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Messages - Boltgun

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1786
Mod Releases / Re: [CIV] Succubus civ 5.3 - strange bedfellows
« on: January 05, 2014, 04:44:21 am »
It also seems that masks made out of metal wear out at the same pace as the other clothing. Is that supposed to happen?

Also, it rather seems that Wisps are fond of behaving like guard dogs. Meaning that they're fond of dogpiling (wispiling?) any intruders.

Yes masks do wear out, those are directly from the vanilla df so I guess that it is supposed to happen.

1787
Mod Releases / Re: [CIV] Succubus civ 5.3 - strange bedfellows
« on: January 04, 2014, 07:48:07 am »
I did not get around the clothing though yet. But I have not tried everything.  ;D

1788
Mod Releases / Re: [CIV] Succubus civ 5.3 - strange bedfellows
« on: December 20, 2013, 03:28:16 am »
The keeper of secrets act as a broker, a chief medical succubus, a book keeper and a manager, all at once. However since they have the utterance trait, they cannot find a race to trade with.

The problem however is that you must find someone with the appraisal skill to start with, or buy it at embark. I will add a reaction to provide the skill in the next version.

1789
Masterwork DF / Re: What's happening in your Fort.
« on: December 08, 2013, 12:21:22 pm »
Diary of Boltgun marksdwarf hammerdwarf, year 105

The fort is a total mess, dwarves are drinking more that we can ever produce and no merchant make it to our gates because of ambushes.

Producing the equipment for the militia seems erratic. Ore is being processed and we started making steel but I am afraid we'll have to do with silver for a while, and leather padding for a lack of better suiting. I miss the times were we could make a decent sword out of one bar of metal only.

My fellow sworddwarfette lost her right arm up to the elbow, I can hear her complaining despite the many walls between us.

Someone or something threw a fireball at the gates. Many dwarves are stuck outside, but hopefully they learnt to stand away from the raging fire... most of them.

1790
Mod Releases / Re: [CIV] Succubus civ 5.3 - strange bedfellows
« on: November 24, 2013, 04:56:02 am »
It is only your civ. To get summons at embark, the civ need to spread over an evil biome and send someone to tame those during world gen. If you give it enough years, this is likely that at least one civ have tamed tentacle monsters or even basilisks. The exception to that are the nightmares who are always available for our caravans.

Perhaps there is a way to check for such a civ in legends mode.

1791
DF Modding / Re: From arena test: What the...
« on: November 18, 2013, 03:55:40 am »
Moral of the story? Modding genitalia in DF is not the best idea.

1792
Mod Releases / Re: [CIV] Succubus civ 5.3 - strange bedfellows
« on: November 16, 2013, 07:37:34 am »
Update 5.3

This update does not requires a world gen. You can update your save by dropping the raws in it.
More infos about generating world and updating mods.

WARNING! I recommend making a backup of your saved game before proceeding with this update.

Make sure you update the hack/script folder with the new provided scripts (otherwise you can copy your save over a new prebuilt version).

This update is a major change to summoning. Soul wisps are no longer involved!
Creatures are instead summoned one at a time once the reagents are collected.
Summonings now require less reagents and should be done faster, except for shothoth spawns who got more powerful instead.

To make the soul wisps useful, the gas they release when killed can now stun its killer. More effects will be given to those pets later on.

Other creatures effects has been modified as you can see in the spoiler tag.

There is an issue with the freshly summoned creature not always appearing on the animals screen, saving and reloading fix this but I am aware of this trouble and am looking for a way to correct this.

Changes :
Spoiler (click to show/hide)

I also assembled a masterwork patch. I can't garantee that the succubi will react to the many features found there but at least I could generate a world without duplicates.
I renamed the orichalcum there, 'hellish orichalcum' is the one that basilisks should provide. Please tell me if there is any issues there.

Downloads
Windows build
Mac build
Linux build
Masterwork patch
Standalone patch

1793
Masterwork DF / Re: What's happening in your Fort.
« on: November 09, 2013, 06:11:47 am »
Okay I have discovered metalwraiths. Goodbye perfect hungry miserable volcano fort.

Edit
---

Diary of Boltgun, Engineer guild, chief marksdwarf.

Roomuniverse has been abandoned in panic. Rumour is that human settlements has started sheltering starving dwarves claiming strange stories such as "The ore fought back". As king Melbil see this outpost as too important in his expansion plans, he ordered a squad built to take control of the area until new workers could be sent.

I assembled a squad with 1 speardwarf, 1 sworddwarf, 2 marksdwarves (myself included).
Despite this being a military operation, we needed the aid of two designers to provide any structural defence the outpost could be missing.

1st Granite 102 - We have reached the target and set up the first step of the reclaim. Thanks to the speed of our operation, the installations show little wear and Crops are still in the ground. Our stone designer wanted to note that the architecture was not meeting standards.

3rd Granite 102 - Noise of rumble could be heard near the shaft.

