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Author Topic: Dwarf Fortress: Fall From Grace 2.53 (LEGACY THREAD)  (Read 25533 times)

mate888

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Re: Dwarf Fortress: Fall From Grace 1.66
« Reply #30 on: October 29, 2020, 04:25:26 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.
Thanks! Yeah I've been noticing those common patterns in legends viewer. The northern pagans worship forces like the elves, right?
Also I managed to find only one civ which has all gods apparently subserviant to the Corpse God, and its called the Cross Kingdom.
Fitting.
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My second turn's unnoficial goal was to turn everyone into vampires, and it backfired so bad, I ended up making the fort a more efficient, safer and friendlier place.
Apparently they evolved a taste for everything I love and care about

squamous

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Re: Dwarf Fortress: Fall From Grace 1.66
« Reply #31 on: October 29, 2020, 04:33:28 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.
Thanks! Yeah I've been noticing those common patterns in legends viewer. The northern pagans worship forces like the elves, right?
Also I managed to find only one civ which has all gods apparently subserviant to the Corpse God, and its called the Cross Kingdom.
Fitting.

The northerners worship nature yeah. Successor State civs are intended to be varied so good to know fun stuff like that can pop up.
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
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Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

mate888

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Re: Dwarf Fortress: Fall From Grace 1.66
« Reply #32 on: October 29, 2020, 04:38:45 pm »

Ohh also noticed that the titles of the rulers from each culture also varies, so southerners have sultans, easterners have shoguns, diaspora and pagans have law-givers and the rest have kings
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My second turn's unnoficial goal was to turn everyone into vampires, and it backfired so bad, I ended up making the fort a more efficient, safer and friendlier place.
Apparently they evolved a taste for everything I love and care about

Noagga76

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Re: Dwarf Fortress: Fall From Grace 1.66
« Reply #33 on: November 05, 2020, 11:02:04 am »

I’ll take a....humaning, Manning, hoomuning? Whatever, give a human my name if you can please.

Preferably the craziest one but no issue if you just give it to any rando
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mate888

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Re: Dwarf Fortress: Fall From Grace 1.66
« Reply #34 on: November 05, 2020, 11:51:55 am »

I’ll take a....humaning, Manning, hoomuning? Whatever, give a human my name if you can please.

Preferably the craziest one but no issue if you just give it to any rando
I think you posted this on the wrong thread vro

Also, a question for the dev, do I have to "war train" the vehicles in order to assign them to specific squads?
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My second turn's unnoficial goal was to turn everyone into vampires, and it backfired so bad, I ended up making the fort a more efficient, safer and friendlier place.
Apparently they evolved a taste for everything I love and care about

squamous

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Re: Dwarf Fortress: Fall From Grace 1.66
« Reply #35 on: November 05, 2020, 01:07:21 pm »

I’ll take a....humaning, Manning, hoomuning? Whatever, give a human my name if you can please.

Preferably the craziest one but no issue if you just give it to any rando
I think you posted this on the wrong thread vro

Also, a question for the dev, do I have to "war train" the vehicles in order to assign them to specific squads?

Vehicles are strictly mounts unfortunately. Basically, if I make them war trainable, the entire game breaks because their size gives them a massive advantage in off-screen battles, meaning that all wars past worldgen result in attacking soldiers getting one-sidedly exterminated when they attack another NPC site.
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

Kyuuketsuki_23

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Re: Dwarf Fortress: Fall From Grace 1.66
« Reply #36 on: November 08, 2020, 09:24:01 am »

Can someone tell me please, why can I not drink blood as a vampire?
And why do the 'Hungry' and 'Thirsty' labels still show up instead of just one, red 'Thirsty' label?
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squamous

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Re: Dwarf Fortress: Fall From Grace 1.66
« Reply #37 on: November 08, 2020, 12:33:39 pm »

Can someone tell me please, why can I not drink blood as a vampire?
And why do the 'Hungry' and 'Thirsty' labels still show up instead of just one, red 'Thirsty' label?

