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Author Topic: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]  (Read 184090 times)

GM-X

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[⊕ Dark Ages III: War & Mythos ⊕] Advanced World Gen and Things [44.10]
« Reply #1005 on: June 02, 2018, 10:35:36 pm »

Just a quick note that I'm playing DAIII under Linux. I've only just started, so there may be hiccups, but my steps to run have been:

- Download and unpack Linux LNP 0.44.10-r01
- Download and unpack Wanderlust V3 44.10 release of DAIII.
- Delete the `df_linux/raw` and `df_linux/data` directories in the LinuxLNP.
- Copy the these directories across from DAIII.
- Start Dwarf Fortress (without DFHack) by cd'ing to the df_linux directory and running the `./df` shell-script.
- Create a world using advanced parameters with the ORAM-NALISH-MED-PREGEN-WORLD-Y195 settings.
- Enjoy!

The fire & ice pregen crashes for me, But Oram/Nalish is working great!

Many thanks again for what looks like a spectacular mod!

Hi Urist McTeellox, thank you for this. Mileage will vary on advanced world parameters. Pre-gen worlds settings often stop working between versions too. I've not had much trouble generating worlds in 44.10 with most but I may need to fine tune things again after the 44.11+ update.

tis me again! iv been playing this mod as promised in madagascar. finally finished my training and swore in as a peace corps volunteer last week.

now moved into my home for the next 2 years. unfort i have no electricity until i can get back into a big city in the next month or two and buy a solar panel. i have to pay someone to charge my stuff right now which is cumbersome.

dude i use the greater rhinoman adventurer every time now. it satiafys my hoarding tendancies. i managed to get every secret slab in my whole world a while back and then placed them in a fort. it was glorious. i also had hundreds of books and most of the worlds artifacts. took me so long but was so satisfying. this mod and the new artifact system make for great fun. thank you again

im waiting to download any new df updates until the stress system is worked out a little better. data is at a premium for me.

Congratulations. Happy to hear you are alive and well! Ironic to play War & Mythos while joining the peace corps. I'd loove for you to write some stories about your greater rhinoman adventurer or even a quick guide to using them to raid artifacts. No pressure or rush.

popping in here to say that the interactions on some of the adventure mode stuff seem broken in a it only targets the adventurer and not others
it seems like the illithid spells are self targeted like you can't turn others into illithids so you end up just mind blasting your own character and transforming into a illithid again or an illithid like dragon who does have a working breathe attack. edit: oh this seems like a common issue with these cuttlefishfolk

Thank you for reporting this. I need to look into this further, because I thought I had fixed some of that.

Probably a noob question (forgive me if so) but is there any way to start as a dead civ? It doesn't make much difference practically but for immersion i'd love to start as the last remnants of a dwarf civilisation if possible. I'm pretty sure its a limit of vanilla dwarf fortress but the amount of times i've started a game with a civilisation that doesn't seem to have any sites on the mini-map only to find there is a random queen/fisherdwarf at another location.

I also edited some of the parameters of one of the advanced map options (I forget the name of it but it generates a 33x33 region, seems set up for DAIII) and notice then I always seem to end up as a 'legendary dwarf' civilisation, have I simply knocked the settings out a little by creating more evil areas? I am sure I used to generally be playing as non-legendary dwarves.

Hi Trotskisaurus, a lot of this varies from world to world in my experience. If you adjust any of the advanced world parameters from default you may get more or less unbalanced civs and or crashing. Not sure if you were checking if you are starting as vanilla or legendary dwarves on the embark screen. 

You may find this YouTube video helpful in starting a world to your exact liking:
https://www.youtube.com/watch?v=bwshTtC8fTY&index=2&t=0s&list=PLbGD7QQtiRBkMnpbz9U4SIwS1jxUmldvS
« Last Edit: June 02, 2018, 11:01:27 pm by GM-X »
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Trotskisaurus

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Thanks for the help managed to generate an excellent world using your presets so thankyou! Appreciate you and flyteofheart taking the time to reply; legendsviewer was really interesting, can't believe I didn't know about it!
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flyteofheart

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I can gladly do a writeup. In about a week or two, I am going to finally have a solar panel at my house that I can charge my laptop off of. Right now im limited to my phone and my laptop getting charged once a week. Which doesnt last too long. After that, I will probably contribute a lot. I have a lottttt of free time due to how things work here.
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GM-X

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Dark Ages III: Greater Rhinoman Adventure Guide
« Reply #1008 on: June 09, 2018, 05:29:32 pm »

I can gladly do a writeup. In about a week or two, I am going to finally have a solar panel at my house that I can charge my laptop off of. Right now im limited to my phone and my laptop getting charged once a week. Which doesnt last too long. After that, I will probably contribute a lot. I have a lottttt of free time due to how things work here.

