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Author Topic: Dwarf Fortress: Broken Chain 1.51  (Read 5172 times)

Vivalas

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Re: Dwarf Fortress: Beyond the Great War 1.2
« Reply #30 on: November 12, 2020, 07:53:46 am »

This looks pretty cool. Have you considered integration with this mod? It has an auto-fire script that could allow machineguns to work nicely and some scripted terrain destruction as well for things like rocket launchers, as well as gas shell support for player siege engines. The creator also seems very friendly to people using the code for their own mods.
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"On two occasions I have been asked,"Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?" I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."
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squamous

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Re: Dwarf Fortress: Beyond the Great War 1.2
« Reply #31 on: November 12, 2020, 02:01:00 pm »

This looks pretty cool. Have you considered integration with this mod? It has an auto-fire script that could allow machineguns to work nicely and some scripted terrain destruction as well for things like rocket launchers, as well as gas shell support for player siege engines. The creator also seems very friendly to people using the code for their own mods.

I have to admit it's very tempting, and honestly impressive, but I don't have a clue how to use DFhack and am leery of relying on other people's stuff for my mods, since I like updating them as soon as possible when a new version hits and not have to be reliant on someone else updating their own stuff.
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So I've got a Patreon now if you wanna get in on that: https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

Zalthor

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Re: Dwarf Fortress: Beyond the Great War 1.2
« Reply #32 on: November 12, 2020, 05:37:40 pm »

So, I've been roleplaying a Gulag fort in the no-mans-land evil areas, and I've been hit with many random mustard and phosene gas winds, but they don't seem to do much. Whenever my communards inhale these gasses, they only blister up and go unconcious for a little while, then turn out alright. It also rains "black water", but that doesn't seem to do anything except grant my humans negative moodlets. How lethal did you intend these zones to be?
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squamous

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Re: Dwarf Fortress: Beyond the Great War 1.2
« Reply #33 on: November 12, 2020, 06:55:20 pm »

So, I've been roleplaying a Gulag fort in the no-mans-land evil areas, and I've been hit with many random mustard and phosene gas winds, but they don't seem to do much. Whenever my communards inhale these gasses, they only blister up and go unconcious for a little while, then turn out alright. It also rains "black water", but that doesn't seem to do anything except grant my humans negative moodlets. How lethal did you intend these zones to be?

I wanted them to be moderately lethal to be honest. The clouds should definitely be more dangerous though but I don't want them to be instakill, just something you gotta be rushed to the hospital for. Finding that balance is tricky.
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So I've got a Patreon now if you wanna get in on that: https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

delphonso

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Re: Dwarf Fortress: Beyond the Great War 1.2
« Reply #34 on: November 12, 2020, 07:06:27 pm »

The black rain is the most lethal thing for me - only in combination with deadly wildlife. If the animal manages not to get hit my rain, any dwarves left outside will be ripped apart while unconscious.

Lidku

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Re: Dwarf Fortress: Beyond the Great War 1.2
« Reply #35 on: November 12, 2020, 11:17:39 pm »

Quote from: delphonso
If the animal manages not to get hit my rain, any dwarves left outside will be ripped apart while unconscious.

LOL
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