably one of the best forts I've played though, lots of fun! Sad though because I had to watch the Shaman, his wife, and his 7 or 8 children get ripped apart in the meeting hall. 2 of his sons were in the military, and his eldest daughter worked beside him as a healer. His wife liked to wander the caves collecting webs to make silk. I got really attached to that family. I'm sad they're gone...


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Mod Releases / Re: [.44.01 - 7] Kobold Kamp (now with 25% more kefir)
« on: March 18, 2018, 02:19:30 am »
Just food for thought, but could the lack of contact/thieves/ambushes/sieges be due to the fact that kobold sites are hidden and don't appear on the map? Don't know much about it, but the in fort I'm playing now the humans and goblins don't seem to know about my existence yet. I got spring caravans from the elves but I think that's due to another edit I've made somewhere else, not sure if its part of the mod as I was under the impression that all other civs would be hostile... (no matter, slaughter enough merchants and they'll attack like everyone else. I think maybe they got upset when I stole their giant skunk.)

Started in year 5, around the end of year 7 the elves ambushed. (They got poor Gaykus, my legendary miner. Took all 6 of them to get past his masterful pick-axe skills, he died a hero's death. Held them at the surface long enough for my military to get organized and engage, saved many lives...) Anywho, haven't heard from the elves since, I think the goblins are giving them a hard time. Scouts sent to investigate are finding a lot of abandoned sites. Good chance they're gonna die out.

One odd thing I've noticed is that none of the kobold caravans that come have any goods with them. They still accept offerings though so i can keep raising my exported wealth. (this may be something I've done wrong while integrating the mod with my raws. Just wondering if anyone knew how to fix this.)

I'm going to try and raid a smaller goblin pit nearby, see if I can't alert them to my presence. I'll let you know how that works!


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Mod Releases / Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
« on: March 14, 2018, 01:22:00 am »
Would it be possible to strip this mod down to a more basic state, like with just a few basic schools of magic (want to make battlemages who would cast buffs on my soldiers and throw debuffs at my enemies.) I just don't want the extra creatures and civs. (not that i dont like them, they just dont really fit with the DF I've custom built) Would removing certain components break the mod, or can I make it so only the magician's study and a handful of spells are available and nothing else?

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DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: September 03, 2016, 04:45:23 pm »
My most recent adventurer was a very successful human vampire. For 5 months he traveled, hunting other vampires and other terrors of the night. He only drank the blood of animals, and harmed no innocent human. He ended wars and united the lands under the banner of his lord. His final mission was to slay a dark creature (I can't remember exactly what it was called, but it was humanoid and scaly.). He accomplished that easy enough, however the beasts final blow caved in his breastplate, making it useless. (It was a bronze breastplate, no access to dwarves or steel on the map.) Exploring further into the beasts layer, I soon discovered that the dark creature had had a child. This child managed to break my adventurers spine, paralyzing him from the waist down. (Lack of a breastplate caused this.) I won by biting the things throat out, then dragged my sorry adventurer back to his home lord, crawled into the basement and retired. (On my way home I tore through 2 packs of wolves and a pack of dingos with nothing but my lower left molars. The dark beast had knocked the rest of em out...)

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Haha silly me, I guess I didn't look hard enough... Time to start a new alchemy based adventurer.

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Hey! Remember me? I'm just wondering what all you have medicine-wise in your mod, and how far you could go with it. Specifically I am interested in applying ointments to various wounds to fight infections and aid healing, or brewed drinkable medicines that do things like numb pain or heighten senses. Is any of that possible to do? What about giving medical care to your companions? I have some other ideas on alchemy as well, but I won't bombard you with those just yet. If your interested in my thoughts on alchemy and medicine please let me know!

Thanks!



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DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: August 28, 2016, 01:41:00 pm »
Neat. Is this a sign that I made staves too hardcore, or is that a different mod? o3o

Not at all! It was extremely hard to kill large creatures with the staves. It took me half an hour of dodging and bashing just to knock the Sasquatch out, then about 10 more minutes to cave it's skull in. (I was too small to suffocate it or break its neck.)  The zombie tiger was harder, because it's not possible to knock one of those out or suffocate it. I spent close to  an hour smashing it's arms and legs apart until it was immobile before bashing it's skull in.