Great. I think you are doing some clever adventuring. Feel free to post it here and I will add/revise it to the Wiki:
http://www.adventrpg.com/WarandMythosWiki/Greater_Rhinoman_Adventure_Guide
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Dark Ages III: War & Mythos: Dark Age has fallen upon the world of Dwarf Fortress.
http://AdventRPG.com/warandmyth.html
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GM-X

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Dark Ages III + Hill Dwarves
« Reply #1009 on: June 11, 2018, 04:11:26 pm »

Quote
06/08/2018: ...I finally had a well-behaved, seemingly not buggy, peaceful hill dwarf settlement appear outside my fortress! It was very satisfying to see it colored in on the new world map overlay, as an indication that the game overall is entering an entirely new realm of story potential, as sparse as they'll be at first. Around 50 dwarves moved in to the new site, and they named it Reignseals. Their newly elected mayor was Lokum Bridgedrove, a historical dwarf that had ten years earlier fought a harrowing battle with a werewombat. My fortress was on a one-tile mountain in the middle of a swamp; my new neighbors sensibly founded their site eight tiles away in the nearby grassland.

-Toady One

Sounds like the next release of DF will have a big impact on DA:III. Extremely excited for Hill Dwarves.
« Last Edit: June 11, 2018, 04:15:10 pm by GM-X »
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Dark Ages III: War & Mythos: Dark Age has fallen upon the world of Dwarf Fortress.
http://AdventRPG.com/warandmyth.html
Moonbase Down: Enter a fearful Sci-Fi jaunt into a procedurally generated Moonbase.
http://MoonbaseDown.com/

GM-X

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Dark Ages III: War & Mythos [44.12] [v37g] [64-bit] has been released.
  • Update to DF [44.12]
  • Ironhand Dark tileset download is back!

DOWNLOAD [PC]: Ironhand Dark [44.12] (16MB)
DOWNLOAD [PC]: WANDERLUST V3 [44.12] (14MB)
DOWNLOAD [PC]: ASCII [44.12] (14MB)

« Last Edit: July 15, 2018, 06:47:36 am by GM-X »
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Dark Ages III: War & Mythos: Dark Age has fallen upon the world of Dwarf Fortress.
http://AdventRPG.com/warandmyth.html
Moonbase Down: Enter a fearful Sci-Fi jaunt into a procedurally generated Moonbase.
http://MoonbaseDown.com/

Nooklie

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GM-X,
Thank you for your hard work on this mod. I know you did this for others too, but thank you again for making this f'ing awesome mod for me. Your the man.

P.S. Are you the same GM-x that did dire woods for unreal world?

« Last Edit: July 15, 2018, 09:54:20 am by Nooklie »
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GM-X

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GM-X,
Thank you for your hard work on this mod. I know you did this for others too, but thank you again for making this f'ing awesome mod for me. Your the man.

P.S. Are you the same GM-x that did dire woods for unreal world?

Hi Nookie, thank you. That is correct. Are you using Dire Woods? Didn't think anyone knew about it..
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Dark Ages III: War & Mythos: Dark Age has fallen upon the world of Dwarf Fortress.
http://AdventRPG.com/warandmyth.html
Moonbase Down: Enter a fearful Sci-Fi jaunt into a procedurally generated Moonbase.
http://MoonbaseDown.com/

Nooklie

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Yup, I really hope more peeps were interested in it. Give you some motivation to add in those monsters you talked about. I do enjoy a little bit of fantasy in my games.
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GM-X

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Yup, I really hope more peeps were interested in it. Give you some motivation to add in those monsters you talked about. I do enjoy a little bit of fantasy in my games.

