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Messages - Ieb

Pages: 1 ... 68 69 [70] 71 72 ... 85
1036
So, my magnificent fort just got killed when all of a sudden, the game started to crash when I tried to load up the save. From this day on, backup's are on with this mod!

Also.

I noticed that cleaner and meowth leather are missing their.. uhh, stuff. Whatever was the stuff again that made creature's have sensible weighed leather. At the moment, both items are about 1436497 dwarf pounds of weight. My peasants are not pleased about this turn of events.

1037
DF Dwarf Mode Discussion / Re: Increasing Seige Intensity
« on: December 27, 2009, 01:57:45 pm »
I don't see why not. It's simply a civ leader. Just like the elite bowman who steps up in line after a dwarf shoots the demon with a bolt to the face.

Whether the demon would actually fight though, now there's a question. Although since it's a demon, it probably would path straight to your dwarves and start making mincemeat out of them if at all possible.

1038
DF Dwarf Mode Discussion / Re: A Curious (and unlikely) Problem
« on: December 27, 2009, 12:55:30 pm »
Alternatively, dump magma into your food&booze supply.

1039
DF Dwarf Mode Discussion / Re: Increasing Seige Intensity
« on: December 27, 2009, 12:46:24 pm »
I somehow recall that a player once mentioned in some thread how they got a siege of over 500 goblins, led by the demon in charge.

It was a goblin civ that had hit it big during worldgen, so they had fortresses all over. So, maybe the amount of cities affects the number of siege enemies as well?

1040
DF Modding / Re: Do civs that live in caves seige?
« on: December 27, 2009, 12:19:40 pm »
If they have the SIEGER tag, sure. Can't see why they wouldn't siege under those conditions.

There is of course the fact that they'd have to survive through worldgen. I have gotten to the conclusion, on personal observation, that civ's that live in cave's don't expand during worldgen. They live in that one cave as long as they can, until some civ comes and stomps them. Many kobold civ's have vanished because the human's got tired of getting their junk stolen.

1041
With the famous words of Doctor Nick.
"What the hell is that?"

I am more amazed that the dwarves are able to suddenly just decide to name some plant as something, and even go "this is only millable, this one can be brewed, this makes some nice cloth, this one we can eat AND drink AND mill AND make thread of!"

"This one goes straight to my thighs!"

Oh god, I brought one of all the possible seeds. My food stockpile is full of bags.

1042
I know you didn't, but I figure that's what the dwarfs were like when the picks melted in their hands all of a sudden.

Anyway.

I know that if every quirk is "fixed" some of the stuff lose a bit of their funky value. But a metal that melts as soon as it's turned into bar form, possibly even when it's mined out? Tell that to the count who wants those Negathium goblets, or else, poor Urist here is going to get a good hammering. And I don't mean he's gonna drink a lot.

1043
I noticed an issue with the chisels that you get as an optional tool for digging. The issue is that they have Dagger set up as skill. This doesn't work because miners only use tools that have Mining as the skill.

I changed that, and suddenly my dwarfs are more than happy once again to grab their tools and get to work.

Also, for the "MY TOOLS JUST ALL MELTED" the issue is simple. The metal they're made of need to have their melting temp's raised to normal levels. Just pick iron or something and tag it on 'em.

1044
I tried the new DL, but got a bunch of errors, went "OH GOD I AM TIRED" so at least for today, I'm not gonna try and see what I did wrong this time. Anyway.

I also noticed that you apparently grabbed some of my mod's fungi into the plant selection. Sort of cool. Jabbering Fungi, frig yes.

Anyway. Gen'ed a world of 350 years. I tried gen'ing a 650 years last night, and this morning, the game had stopped but was apparently trying still to gen stuff. I figured that 650 years of gen is a tad too much with this much content. Now, let's see if I can manage to get a fort going.

1045
Nope, there is a HEART2 bodypart mention in the mod files.

Well, that's all the dupes removed as far as I can tell. Here we go.

1046
Nope. It's HUMANOID. Maybe there's some error that causes the critter to flip back to the name, or something, if that ATTACKFLAG_WITH thing was because of missing MAIN/SECOND attacks? Dunno.
Spoiler (click to show/hide)

There's the Hobgoblin entry. Anyone with brains is free to join in and point out the obvious error that I can't seem to spot.

EDIT: AHA. I FOUND IT. I think. The Body part has two : between 2EARS and 2TUSKS when there should be only one :! Note to self, start enlarging fonts from now on.

EDIT2: Okay. Generated a world and... crashed. Errorlog dictates that there are duplicate file errors!

Spoiler (click to show/hide)

This is gonna take a bit longer than I expected. Har har.

Spoiler (click to show/hide)

1047
Turns out that I got back earlier than I thought, so I might as well get back to this debugging project. Because I know how annoying these bugs can be when you have no idea what's causing it. Oh well, the new version is supposed to help with that, right?

Anyway.

Spoiler (click to show/hide)

So yeah. At the moment, I'm going to fix/delete the parts that are currently borked in the mod, and proceed onto testing in actual game.

1048
Well, this might be interesting. I wonder if I can gen a long history world, when even the "bigger" mods that by your standard would just be a component manage to crash somehow by year 700.

Also, I noticed your entity file has at least one issue. There are a few CIV_CONTROLLABLE tags without the brackets there. So add those ['s and ]'s.

EDIT: Ohhh boy. Errorlog has loads of errors as well. First I thought I had forgotten to delete my data object folder, but after I got rid of that, a whole new bunch of errors showed up as well. Let's see what I've done wrong this time. To a new copy of DF!

EDIT2: Ah. Of course. You weren't supposed to nuke your original raw/objects folder, just add all the files of the mod there. Stupid me. That cleared about all of the errors. Except for THESE.

Spoiler (click to show/hide)

I'mma gonna get on cracking where these originate from.
I'll even add a spoiler list of the tags I found wrong and a fix suggestion! Or you know, just a fix, not a suggestion since- LET'S GET IT ON
Spoiler (click to show/hide)

And that's all bugfixing for me today! Going to do stuff now. Good luck with this thing. Also, I think the [ATTACKFLAG_WITH error is a missing bracket somewhere. And god knows I tried to find it. Probably missed it though, because there's only one of the error.

1049
All I need is my magma, and a mechanism or two, and I could kill all werewolves, now, and for all eternity.

Also, as one of the founding members of this dangerous mission, I ask that I get the first discovered magma pipe named after me on the new world. That, and everyone has to pay me to use it.

1050
They must have fought with the old navy rules.
He who dies first, LOSES.

And a dwarf NEVER loses.

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