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Author Topic: Dwarf Fortress: The Long Night 2.72  (Read 49540 times)

Trench Dog

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Re: Dwarf Fortress: The Long Night 1.96
« Reply #30 on: February 01, 2020, 02:42:30 am »

Hey there- I was wondering that given the attention Krugg gave to this; that you could use a further boost.

Would you like any sounds to be put into this mod? I could provide voice acting and sound engineering if interested.

I'm on Discord at Trench Dog#8405 if you want to contact me.

My website if curious about my demo reels and experience, I've voiced in videogames such as Mordhau, Day of Infamy and animation series such as The Emperor Text to Speech Series by Alfabusa.

https://www.kimckenzie.com/

Was also curious if you wanted a wiki produced for this mod; because I quite love the setting, races and lore associated with this mod. Would be more than willing to help with that.

squamous

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Re: Dwarf Fortress: The Long Night 1.96
« Reply #31 on: February 01, 2020, 03:15:18 am »

K so having watched Krugg play this on his YT channel and being utterly tickled pink by the sheer amount of 80s plastered all over this mod, i had to try it. Of course im brand new to DF modding, and i was wondering. Is there a way to plug this into the Lazy Noob Pack so i can use Dwarf Therapist with this?

You might be able to but I don't use the LNP so I dunno

Hey there- I was wondering that given the attention Krugg gave to this; that you could use a further boost.

Would you like any sounds to be put into this mod? I could provide voice acting and sound engineering if interested.

I'm on Discord at Trench Dog#8405 if you want to contact me.

My website if curious about my demo reels and experience, I've voiced in videogames such as Mordhau, Day of Infamy and animation series such as The Emperor Text to Speech Series by Alfabusa.

https://www.kimckenzie.com/

Was also curious if you wanted a wiki produced for this mod; because I quite love the setting, races and lore associated with this mod. Would be more than willing to help with that.

I super appreciate the offer but I can't afford to pay you for something like this probably. Though I hear the steam update might be giving us more tools to work with regarding music and sound effects so it might be a fun idea to look into that at that point.

As for a wiki I'm intrigued at the concept but wouldn't have the slightest idea on how to start.
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Trench Dog

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Re: Dwarf Fortress: The Long Night 1.96
« Reply #32 on: February 01, 2020, 01:36:08 pm »

I super appreciate the offer but I can't afford to pay you for something like this probably. Though I hear the steam update might be giving us more tools to work with regarding music and sound effects so it might be a fun idea to look into that at that point.

As for a wiki I'm intrigued at the concept but wouldn't have the slightest idea on how to start.

I'm offering my services for free in this case, should've clarified that. I don't charge mod authors typically. As for the wiki I have some ideas but I feel it'd be prudent to have some form of real time communication with you like Discord or something.

squamous

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Re: Dwarf Fortress: The Long Night 1.96
« Reply #33 on: February 01, 2020, 04:38:10 pm »

I super appreciate the offer but I can't afford to pay you for something like this probably. Though I hear the steam update might be giving us more tools to work with regarding music and sound effects so it might be a fun idea to look into that at that point.

As for a wiki I'm intrigued at the concept but wouldn't have the slightest idea on how to start.

I'm offering my services for free in this case, should've clarified that. I don't charge mod authors typically. As for the wiki I have some ideas but I feel it'd be prudent to have some form of real time communication with you like Discord or something.

Oh well sounds cool then, I'm not really sure how it'd all work and it sounds complicated so uh maybe talking it out would be good. Also, you can contact me on the big unofficial DF discord, https://discord.gg/nECJD8
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CrashyMcGee

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Re: Dwarf Fortress: The Long Night 1.97
« Reply #34 on: February 01, 2020, 09:35:50 pm »

Are Surman corpses supposed to tank like ten blows to the head with a grade-A nanoechne gladuis? I was playing as a human hopped up on all the drugs bringing my strength, agility, and endurance to max. If they are just supposed to be tanky what are some recommended strategies? Do I just not go to towers filled with them? Also it seems like they can't lose limbs.






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squamous

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Re: Dwarf Fortress: The Long Night 1.97
« Reply #35 on: February 01, 2020, 09:49:50 pm »

Are Surman corpses supposed to tank like ten blows to the head with a grade-A nanoechne gladuis? I was playing as a human hopped up on all the drugs bringing my strength, agility, and endurance to max. If they are just supposed to be tanky what are some recommended strategies? Do I just not go to towers filled with them? Also it seems like they can't lose limbs.








Surmen are meant to be tanky yes. However, I underestimated how many of them could be turned into undead. This is something I will resolve in the next big update when I can fiddle around with custom creation of cyborgs by necromancers. Cyborgs will be divided into tiers of power and rarity and overall it would be rarer to encounter a Surman-equivalent. It'll be a pretty complex system which will hopefully let me create modular cyborgs.
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CrashyMcGee

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Re: Dwarf Fortress: The Long Night 1.97
« Reply #36 on: February 02, 2020, 12:13:43 am »

Upon further testing, it seems like that a singular Surman zombie are really too tanky. Here are the screenshots of a fext-bioframe grandmaster fighter and axeman not being able to kill a Surman nanomachine puppet. That the Surman zombie eventually killed do to not dying after 29 pages of combat.

