Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Ieb

Pages: 1 ... 43 44 [45] 46 47 ... 85
661
Mod Releases / Re: Lore/AdventureQuest mod. Now VBASE-constructed!
« on: May 25, 2011, 04:14:06 am »
I hope you enjoy it.

I'm not really an expert on scaling difficulty, but I've tried my best to make sure that the mod isn't impossibly hard. Best course of action would be to add this mod to a vanilla game, so the entire selection of wildlife wouldn't be composed of creatures that want you dead.

Unless you know, that's what you want.

662
Mod Releases / Re: Lore/AdventureQuest mod. Now VBASE-constructed!
« on: May 25, 2011, 03:45:32 am »
YES.

I'm doing great !!SCIENCE!!

So far I've gotten like 6 of the races to properly function as caste members! Previously my attempts at this have ALWAYS crashed and burned when the "N/A blood" or "unknown creature substance" issue pops up, but by meddling with the code like fuck, I actually managed to make the entire mess ordered properly AND currently it all works even when I've went over my previous limit of 8 extra caste types with new body parts!

It's complex and ridiculous but IT WORKS and that has made me happy.
ESPECIALLY when there's actually no bugs like extra body parts piling up the longer down you go down the caste line!

Shit, I might just pull this off.
I still need to make sure though that when I add all the different castes their own body hair and colors and so on that there's no issues, but I'll do that at the end. It's just a matter of copy&paste anyway.

But yeah. Assuming no new obstacle appears out of nowhere, prepare for a multi-culture fortress experience, adventurers, gargels, moglins and even naga and harpies, all working together to... Well, kill things I guess.

HOWEVER.

My attempts to make the other castes unable to breed failed. How so?
Wellll.... It worked alright for births. Only adventurer caste got born, AND THEN an orc kid migrated and immediately died of old age. WHOOPS. I think we'll just make it so that every caste can breed and if anyone asks how an adventurer gave birth to a naga, well... Warlic did it.

That damn archmage.

I'll probably wait until the new DF version comes out and then release this thing.
Or maybe AFTER extensive bug research. Do a few test forts and so on. Check that the castes function properly outside of Arena mode as well.

663
Mod Releases / Re: Lore/AdventureQuest mod. Now VBASE-constructed!
« on: May 24, 2011, 04:27:52 am »
Well, that's math test done. Now I just need to wait a while to find out whether I failed horribly or not, ha ha!

Well anyway. A thought crossed my mind just now and I figured, hey, why not ask about it here, where all the people who play the mod show up!

While we can't currently have multi-creature forts, where members of more than one species are around as functional members of the entity, I thought "why not mess about with castes?"

There's a crapload of civilizations in the mod so I might try and see how well things would work if we could get "outsiders" of those civ's to migrate into Adventurer forts/cities. Shouldn't be too hard, they are humanoid for the most part so it'd be just a matter of copying some of the extra bodyparts for all their caste mentions and the rest would work out pretty well. I think. Will do some testing on it later on. The Clawg and Gargel might pose an issue since they aren't humanoid, but ehh I guess it's time to find out how well they'd function.

I MIGHT also be able to make it that only the Adventurers would be able to breed without taking away genders from the outsiders. Will need to test that as well. If not, well uhh, I guess then it'd just be that the crab-people might breed with the furry little moglins and give birth to a gargel.

Talk about a confusing love story.
Or wait, confusing fan-fic.

On second thought, let's not talk about it at ALL.
But yeah, I'll try this idea out and see how well it works, especially the breeding and non-humanoid caste members. If it all goes well, we can have simulated multi-species cities that anyone can create! If it all goes to hell, things go as normal. Hooray!

664
DF Dwarf Mode Discussion / Re: What have you learned today?
« on: May 23, 2011, 12:03:00 pm »
Today I learned that while skeletons of 31.25 just disappear if you hit 'em enough, drop them down the patented DeathPitTM and they explode into a pile of broken limbs that can then be deassembled to obtain bones.

SCIENCE! It has been done!

