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Messages - GM-X

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256
I seem to be having trouble with dfhack and this mod. I lave the latest versions of both installed (64 bit) and can run the game just fine without dfhack, but for whatever reason I cannot start a game or load a previous one while dfhack is active. The game just closes with no error or anything. Help, please!
Nvm I figured it out. Need to use alpha 1 of dfhack instead of alpha 2 :\

Hi Coolerz. I'm glad you were able to get it running. I still highly recommend leaving DFHack off during world gen and loading.

Now that the 64-bit Start Pack has been updated with DFHack, it's close to time to release v36. Any suggestions, feature requests, or new adventure class ideas are welcome.

257
Is this intended? After just three separate Vampire Bat attacks, just one bat each time, a third of my fortress are now elder vampires. I will have to kill all of these guys if I want to keep the rest of the population safe...

It doesn't seem right they're "elder" vampires either, they just became one.
I really do not want my entire fortress to turn into vampires. Could this vampire conversion thing be toned down? This seems to be a 100% chance of affliction after a bite.
If somebody wants a super vampire fort, this would be too easy.

The next time I make a world I think I will delete vampire bats from the raws.

Elder is probably not the ideal term. It's really being compared to vanilla vampires, which are significantly less powerful. I will look into nerfing vampire bats cause they are a bit too prolific in history.

258
Minor bug report.  I set my mayor's suite to be engraved, and upon returning, was presented with this;



It is attempting to match the content of the engraving with closest available graphic.

That is a weird one. I'm not really sure what I would have done to cause it.

259
*howls mournfully*

I can't seem to download the pack.. I keep getting, "Failed - Network error".. don't think its on my end cause I only seem to get it from this download o_O

Hi Alyfox, are you still having network errors downloading the Start Pack? I'm able to download it without issues.

260
So I should just copy and paste the raw folder from your latest release to the 43.03 one I am playing?

Also did you ever fix the bug where when one of your dwarfs  in fort mode would  become instantly hostile to your other dwarfs  upon learning a secret?

Correct, copy and paste away then generate a new world.

And it is still possible for Dwarfs to become instantly hostile upon learning certain secrets. It's a feature. But, if you have lots of problems with it let me know the details and I'll take a closer look.

261
Anyone have any tips for starting out in adventure mode in such an unforgiving mod? Iv been ambushed by shadows and killed twice lol, very hard to deal with early game. Any particular race best to start with? and im not sure how to access 27 adventurer builds mentioned in the 1st post.

Also: I found a bug.

Wolfsbane is missing this tag in the raws and is thus unable to be brewed into moonshine in fortress mode.

[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]

As soon as I added the tag it worked fine.

Is there a Dark Ages wiki btw? I would love to read about the different races and magic system, I have no idea what all is happening besides I saw my enchantress companions casting some spells of unknown effect

Thank you for reporting this. There may be other plants missing the tag. Anyone can copy and paste this line into their "plant_darkage.txt" game save raws to resolve the issue.

The old devlog is down, for the moment. Otherwise two pages exist on the website:

Race Lore: http://adventrpg.com/warandmythos-races.html
Overview: http://adventrpg.com/warandmythos-lore.html

I recommend starting with a Legendary Dwarf, Druid, or Wizard. Avoid Shadow civilizations at all cost.

Spoiler (click to show/hide)

About a W&M Wiki:

Is there a place I can check for some information about some of the mods features? For example, silk worms. I just noticed that my stock of starting silk worms are dying off, is there a way I can breed them?

[edit] nvrmnd, figured it out. Nest boxes, should have known. Still the other question though. Is there something like a "Dark Ages II wiki?"

It has been a long time since I started a Wiki. The main issue is time. I'm currently developing several other games/mods (including Mars 2030 1.2) and a Pathfinder book. It actually takes me longer to create a Wiki (or a detailed guidebook or website) than it does to add new content or write code. At some point I hope to have the time (and energy) to fully document W&M, but since DF and this mod are constantly updated it represents a formidable challenge.

I'm willing to at least start a Wiki at some point soon. Especially if more players express an interest in it.

262
It makes sense to keep the 32-bit version alive so I've added a link to the OP:
(v33a) 32-bit Utility Friendly PC Start Pack: (old)

263
Current version is crashing every single time I try to generate a world. I've tried deleting it and redownloading it, restarting my computer, running as administrator. But it simply refuses to generate a world. I can get them to go for a little bit, and pocket sized worlds seem to generate alright, but eventually it just crashes. I can't generate a small or larger world past year 20-50 usually. and sometimes it just crashes outright. It always happens when generating history as well. So clearly something is being rather fucky.

The ASCII version has been re-tested and is working well. Which version of Windows are you running and how much RAM do you have?