Spoiler: Pages of combat (click to show/hide)

Spoiler: More Combat (click to show/hide)

This Surman nanomachine puppet needs to be become a megabeast because he is a absolute BEAST! of a unit. Immortals look upon this mad lad with only awe and envy. Anyway glad to see that you pan on updating the mod! The idea of modular cyborgs sounds amazingly awesome.
Actually would it be possible for technomancers to create creations on the likes of megabeasts, because the idea of an unkillible captain of the undead is just perfection.
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squamous

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Re: Dwarf Fortress: The Long Night 1.97
« Reply #37 on: February 02, 2020, 01:10:06 am »

Upon further testing, it seems like that a singular Surman zombie are really too tanky. Here are the screenshots of a fext-bioframe grandmaster fighter and axeman not being able to kill a Surman nanomachine puppet. That the Surman zombie eventually killed do to not dying after 29 pages of combat.

Spoiler: Pages of combat (click to show/hide)

Spoiler: More Combat (click to show/hide)

This Surman nanomachine puppet needs to be become a megabeast because he is a absolute BEAST! of a unit. Immortals look upon this mad lad with only awe and envy. Anyway glad to see that you pan on updating the mod! The idea of modular cyborgs sounds amazingly awesome.
Actually would it be possible for technomancers to create creations on the likes of megabeasts, because the idea of an unkillible captain of the undead is just perfection.

The idea for technomancers will be that they resurrect fleshy things using nanomachines to be weak thralls, but the most promising specimens are made into living cyborgs. That is, they are transformed/revived back into living beings instead of undead zombies. A living Surman would be tough but much more doable, whereas nanomachine puppet organics are less of a pain. This is all definitely planned but things are just sort of all over the place right now. I'm currently working on cleaning up the mod in general.
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MystRunner

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Re: Dwarf Fortress: The Long Night 1.97
« Reply #38 on: February 02, 2020, 01:25:53 am »

So I was brought to this mod thanks to the ever wonderful Kruggsmash and I have to say it's a breath of fresh air. I mean I love Dorf Fort I've logged countless hours lost countless forts. This is unique enough of an experience that it's interesting. I'm looking forward to logging tons of time with this mod as it's really fun.

And for anyone wondering YES Therapist works with this mod.
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I don't know what is more impressive, that dwarves can skip salting and curing meat opting for zombiefication, or that the dark art of necromancy has been twisted to the cause of curing meats.

Dwarf Fortress : Crimes Against Nature Simulator.

primaer

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Re: Dwarf Fortress: The Long Night 1.97
« Reply #39 on: February 02, 2020, 01:14:32 pm »

Is it normal if i can not assign any Nobel position/militia position to my citizens ? (playing as Fext at the moment)
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squamous

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Re: Dwarf Fortress: The Long Night 1.97
« Reply #40 on: February 02, 2020, 03:39:06 pm »

So I was brought to this mod thanks to the ever wonderful Kruggsmash and I have to say it's a breath of fresh air. I mean I love Dorf Fort I've logged countless hours lost countless forts. This is unique enough of an experience that it's interesting. I'm looking forward to logging tons of time with this mod as it's really fun.

And for anyone wondering YES Therapist works with this mod.

Glad you like it!

Is it normal if i can not assign any Nobel position/militia position to my citizens ? (playing as Fext at the moment)

Fext are divided into 4 castes. The first are Alpha (strongest) Beta (average) and Loner (survivalist) variants. They are the ones that look human and are fully intelligent. Then there is the Omega caste, which look monstrous and brutish and are not considered real people by most, more like expendable servants. Omega castes cannot be appointed to noble positions, so you need some of the other 3 castes to arrive at your fort.
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bloodslave1087654

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Re: Dwarf Fortress: The Long Night 1.97
« Reply #41 on: February 02, 2020, 07:02:31 pm »

And for anyone wondering YES Therapist works with this mod.
Mind if i ask how to do this? Ive never played Modded DF/added Mods to DF before
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delphonso

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Re: Dwarf Fortress: The Long Night 1.97
« Reply #42 on: February 03, 2020, 01:23:35 am »

Therapist is the easiest to use. Download it then just boot it up while in fortress mode. It'll read the labors itself.

Prismaa

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Re: Dwarf Fortress: The Long Night 1.97
« Reply #43 on: February 03, 2020, 03:05:26 am »

I take it there is no tileset for this mod? I just can't play with ascii myself :C
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squamous

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Re: Dwarf Fortress: The Long Night 1.97
« Reply #44 on: February 03, 2020, 03:56:44 am »

I take it there is no tileset for this mod? I just can't play with ascii myself :C

There isn't, yeah. I'm at the point where I'm like that guy in the matrix, don't even see the code anymore. Making a tileset would be a lot of work, and I'm not artist.
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