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Author Topic: [0.44.12+] Fortress Defense Mod II R v21: Progress Trigger and Bug Fixes!  (Read 309234 times)

Kepplerr

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Re: [0.31.25] Fortress Defense Mod II v7: New Challengers Appear!
« Reply #390 on: April 29, 2011, 09:55:35 pm »

I love my captive tigermen and women, they just sit there and spit tiger cubs out that I then use to keep my military from getting bored...

EDIT: Oh god... I've been using these tiger cubs in my arena to keep my military happy, then I would make bolts from their bones... And I JUST realized that they are tameable...

EDIT 2: Nevermind... He was all friendly and whatnot when I tamed and released him... Then my siege operator beat him to death...
« Last Edit: April 29, 2011, 10:34:38 pm by Kepplerr »
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Having a sudden increase of additional units in the area can take your FPS down like a paraplegic on an ice covered hill.

Mechatronic

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Re: [0.31.25] Fortress Defense Mod II v7: New Challengers Appear!
« Reply #391 on: April 30, 2011, 04:12:50 am »

Minotaurs need boosting in some way. Jotunar are about right. Spiders are really variable, either lame as kobolds or webbing up all your dudes for mass death. Nightwings are about right too.

So would you say that Minotaurs are not as challenging as, say, Elephants?
Not for me. I'd put them below Elephants and Imps, about on par with Warwolves I guess.
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noodle0117

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Re: [0.31.25] Fortress Defense Mod II v7: New Challengers Appear!
« Reply #392 on: April 30, 2011, 09:49:57 am »

Those furies move rather slow considering they have wings and can fly.
I could just literally send my squad of marksdwarves at them and they'd all be dropping dead before the first one manages to swing his sword.
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darkflagrance

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Re: [0.31.25] Fortress Defense Mod II v7: New Challengers Appear!
« Reply #393 on: May 01, 2011, 07:30:36 am »

Those furies move rather slow considering they have wings and can fly.
I could just literally send my squad of marksdwarves at them and they'd all be dropping dead before the first one manages to swing his sword.

They move at the same speed that harpies do, as far as I recall. Possibly in your game they tend to camp the edges, which is natural?
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

JacenHanLovesLegos

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Re: [0.31.25] Fortress Defense Mod II v7: New Challengers Appear!
« Reply #394 on: May 01, 2011, 05:50:07 pm »

My Furys camp when they enter the map. Is it intended?
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

darkflagrance

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Re: [0.31.25] Fortress Defense Mod II v7: New Challengers Appear!
« Reply #395 on: May 01, 2011, 06:21:01 pm »

My Furys camp when they enter the map. Is it intended?

It's a side-effect of their having flight. There's no way to change that for flying enemies, as far as I can determine.
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

EddyP

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Re: [0.31.25] Fortress Defense Mod II v7: New Challengers Appear!
« Reply #396 on: May 03, 2011, 03:07:25 am »

My soldiers keep getting one-shotted by hellfire imps. They shoot their fire and a second late 'Urist McX' has bled to death. It's not showing up on the combat log, so is the attack actually blockable? And is it supposed to be one-shot-one-kill?
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darkflagrance

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Re: [0.31.25] Fortress Defense Mod II v7: New Challengers Appear!
« Reply #397 on: May 03, 2011, 07:36:08 am »

You need shields against their damaging breath attack. Their other fire attack does nothing but release pretty sparks.
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

EddyP

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Re: [0.31.25] Fortress Defense Mod II v7: New Challengers Appear!
« Reply #398 on: May 03, 2011, 11:01:01 am »

...Wretched motor nerves in the upper arm. Now that I think of it, it was the soldiers with one crippled arm who got killed.
« Last Edit: May 03, 2011, 11:05:17 am by EddyP »
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Ult1mara

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Re: [0.31.25] Fortress Defense Mod II v7: New Challengers Appear!
« Reply #399 on: May 03, 2011, 05:50:13 pm »

Here is a link to my first Video to the LP I will be doing of this Mod

http://www.youtube.com/watch?v=rsXJxi-54D8

And here is the link to the Playlist ^_^

http://www.youtube.com/view_play_list?p=C7B945B98E097DDC

thanks again for letting me do this ^_^
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The local scottish drunken dwarf
Dwarf Fortress Mod Reviews
http://www.bay12forums.com/smf/index.php?topic=84405.0

darkflagrance

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Re: [0.31.25] Fortress Defense Mod II v7: New Challengers Appear!
« Reply #400 on: May 03, 2011, 06:21:49 pm »

...Wretched motor nerves in the upper arm. Now that I think of it, it was the soldiers with one crippled arm who got killed.

Back in 40d, when shields didn't work against their fireball attack, I used corners and fields of columns to decrease the range at which the imps could use their attacks. So even an army of shieldless dwarves could decrease casualties with those strategies.
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

katana

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Re: [0.31.25] Fortress Defense Mod II v7: New Challengers Appear!
« Reply #401 on: May 07, 2011, 04:07:58 am »

Every world I've generated, beak wolves came first. I think they're way too powerful, I've had dwarves in full iron (not very skilled, but still) die easily to them.
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AND IF THIS FAILS MY IDENTICAL TWIN BROTHER WHO WILL APPEAR IN THE MIGRANT WAVE THAT ARRIVES AFTER MY DEMISE WILL REPLACE ME.
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

EddyP

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Re: [0.31.25] Fortress Defense Mod II v7: New Challengers Appear!
« Reply #402 on: May 08, 2011, 06:24:27 am »

You might need to take mounts off fire imps. When they use their flame attacks, they hurt their own mounts too, and then they all retreat.
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VonCede

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Re: [0.31.25] Fortress Defense Mod II v7: New Challengers Appear!
« Reply #403 on: May 09, 2011, 06:24:31 am »

Is it normal to wait more than 3 years before first invasion?

I copied all 6 required files to raw/objects-folder, generated a new world and started playing. It's now mid of the 3rd spring and all I have this far is 73 dwarfs, all the merchants paying visits, one goblin thief (now headless) and first Forgotten Beast.

Sites_And_Pops says there are all those fancy new races living around, but none of them doesn't seem to like to come to visit.


Nevermind, found my mistake.
« Last Edit: May 09, 2011, 06:34:29 am by VonCede »
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Have you tried Wiki or google it?

darkflagrance

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Re: [0.31.25] Fortress Defense Mod II v7: New Challengers Appear!
« Reply #404 on: May 09, 2011, 08:53:46 am »

Interesting. I've been working on other, unfortunately pressing things, but I'll look at beakwolves. Should be a simple fix. For now, just reduce the max size of beak wolves to 80,000. Right now they're only killing dwarves by latching on and shaking them around; I think that's fair play for unarmed creatures that have to wrestle your dwarves to death.
« Last Edit: May 09, 2011, 09:11:46 am by darkflagrance »
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod
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