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Author Topic: My Little Fortress - 2016 (DF 0.43.04) yay!  (Read 179942 times)

zlurker

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Re: My Little Fortress - 2014 (DF 0.40.19)
« Reply #1005 on: April 12, 2015, 02:05:03 pm »

Just make sure the pony you assign to this isn't yellow and pink or they might drop bunnies on the invaders instead.
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Shadow_Hornet

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Re: My Little Fortress - 2014 (DF 0.40.19)
« Reply #1006 on: April 13, 2015, 02:29:12 am »

But what if we want to drop a mad killer bunny on the enemy and watch it rip them limb from limb?
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zlurker

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Re: My Little Fortress - 2014 (DF 0.40.19)
« Reply #1007 on: April 15, 2015, 04:12:39 pm »

But what if we want to drop a mad killer bunny on the enemy and watch it rip them limb from limb?

That only works if the bunny's name is Angel.
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Shadow_Hornet

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Re: My Little Fortress - 2014 (DF 0.40.19)
« Reply #1008 on: April 16, 2015, 11:23:12 am »

I think the bunny you need the holy hand grenade to kill would work too. That thing is a killer for anything that dares come close to it, and I would also wonder why the pony carrying it isn't dead yet. 
« Last Edit: April 16, 2015, 01:16:15 pm by Shadow_Hornet »
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zlurker

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Re: My Little Fortress - 2014 (DF 0.40.19)
« Reply #1009 on: April 16, 2015, 02:54:12 pm »

I think the bunny you need the holy hand grenade to kill would work too. That thing is a killer for anything that dares come close to it, and I would also wonder why the pony carrying it isn't dead yet.

Clearly the pony is a pink pegasus with yellow mane and named Shutterfly.
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Shadow_Hornet

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Re: My Little Fortress - 2014 (DF 0.40.19)
« Reply #1010 on: April 16, 2015, 05:13:09 pm »

Clearly.
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NESgamer190

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Re: My Little Fortress - 2014 (DF 0.40.19)
« Reply #1011 on: April 23, 2015, 10:23:29 am »

    So I've been playing a fair amount of this modded fortress on 0.40.24, and on the most part, it runs fairly well (heck, I often have bouts of faster speed than a typical fortress).  Unfortunately, I have ran into a couple mishaps myself.

    • I've evidently got no migrants after the first two waves of migrants (consistent on a four fortress basis)
    • I also evidently seem to get no trade caravan from the ponies (only the liasion arrives, and I do have my trade depot accessible.  Again, four fourtresses consistent)
    • The ol' pegasus perching on tree mishap is also a misfortune. (Three forts consistent.  The latest fort had no trees)
  • Crystal Forge seems to not recognize gem values for crystalization.  (One fort consistent.  Forgotten beasts mangled the other forts.)

Aside from those mishaps, I have found this mod to be quite enjoyable, and look forward to a wonderful update!  (I will definitely say that this is the first mod I've played with, and am looking forward to more mods to check out.)

Also, I feel a little silly for only now finding out non-blueprint research requires alchemist labors active.  D'oh!
« Last Edit: April 23, 2015, 03:16:11 pm by NESgamer190 »
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zlurker

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Re: My Little Fortress - 2014 (DF 0.40.19)
« Reply #1012 on: April 23, 2015, 02:47:56 pm »

That sounds impressive since it seems like each new version usually makes mods so incompatible. Of course I have no idea what they did from .19 to .24 either. :D
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i2amroy

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Re: My Little Fortress - 2014 (DF 0.40.19)
« Reply #1013 on: April 23, 2015, 04:24:44 pm »

That sounds impressive since it seems like each new version usually makes mods so incompatible. Of course I have no idea what they did from .19 to .24 either. :D
In general only the big releases (DF2010->DF2012->DF2014 for example) totally invalidate a lot of modding. Beyond that it's usually just a quick check of the change log to see if anything has changed and then a small update.
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zlurker

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Re: My Little Fortress - 2014 (DF 0.40.19)
« Reply #1014 on: April 23, 2015, 04:43:05 pm »

Well the most modding I ever do is changing some pet tags so I don't really know much about how version changes effect things.
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Sorcerer

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Re: My Little Fortress - 2014 (DF 0.40.19)
« Reply #1015 on: April 24, 2015, 02:14:09 am »

 I know there's a ton of strange bugs, DF is notoriously difficult to debug especially when time constrained, which i have been for the last couple of years it seems. Well I've FINALLY managed to set aside some time per week for personal projects, and as soon as the new version is out I'll plot in working on bugfixing and updating to the new version.

I can't promise much in the way of new features initially, I'll probably add some more creatures and ideas from the new season but i do have several pages of development ideas I'll look into implementing.

It's nice to see that there's still activity in this thread even after my shoddy update and reply schedule btw :P
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NESgamer190

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Re: My Little Fortress - 2014 (DF 0.40.19)
« Reply #1016 on: April 24, 2015, 09:36:30 am »

No sweat, Sorcerer.  We all have our moments of being overwhelmed with real life.

Nonetheless, for those who'd actually desire a low-population fort, 5 years of time will usually do the trick, but keep in mind this'll mean no trade caravans from the home civilization, given how small the home civ usually is.  (Managed to figure out most of my mishaps and got home trade established.)

Hopefully, I can finish the outer perimeter before I get accosted by the enemy.  (Namely, grey languars and changelings.  I just have this gut feeling I'm going to need a cover atop the fort to avoid a breach from above.
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zlurker

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Re: My Little Fortress - 2014 (DF 0.40.19)
« Reply #1017 on: April 24, 2015, 02:15:30 pm »

Bronies are usually pretty committed to projects they get passionate about which is why stuff like this will endure even when things get slow. Hopefully though Hasbro won't be evil and make people wait almost an entire year for season six like they did going into 5. Although I suppose it was worth it so far.
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Sorcerer

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Re: My Little Fortress - 2014 (DF 0.40.19)
« Reply #1018 on: April 25, 2015, 07:09:05 am »

Soldier Changelings have wings, so they can easily jump over your walls, beware!
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NESgamer190

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Re: My Little Fortress - 2014 (DF 0.40.19)
« Reply #1019 on: April 25, 2015, 11:45:32 am »

Glad to know that one.  Evidently, my first siege involved just two drones (who still mangled my ranged platoon due to them being boneheaded and charging with crossbows to try and cave changeling chitin with melee attacks), and unfortunately, having dealt with the two, I'm still under siege (despite no other invaders being visible on the map.  Gosh, I seem to be a magnet for weird happenings.
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