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Author Topic: [0.44.12+] Fortress Defense Mod II R v21: Progress Trigger and Bug Fixes!  (Read 309543 times)

FleshForge

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Re: [0.31.12/14] Fortress Defense Mod II: Slight Bugfixes Done
« Reply #75 on: September 26, 2010, 06:18:45 pm »

I didn't get any stranglers either, but otherwise this is a hilarious mod!  In winter of the third year I got an ambush of hellfire imps, and they completely destroyed my devilishly trapped entrance - wooden trap weapons burn and destroy the trap, word to the wise!  This is so much cooler than the base version!

edit: Ah I just now got some stranglers trying to get in, at the very end of year 3.
« Last Edit: September 26, 2010, 06:44:42 pm by FleshForge »
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FleshForge

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Re: [0.31.12/14] Fortress Defense Mod II: Slight Bugfixes Done
« Reply #76 on: September 27, 2010, 06:52:41 pm »

My poor fort finally got overrun in about year 7 by a massive tide of stranglers on war bears, naga men riding camels with war jaguar escorts, and vile blendecs, total probably over 200 units at once.  While pretty hilarious, it was all a bit much - I know that's the point of the mod and it does that very well, but you might consider offering a more moderate combination also.  I had 2000 or so refuse pile space and it was constantly full of enemy body parts, I seriously couldn't make a dent in all the bone and loot even before I was defeated.  The pace of the vanilla game is a bit slow sometimes and it'd be nice if there was a middle ground between it and what you get with this mod.  Very fun to try though!
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darkflagrance

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Re: [0.31.12/14] Fortress Defense Mod II: Slight Bugfixes Done
« Reply #77 on: September 28, 2010, 01:25:19 am »

What if I created a Fortress Defense Mod Lite II, with 1 civ of stranglers capable of attacking in all seasons, and then one or two civs for each season after say, 50 population?

This would prevent more than 2 civs at most (+ goblins) from attacking your fort at a given moment.
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hinkz

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Re: [0.31.12/14] Fortress Defense Mod II: Slight Bugfixes Done
« Reply #78 on: September 28, 2010, 01:31:16 am »

I let my world gen too long, nearly 600 years and by year 6 i've never been attacked. :(

However, I do get some artifacts referencing the travels of various white tigermen, lol. I'll have to delve into the legends when this fortress dies to see what happened.
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darkflagrance

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Re: [0.31.12/14] Fortress Defense Mod II: Slight Bugfixes Done
« Reply #79 on: September 28, 2010, 04:39:08 am »

I let my world gen too long, nearly 600 years and by year 6 i've never been attacked. :(

However, I do get some artifacts referencing the travels of various white tigermen, lol. I'll have to delve into the legends when this fortress dies to see what happened.

Did you check when you embarked to make sure you had enemy civs?

What you could do is copy the file, abandon the fort, and then try a new embark near where your fort generated.

Another thing you need to consider is whether you generated your fort on an island map or a continental map. Island maps tend to cut off a lot of civs from your fort due to oceans.

Finally, even if some more powerful civs have access to your fort, you need to engage in a significant volume of trade to trigger them.
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The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

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FleshForge

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Re: [0.31.12/14] Fortress Defense Mod II: Slight Bugfixes Done
« Reply #80 on: September 28, 2010, 12:36:17 pm »

I'm pretty convinced that if you gen the world in .14, you get invaders on a very slow schedule (if at all) regardless of what the embark screen says - not any fault of your mod.  Genning in .12 and converting to .14 worked well though.
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hinkz

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Re: [0.31.12/14] Fortress Defense Mod II: Slight Bugfixes Done
« Reply #81 on: September 28, 2010, 01:08:14 pm »

Okay, did the test embark and I have as neighboring civs:
Dwarves
Great Fiend Spiders
Frogmen
Nagas
Furies
Werewolves
White Tigermen
Goblins
Putrid Blendecs
Humans
Minotaurossi
Elves
War Elephants
Jotunar

I checked, and it's been a little over 5 years since I've embarked, I have 100 dwarves, a twelve mil or more in created wealth, but only 200k in imported/exported. I've never had an ambush or siege, a few forgotten beasts, one ettin, and one cyclops. I get human, elf, and dwarf caravens every year.

Not sure what is causing this, odd?
« Last Edit: September 28, 2010, 01:50:25 pm by hinkz »
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FleshForge

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Re: [0.31.12/14] Fortress Defense Mod II: Slight Bugfixes Done
« Reply #82 on: September 28, 2010, 03:22:29 pm »

Did you gen the world in .14?
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darkflagrance

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Re: [0.31.12/14] Fortress Defense Mod II: Slight Bugfixes Done
« Reply #83 on: September 28, 2010, 07:59:47 pm »

This is the problem

Something's up with .13/.14 world gen, perhaps goblins are hesitant to come, perhaps siege numbers are drawn from actual populations now. Whatever the problem, worlds generated in 0.13/0.14 are very unlikely to be capable of invading your fort.

In any case, it is as I feared, and .14 world gen does screw with the viability of this mod, and sieges in general.

I will update the OP.

Incidentally, the day that the conscripts who siege your fortress are drawn from world gen'd historical figures will be the day that successors to the idea of a "Relentless Assault" become defunct.
« Last Edit: September 28, 2010, 08:04:58 pm by darkflagrance »
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EddyP

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Re: [0.31.12/14] Fortress Defense Mod II: Slight Bugfixes Done
« Reply #84 on: September 29, 2010, 04:57:43 am »

Is it possible to get this with the Mayday tileset?