I asked Sami how soon he would make modding animals a thing he told me: not anytime soon. Sadly, "dire looking" animals is as far as it can be taken for now in Unreal World.
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Dark Ages III: War & Mythos: Dark Age has fallen upon the world of Dwarf Fortress.
http://AdventRPG.com/warandmyth.html
Moonbase Down: Enter a fearful Sci-Fi jaunt into a procedurally generated Moonbase.
http://MoonbaseDown.com/

NTJedi

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Been having problems with installing and using the IronHand mod:
   1.  There's no install instructions... which is usually found in most 'readme' files.  I tried moving the mod into the "MOD" folder for PeridexisErrant's Starter Pack 0.44.12-r02.  When starting PyLNP and attempting to use the _Install MODS_ option... a message reports "merge conflicts" and won't merge the files.
   2.  I copied the contents manually myself and the game works, but during world creation it rarely survives beyond year 100 without crashing to the desktop.  No errors in the MS Windows application or system logs plus no errors in the stdout.txt and stderr.txt files.
   3.  I also did a second download of the IronHand mod and the a second download of the PeridexisErrant's Starter Pack 0.44.12-r02 pack, yet same results.   Also the file date for dwarf fortress.exe inside the IronHand mod is July9th and the same file inside PeridexisErrant's Starter 0.44.12-r02 pack is July16th.


Any advice?
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GM-X

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Been having problems with installing and using the IronHand mod:
   1.  There's no install instructions... which is usually found in most 'readme' files.  I tried moving the mod into the "MOD" folder for PeridexisErrant's Starter Pack 0.44.12-r02.  When starting PyLNP and attempting to use the _Install MODS_ option... a message reports "merge conflicts" and won't merge the files.
   2.  I copied the contents manually myself and the game works, but during world creation it rarely survives beyond year 100 without crashing to the desktop.  No errors in the MS Windows application or system logs plus no errors in the stdout.txt and stderr.txt files.
   3.  I also did a second download of the IronHand mod and the a second download of the PeridexisErrant's Starter Pack 0.44.12-r02 pack, yet same results.   Also the file date for dwarf fortress.exe inside the IronHand mod is July9th and the same file inside PeridexisErrant's Starter 0.44.12-r02 pack is July16th.


Any advice?

Hi NTJedi, Ironhand and all the downloads of DA:III are standalone and include DF. You just need to unzip the download, and double-click on "Dwarf Fortress.exe". If you don't see it, your antivirus has likely removed it from your hard drive for having a "limited reputation."
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Dark Ages III: War & Mythos: Dark Age has fallen upon the world of Dwarf Fortress.
http://AdventRPG.com/warandmyth.html
Moonbase Down: Enter a fearful Sci-Fi jaunt into a procedurally generated Moonbase.
http://MoonbaseDown.com/

NTJedi

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Hi NTJedi, Ironhand and all the downloads of DA:III are standalone and include DF. You just need to unzip the download, and double-click on "Dwarf Fortress.exe". If you don't see it, your antivirus has likely removed it from your hard drive for having a "limited reputation."
Interesting, but without PyLNP then there's lots of settings and utilities which I would not be able to use for the game.  I can eventually reach 150 years during world generation and once I embark the game runs perfect... so whatever few conflicts exist during world generation can probably be solved or tweaked to prevent the crash. 

A> Is there a reason why this mod was never made to be compatible with PyLNP??

B> Does anyone have the IronHand mod working safely with PyLNP??

Thanks in advance.
« Last Edit: August 08, 2018, 03:19:47 pm by NTJedi »
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Rammok

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Hi NTJedi, Ironhand and all the downloads of DA:III are standalone and include DF. You just need to unzip the download, and double-click on "Dwarf Fortress.exe". If you don't see it, your antivirus has likely removed it from your hard drive for having a "limited reputation."
Interesting, but without PyLNP then there's lots of settings and utilities which I would not be able to use for the game.  I can eventually reach 150 years during world generation and once I embark the game runs perfect... so whatever few conflicts exist during world generation can probably be solved or tweaked to prevent the crash. 

A> Is there a reason why this mod was never made to be compatible with PyLNP??

B> Does anyone have the IronHand mod working safely with PyLNP??

Thanks in advance.

Typically I release a special PyLNP with the mod pre-installed.

Since Toady One is in a rapid release phase, there has been no move to do that just yet. The old version of the starter pack is still linked to in the original post. Once he is finished making rapid updates to 44.x (which breaks a lot of utilities) it will happen asap.

SpeardwarfErith

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I have two questions:

1. Why does this mod need to come with its own .exe? What exactly does that enable it to do that it wouldn't otherwise?

and 2. Does the blood helmet rebellion work with the current version?
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