5th Granite 102 - As we scouted the surroundings of the volcano, we have found bodies of the fort's previous defenders. Their wound confirm that they have been attacked with blunt weapons. We salvaged coffins to honour them with proper burials. I insist that no weapons has been found within or around the fort and I suspect that they had fought with their bare hands.

15rd Granite 102 - Our wood designer insist that slight tremors could be felt in the higher levels. I immediately put our fighters on active duty and started patrolling the immediate area.

23rd Granite 102 - We have failed our primary objective and could not guarantee the security of our civilian escort. A creature of golem class made or metallic ore has taken advantage of our shift to attack our stone designer. As he fled in panic down the shaft, our fighters could not reach it in time. A report of the death of Kivish Okzeduth will be given at our first liaison visit. I will take full responsibility for this death. The threat however has been neutralized and I am now initiating a lockdown until we are relieved from duty by civilian workers from the mountainhome.

1794
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: November 07, 2013, 01:23:00 pm »
Hi, I have a quick about spawnunit (the r3 version by Warmist, I'll migrate to r4 when the mac build will be available).

I used it successfully to spawn creature, it works well and I can manipulate those with further scripts alright.

However, since I am in dwarf mode, the animals screen does not update with the newcomers. I suppose it is because DF cached the animal list does not see spawnunit as an update to this list.

Is there a way to tell df to rescan the units to update the animal list?
Saving and reloading does the job but that would be annoying to do that only to start training your freshly summoned/built creatures.

Thanks

1795
Mod Releases / Re: [CIV] Succubus civ 5.2 - strange bedfellows
« on: November 06, 2013, 02:28:15 pm »
By the way I finally made a preinstalled mac build the download link is in the OP.

I also moved the linux build away from dffd. By keeping only the windows version and the patch, this will not spam the listings.

1796
Mod Releases / Re: [CIV] Succubus civ 5.2 - strange bedfellows
« on: November 06, 2013, 05:40:00 am »
Size dilutes the paralysis, and bigger monsters are less affected. I had a giant walk in and lost his leg nerves really quickly. Perhaps a short effect will prevent the permanent damage leading to death.

1797
DF Modding / Re: Goblins have issues...
« on: November 05, 2013, 10:26:43 am »
Its because they are babysnatchers. Open the entity file and remove BABYSNATCHER, that should to the trick.

You can have babysnatcher civs for adventure just fine, other tags like LOCAL_BANDITRY, UTTERANCES cause civilians to be hostile.

One alternative is to let goblin build towns and hamlets and gen a new world. So you get goblin friends.

1798
Masterwork DF / Re: What's happening in your Fort.
« on: November 05, 2013, 10:00:01 am »
    A miner died in his room, I cannot tell how.[/li][/list]
    He likely mined some coal and died of 'black lung'. Get the miner in the masons guild before you mine too much coal. (or turn off harder mining in your next wordlgen).
    [/quote]

    Okay guilds are what I am doing next. I ensured that my dwarves will survive the winter (on chopped meat and water but this beats death) and I am now digging down to find a cavern layer and fresh water.

    The fort looks horrible btw. Even kobold would find that shabby.

    1799
    Mod Releases / Re: [CIV] Succubus civ 5.2 - strange bedfellows
    « on: November 05, 2013, 02:24:00 am »
    I tried Masterwork and I found out that there is already a material named orichalcum, so you get confusing menus. Perhaps it prevent the horns from being sheared. And if you manage to shear the creature, it must be from the right material. If their horn end up being MW orichalcum instead of succubi orichalcum, you cannot make bars from it.

    Even then, you have two entries for orichalcum in the menus that leads to two different metals. If one fails, you can try the other but something must be done to make features easier.

    I already made the succubi and summoned pets immune to tentacle slime, but this is starting to be a problem to me. I am thinking of nerfing the paralysis because spreading death slime is both too powerful and annoying. I need something useful but that may not prevent you from taming pets.

    Succubi are indeed tougher minded. There is much less marriage and children in forts so tantrum spirals does not spread as fast. Add enough crafts and tragedies can be easily contained. A legendary succubus is indeed a beast, with enough armor skills they will strike first and dodge easily. This is why they do not have access to the best armor and metals... may Armok have pity on the dwarves if you loot steel.

    As easier this make the game, this is planned to add rewards in evil biomes to encourage building forts in harder settings.

    1800
    Masterwork DF / Re: What's happening in your Fort.
    « on: November 02, 2013, 03:47:12 am »
    I moved to windows to play MW and see what it takes to migrate my mod to it.

    The highlights of Roomuniverses first year :
    • 'Easy' premade worldgen. I embarked on that volcano on the north right area.
    • Trying to figure the use for the many workshops.
    • Migrant hunter died on his first target, got his gear stolen by naked nymphs.
    • A miner died in his room, I cannot tell how.
    • Found gold and aluminium.
    • Trying to channel the volcano safely into a magma reservoir to start the metal industry.
    • Put all the plump helmet spawns in the ground, those are taking ages to grow...
    • Lost the surface crops I gathered to the winter.
    • Everyone is thirsty, I hope my dwarves like murky water.

    I also opened the dwarf manual and got overwhelmed.

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