Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 5 6 [7] 8 9 ... 12

Author Topic: The Natural History Museum Challenge (40.24) - Old thread  (Read 16394 times)

Plancky

  • Bay Watcher
    • View Profile
Re: The (New and Improved!) Natural History Museum -Adv succession-
« Reply #90 on: October 23, 2014, 04:56:32 pm »

Spoiler (click to show/hide)

Timeless Bob

  • Bay Watcher
    • View Profile
Re: The (New and Improved!) Natural History Museum -Adv succession-
« Reply #91 on: October 24, 2014, 03:04:12 am »

Ah yes, the student and faculty housing level...
Logged
L33tsp34k does to English what Picasso did to faces.

Dwarfopoly
The Luckiest Tourist EVER
Bloodlines of the Forii

ptb_ptb

  • Bay Watcher
    • View Profile
Re: The (New and Improved!) Natural History Museum -Adv succession-
« Reply #92 on: October 24, 2014, 03:16:13 am »

Ah yes, the student and faculty housing level...
Didn't you spot the flying cow in lava?  :o
Logged
()==[:::::::::::::>

Plancky

  • Bay Watcher
    • View Profile
Re: The (New and Improved!) Natural History Museum -Adv succession-
« Reply #93 on: October 25, 2014, 01:12:25 am »

Spoiler (click to show/hide)
Save.
https://www.dropbox.com/s/vbbdmyvy2ofgynq/the%20guild%20of%20adventuringtwo.zip?dl=0

tonnot98

  • Bay Watcher
  • Damp stone located.
    • View Profile
Re: The (New and Improved!) Natural History Museum -Adv succession-
« Reply #94 on: October 26, 2014, 06:47:24 pm »

Oh man, can't wait for my turn to come around!
Logged
Not sure if dying of old age is an honor or a shame for weaponmasters. On the one hand, it means they never got the opportunity to die in glorious battle. On the other hand, it means nothing could beat them in glorious battle.
Meow.

Timeless Bob

  • Bay Watcher
    • View Profile
Re: The (New and Improved!) Natural History Museum -Adv succession-
« Reply #95 on: October 27, 2014, 12:35:21 am »

Downloaded- will look at it after I get back from the airport tomorrow.

...OP is finally updated.  Will be starting my adventurer turn now.
« Last Edit: October 30, 2014, 02:50:17 am by Timeless Bob »
Logged
L33tsp34k does to English what Picasso did to faces.

Dwarfopoly
The Luckiest Tourist EVER
Bloodlines of the Forii

Timeless Bob

  • Bay Watcher
    • View Profile
Re: The (New and Improved!) Natural History Museum -Adv succession-
« Reply #96 on: October 30, 2014, 02:50:41 am »

The adventure begins...
Spoiler (click to show/hide)
« Last Edit: October 30, 2014, 04:37:02 am by Timeless Bob »
Logged
L33tsp34k does to English what Picasso did to faces.

Dwarfopoly
The Luckiest Tourist EVER
Bloodlines of the Forii

Timeless Bob

  • Bay Watcher
    • View Profile
Re: The (New and Improved!) Natural History Museum -Adv succession-
« Reply #97 on: November 01, 2014, 01:36:50 pm »

I had the oddest dream last night.  Would you like me to tell you about it?
Well...
Spoiler (click to show/hide)

And then I woke up. 
It was so clear, I wonder if it means anything?
Logged
L33tsp34k does to English what Picasso did to faces.

Dwarfopoly
The Luckiest Tourist EVER
Bloodlines of the Forii

Timeless Bob

  • Bay Watcher
    • View Profile
Re: The (New and Improved!) Natural History Museum -Adv succession-
« Reply #98 on: November 03, 2014, 02:57:35 am »

It seems that Life is but a dream:

In attempting to port the save over to 40.14, I've found that the "display_case" workshop is flatly refused to be acknowledged by the program.  The Museum in fortress mode from my turn crashes upon loading with the error message of "Missing Building Definition: DISPLAY_CASE", and while we can start a different fortress, the "display case" workshop is conspicuously absent from the list.  The workshop was added into the program before I ported the save over, but for some reason, that's not enough, so I will be passing the turn along to the next person using the last stable version: Planky's save file.  I guess we'll be staying in 40.13 for awhile until I can figure out how to successfully get the display case workshop to work in 40.14+ (Another way to do this is to destroy all the display cases in the file and revert only to a series of rooms with windows as our display cases instead, which may also work, although it would need a metric fuck-ton of windows.)

Tonnot98: you're up
« Last Edit: November 03, 2014, 04:02:38 am by Timeless Bob »
Logged
L33tsp34k does to English what Picasso did to faces.

