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Author Topic: [44.12] Dwarf Fortress: Colonialism 1.95  (Read 17970 times)

squamous

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Re: [44.12] Dwarf Fortress: Colonialism 1.0
« Reply #15 on: July 23, 2018, 02:57:54 pm »

Hi! I just started using this mod and it seems very promising! I was wondering how mechanically the vehicles work, I started with an aeroskiff and I'd like to put it to use somehow.

Well the funny thing about the vehicles is that I actually made them in anticipation of the next update, which will allow the player to ride mounts in adventure mode. In other words, as of this current update, they aren't actually worth all that much unless there are cannons on them, sorry. However, they will definitely be significant during sieges, because enemies might attack you while mounted on aeroskiffs or other flying vehicles, or bring things like tanks.

Edit: But since vehicles explode when they die you could use them as bombs maybe.
« Last Edit: July 23, 2018, 03:17:38 pm by squamous »
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Lidku

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Re: [44.12] Dwarf Fortress: Colonialism 1.0
« Reply #16 on: July 23, 2018, 05:47:46 pm »

Quote
Actually, could you tell me what sort of ammo you made? Maybe its based on the size of the ammo itself, so making an item that is bigger in size means you get less of it per reaction?

I in the bowyer shop, I made a bunch of bone musketballs and bolts. Both items came out in stacks of 5 instead of 25. I think I'll just make this a Falaqi fishing village. Is trading mostly in fish viable?
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Lidku

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Re: [44.12] Dwarf Fortress: Colonialism 1.0
« Reply #17 on: July 23, 2018, 06:20:46 pm »

Uh, I don't think Battering Rams should wear clothes.  :P
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squamous

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Re: [44.12] Dwarf Fortress: Colonialism 1.0
« Reply #18 on: July 23, 2018, 07:00:10 pm »

Quote
Actually, could you tell me what sort of ammo you made? Maybe its based on the size of the ammo itself, so making an item that is bigger in size means you get less of it per reaction?

I in the bowyer shop, I made a bunch of bone musketballs and bolts. Both items came out in stacks of 5 instead of 25. I think I'll just make this a Falaqi fishing village. Is trading mostly in fish viable?

That is very weird, I honestly don't know why such a thing would happen. Maybe it is a bug in the vanilla game. Does the same thing happen when you make arrows in a vanilla playthrough?

Uh, I don't think Battering Rams should wear clothes.  :P


That is definitely a problem I'll fix that.

Edit: update is out, it's fixed I thiiink
« Last Edit: July 23, 2018, 07:04:56 pm by squamous »
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Lidku

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Re: [44.12] Dwarf Fortress: Colonialism 1.3
« Reply #19 on: July 25, 2018, 08:27:53 pm »

My fortress is coming along swimming..I'm constructing an apartment keep and I managed to get some stone blocks from trading for much needed workshops..I still haven't breached the aquifier yet..I wished Toady would add the "do task now" button for buildings. The pump I wanted set has been in halt for months. A Weregila also attacked us, we suffered one tragedy. We also had to kill the Poet who got bit by the Weregila..If were to transform in the middle of my tavern it would be disasterous. My main problem right now is to quickly breach the aquifer as all the trees on my map are running out.

Good news is that my site has become a High Chiefdom within the Falaq Sultanate. Two more Dark Oni pits has become economically linked to me again..I have no idea what benefit its gives at all. No Dark Oni merchants have come to me at all, only my own civ. Hopefully merchants come by with more wood.

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squamous

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Re: [44.12] Dwarf Fortress: Colonialism 1.3
« Reply #20 on: July 25, 2018, 08:32:17 pm »

My fortress is coming along swimming..I'm constructing an apartment keep and I managed to get some stone blocks from trading for much needed workshops..I still haven't breached the aquifier yet..I wished Toady would add the "do task now" button for buildings. The pump I wanted set has been in halt for months. A Weregila also attacked us, we suffered one tragedy. We also had to kill the Poet who got bit by the Weregila..If were to transform in the middle of my tavern it would be disasterous. My main problem right now is to quickly breach the aquifer as all the trees on my map are running out.