665
I thought the only thing that hammers and maces cared about is how heavy the material they're made of is?

666
DF Dwarf Mode Discussion / Re: Tired of Ages of Myth
« on: May 23, 2011, 04:54:19 am »
Myth, Legends and Heroes are tied to the number of megabeasts, titans and demons combined. Maybe night creatures too with the newer versions.

If you have fewer of those, or none at all, you'll get some variety to your Ages.

667
To answer the actual question, nope, because lead is too soft material value-wise.
Makes for some good hammers and maces though because it's so heavy.

So I figure the only way the lead gauntlet would be a good thing to have, is if you beat someone to death with it. Pretty sure punches don't take into account the armor you're wearing though, so maybe it'd be best just to throw the damn thing. Which doesn't work fort-mode wise, unfortunately, unless someone throws it in a tantrum.

668
Mod Releases / Re: Lore/AdventureQuest mod. Now VBASE-constructed!
« on: May 22, 2011, 01:23:34 pm »
I MIGHT be one.
I started playing around the end of '03, or the early '04. Can't remember.

But anyway.
I think I got the aspects of AQ pretty well covered right now. Checking the Pedia if there's any new monsters that I could add, pets and so on.
Thinking about it, I COULD add the Eclipsus at some point. Or whatever they were called again. They look interesting enough. Maybe a babysnatcher+night_creature civ... That might make 'em accurate regarding the fluff I've managed to gather about 'em so far.

669
Mod Releases / Re: Lore/AdventureQuest mod. Now VBASE-constructed!
« on: May 22, 2011, 01:13:02 pm »
I never was really that big with the concept of Werepyres.
We already got Vamps and Lycan, so why would we need a new civ that is just the two combined? I MIGHT add 'em if I think there'd be some merit in it. Maybe after we get the new version and curses and so on. Assuming that they work the way I think they will.

Also, uhh, why would I want to contact Zeruel? Just asking.

Anyway.
I've been going around MSN and asking people to help me out with the Legend crash issue. The results have been... Odd.

Out of 4 people who have tried my mod(myself included), 2 have had the Legends mode crash issue while the other 2 have not. I just got done talking with one guy about testing it and apparently his Legends Hist. Figures list worked just fine.

I'll try to talk to more people and have this checked out. It might be that it's something about my OS fucking around since both people who didn't have the crash issue were on W7.

But if YOU PERSON WHO MIGHT DL THIS MOD would like to help out, just PM me whether or not you have a crash issue when checking the Legends>Historical Figures of a world generated with this mod and what OS you have. I've had the issue start popping up at around 100+ years but it MIGHT appear earlier. If it does at all.

Assuming we get enough data on the crash, I could rule it out as a weird fucked up problem with the operating system.

670
DF Dwarf Mode Discussion / Re: Captain Obvious worthy names.
« on: May 22, 2011, 10:36:37 am »
There was this one fort, where I had built a big and long bridge out of stone. You had to cross like 3/4 of the map to get to the fort by the bridge, since it was built on top of a major river. Anyway.

Here comes Urist McBadass and finally he has earned enough kills for a name AND a title?

And what is it?

Something along the lines of "Furious Charge of Mountains".
God damn, did this guy lead every charge down the bridge by himself or is he really that unimaginative?

671
Mod Releases / Re: Lore/AdventureQuest mod. Now VBASE-constructed!
« on: May 22, 2011, 10:22:38 am »
You remember when I said it'd take me a month to redo this mod?
Yeah that was a lie.

So these two past two days I've been sitting down and going through creature after creature, upgrading, improving and god-knows-what, while I should have been studying for a math test tomorrow, but I just can't help it, I love you guys SO much!

Well anyway.

Lessee, what's new.

Dragons are now more bad-ass.
Some wild creatures have become more bad-ass.
Megabeasts are now more bad-ass.
I finally did something I should have done a long time ago and gave all the Adventurer castes their own descriptions, since they're supposed to be different classes. They don't really show up that much ingame though, but now at least you'll know who is who. If you care.
A lot of the domestic animals can now also appear in the wild.
Vampires and Werewolves are now Night_Hunter creatures and will randomly kidnap neighbouring civ people to turn 'em into, well, vamps or werewolves.
I messed around the artifact weapon file too a bit more, trying to give the numbers a bit more variety. They're still good weapons, but some are better than others. I think. Assuming I understood the numbers correctly.