Ah, did you start as one, or become one? I totally forgot to mention, if you start as one you're supposed to chose a dhampir, not a normal vampire. It's completely impossible to give a creature the ability to survive off of blood without it being in the form of a curse or interaction, so if you want to be a proper vampire you need to play a human and become one. But at the same time, I wanted people to go all Vampire Hunter D from the get-go, so I left the 'vampire' option in as a way to play the dhampir class. I will clarify that.
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Kyuuketsuki_23

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Re: Dwarf Fortress: Fall From Grace 1.66
« Reply #38 on: November 08, 2020, 01:12:20 pm »

Thank you for the info, but in fact, making a creature survive off blood from the start is quite possible. Ask the creators of Spellcrafts and Dark Ages, both of these mods have playable vampire races that work just fine.
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squamous

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Re: Dwarf Fortress: Fall From Grace 1.66
« Reply #39 on: November 08, 2020, 02:03:28 pm »

Thank you for the info, but in fact, making a creature survive off blood from the start is quite possible. Ask the creators of Spellcrafts and Dark Ages, both of these mods have playable vampire races that work just fine.

Oh, I misunderstood your question. What I meant was, it is impossible to make a creature survive off of blood by only adding [CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED] or an equivalent to the creature, just the BLOODSUCKER tag. That's a bad tag to add to civilized creatures, because they'll purge their own kind. So a civilization of vampires will just kill itself. That might have changed in the newest version though so I'll look into changing that. Adventure mode-wise it should also be more viable but you might get purged when you retire your character.
« Last Edit: November 08, 2020, 02:10:31 pm by squamous »
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Kyuuketsuki_23

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Re: Dwarf Fortress: Fall From Grace 1.66
« Reply #40 on: November 10, 2020, 12:13:12 pm »

Oh. Alright. Second question: is it normal that Sanctified Consecrated Vampires don't need to drink blood and get tired like if they were not undead?
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squamous

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Re: Dwarf Fortress: Fall From Grace 1.66
« Reply #41 on: November 10, 2020, 06:16:20 pm »

Oh. Alright. Second question: is it normal that Sanctified Consecrated Vampires don't need to drink blood and get tired like if they were not undead?

Consecrated undead are bootleg versions of the original undead with some of the powers and some of the disadvantages. Consecrated vampires retain the supernatural beauty and general enhanced physical prowess of a normal vampire, albeit to a lesser extent, but are powered by the sacred oil that replaces their blood, which supplements conventional necromantic energy at the cost of needing to periodically recharge. The same applies for different types of consecrated undead.
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ArchimedesWojak

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Re: Dwarf Fortress: Fall From Grace 1.66
« Reply #42 on: November 24, 2020, 08:58:36 pm »

wait wait wait does this mod make DF's setting something akin to Dark Souls
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squamous

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Re: Dwarf Fortress: Fall From Grace 1.66
« Reply #43 on: November 24, 2020, 09:41:20 pm »

wait wait wait does this mod make DF's setting something akin to Dark Souls

I mean, I tried to make it more of my own thing but if there was a spectrum of aesthetic from Dwarf Fortress to Dark Souls this mod would definitely shift things closer to Dark Souls.
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ArchimedesWojak

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Re: Dwarf Fortress: Fall From Grace 1.66
« Reply #44 on: November 24, 2020, 09:48:18 pm »

wait wait wait does this mod make DF's setting something akin to Dark Souls

I mean, I tried to make it more of my own thing but if there was a spectrum of aesthetic from Dwarf Fortress to Dark Souls this mod would definitely shift things closer to Dark Souls.

nice nice i will definitely try this thank you
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YET ANOTHER DATA-COLLECTION THREAD FROM MR. "NOT FEDERAL AUTHORITIES."
ArchimedesWojak is very militant against zoophilia due to his deeply held religious beliefs.
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