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Author Topic: [0.44.12+] Fortress Defense Mod II R v21: Progress Trigger and Bug Fixes!  (Read 218204 times)

katana

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #480 on: July 03, 2011, 01:51:56 pm »

Random idea: gem men siegers that drop gems! Train the jewelers and soldiers at the same time!
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Crashmaster

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #481 on: July 03, 2011, 04:25:53 pm »

Is there a minimum population to get the tier 4 civs in basic mode? I'm at 10mil fortress wealth but capped to 120 pop and haven't yet seen them. They were shown as neighboring in the embark screen.

darkflagrance

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #482 on: July 03, 2011, 04:48:53 pm »

Is there a minimum population to get the tier 4 civs in basic mode? I'm at 10mil fortress wealth but capped to 120 pop and haven't yet seen them. They were shown as neighboring in the embark screen.

The minimum population for the last tier is 140, although in theory enough trading should cause them to come.

aww ok :) do you have any stronger civs planned? or any that breed REALLY fast?

You can take a look at the challenge mode civs, and add more of the bonus civs if you want more enemies. However, bear in mind that the limit for a single siege is about eighty civ members, a similar number of mounts, and possibly a couple of 16-man auxiliary beast squads, no matter how populous the source civ.
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Brandedahall

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #483 on: July 03, 2011, 06:48:43 pm »

is that 80 civ members for each civilization; as in 80 strangers and 80 thunder giants? or just 80 overall?

and I've added the bonus and challenge, they are great, i find thunder giants to be the best though (never faced fiend spiders though)
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darkflagrance

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #484 on: July 04, 2011, 02:19:15 am »

is that 80 civ members for each civilization; as in 80 strangers and 80 thunder giants? or just 80 overall?

and I've added the bonus and challenge, they are great, i find thunder giants to be the best though (never faced fiend spiders though)

80 per. That's how, by cunning duplication of the elven civ, I ended up with 500 elves and their allies attacking me at once.
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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 v8: Elven Avengers!
« Reply #485 on: July 04, 2011, 04:08:58 am »

is that 80 civ members for each civilization; as in 80 strangers and 80 thunder giants? or just 80 overall?

and I've added the bonus and challenge, they are great, i find thunder giants to be the best though (never faced fiend spiders though)

80 per. That's how, by cunning duplication of the elven civ, I ended up with 500 elves and their allies attacking me at once.

Wait srsly, 500?

I'm getting this update.
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(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

katana

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #486 on: July 04, 2011, 10:05:23 am »

Really fwuffy silk? Really?
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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)

Brandedahall

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #487 on: July 04, 2011, 11:02:36 am »

dayum, can't wait till the later stages :) going to be mayhem. thankz :)
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darkflagrance

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #488 on: July 04, 2011, 02:58:26 pm »

is that 80 civ members for each civilization; as in 80 strangers and 80 thunder giants? or just 80 overall?

and I've added the bonus and challenge, they are great, i find thunder giants to be the best though (never faced fiend spiders though)

80 per. That's how, by cunning duplication of the elven civ, I ended up with 500 elves and their allies attacking me at once.

Wait srsly, 500?

I'm getting this update.

What I meant to say was that if you duplicate the ferric elf civ, this is indeed possible. I can release an edition of Fortress Defense like this, actually, it's pretty trivial.
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The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

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Crustypeanut

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #489 on: July 10, 2011, 10:43:26 pm »

I was thinking, is it possible / plausable to make the various Beak Wolf enemies tameable if captured?  I just happened to have captured a half dozen and was thinking "Man.. these would make great guard dogs".  Rather than my usual butchering them for tasties. 

And if its not plausable to do so, how would I go about modding it into my own game? I'm guessing its some kind of [TAMEABLE] tag somewhere.. just not sure where.
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thatkid

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #490 on: July 10, 2011, 10:51:45 pm »

I was thinking, is it possible / plausable to make the various Beak Wolf enemies tameable if captured?  I just happened to have captured a half dozen and was thinking "Man.. these would make great guard dogs".  Rather than my usual butchering them for tasties. 

And if its not plausable to do so, how would I go about modding it into my own game? I'm guessing its some kind of [TAMEABLE] tag somewhere.. just not sure where.
You'd add [PET] and [TRAINABLE] to their creature entry, but since they're invaders even after taming them they'll still be treated as hostile by your dwarves (though the UI will disagree) and so the military will kill them and civilians will run away.
On the plus side, it's a useful way to pacify prisoners.
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Crustypeanut

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #491 on: July 10, 2011, 11:42:50 pm »

Darn.. here I was hoping to have my own war dog squad that wouldn't get ripped to part by stranglers.
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dwarfhoplite

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #492 on: July 20, 2011, 02:14:59 pm »

Does this work good on phoebus tiles?
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darkflagrance

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #493 on: July 22, 2011, 05:04:38 pm »

Does this work good on phoebus tiles?

They should be compatible, but I haven't run any tests, personally.
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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 v8: Elven Avengers!
« Reply #494 on: July 22, 2011, 09:24:07 pm »

One or two civs that are just huge numbers of (intelligent) small creatures would be cool, especially if small (but still dangerous) enough to be sent flying.
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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)
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