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Author Topic: Dwarf Fortress: The Long Night 4.6 BETA  (Read 38374 times)

squamous

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Re: Dwarf Fortress: The Long Night 3.67
« Reply #45 on: May 21, 2022, 04:03:51 am »

I think their abilities only extend to world gen, and not into actual play. They really only seem to know the secret indirectly through their connection to the spheres, so learning the secrets directly would still be a boon to them. I also sort of like it this way. A creature able to resurrect the dead (off-site) and teach heavenly knowledge (that they themselves don't directly know for they're only the messenger) would probably end up the core of a society.

Yeah that could be it. I'm fine with something like that for the same reasons so it all works out.
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Chbost

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Re: Dwarf Fortress: The Long Night 3.71
« Reply #46 on: June 13, 2022, 06:14:21 am »

Hello!

I have played this mod on and off for about two years, and I quite like the new setting.

I think I have noticed a bug.

Playing in fortressmode as the Neo-Antrophic posthumans. No citizens eat food, they are all starving and hunting for small vermin even though they have fish and meat available to them. Embarking in a temperate or warm climate does not change this behaviour or putting the foodstocks above or below ground.

Another thing which might be game design but might also be a bug is that the same civ does receive caravans, but the caravans have no goods in them.
Tried this two times with a fresh install both times playing as the same civ-type.

Normal install no edited files no third party modifications, advanced world generation: Preset medium world, 50 years each.


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squamous

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Re: Dwarf Fortress: The Long Night 3.71
« Reply #47 on: June 13, 2022, 06:31:15 pm »

Hello!

I have played this mod on and off for about two years, and I quite like the new setting.

I think I have noticed a bug.

Playing in fortressmode as the Neo-Antrophic posthumans. No citizens eat food, they are all starving and hunting for small vermin even though they have fish and meat available to them. Embarking in a temperate or warm climate does not change this behaviour or putting the foodstocks above or below ground.

Another thing which might be game design but might also be a bug is that the same civ does receive caravans, but the caravans have no goods in them.
Tried this two times with a fresh install both times playing as the same civ-type.

Normal install no edited files no third party modifications, advanced world generation: Preset medium world, 50 years each.

Thanks, I'll check these out.
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Chbost

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Re: Dwarf Fortress: The Long Night 3.72
« Reply #48 on: June 18, 2022, 06:52:31 pm »

Had a fun moment in my Terran bunker:

Apparently I have an info life infestation and someone was murdered "Drained of blood". Checked the accused and it is a very long lived baby that never left the baby stage.



I think this "hostile info life" choose a poor host though, what is kinda fun is that the baby has thoughts like an adult, and ambitions and does not use the "babyspeak" in their thoughts. He is actually a decent ambusher and for some reason has quite good skills as an axeman/pikeman and other combat oriented skills, guess this is from being possesed and turned.

Anyway might also have found another bug. Playing as the Carniverous Uncaste-Abberants I am unable to assign a captain. The option is not available after gaining an "elder" (mayor) or if that elder is replaced no change.

Also a suggestion from my end: Since the Uncaste are kinda tribals and as far as I can read lorewise are prone to raid, it would be nice to have more military commanders without any responsibilites such as some of the other entities (conscript captain for example, which could be renamed to Raid leader/Chief or something similar). This would allow for more squads and more raids and increase the flexibility when playing the uncaste :).

Anyway love the mod and keep up the good work :)
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squamous

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Re: Dwarf Fortress: The Long Night 3.72
« Reply #49 on: June 18, 2022, 08:20:23 pm »

Had a fun moment in my Terran bunker:

Apparently I have an info life infestation and someone was murdered "Drained of blood". Checked the accused and it is a very long lived baby that never left the baby stage.



I think this "hostile info life" choose a poor host though, what is kinda fun is that the baby has thoughts like an adult, and ambitions and does not use the "babyspeak" in their thoughts. He is actually a decent ambusher and for some reason has quite good skills as an axeman/pikeman and other combat oriented skills, guess this is from being possesed and turned.

Anyway might also have found another bug. Playing as the Carniverous Uncaste-Abberants I am unable to assign a captain. The option is not available after gaining an "elder" (mayor) or if that elder is replaced no change.

Also a suggestion from my end: Since the Uncaste are kinda tribals and as far as I can read lorewise are prone to raid, it would be nice to have more military commanders without any responsibilites such as some of the other entities (conscript captain for example, which could be renamed to Raid leader/Chief or something similar). This would allow for more squads and more raids and increase the flexibility when playing the uncaste :).

