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Author Topic: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!  (Read 136755 times)

IndigoFenix

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #735 on: June 29, 2018, 02:28:13 am »

Most wild creatures only appear in particular regions, so if you're not in the right region you won't see them.  Many are seasonal as well, so a single adventurer might not see them all even if they travel the world.  But they're there.

A lot of the unique PM creatures are civilized, so you'll only see them if they happen to survive worldgen, which is pretty hit-or-miss.

SirQuinnalot

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #736 on: June 29, 2018, 02:46:41 am »

Okay after playing as Shyguys for like 4-5 times.
my first go I had a population of 45 shyguys and my leader went from "That Guy" to "War Guy"
After they died of thirst cause the water froze and I can't make wells I started over.

Ever since that first run migrants would only arrive once if even that, capping my pop at 19 or so and years would go by without getting new migrants and my leader never changed. Then a few times I just suffered from disorder and no organization so like someone would get hurt, then I ain't got no doctor or no known amount of food and stuff. So I would have several shyguys injured that if lucky got better.

But how does one fix that whole migrant problem?   
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IndigoFenix

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #737 on: June 29, 2018, 05:49:58 am »

Not getting migrants sounds like a vanilla issue.  Might have to do with your location.

voliol

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #738 on: July 16, 2018, 09:11:32 am »

Browsing through the raws (and your description here) I can't seem to find any bullet bills or blasters. Is there a special reason for them not being a thing, or is it just a slight oversight/something you haven't gotten to yet?

MottledPetrel

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #739 on: July 16, 2018, 01:21:10 pm »

Bullet bills were made into a ranged koopa weapon, a 'cannon' that uses bullet bills as ammo.
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Got any spare, broken (or actually working) RAWs? Come drop them off at Modded Hell and we'll try to patch them in poorly with all the other eclectic mods we have. After all, confliction is what we do best.

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UristMcElfKiller

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #740 on: July 17, 2018, 02:13:33 pm »

I keep finding notable HF humans in lairs. They don't react when I call them a night creature, anyone know what they might be?
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Klisz

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #741 on: July 17, 2018, 03:04:44 pm »

I keep finding notable HF humans in lairs. They don't react when I call them a night creature, anyone know what they might be?

Hmm, perhaps they've been cursed with something, like size changing or metalskin? I'm not sure what precisely causes HFs to retreat to lairs, but it might be the combination of being a I_SOURCE:DEITY MAJOR_CURSE without inducing a CAN_BE_HIDDEN syndrome (this would at least produce the correct results of vanilla werebeasts going to lairs while vampires don't).
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IndigoFenix

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #742 on: July 18, 2018, 03:27:49 am »

Pretty sure werebeasts lair behavior is based on the NIGHT_HUNTER trait of their alternate form.  Did you try looking them up in legends mode?

chipathingy

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #743 on: July 22, 2018, 08:10:26 pm »

Hey! Just wondering if this needs updating to 0.44.12 or not. It seems to work fine (apart from world gen crashes) but I havent played enough recently to know if all the new df features are working in it.

Also, what sort of container do you need to make azoth as toads? I got the vim extracted but the other reaction is still red and says I need a 'liquid container' or something like that.

I got attacked by a werekoala as well - I'm not sure if werebeast curses are moddable or not but it might be fun to have werecreatures from the mario universe rather than default DF.
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CaptainGame

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #744 on: September 19, 2018, 09:21:22 pm »

So if a dwarf is a dorf, what does that make a Toad? A Tod? A Tad? A Tohd?
« Last Edit: September 21, 2018, 05:35:50 pm by CaptainGame »
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malistaticy

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #745 on: September 22, 2018, 03:43:22 am »

So if a dwarf is a dorf, what does that make a Toad? A Tod? A Tad? A Tohd?

a bup
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Nikitaw99

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #746 on: September 22, 2018, 04:01:58 am »

So if a dwarf is a dorf, what does that make a Toad? A Tod? A Tad? A Tohd?

a bup
Couldn't be more correct there.
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CaptainGame

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #747 on: September 22, 2018, 06:13:11 pm »

Hey! Just wondering if this needs updating to 0.44.12 or not. It seems to work fine (apart from world gen crashes) but I havent played enough recently to know if all the new df features are working in it.

Also, what sort of container do you need to make azoth as toads? I got the vim extracted but the other reaction is still red and says I need a 'liquid container' or something like that.

I got attacked by a werekoala as well - I'm not sure if werebeast curses are moddable or not but it might be fun to have werecreatures from the mario universe rather than default DF.

I'm able to make azoth with the same glazed clay jugs I use to gather the vim in the first place. The azoth making reaction is automatic once you have 5 vim - check your stocks to see if someone made it while you weren't looking.
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Asin

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #748 on: September 22, 2018, 06:47:07 pm »

So if a dwarf is a dorf, what does that make a Toad? A Tod? A Tad? A Tohd?

a bup

Well, what about Shy Guys and Koopas? What's the term for them?

CaptainGame

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Re: Rise of the Mushroom Kingdom Update 0.5.5: Let's do the Odyssey!
« Reply #749 on: September 22, 2018, 09:31:23 pm »

So if a dwarf is a dorf, what does that make a Toad? A Tod? A Tad? A Tohd?

a bup

Well, what about Shy Guys and Koopas? What's the term for them?
Koopas are Koopers. You tend to find them in fields.
« Last Edit: September 22, 2018, 09:33:41 pm by CaptainGame »
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