Good news is that my site has become a High Chiefdom within the Falaq Sultanate. Two more Dark Oni pits has become economically linked to me again..I have no idea what benefit its gives at all. No Dark Oni merchants have come to me at all, only my own civ. Hopefully merchants come by with more wood.



I am pretty sure the oni sites being linked to you is a bug, Oni are hostile to all civilizations. There have been reports of the same thing happening with goblin pits, so I believe this is the case. I'd recommend backing up your save and raiding the pits to see what happens.
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Lidku

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Re: [44.12] Dwarf Fortress: Colonialism 1.3
« Reply #21 on: July 26, 2018, 01:59:04 am »

What are the traditions of the Falaqi people? How am I even supposed to satiate this?

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squamous

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Re: [44.12] Dwarf Fortress: Colonialism 1.3
« Reply #22 on: July 26, 2018, 03:31:10 am »

What are the traditions of the Falaqi people? How am I even supposed to satiate this?



That's a generic need. Right now you satisfy your tradition need by listening to people talk about history. Try sitting him next to a storyteller in the tavern and he should cheer up.
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Prismaa

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Re: [44.12] Dwarf Fortress: Colonialism 1.3
« Reply #23 on: July 26, 2018, 04:12:44 am »

How well this mod fares with tilesets like phoebus?
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squamous

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Re: [44.12] Dwarf Fortress: Colonialism 1.3
« Reply #24 on: July 26, 2018, 04:24:18 am »

How well this mod fares with tilesets like phoebus?

It doesn't really. The creator of Phoebus would have to make new creature sprites for everything in the game that isn't vanilla, so if you installed it now you'd get a mess of ascii and tile art. This can be applied for pretty much any big mod not explicitly stated to work with tilesets, just for reference.
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GarlicBread

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Re: [44.12] Dwarf Fortress: Colonialism 1.56
« Reply #25 on: August 12, 2018, 10:59:38 pm »

Is there any plans to integrate DFhack in the future?
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He still hasn't killed any of the horses. Instead he went out, beat a cougar to death with his bare hands, and dragged it back to the butcher's shop. I was not expecting that.
Starvation is staved off for another day, anyways.

squamous

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Re: [44.12] Dwarf Fortress: Colonialism 1.56
« Reply #26 on: August 12, 2018, 11:24:28 pm »

Is there any plans to integrate DFhack in the future?

You could probably install it yourself I think, same way you install it in vanilla DF. I don't like using third party utilities because despite the benefits DFhack brings, it also increases the amount of crashes. In addition, DFhack takes awhile to update to new versions, so I'd have to wait longer than I'd like to update the mod compared to how I can do things now, where I update mods on the day of the release.
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GarlicBread

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Re: [44.12] Dwarf Fortress: Colonialism 1.7
« Reply #27 on: August 13, 2018, 12:43:31 am »

algud I figured it out I was just super dumb haha
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He still hasn't killed any of the horses. Instead he went out, beat a cougar to death with his bare hands, and dragged it back to the butcher's shop. I was not expecting that.
Starvation is staved off for another day, anyways.

squamous

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Re: [44.12] Dwarf Fortress: Colonialism 1.9
« Reply #28 on: August 20, 2018, 10:11:45 pm »

Just announcing a fairly large update for anyone interested. I wanted to add some new weird fantasy but needed to compensate for it with additional mundane factions, so here we are.
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Nomus

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Re: [44.12] Dwarf Fortress: Colonialism 1.95
« Reply #29 on: August 24, 2018, 06:45:28 am »

Awesome mod!  I've already started building a massive Japanese style castle.  I've got a question though, what's this Beast Fossil stone I've been digging up and what is it for?
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