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Author Topic: Dwarf Fortress: The Long Night (Legacy Thread)  (Read 126335 times)

squamous

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Re: Dwarf Fortress: The Long Night 3.16
« Reply #360 on: December 23, 2021, 04:13:33 pm »

Alright, thanks.  I don't know why the default embark brought maces, but that's just how it goes I guess.

Really enjoy the mod by the way, it's stellar work.

It's just a side effect of me trying to fix in-game bugs that haven't been addressed. Currently any two-handed weapons besides pikes will still be held with a shield by NPCs, making them worthless as one-handed weapons. Putting them all in the pike skill fixes that, but it's only balanced if I put all one-handed weapons in the axe skill, and the game doesn't understand what I am doing so it'll spawn random "axes" which aren't always axes. Glad to know you enjoy the mod though.
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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

Oddsquidam

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Re: Dwarf Fortress: The Long Night 3.23
« Reply #361 on: January 24, 2022, 04:04:17 am »

Hello, I really appreciate your mod and the associated lore, your work really gives a special flavor to the game.

I discovered this mod via youtube videos (Kruggsmash, Mort Strudel, Secret Foxfire and Corvus Oculum), and I'm quite tempted to test some of your other mods when I'll have a bit more practice of dwarf fortress as a whole.

By the way, paradoxaly I found The Long Night is a bit less daunting to begin dwarf fortress than vanilla fortress mode. It's mainly about the absence of strange moods. Though interesting, this mechanic always makes me fear losing valuable members because of the lack of one specific material.

TL;DR for other players: great mod and the associated discord is nice too. Don't hesitate to give it a try!
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squamous

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Re: Dwarf Fortress: The Long Night 3.23
« Reply #362 on: January 24, 2022, 04:02:18 pm »

Hello, I really appreciate your mod and the associated lore, your work really gives a special flavor to the game.

I discovered this mod via youtube videos (Kruggsmash, Mort Strudel, Secret Foxfire and Corvus Oculum), and I'm quite tempted to test some of your other mods when I'll have a bit more practice of dwarf fortress as a whole.

By the way, paradoxaly I found The Long Night is a bit less daunting to begin dwarf fortress than vanilla fortress mode. It's mainly about the absence of strange moods. Though interesting, this mechanic always makes me fear losing valuable members because of the lack of one specific material.

TL;DR for other players: great mod and the associated discord is nice too. Don't hesitate to give it a try!

Glad you like it. Let me know if you find any bugs.
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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

Waveboy24

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Re: Dwarf Fortress: The Long Night 3.23
« Reply #363 on: January 25, 2022, 01:21:49 am »

I have encountered a problem, the names of the weapons are so long that I actually cannot see the full name on the bill selection for the Forge. Is there a way to expand that menu further? (Pressing TAB enough times does not work
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squamous

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Re: Dwarf Fortress: The Long Night 3.23
« Reply #364 on: January 25, 2022, 02:08:00 pm »

I have encountered a problem, the names of the weapons are so long that I actually cannot see the full name on the bill selection for the Forge. Is there a way to expand that menu further? (Pressing TAB enough times does not work

There is not unfortunately. The long names primarily stem from the fact that the game does not understand how proportions work. That is, if I were to make the only ranged weapons a BB pistol and a mega rocket launcher, the odds of a ranged specialist spawning with either one is about 50/50. So, I need to make a ton of slightly different weapons to fill out the normal weapon category, and since I'm doing that with guns I felt like I needed to do it with other weapons or else it got weird, so this is my solution. It's a bit clunky I understand so I'll try to find a way to fix it.
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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

CrashyMcGee

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Re: Dwarf Fortress: The Long Night 3.45
« Reply #365 on: February 11, 2022, 09:22:21 pm »

Intermorphic superdense posthumans are called intermorphic superheavy, and all endomorphic ultradense posthumans are female. Metareflexive posthumans have immortal posthuman descriptions.
Edit :
Got ambushed in adventure mode. It was sizable.


Actual firing line, my character got exhausted deflecting, blocking, and dodging all these attacks that he fell unconscious in short order and was shot to death. A cannon slug straight into the brain was what got him. What a great and glorious end, only able to be felled through mass fire and force. Anyway, another bug report, shells are sometimes brought up in conversations as beasts despite holding positions and jobs within society. Like a conversation went, "the shell representative must be stopped" when inquiring about troubles with beasts.
« Last Edit: February 26, 2022, 08:12:49 pm by CrashyMcGee »
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Joet25

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Re: Dwarf Fortress: The Long Night (Legacy Thread)
« Reply #366 on: July 09, 2022, 03:40:40 pm »

Hey I'm trying to select buildings although I can't! I built workshops and so on, but I can't open them. My click won't even help me zoning as well! I tried everything from the touchpad to the mouse but nothing seems to work so far. Tips?
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squamous

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Re: Dwarf Fortress: The Long Night (Legacy Thread)
« Reply #367 on: July 10, 2022, 05:37:38 pm »

Hey I'm trying to select buildings although I can't! I built workshops and so on, but I can't open them. My click won't even help me zoning as well! I tried everything from the touchpad to the mouse but nothing seems to work so far. Tips?

How did you install the mod?
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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

FantasticDorf

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Re: Dwarf Fortress: The Long Night 3.23
« Reply #368 on: July 15, 2022, 02:22:23 am »

I have encountered a problem, the names of the weapons are so long that I actually cannot see the full name on the bill selection for the Forge. Is there a way to expand that menu further? (Pressing TAB enough times does not work

There is not unfortunately. The long names primarily stem from the fact that the game does not understand how proportions work. That is, if I were to make the only ranged weapons a BB pistol and a mega rocket launcher, the odds of a ranged specialist spawning with either one is about 50/50. So, I need to make a ton of slightly different weapons to fill out the normal weapon category, and since I'm doing that with guns I felt like I needed to do it with other weapons or else it got weird, so this is my solution. It's a bit clunky I understand so I'll try to find a way to fix it.

They could try collapsing the minimap menu with [TAB] for the expanded sidebar menu if that gives them any more room. So the name change could be minimized in this respect.

Hey I'm trying to select buildings although I can't! I built workshops and so on, but I can't open them. My click won't even help me zoning as well! I tried everything from the touchpad to the mouse but nothing seems to work so far. Tips?

How did you install the mod?

To OP: Use Q(uery), Loo(K) and con(T)ents over workshops if this is your first playthrough, DF classic (the one availible for free on the bay12 website here where you got it from, not graphic for steam) doesnt have native mouse-cursor control without DFhack assistance. It could have been provided for them via a freinds save or the assistance of others than having to do it themselves.
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