Dwarfopoly
The Luckiest Tourist EVER
Bloodlines of the Forii

ptb_ptb

  • Bay Watcher
    • View Profile
Re: The (New and Improved!) Natural History Museum -Adv succession-
« Reply #99 on: November 03, 2014, 03:42:30 am »

I would skip 40.14.  40.15 should include some substantial bug fixes, that's probably the one to go for.

I've run a couple of fortresses in 40.14 and found some more bugs. :P
Logged
()==[:::::::::::::>

Timeless Bob

  • Bay Watcher
    • View Profile
Re: The (New and Improved!) Natural History Museum -Adv succession-
« Reply #100 on: November 03, 2014, 04:04:06 am »

I would skip 40.14.  40.15 should include some substantial bug fixes, that's probably the one to go for.

I've run a couple of fortresses in 40.14 and found some more bugs. :P

Eh, my week was wasted finding out that 40.14 wasn't going to work after all, so I've done quite a bit of adventure mode in it.  We'll see what 40.15 looks like.
Logged
L33tsp34k does to English what Picasso did to faces.

Dwarfopoly
The Luckiest Tourist EVER
Bloodlines of the Forii

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: The (New and Improved!) Natural History Museum -Adv succession-
« Reply #101 on: November 03, 2014, 09:08:04 am »

I would skip 40.14.  40.15 should include some substantial bug fixes, that's probably the one to go for.

I've run a couple of fortresses in 40.14 and found some more bugs. :P
Ditto.  40.14 adds emotion questioning, which is fun (I asked a giant slug about his day and he was pissed it rained on him), but otherwise. . .
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

tonnot98

  • Bay Watcher
  • Damp stone located.
    • View Profile
Re: The (New and Improved!) Natural History Museum -Adv succession-
« Reply #102 on: November 05, 2014, 12:53:39 pm »

Oh goody, I won't have to update to play this game.

I will be glad to take my turn and create a fortress with the sole purpose of slaughtering wild life.
Logged
Not sure if dying of old age is an honor or a shame for weaponmasters. On the one hand, it means they never got the opportunity to die in glorious battle. On the other hand, it means nothing could beat them in glorious battle.
Meow.

Timeless Bob

  • Bay Watcher
    • View Profile
Re: The (New and Improved!) Natural History Museum -Adv succession-
« Reply #103 on: November 06, 2014, 05:13:57 am »

Oh goody, I won't have to update to play this game.

I will be glad to take my turn and create a fortress with the sole purpose of slaughtering wild life.

read the rules please.
Logged
L33tsp34k does to English what Picasso did to faces.

Dwarfopoly
The Luckiest Tourist EVER
Bloodlines of the Forii

ptb_ptb

  • Bay Watcher
    • View Profile
Re: The (New and Improved!) Natural History Museum -Adv succession-
« Reply #104 on: November 06, 2014, 05:20:03 am »

In attempting to port the save over to 40.14, I've found that the "display_case" workshop is flatly refused to be acknowledged by the program.

Can you put the changes needed for the display case up on dffd as a mod? As far as I can tell what you did was ...

In building_custom.txt add
Code: [Select]
[BUILDING_WORKSHOP:DISPLAY_CASE]
   [NAME:Display Case]
   [NAME_COLOR:7:0:1]
   [DIM:1:1]
   [WORK_LOCATION:1:1]
   [BUILD_LABOR:MASON]
   [BLOCK:1:0]
   [TILE:0:1:'#']
   [COLOR:0:1:MAT]
   [TILE:1:1:'#']
   [COLOR:1:1:MAT]
   [TILE:2:1:'#']
   [COLOR:2:1:MAT]
   [TILE:3:1:147]
   [COLOR:3:1:MAT]
   [BUILD_ITEM:1:BLOCKS:NONE:NONE:NONE][CAN_USE_ARTIFACT]
   [BUILD_ITEM:1:BOX:NONE:NONE:NONE][GLASS_MATERIAL][CAN_USE_ARTIFACT]
   [BUILD_ITEM:1:NONE:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[/code]

In entity_default.txt add the following to [ENTITY:MOUNTAIN]
Code: [Select]
[PERMITTED_BUILDING:DISPLAY_CASE]

[EDIT] I suggest setting
[COMPRESSED_SAVES:NO]
in the init.txt file. It may be coincidence, but one particular bug that caused crashes hasn't happened to me since I did this. (N.B. Probably will not be of any use to fortresses that have already been started)
« Last Edit: November 06, 2014, 05:28:15 am by ptb_ptb »
Logged
()==[:::::::::::::>
Pages: 1 ... 5 6 [7] 8 9 ... 12