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Author Topic: [0.44.12+] Fortress Defense Mod II R v21: Progress Trigger and Bug Fixes!  (Read 309239 times)

darkflagrance

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Re: [0.31.25] Fortress Defense Mod II v9: Tin-Bearing Blendecs!
« Reply #540 on: September 12, 2011, 04:05:50 pm »

I just discovered this mod, and it looks like an awesome way to increase the !!FUN!! factor. Unfortunately, Dffd is down at the moment, and has been for a couple days. If someone/the awesome OP could mirror this on another file site, it would be incredible.

Thanks.

Try this link for Fortress Defense II complete:

http://www.mediafire.com/?8yu3fxmyh58f8em

Although I think DFFD is up now.
« Last Edit: September 12, 2011, 04:07:50 pm by darkflagrance »
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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

Heorot

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Re: [0.31.25] Fortress Defense Mod II v9: Tin-Bearing Blendecs!
« Reply #541 on: September 12, 2011, 07:23:40 pm »

Thanks!
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Qirex

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Re: [0.31.25] Fortress Defense Mod II v9: Tin-Bearing Blendecs!
« Reply #542 on: September 25, 2011, 01:38:46 pm »

Holy crap, stranglers are now [nofear].

I've already had a LOT of problems  with them in v8 due to their tendency to bring an equivalent number of war jaguars.
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I live in Nigeria. I am not a prince, and I do not need your bank account information to access my fortune. Anyone caught implying otherwise will be !!reprimanded!! .

superradish

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Re: [0.31.25] Fortress Defense Mod II v9: Tin-Bearing Blendecs!
« Reply #543 on: October 05, 2011, 11:41:37 am »

elephant people wielding halberds and 2 handed swords. the twisted, mutated descendents of those who besieged boatmurdered...makes more sense to me than tiger people riding grizzly bears anyway :p
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Tharwen cancels butcher dead animal: interrupted by Zombie Badger

Lormax

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Re: [0.31.25] Fortress Defense Mod II v9: Tin-Bearing Blendecs!
« Reply #544 on: October 05, 2011, 06:46:15 pm »

Any reason why the Nightwing's will show up, take about 10-15 steps, then just stop there and congregate?  I can only get them to move again if I move a dwarf into their line of sight, but after they are finished with him, they move back.

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darkflagrance

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Re: [0.31.25] Fortress Defense Mod II v9: Tin-Bearing Blendecs!
« Reply #545 on: October 05, 2011, 07:28:05 pm »

Any reason why the Nightwing's will show up, take about 10-15 steps, then just stop there and congregate?  I can only get them to move again if I move a dwarf into their line of sight, but after they are finished with him, they move back.

Being twisted creatures of malevolence, they would rather place your fortress under a terror guard to seal it off from the world than risk the annihilation of their dark existences against the force of your defenses.

Spoiler (click to show/hide)
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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

Kogut

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Re: [0.31.25] Fortress Defense Mod II v9: Tin-Bearing Blendecs!
« Reply #546 on: October 12, 2011, 02:20:30 am »

Is it possible to remove also clothes of dwarves, not only rubbish carried by invaders?
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darkflagrance

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Re: [0.31.25] Fortress Defense Mod II v9: Tin-Bearing Blendecs!
« Reply #547 on: October 13, 2011, 09:39:46 pm »

You can bring this about by going into the raws, opening the entity_default file and deleting everything unwanted that says ARMOR:ITEM_ARMOR_(insert clothing name here) under the MOUNTAIN entity.

Alternately, open the entity_default file, copy the stuff in the spoiler below, and then highlight everything in the entity_default file under ENTITY:MOUNTAIN up to "   For the LAND_HOLDER positions below (baron etc.) this sets up the different levels your fort needs to reach to attain them.  LAND_HOLDER_TRIGGER:<land holder number>:<population>:<wealth exported>:<created wealth>" and paste the stuff in the spoiler over it. Make sure you do this both in the game raws. It is recommended that you start new games to put these changes into effect.

Spoiler (click to show/hide)

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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

jesusmod

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Re: [0.31.25] Fortress Defense Mod II v9: Tin-Bearing Blendecs!
« Reply #548 on: October 27, 2011, 07:31:16 pm »

oh god. first autumn, nightwing raid. DAMN YOU ARMOK!!!!!!
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sjaakwortel

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Re: [0.31.25] Fortress Defense Mod II v9: Tin-Bearing Blendecs!
« Reply #549 on: November 01, 2011, 11:40:03 am »

Does some1 have a nice embark for me (using this mod), i have a hard time genning a world that with iron and magma and flux.
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Quote
Quote from: Greep on May 08, 2010, 07:55:20 pm
do dwarves move any slower when using the stairs?
Quote
Compared to falling? Yes.

Kogut

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Re: [0.31.25] Fortress Defense Mod II v9: Tin-Bearing Blendecs!
« Reply #550 on: November 01, 2011, 04:11:30 pm »

Does some1 have a nice embark for me (using this mod), i have a hard time genning a world that with iron and magma and flux.

World with short history, without caverns, magma 30 levels under surface, 40 levels of air, ores (including iron), flux, sand, olivine, rutile.
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Tired of going decades without goblin sieges? Try The Fortress Defense Mod
Kogut, the Bugfixes apostle of Bay12forum. Every posts he makes he preaches about the evil of Bugs.

OwlEpicurus

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Re: [0.31.25] Fortress Defense Mod II v9: Tin-Bearing Blendecs!
« Reply #551 on: November 02, 2011, 10:38:02 pm »

Really like the mod overall.  I downloaded it in an attempt to get more experience with using the military, and it worked!  In my last fortress my dwarves managed to fight off a Jotunar siege...which was then immediately followed by nightwings.

I'm now starting a new fort.  There is, however, one thing that I would like to change:  the creatures don't have names, so my militia's kills are registered as "a dark strangler the dark strangler" or something like that.  What tags would I need to add (or remove) to give them names?
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darkflagrance

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Re: [0.31.25] Fortress Defense Mod II v9: Tin-Bearing Blendecs!
« Reply #552 on: November 03, 2011, 01:28:12 am »

CAN_SPEAK is the tag you're looking for.

Unfortunately, due to Dwarf Fortress's procedural nature, that tag also controls whether or not they are automatically hostile. Adding it to enemy races makes them friendly. The only way to force them to attack the player is to take away their speech - the means of communication that forms the basis of inter-species peace.
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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

Kogut

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Re: [0.31.25] Fortress Defense Mod II v9: Tin-Bearing Blendecs!
« Reply #553 on: November 03, 2011, 06:03:54 am »

Maybe adding snatcher tag or sth similar will fix it?
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Tired of going decades without goblin sieges? Try The Fortress Defense Mod
Kogut, the Bugfixes apostle of Bay12forum. Every posts he makes he preaches about the evil of Bugs.

JacenHanLovesLegos

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Re: [0.31.25] Fortress Defense Mod II v9: Tin-Bearing Blendecs!
« Reply #554 on: November 03, 2011, 09:14:23 am »

So beating something with a pointy stick is a viable alternative to speaking?
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
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