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Author Topic: Dwarf Fortress: Fall From Grace 2.53 (LEGACY THREAD)  (Read 25519 times)

squamous

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Re: Dwarf Fortress: Fall From Grace 1.2
« Reply #15 on: March 24, 2020, 07:15:08 am »

You were correct about the "question" and thank you for the update  :)

I love the music!

Did you customize the default embark profile, and if not, do you have a recommended profile?

Is it correct to assume the Marksdorf skill is used for all the guns?

(edit)

In general, do you have any quick tips for play?

Uh well, steel is the only metal that can be used for weapons and armor because this is the fantasy renaissance, and the marksdorf skill is indeed used for guns. I don't think I customized the embark profile that much.
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Uthimienure

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Re: Dwarf Fortress: Fall From Grace 1.2
« Reply #16 on: March 24, 2020, 07:22:35 pm »

Ah okay got it. Also, I'm assuming farming is deliberately disabled because plots can't be made above ground and underground crops are not available to humans. (This it the first time I've played as humans in any DF so forgive me if this is the way it is for them in any case.)
I'm having fun building an above-ground fort of mostly wood and searching for iron & flux while anxiously waiting to see what caravans might show up.
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"I've never really had issues with the old DF interface (I mean, I loved even 'umkh'!)" ... brewer bob
As we say in France: "ah, l'amour toujours l'amour"... François D.

squamous

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Re: Dwarf Fortress: Fall From Grace 1.2
« Reply #17 on: March 25, 2020, 10:54:48 am »

Ah okay got it. Also, I'm assuming farming is deliberately disabled because plots can't be made above ground and underground crops are not available to humans. (This it the first time I've played as humans in any DF so forgive me if this is the way it is for them in any case.)
I'm having fun building an above-ground fort of mostly wood and searching for iron & flux while anxiously waiting to see what caravans might show up.

You ought to be able to make plots above ground. If you can't then its a bug or a mistake.
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Uthimienure

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Re: Dwarf Fortress: Fall From Grace 1.2
« Reply #18 on: March 25, 2020, 02:13:36 pm »

Ah okay got it. Also, I'm assuming farming is deliberately disabled because plots can't be made above ground and underground crops are not available to humans. (This it the first time I've played as humans in any DF so forgive me if this is the way it is for them in any case.)
I'm having fun building an above-ground fort of mostly wood and searching for iron & flux while anxiously waiting to see what caravans might show up.

You ought to be able to make plots above ground. If you can't then its a bug or a mistake.
Double-checking everything I know should make the surface soil useful for farming:
1. The ground surface is clay loam.
2. Plenty of plants grow there naturally.
3. There is rain.
4. The tile shows "outside, light, above ground" when examining with "k".
5. I have more than one human with farming (grower) enabled.
6. Just in case, I dug a channeled area in the surface. The layer underneath is also clay loam. Plots won't work there either.
7. The message when trying to place a plot is: "No mud/soil for farm, mud is left by water" so it's acting like I'm underground on a stone floor.

Did I miss something, or do you think it's a bug?
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"I've never really had issues with the old DF interface (I mean, I loved even 'umkh'!)" ... brewer bob
As we say in France: "ah, l'amour toujours l'amour"... François D.

Uthimienure

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Re: Dwarf Fortress: Fall From Grace 1.2
« Reply #19 on: March 25, 2020, 02:30:05 pm »

As often happens... I missed something!
I was letting that message 7 put me off.
Plots work as long as it doesn't say "blocked" in red.
Sorry for the trouble.
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"I've never really had issues with the old DF interface (I mean, I loved even 'umkh'!)" ... brewer bob
As we say in France: "ah, l'amour toujours l'amour"... François D.

squamous

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Re: Dwarf Fortress: Fall From Grace 1.2
« Reply #20 on: March 26, 2020, 10:57:04 am »

As often happens... I missed something!
I was letting that message 7 put me off.
Plots work as long as it doesn't say "blocked" in red.
Sorry for the trouble.

No problem, I'm quite familiar with a small misstep messing everything up. Hooo boy am I familiar with that.
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Uthimienure

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Re: Dwarf Fortress: Fall From Grace 1.2
« Reply #21 on: March 28, 2020, 08:27:13 am »

Now I have everything needed to make steel, yay!

In the metalsmith's forge, are the repeated listings for certain items like muskets, all the same because you replaced a bunch of vanilla items with "musket", or am I seeing several different flavors of musket?