That's about it though.

But Mr. Ieb, does this mean you found and fixed that crash issue you were talking about?
Ha ha, of course not!

I tried to find it, but really, I have no god damn idea what it is that's causing the crash. There aren't any error log mentions either, and sometimes it occurs with this setting and then it doesn't with the exact same setting(meaning same creature and entity files). It only seems to happen in Legends mode though so there's at least SOME good thing about it.

But I WILL try to find it!

After next week. That's when exam week is over and I can finally relax and start doing work on the mod that I should have been doing only next week instead of this weekend!

Let's just say that this is my gift to you, my friends, who obviously survived the Rapture.

It's either that or Heaven/Hell is a lot more boring than I imagined.

Ignore the fact that I'm basically using you people in a bug-search of sorts. At least I assume this is a bug-search. THAT ONE GUY who uses my mod says he's never had a Legends mode crash, but I'm not going to rule it out as my comp being stupid just yet.

672
Should update a thread before making a post after being away from the comp.
Anyway.

I can't really think of anything else about this but here's a few links to threads talking the same issue. Quick skim didn't really seem to have anything new to the issue but it's still SCIENCE!

http://www.bay12forums.com/smf/index.php?topic=39447
http://www.bay12forums.com/smf/index.php?topic=78909

Now, back to MATH STUDY, OH BOY.

673
Hmm. Would it work if you went to the entity file for dorfs then and setting that their max population can be only 1? Would the game respect that and only give 1 dorf per civilization that when combined with 1:2 MAXAGE would have the civ go completely extinct?

674
I recall that one way to check whether or not your homeciv is dead is if on the pre-embark there's no # or any other of those signs that depict mountainhomes, forest retreats or dark forts in the worldmap. No places under control = dead civ.

Lemme check that quick from my 2nd attempt..
Okay. The worldmap shows no towns or anything for my civ, neither does the 1st gen's worldmap. I'm PRETTY sure this means that both civs are completely dead, despite the 2nd one still having an AoI.

Adventurer mode on the 2nd one only gave me the Outsider option too so I guess the AoI is something different than an implication that there's a civ still alive. Maybe it's something like, whether or not the hamlets have been ransacked and destroyed? Does that happen in this version?

675
Pretty sure the easiest way would to go to the MAXAGE parameters of the dorfs and then setting them to low numbers. That'll result in everyone in the civ dying at say year 4 out of old age.

Although the current DF sort of does gen people out of nowhere so there MIGHT be issues regarding this method. But it leaves the civ open to megabeast attacks leading to extinction. Maybe you could try removing the farming tags? The civ then might starve to death, although I'm pretty sure then you wouldn't be able to get seeds on embark.

Gonna go test how MAXAGE affects things now.

EDIT: Okay. With MAXAGE set to 1:2, the civ was gone by year 35(last historical figure of the civ died that year). Their "area of influence" disappears at year 90 so I figure that was result of the game generating people out of nowhere, but they weren't able to breed during their brief lifespans.

So yeah, MAXAGE seems to work well. The good thing with this is that after you finish generating the world, you can set the MAXAGE back to it's normal values in the creature file for your entity(note, within the data/save folder not the raw/objects one) and they'll live normal lifespans again.

I should start a fort like this at some point. Would be refreshing to do everything by myself for once.

EDIT2: So, testing with removal of farming tags resulted in the hamlets populated by the civ to become 'empty'. HOWEVER...

Their area of influence remained to year 1050. No new historical figures appeared after year 5 which was when the last mentioned one starved to death. I think this method doesn't work that well, figure there's some anonymous survivors of the civ still clinging to life and the game won't extinct the civ due to it.

Pages: 1 ... 43 44 [45] 46 47 ... 85