A lot of that difficulty could have been due to my size. (Red panda men are pretty small.) I think the stave is pretty balanced though.

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DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: August 28, 2016, 01:58:23 am »
Tried to do something cool with a red panda man. Fashioned him a stave out of wood and started training him as a badass warrior monk. Beat a sasquatch to death with my fancy stick, then a zombie giant tiger. Things are looking great for my adventurer till the bastard gets his lungs ripped out by a flock of undead ravens, kills them all, then suffocates to death.

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Mod Releases / Re: Warhammer Mod r11: We capture it for Chaos!
« on: July 30, 2016, 05:29:29 pm »
A few things I've noticed while playing:
Gnoblars and Goblins (and maybe some other races) don't have access to weapons in the embark menu.

Gnoblars also can't use the axes or shovels provided for them by default when embarking. This makes it very hard to chop trees and dig. (Is this intentional? I would understand if they could only make things out of hide and bone.)

Also, Goblins and Gnoblars don't have genders, being only referred to as "it." Is this also intentional?

Anyhow, I'm really enjoying the mod, keep up the great work!

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Mod Releases / Re: Warhammer Mod r11: We capture it for Chaos!
« on: July 28, 2016, 07:27:53 pm »
Hi, me again! Any big difference between goblin boys and goblin huntas?

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Mod Releases / Re: Warhammer Mod r10: Treebeard's Bad Moss Day
« on: July 28, 2016, 01:18:39 am »
Thanks for the help, the mod works now, sort of... I'm getting some crashing problems, but only when I generate a medium sized world or larger. (I think this might be tied in with your above mentioned bug. I will check.)

This is what DFHack says about my game crashes:
Spoiler (click to show/hide)
Also, quite a few historical figures are showing up as "nothing." (i.e "so-and-so" was a female nothing)

There are also some red words and the repetitive use of the word "error" in the dfhack script that look like they might be important:
Spoiler (click to show/hide)
I am pretty sure that this and the crashing are connected, as they both involve these "spatter add reactions".

And this might just be because I'm horribly unlucky, but so far I haven't been able to generate a world with dwarves in it... I'll keep trying and let you know if the problem persists!

Thanks, the mod is everything I've wanted in df and more, keep up the awesome work. Also, I'm gonna be posting some sample pixel art themes for a graphics pack I'm planning on making for this beautiful mod. They should go up within the next few days (depending on work and life etc. etc.).


14
Mod Releases / Re: Warhammer Mod r10: Treebeard's Bad Moss Day
« on: July 27, 2016, 02:38:12 am »
So I need help... I play df on a mac and I don't have the wonderful option to extract files into a specific folder and have everything work smoothly, and I have no idea if I've put the files in the right places. I have a hunch that you might know something about that...

I try to generate worlds with adv. params like you said(I'm just using the default param sets) and the game crashes when I hit confirm to accept my new world.

Please, I am so pumped to play this mod, and I am certain i have done something wrong to cause the crashing. If its any easier, could you pretty please make me a working mac version of your beautiful mod? (It just needs the mac versions of DF and DFhack and the mod files inserted by someone who's not an idiot.)

If you can help I would greatly appreciate it, I'd even make a graphics pack for this mod in appreciation :)

15
Mod Releases / Re: [43.05] Desolation Mod 1.3
« on: July 17, 2016, 12:21:24 am »
Thank you very much! Everything appears to be in working order.

I found a few interesting tidbits here and there that you might want to have a look at:
-stoats appear in the unit list as "nothing"
-the plains runner’s colour description only states that their right cheek is coloured.

Also, when I generate worlds, a lot of the landmass consists of 'J' tiles. Is that supposed to happen? If so, what causes it?

Once again, thanks for the awesome mod. Loads of fun so far!

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