EDIT:  Ok, I looked in the raws and am guessing each "musket" is a different variety. The problem is how to pick the one I want to make... is the order in the forge's list the same order they appear in item_weapon_gun.txt ?
« Last Edit: March 28, 2020, 08:32:46 am by Uthimienure »
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"I've never really had issues with the old DF interface (I mean, I loved even 'umkh'!)" ... brewer bob
As we say in France: "ah, l'amour toujours l'amour"... François D.

squamous

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Re: Dwarf Fortress: Fall From Grace 1.2
« Reply #22 on: March 28, 2020, 08:00:33 pm »

Now I have everything needed to make steel, yay!

In the metalsmith's forge, are the repeated listings for certain items like muskets, all the same because you replaced a bunch of vanilla items with "musket", or am I seeing several different flavors of musket?

EDIT:  Ok, I looked in the raws and am guessing each "musket" is a different variety. The problem is how to pick the one I want to make... is the order in the forge's list the same order they appear in item_weapon_gun.txt ?

The different types of rifles are all basically the same. See, if two weapons use the same skill, and a civ has both, then the game will give you a 50/50 chance of each. If I added 1 RPG, one assault rifle, and one pistol to the game, gunners would have a 33% chance to have an RPG, a 33% chance to have a rifle, and a 33% chance to have a pistol. This is somewhat silly. So, I have made duplicates of a particular weapon with only minor cosmetic changes, to increase the odds of a type of weapon being more common. There are more musket rifle variants than pistol variants, thus more rifles overall.
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Uthimienure

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Re: Dwarf Fortress: Fall From Grace 1.2
« Reply #23 on: March 28, 2020, 08:14:18 pm »

EDIT:  Ok, I looked in the raws and am guessing each "musket" is a different variety. The problem is how to pick the one I want to make... is the order in the forge's list the same order they appear in item_weapon_gun.txt ?
Got that partially figured out, no biggie.

Here's a baffling thing to me:  Can't make musketballs out of lead.
Would you mind adding this capability?
Or showing me how to do this myself?
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"I've never really had issues with the old DF interface (I mean, I loved even 'umkh'!)" ... brewer bob
As we say in France: "ah, l'amour toujours l'amour"... François D.

Uthimienure

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Re: Dwarf Fortress: Fall From Grace 1.2
« Reply #24 on: March 28, 2020, 08:21:23 pm »

Several other of the softer metals would make sense, in addition to lead.
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"I've never really had issues with the old DF interface (I mean, I loved even 'umkh'!)" ... brewer bob
As we say in France: "ah, l'amour toujours l'amour"... François D.

squamous

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Re: Dwarf Fortress: Fall From Grace 1.2
« Reply #25 on: March 29, 2020, 12:30:04 am »

Feel free to add all that, I just didn't because there's no way to make it out of just lead. That is, allowing lead for ranged projectiles means you'll have lead arrows, lead crossbow bolts, ect.
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Xantalos

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Re: Dwarf Fortress: Fall From Grace 1.2
« Reply #26 on: March 29, 2020, 06:21:54 pm »

I haven't played DF proper in a long, long time, but this piques my interest! Posting to watch; I'll be trying this out and watching to see how it develops in the future.
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squamous

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Re: Dwarf Fortress: Fall From Grace 1.3
« Reply #27 on: April 15, 2020, 05:19:57 pm »

Gonna get back to work on this for a bit, I've been getting ideas recently.
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mate888

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Re: Dwarf Fortress: Fall From Grace 1.66
« Reply #28 on: October 29, 2020, 03:43:45 pm »

Dunno if this is necro posting but I've just downloaded the mod and I've been playing it for a bit in adventure mode and honestly its a blast, really well made.
One small question though, is there a way to tell to what culture (diaspora, successor states, etc) human civs belong to other than looking at their gods in legends viewer and guessing based on what spheres their gods have compared to the Great Gods on the lore post?
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squamous

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Re: Dwarf Fortress: Fall From Grace 1.66
« Reply #29 on: October 29, 2020, 03:46:00 pm »

Dunno if this is necro posting but I've just downloaded the mod and I've been playing it for a bit in adventure mode and honestly its a blast, really well made.
One small question though, is there a way to tell to what culture (diaspora, successor states, etc) human civs belong to other than looking at their gods in legends viewer and guessing based on what spheres their gods have compared to the Great Gods on the lore post?

Normal humans worship lesser gods moreso than devoting themselves to a single Great God. if a lesser god has one or more spheres related to a Great God, and no conflicting ones, they could be construed as a servant to that god.

The Diaspora use hillocks instead of hamlets.

All nations in tropical biomes with the exception of Easterners worship the Fire God and associated minor divinities.
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