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Messages - darkflagrance

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406
If you don't have invaders, you probably have traders. I usually buy all of the cheap leather on the caravans, which can quickly be turned into clothes as necessary.

But yeah, the important part is to prepare for the mass waves of nakedness and madness with abundant apparel.

407
DF General Discussion / Re: Future of the Fortress
« on: October 07, 2015, 10:09:23 am »
Quote from: bay12 twitter
"Hey Tarn, will we have undead trumpeters in the next version?"

Only vampires. When the zombie's soul is deleted, it forgets all its tunes.

NOOOOO! Tell me at least that musically-inclined necromancers will at some point be able to command their skeletons/zombies to play instruments and conduct Bone Orchestras?

408
More than 8000 Furies after v.high civ worldgen with new version. Much better.
Did you change Frogmen change to Frog Demons, or have they always been demons?

I buffed them to demons as part of their upgrade, because sieges now come later. They have traits similar to ye olde Frog Demons from 40d way back before 2010. If the reception is poor, I could change them back, but I'm trying them out for now.

409
I just posted a new update that fixes the bugs pointed out by RocheLimit regarding Great Fiend Spiders. In addition, generating a world with the highest number of civilizations ensure most of the civs survive to 60-80 years at least. The weaker civs have also been buffed to ensure they can be better challenges for three-four year old forts. I also pushed out an experimental fix on Badgermen and Jotunar to hopefully get them to equip weapons (but I think the bugs mentioned earlier were the result of a vanilla bug that spawns naked recruits during sieges).

410
Mod in more webber creatures. Those are always horrifying to face.

Give things various types of spit syndromes so that the player never knows what the effects of being hit will be.


411
Furies are abysmally bad at world gen, but it looks like past 70 years the current versions of the weaker races also get crapped on by the stronger ones. I am going to rework furies (I've already buffed stranglers and frogmen).

412
I just wanted to say that I'm also having problems installing the Fortress Defense Mod linked in my signature using the merge feature of PyLNP. Do I need to create an "objects" folder inside the "raw" folder as well?

Edit: I understand, thanks!

413
Can that be done post-worldgen?

Probably. I think it worked before but I can't remember for certain.

414
Whenever I try to install this mod with lazy newb pack it says there is a merge conflict.  How do I go about fixing this?

I can say that if you follow the installation instructions in the readme, and just paste the mod files directly into the game's raw folder, the LNP version of DF will still work properly and make changes accordingly.

It looks like you may not be using the PyLNP merge feature correctly. You need to set up the directory correctly so that there is a Fortress Defense/raw/objects folder in the Mod folder of PyLNP, and then use the up arrow to merge it into the "Merged" box.

I thought auto-invasion success was fixed towards the end of the last run? Doesn't seem to be the case glancing through legends. Dwarves always seem to survive 250 years (albeit a bit battered) in the worlds I've tried. Always large worlds, with 'very high' sites.

Annoyed to discover my Fury population is 6(!) in my new world. Result of 233 year war with Hellfire Imps. Ruthertaurs didn't make it all, wiped out by roc and colossus (my fault for setting beasts at very high I guess).

In other news, I see Toady has fixed mounted goblins, which is good news for future versions of this mod. :)

I might be wrong about the populations. Also, if you see any challenge or bonus civs (Jotunar, Badgermen, Pandashi, Nightwings, Ruthertaurs) coming naked, please let me know. I'll just run some test legends modes and get some data as well.

415
is there any way to make sure your civilisation isn't extinct at the start? i've been using 125 year histories but have gotten the no outpost liason every single embark (4 different world gens)

I prefer to start with ~30 year world gens. The problem is that world gen invasions auto-succeed, so I suspect surviving for a longer period of time is harder.

You could also try increasing the size of the world and making sure you play on a region map.

416
Mod Releases / Re: ♦We Are the Homeworld Gems (Collecting ideas)♦
« on: October 04, 2015, 03:05:29 am »
I would allow the body to be naturally broken into the pieces and dismembered (with no bleeding), and have a were-creature-like transformation trigger on year-end or after a workshop reaction, after which the gem would be fully healed.

Couldn't the gem be modded to be like a sponge, where it is an invulnerable body part unless specifically crushed?

417
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: October 04, 2015, 03:04:22 am »
Can I add DIVINE_MAT_CLOTH and the other DIVINE_MAT tags to entities like Goblins to make them use the random materials when they attack me?

418
I am currently trying to repopulate the world with goblins after they sent a siege composed mostly of recruits. I'm using DFhack and Civable goblins to increase their population.

I prefer the fix of making them have natural skills. It guarantees they don't suck completely on arrival and should ensure they have discipline and/or weapons.

419
I'm glad my data is helpful!  I've been documenting this fort for months now with the end goal of releasing the story once finished.  I did upload all the siege-relevant pictures/gifs though, with accurate titles and descriptions; I will pm you a link to the album.

Hmmm, Jotunar and Fiend Spiders? 

Jotunar are the more difficult of the two, as a lucky fireball can end a dwarf's life easily.  If they get their hands on a dwarf, it is also bad news.  But overall, they aren't too bad.  By the time they came, I had 8 squads of 10 Legendary fighters.  Their overall lack of armor/weapons combined with DF2014's penchant for creatures giving into pain at a stubbed toe means they can be quickly incapacitated.  Shields negate most of their one advantage, fireballs.  To make them more terrifying?  Make them immune to pain, imo.  With giant-sized armor/weapons.

Great Fiend Spiders: they arrive with no armor or weapons.  They do not shoot web.  While I have not had many sieges from them, they are not too horrible.  They would be MUCH more difficult if they shot web; my dwarfs would have to hole up inside.

Thanks to your data on later invaders, I can make some productive bug fixes.

Hotfix for Great Fiend Spiders:

Where it says
Code: [Select]
[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
[STATE_COLOR:ALL:RED]

Paste underneath:

Code: [Select]
[WEBBER:LOCAL_CREATURE_MAT:SILK]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spray web]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TOKEN:LB]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SILK:WEB_SPRAY]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]

Paste this somewhere in the top part of their creature entry. It looks like they didn't make the crossover into the interactions rewrite properly.

Badgermen and Jotunar are supposed to be using armor and weapons. I'm currently scanning their raws to see what causes this bug.

Also, in the next update, Great Fiend Spiders will be able to bite dwarves through steel helmets (maybe not masterwork steel), to prevent them from being helpless against steel armor.

420
Is the population trigger for each race actually working? By the end of year three I usually have enough dwarves to trigger all the sieges, so it's kind of hard to tell.

I'm still in the very slow process of testing, but I have not been able to confirm anything. The three year wait for sieges is a great hindrance to my testing, along with my work schedule eating up DF time. I'd need to set up a set of trials to test out individual triggers in isolation, but each trial would require a new fort, as far as I can tell.

That said, given the constant 3-year wait for sieges, the actual specified value of tags might be irrelevant, or might mean higher triggers mean even later arrivals, as I theorized in my previous post in reaction to RocheLimit's logs.

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