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Author Topic: Dwarf Fortress: The Long Night (Legacy Thread)  (Read 126246 times)

Adjacent Artillery

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Re: Dwarf Fortress: The Long Night 2.5
« Reply #120 on: May 19, 2020, 04:14:07 am »


7. The problem is that every posthuman tribe besides the Fext were incredibly half-baked. I figured I may as well merge them all into the Fext to create a single combined entity. I will re-add diversity in some way however, probably in the form of cyborgs so diverged from conventional posthumans that they are their own species.



Understandable, and actually makes sense merging them. Just any possibility of having descriptions and lore of each differing types' specific creation/roles under the Posthuman section? But overall, really like the pseudo Indian caste based society of mad max lessers led by Hindi/Buddhist enlightened ones, were you trying to make connections to more real world cultural inspirations?
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squamous

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Re: Dwarf Fortress: The Long Night 2.5
« Reply #121 on: May 19, 2020, 11:06:19 am »


7. The problem is that every posthuman tribe besides the Fext were incredibly half-baked. I figured I may as well merge them all into the Fext to create a single combined entity. I will re-add diversity in some way however, probably in the form of cyborgs so diverged from conventional posthumans that they are their own species.



Understandable, and actually makes sense merging them. Just any possibility of having descriptions and lore of each differing types' specific creation/roles under the Posthuman section? But overall, really like the pseudo Indian caste based society of mad max lessers led by Hindi/Buddhist enlightened ones, were you trying to make connections to more real world cultural inspirations?

Well, I should say the posthumans definitely aren't Buddhist in the traditional sense, they took the name Asura specifically because those guys were about wrecking the natural order of things. The different subtypes are rather simple though. The lesser posthumans are simply different strains of semi-feral creature, while the Asura are more powerful and intelligent humanoids. The more arms they have, the more power it signifies. The exceptions are the four specialist breeds which have a particular skill they are good at.
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Tharcoonvagh

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Re: Dwarf Fortress: The Long Night 2.51
« Reply #122 on: June 06, 2020, 10:39:01 am »

The download link is down, how unfortunate, please update.
Also, a question: is dfhack compatible with the mod?
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Newtonium

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Re: Dwarf Fortress: The Long Night 2.1
« Reply #123 on: June 06, 2020, 01:58:21 pm »

Really enjoy your mod as an idea, the concept seems pretty good, but it's practically unplayable.
It's very laggy, and opening the caves makes it much worse even if there are only 1~10 creatures in there. Even with fastdwarf 1, the pawns end up moving as slow as they'd move if fastdwarf wasn't enabled at all, even slower. You can feel the lag with button presses too, since there's a noticeable delay when pressing up or down or any button for that matter. It's not because my PC is trash because it works perfectly with normal df and it only lags at around 150~200 dwarves.

I'm having the same issue as lunaman, it looks like such a cool mod and I really want to try it out but the lag is making it completely unplayable.

For reference, I did have dfhack installed but even with it disabled the lag still occurs.  It looks like the ticks are slowed down immensely, although there are random bursts of normal speed (at least for me) but these only last for less than a second.  While paused the game runs fine, but while unpaused it's horrible.  Hope there's an easy fix or something on my end!
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squamous

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Re: Dwarf Fortress: The Long Night 2.1
« Reply #124 on: June 06, 2020, 08:45:48 pm »

Really enjoy your mod as an idea, the concept seems pretty good, but it's practically unplayable.
It's very laggy, and opening the caves makes it much worse even if there are only 1~10 creatures in there. Even with fastdwarf 1, the pawns end up moving as slow as they'd move if fastdwarf wasn't enabled at all, even slower. You can feel the lag with button presses too, since there's a noticeable delay when pressing up or down or any button for that matter. It's not because my PC is trash because it works perfectly with normal df and it only lags at around 150~200 dwarves.

I'm having the same issue as lunaman, it looks like such a cool mod and I really want to try it out but the lag is making it completely unplayable.

For reference, I did have dfhack installed but even with it disabled the lag still occurs.  It looks like the ticks are slowed down immensely, although there are random bursts of normal speed (at least for me) but these only last for less than a second.  While paused the game runs fine, but while unpaused it's horrible.  Hope there's an easy fix or something on my end!

Have you tried a completely fresh install without mixing with DFhack? Not just disabling it, but not putting it in the game? If that doesn't work, tell me the conditions the slowdowns happen. Adventure mode or fort mode? Right when you begin or after some time?
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Newtonium

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Re: Dwarf Fortress: The Long Night 2.51
« Reply #125 on: June 09, 2020, 09:25:19 am »

Have you tried a completely fresh install without mixing with DFhack? Not just disabling it, but not putting it in the game? If that doesn't work, tell me the conditions the slowdowns happen. Adventure mode or fort mode? Right when you begin or after some time?

Okay so I did some testing.
1. Created a fresh install and copied my save over - still laggy
2. Created a new world and embark with the same settings on the fresh install - no lag
3. Installed dfhack on the fresh install and continued playing on the new save - no lag

So.......  ??? ??? ???

Just to be clear, when I created a new save I used the same world settings and the same size embark, but otherwise it was a completely different world.
The old save started lagging after about 2 or 3 seasons, the new save has been lag free for ~1 year without dfhack and ~1 year with.

EDIT: all fort mode
« Last Edit: June 09, 2020, 09:27:12 am by Newtonium »
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squamous

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Re: Dwarf Fortress: The Long Night 2.51
« Reply #126 on: June 09, 2020, 01:09:59 pm »

Have you tried a completely fresh install without mixing with DFhack? Not just disabling it, but not putting it in the game? If that doesn't work, tell me the conditions the slowdowns happen. Adventure mode or fort mode? Right when you begin or after some time?