(v35b) Medium Region Year 175: 33MB

264
I downloaded the ASCII 0.43.05 version of W&M. While checking it for compatibility, I might have found a few problems
The mod includes a few vanilla files from previous versions of Dwarf Fortress.

Files identical to old vanilla files:
   body_default.txt - from Dwarf Fortress v0.43.01
   creature_next_underground.txt - from Dwarf Fortress v0.43.04
   creature_standard.txt - from Dwarf Fortress v0.43.03
   plant_crops.txt - from Dwarf Fortress v0.43.02
   plant_standard.txt - from Dwarf Fortress v0.43.02
   reaction_adv_carpenter.txt - from Dwarf Fortress v0.43.02

I think there also might be some parts of the entity_default.txt file that are from older versions of Dwarf Fortress.


It might be easier to keep your mod updated if you stop bundling it with Dwarf Fortress and use the "reduced raw" format instead (by only including the files that the mod modifies).

It looks like W&M might only need to modify these files:

raw/objects:
   book_art.txt
   book_instruction.txt
   entity_default.txt
   inorganic_stone_mineral.txt
   material_template_default.txt

data/init:
   world_gen.txt

By keeping it the mod separate from the vanilla files, it makes it harder to accidentally include old vanilla files. This format also make it easier for users to mix different mods together and allows them to easily see if two mods are trying to edit the same file.

Thank you for the comparative report. v35b has been released, which updates the six raws. The tweaked vanilla entity raw I will review for the next DF update, which appears to be soon.

265
DF Community Games & Stories / Re: Necrothreat III, whatever that is
« on: July 28, 2016, 04:48:26 am »
I use no visual mods since ironhand stopped updating.

I've updated Ironhand for the Dark Ages mod. You would see some updates running it in vanilla too.

266
Is there a place I can check for some information about some of the mods features? For example, silk worms. I just noticed that my stock of starting silk worms are dying off, is there a way I can breed them?

[edit] nvrmnd, figured it out. Nest boxes, should have known. Still the other question though. Is there something like a "Dark Ages II wiki?"

It has been a long time since I started a Wiki. The main issue is time. I'm currently developing several other games/mods (including Mars 2030 1.2) and a Pathfinder book. It actually takes me longer to create a Wiki (or a detailed guidebook or website) than it does to add new content or write code. At some point I hope to have the time (and energy) to fully document W&M, but since DF and this mod are constantly updated it represents a formidable challenge.

I'm willing to at least start a Wiki at some point soon. Especially if more players express an interest in it.

267
I guess that means megahelmet is up.

However, they were last active on July 1, so....They'll probably have to be skipped.

Indeed. I will leave year four "available" in case megahelmet or anyone else wants to step forward.

If not, at least the community has an interesting save game with a detailed back story. Abyssmined no longer supports the newest features/fixes of DF or the W&M mod, so it does make sense to consider this..

The end.

268
GM-X, reactions that use metal bars need to consume 150 BAR, rather than 1, for each bar you want them to use, since a single bar of metal has a product dimension of 150.

Thank you for informing me Thuellai. Using the [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] tag is why I'm getting away with 1.

Okay. I've updated the code block in reply #696. Copy and paste it again and it should at let you use the old stockpile method  + fuel in your current world while I look into this further.

Yup, it's better now.

Regarding Rockforges:
I tried making a gem block. A large gem was moved into the workshop.
At the end of the "make gem block" order, the large gem was still there, seemingly unchanged, and there was no gem block anywhere.
The large gem didn't count as a block either (I couldnt use it for a well).

Okay, copy and overwrite the following code block into your saved game raws and gem blocks should work too:

==============================================================================
Spoiler (click to show/hide)
==============================================================================

Version W&M v35a has just been released which should mostly resolve the issues reported by who_cares. Only the download release date/time has changed as usual for hot fixes. 

269
The reactions can't be run (they're red).
The reagents lists consist of 1 single "BEST_OPTION-producing metal bars" (that's what I seem to be missing)
I have iron and steel laying around, though, and plenty of fuel. As well as a few non-weapon-grade bars.

The fuel part was fixed I believe.

Okay. I've updated the code block in reply #696. Copy and paste it again and it should at let you use the old stockpile method  + fuel in your current world while I look into this further.

270
Regarding those new weapon reactions you added:
I've tried forging scythes, sickles and broad axes so far, the forging doesn't use any fuel, you can't choose what material to forge them out of (unless you setup stockpiles the old way I guess?), and more importantly a single "make scythe", "make sickle" "make broad axe" reaction gives you DOZENS of such weapons out of a single bar.

Hi who_cares. I uploaded v35a with no release notes. Please overwrite the following block of code in the reaction_dark_ages.txt file in your saved game raws and let me know if this resolves the issue:

===========================================================================================================
Spoiler (click to show/hide)
===========================================================================================================

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