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Messages - Fatace

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136
Hello everyone, just a quick update and a bit of a shameless bump, I have added a few changes that I will be making to the list, and more will eventually show up, but do note that when the next big DF update hits, from the looks of things I will be making a lot of changes to.. well a lot of things lol. More or less likely I will be having a lot of fun once the update comes out, fixing a lot of things for each civ which will more or less likely take a long while. Until then, I have more adventuring to do in my current world to see if theres any current things that need to be changed or fix!

137
DF General Discussion / Re: Future of the Fortress
« on: July 25, 2019, 05:49:19 am »
This recent Dev Blog excites me!

"Evil that spread now fades away over many years if there's no new activity in the region. The primordial evil areas don't fade. Certain demons can now spread evil from their towers (or disaster forts), and the properties of the evil areas are related to the spheres of the demon. That is, a blight demon might kill vegetation, while a deformity demon can spread evil creature populations and wormy eyeball grass and so forth. "

With that part of the blog mentioned above, will there be tags related to the ability for demons to spread their evil from their towers/forts? Like a tag that allows/disallows a demons that controls a specific, and custom Dark Fortress using Race from spreading evil?


And with these new "abilities", does that mean theres more to play with for custom secrets? :D

138
Currently from all the testing, I have not ran into a issue yet thankfully... I have also updated the download and changed the file to ZIP instead of RAR.

As for future updates to this mod (besides waiting on the next update lol), the only thing I have written down is possible civ profession name changes for certain things.

139
DF Modding / Re: current bug civ mods?
« on: June 17, 2019, 12:16:10 pm »
Depends on how "bug"ish of a civ you mean I guess.. Mine has a humanoid grasshopper creature evil civ.

140
Has there been any research done on the maximum number of plants/creatures/items/etc... that can be in the game?

im kinda curious on this to honestly

141
DF Modding / Re: Playable Humans
« on: April 06, 2019, 01:19:33 am »
Adding [SITE_CONTROLLABLE] and the necessary noble positions should do the job, I think.


This. Also keep in mind these things (for any playable race+new modded ones, ect):

- What natural Products can they make/use?
- do they have the same reactions as dwarfs or just the reactions you need?
- do they have all of permitted jobs/reactions available?
- Will they require alcohol? (if no, then underground water, river, lake or some substitute will be needed)
- Do they have the correct weapons, cloths, armor, tools, ect available?

Hope this gist helped!

142
Enjoy the latest version, as usually I will continue playing in Fortress/Adventure Mode to look for any issues I may have missed.
As for all of you, have Fun and create stories that you will never forget!

143
DF Modding / Re: Modded Civs with Economic Settlements Issue.
« on: March 15, 2019, 06:23:20 pm »
Good News!? I think.

So in my world, As humans, after about 3 years, a actual halmet showed up.. at first I thought it was a already exsisting halmet, but I double checked from a screenshot I took and it wasn't their.. looked at legends mode and its brand spanking new, and instantly economically linked to me.. Yay I can get baron then? Well sadly I will refuse if I get offered because I made this Military Civ to take out another evil 1 that was destroying 2 Civs.. We beat them and took over their dark fortress.. but upon checking the new hamlet.. 4 of the settlers from the team I sent north to conqour and occupy that dark fortress.. now live in the halmet..

Checked the legends mode for the dark fortress and it doesn't say they were re-takin over by the enemy... im so confused..

but I guess this is another way to get economically linked Civs? Will keep a watch on it.

144
Haha yeah I know lol, sadly when I wrote that I forgot about what april 1st was.

145
Currently unsure when the next vanilla update will be out, but as it stands, if the update is not out by April 1st, I will release the update on this mod here. Currently still doing a longplay test, and only found 1 minor issue I need to fix, but other than that, everything seems gold.

146
DF Modding / Re: Adventurer Starting Gear
« on: March 05, 2019, 10:59:42 pm »
Hardcoded... and in a odd way.

147
DF Modding / Re: Quick question
« on: February 27, 2019, 03:21:11 am »
[SITE_CONTROLLABLE] is now the tag.

148
DF Modding / Re: Modded Civs with Economic Settlements Issue.
« on: February 23, 2019, 02:55:07 pm »
Its probly due to caves or other sites joining you after it was reclaimed.. meph's tileset is just a tileset.. not really a mod So it wouldn't have anything to do with it.

149
DF Modding / Re: Modded Civs with Economic Settlements Issue.
« on: February 21, 2019, 07:03:41 pm »
Yes, they have exactly the same, in fact, im currently going through positions now to fix anything I missed with others pertaining to Forest Retreat and dark pit/fortress civs. But besides that, all but 1 Town/Halmet Civs have basically the exact same positions as dwarves.

150
DF Modding / Re: Modded Civs with Economic Settlements Issue.
« on: February 21, 2019, 05:32:14 pm »
So after 4 and a half years of fun with the humans.. I decided to retire to see if anything would show up. (previously nothing ever did unless it was the Dwarves Civ)

But to my surprise... a hamlet showed up after retiring...




Ive had moments with dwarves where I never had a hillock show up and join me till after I retired, but this could be the exact case for the humans.. I will continue to test and mess around!

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