Anyway love the mod and keep up the good work :)

Thanks for the tip, I'll look into the Un-Caste stuff, and what a wild story. That's excellent.
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Cles

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Re: Dwarf Fortress: The Long Night 3.753
« Reply #50 on: July 19, 2022, 02:49:37 pm »

Just came back to DF for this mod. Are posthumans meant to not be able to craft bookcases?
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squamous

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Re: Dwarf Fortress: The Long Night 3.753
« Reply #51 on: July 19, 2022, 03:50:11 pm »

Just came back to DF for this mod. Are posthumans meant to not be able to craft bookcases?

Try looking for databanks instead
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Balgias

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Re: Dwarf Fortress: The Long Night 3.78
« Reply #52 on: August 02, 2022, 04:09:18 am »

Is there a reason the default pop cap is 5? Also getting a trade caravan from the same faction every month? I haven't played much modded DF.
« Last Edit: August 02, 2022, 07:15:44 am by Balgias »
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squamous

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Re: Dwarf Fortress: The Long Night 3.78
« Reply #53 on: August 02, 2022, 12:52:10 pm »

Is there a reason the default pop cap is 5? Also getting a trade caravan from the same faction every month? I haven't played much modded DF.

Pop cap issue is noted, will fix. Also, trade is more common in this setting, so caravans come more frequently. Though it should be every season, not every month. It could be you're getting caravans from multiple civs of the same species?
« Last Edit: August 02, 2022, 01:23:03 pm by squamous »
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Balgias

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Re: Dwarf Fortress: The Long Night 3.78
« Reply #54 on: August 02, 2022, 08:58:49 pm »

Is there a reason the default pop cap is 5? Also getting a trade caravan from the same faction every month? I haven't played much modded DF.

Pop cap issue is noted, will fix. Also, trade is more common in this setting, so caravans come more frequently. Though it should be every season, not every month. It could be you're getting caravans from multiple civs of the same species?

I mis-labeled months for seasons. I was just curious because frequent caravans really does a number on the difficulty in terms of making things easier.

https://puu.sh/Jej03.png

I frequently have biocarriers coming into my base -on fire- and causing a huge firestorm???
« Last Edit: August 02, 2022, 09:38:42 pm by Balgias »
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squamous

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Re: Dwarf Fortress: The Long Night 3.78
« Reply #55 on: August 03, 2022, 12:59:48 am »

Is there a reason the default pop cap is 5? Also getting a trade caravan from the same faction every month? I haven't played much modded DF.

Pop cap issue is noted, will fix. Also, trade is more common in this setting, so caravans come more frequently. Though it should be every season, not every month. It could be you're getting caravans from multiple civs of the same species?

I mis-labeled months for seasons. I was just curious because frequent caravans really does a number on the difficulty in terms of making things easier.

https://puu.sh/Jej03.png

I frequently have biocarriers coming into my base -on fire- and causing a huge firestorm???

That's actually been a bug I've been meaning to nail. Some material has its ignite point messed with, and it spontaneously combusts. Problem is, because it explodes upon being loaded in, I can never find what material it is. Sometimes its rare, sometimes its very common, but I can't find it unless I get very lucky so I am just constantly looking for it.
« Last Edit: August 03, 2022, 07:43:18 pm by squamous »
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GarlicBread

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Re: Dwarf Fortress: The Long Night 3.782
« Reply #56 on: August 08, 2022, 04:45:50 am »

Hey possible to attatch info what skills are used with the new workshops? like what skills govern breed nanotechne and whatnot
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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: Dwarf Fortress: The Long Night 3.782
« Reply #57 on: August 08, 2022, 03:13:47 pm »

Hey possible to attatch info what skills are used with the new workshops? like what skills govern breed nanotechne and whatnot

Nanotechnician is the Strand Extractor skill gem setter/cutter is the tech worker/installation worker skill but those will likely be changed.
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SheerSharkAttack

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Re: Dwarf Fortress: The Long Night 3.785
« Reply #58 on: August 14, 2022, 01:32:33 pm »

discovered in the raws for both exo and walker that angular armors 3 are duped. could cause problems.
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squamous

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Re: Dwarf Fortress: The Long Night 3.785
« Reply #59 on: August 14, 2022, 02:27:25 pm »

discovered in the raws for both exo and walker that angular armors 3 are duped. could cause problems.

I stealth fixed it yesterday, it should be good to go if you download the latest version.
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