Okay so I did some testing.
1. Created a fresh install and copied my save over - still laggy
2. Created a new world and embark with the same settings on the fresh install - no lag
3. Installed dfhack on the fresh install and continued playing on the new save - no lag

So.......  ??? ??? ???

Just to be clear, when I created a new save I used the same world settings and the same size embark, but otherwise it was a completely different world.
The old save started lagging after about 2 or 3 seasons, the new save has been lag free for ~1 year without dfhack and ~1 year with.

EDIT: all fort mode

Hmmmm. Seems to be something I can't really easily replicate, but I'll keep an eye out for it in my own testing.
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MuriloTc

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #127 on: June 26, 2020, 09:21:00 pm »

I'm playing the new Update (2.6) and i'm having some problems when trying to create a world with the "Epiloge" custom advanced parameter, after many tries, the game showed this error screen (https://prnt.sc/t79usg), even after I clicked "t", he kept rejecting to create the World over and over again (https://prnt.sc/t79wf6), this was on with the medium one, but both the small and the big also rejected multiple times, it usually rejected after trying to place all the civilizations


Edit: (sorry, it seems that I manage to break the mod while installing DFHack, just redownloaded it and works fine)
« Last Edit: June 26, 2020, 10:25:09 pm by MuriloTc »
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Artwr

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #128 on: June 26, 2020, 09:49:59 pm »

First of all, thanks a lot for this mod. I'm one of the many that came with Kruggsmash video, and stayed.
Just now I downloaded the 2.6 version, but I think I f* up my instal of LNP. Always used this mod with it, no issues, but this time elves appeared as a playable race. And they have all kind of weird creatures to bring up. Heck, this may end up being fun. Trolls cost 1 point only? Fire Imps? Wombat people? Missile drones?
Also, the new worms descriptions are bringing me flashbacks from nightmares after child-me saw the brain eating f*er in Starship troopers.
.
I'm kinda lost in the posthumans thing. Why they were always dealt as technobarbarians before? I tought you would make them randomize that, so you could have friendly or hostile fext, technasura and so on. Instead this new posthumans... I'm still trying to get my grasp on them. And still technobarbarians, hostile to non-ciborgs.
.
Hoping to get LNP correct this time, to check them.
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squamous

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #129 on: June 27, 2020, 04:44:07 am »

First of all, thanks a lot for this mod. I'm one of the many that came with Kruggsmash video, and stayed.
Just now I downloaded the 2.6 version, but I think I f* up my instal of LNP. Always used this mod with it, no issues, but this time elves appeared as a playable race. And they have all kind of weird creatures to bring up. Heck, this may end up being fun. Trolls cost 1 point only? Fire Imps? Wombat people? Missile drones?
Also, the new worms descriptions are bringing me flashbacks from nightmares after child-me saw the brain eating f*er in Starship troopers.
.
I'm kinda lost in the posthumans thing. Why they were always dealt as technobarbarians before? I tought you would make them randomize that, so you could have friendly or hostile fext, technasura and so on. Instead this new posthumans... I'm still trying to get my grasp on them. And still technobarbarians, hostile to non-ciborgs.
.
Hoping to get LNP correct this time, to check them.

They are still technobarbarians, but now they have a unified theme that ties their respective histories together. The Asura faction is just Fext with more subtypes and a flashier naming scheme that fits their aesthetic.

As for what you're doing, I think what is happening is that vanilla creatures are being mixed up with your LNP pack. If you are overriding vanilla files, you are going to get a lot of bugs. I don't use the LNP so I can't pinpoint how to install it right but if you're getting vanilla creatures that definitely means there's lingering vanilla files with whatever method you used to install it.
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Zalthor

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #130 on: July 13, 2020, 06:56:49 pm »

Is an epilogue world the intended experience for this mod?
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squamous

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #131 on: July 13, 2020, 11:34:28 pm »

Is an epilogue world the intended experience for this mod?

That would be correct. I can't guarantee functionality if other maps are used.
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Zalthor

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #132 on: July 14, 2020, 10:13:05 am »

Is an epilogue world the intended experience for this mod?

That would be correct. I can't guarantee functionality if other maps are used.
Ah, okay, that probably explains why the game was acting a bit strange, then.

If I could make a suggestion, perhaps you could make that more clear in the OP post?
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squamous

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #133 on: July 14, 2020, 02:35:27 pm »

Is an epilogue world the intended experience for this mod?

That would be correct. I can't guarantee functionality if other maps are used.
Ah, okay, that probably explains why the game was acting a bit strange, then.

If I could make a suggestion, perhaps you could make that more clear in the OP post?
I'll think of something
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Yakefa

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Re: Dwarf Fortress: The Long Night 2.6
« Reply #134 on: July 19, 2020, 06:38:52 pm »

Just started the game, is that intended that your units can't have specialization if you chose to embark carefully?

I love the efforts made with the mood. The tileset, the music...
Loving the desolated atmosphere, it's pretty unique.

Are you planning to expand the mod or keep improving things?

(also coming from Kruggs)

EDIT: Found on the DFFD page "This mod also comes with a pre-built advanced worldgen world to serve as an example how how to make similar ones that align with the setting (the main rule is to remove all supernatural phenomena)."
Well, there's no pre-built world in the package.
And how can I remove those supernatural phenomenas? Which ones specifically? It's hard to get a picture from this very short sentence.
« Last Edit: July 19, 2020, 08:01:55 pm by Yakefa »
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