EDIT: Ignore me.
« Last Edit: September 29, 2010, 05:35:25 am by EddyP »
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EddyP

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Re: [0.31.12/14] Fortress Defense Mod II: Slight Bugfixes Done
« Reply #85 on: September 30, 2010, 05:44:36 am »

A quick heads-up - the frogmen are wielding anything but wood. Some of them even have steel.
And the tigermen have flails. Fort over.
« Last Edit: September 30, 2010, 05:50:06 am by EddyP »
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Leonidas

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Re: [0.31.12/14] Fortress Defense Mod II: Slight Bugfixes Done
« Reply #86 on: September 30, 2010, 12:36:40 pm »

I'm running a game in 31.14, and the latest version of this mod, without the challenge pack.  World gen went fine.  I had plenty of enemy civs, plus two dwarf civs and one elf civ.

And I'm getting plenty of invasions.  I got a wave of strangler wrestlers my first summer, then strangler wrestlers on war tigers my first autumn.  I knew this was hardcore, so I did pretty much nothing but crank out armor and lock dwarves in danger rooms.  I cut up all the stranglers and their mounts, and ended up with over 100 juicy tiger steaks.  But the autumn invasion apparently blocked out the first caravan, because I heard nothing from the mountainhome.

Now it's the beginning of my second year, middle of late spring.  I didn't get any spring migrants, presumably because I missed my autumn caravan.  And nine thunder giants just showed up to party, in metal armor.  My population is 18.

The overall problem with the mod that all these civs interact so unpredictably that it's difficult to see any pattern in all the variability.  Sometimes no invasions, sometimes crazy invasions. 

For now, maybe the best approach with this mod is to generate a world that produces the civs you want and the invasion rate you want.  Let users download that world along with your mod.  Leave for later the task of making a mod that will consistently generate that sort of world.
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darkflagrance

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Re: [0.31.12/14] Fortress Defense Mod II: Slight Bugfixes Done
« Reply #87 on: September 30, 2010, 05:23:36 pm »

A quick heads-up - the frogmen are wielding anything but wood. Some of them even have steel.
And the tigermen have flails. Fort over.

Old description in the first post has been edited. I did note the change, just forgot to actually write it in.\\
I'm running a game in 31.14, and the latest version of this mod, without the challenge pack.  World gen went fine.  I had plenty of enemy civs, plus two dwarf civs and one elf civ.

And I'm getting plenty of invasions.  I got a wave of strangler wrestlers my first summer, then strangler wrestlers on war tigers my first autumn.  I knew this was hardcore, so I did pretty much nothing but crank out armor and lock dwarves in danger rooms.  I cut up all the stranglers and their mounts, and ended up with over 100 juicy tiger steaks.  But the autumn invasion apparently blocked out the first caravan, because I heard nothing from the mountainhome.

Now it's the beginning of my second year, middle of late spring.  I didn't get any spring migrants, presumably because I missed my autumn caravan.  And nine thunder giants just showed up to party, in metal armor.  My population is 18.

The overall problem with the mod that all these civs interact so unpredictably that it's difficult to see any pattern in all the variability.  Sometimes no invasions, sometimes crazy invasions. 

For now, maybe the best approach with this mod is to generate a world that produces the civs you want and the invasion rate you want.  Let users download that world along with your mod.  Leave for later the task of making a mod that will consistently generate that sort of world.

Based on the fact that nine  nine thunder giants showed up, I think you downloaded the original version, which is up as a kind of legacy. Thunder giants are not in the most current Fortress Defense mod version, as they have been replaced by a more expanded version of their race with a different name.

Another thing is that the current version should prevent Stranglers from arriving in the autumn, but this restriction was not imposed in the original fortress defense mod.

I think one problem is that I haven't clearly indicated to people how to change the difficulty, so I'm going to clarify this shortly.

Stay tuned!

EDIT: This is the basic version you wished to dowload. http://dffd.wimbli.com/file.php?id=3197

In this version, I've also deleted whip-like weapons from Tigermen and returned wooden equipment to frogs. The Challenge Mode files remain unchanged, of course.
« Last Edit: September 30, 2010, 05:39:39 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

FleshForge

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Re: [0.31.12/14] Fortress Defense Mod II: Slight Bugfixes Done
« Reply #88 on: September 30, 2010, 06:09:19 pm »

What if I created a Fortress Defense Mod Lite II, with 1 civ of stranglers capable of attacking in all seasons, and then one or two civs for each season after say, 50 population?

This would prevent more than 2 civs at most (+ goblins) from attacking your fort at a given moment.

Duh, somehow I completely missed your response even though I have been keeping an eye on the thread!  I don't really know what other people might think, but if I understand how your mod works, then you could just split the files up a bit more and offer some more granularity in what is going to invade based on what files are copied in.  Rather than a bunch of drastic tuning changes, just cut the blocks of text for a set of civs grouped in whatever way you see fit, and paste them into new files, which a user can copy in or not as they prefer.  This seems like a simple option and wouldn't take a lot of labor, if it actually works the way I think it does.

If you're interested in doing some more labor, then yeah some tuning of how often stuff comes at you and probably some control of how many sieges can hit you at the same time would be nice, but I have no idea how much work that would be.
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darkflagrance

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Re: [0.31.12/14] Fortress Defense Mod II: Slight Bugfixes Done
« Reply #89 on: September 30, 2010, 06:14:58 pm »

What if I created a Fortress Defense Mod Lite II, with 1 civ of stranglers capable of attacking in all seasons, and then one or two civs for each season after say, 50 population?

This would prevent more than 2 civs at most (+ goblins) from attacking your fort at a given moment.

Duh, somehow I completely missed your response even though I have been keeping an eye on the thread!  I don't really know what other people might think, but if I understand how your mod works, then you could just split the files up a bit more and offer some more granularity in what is going to invade based on what files are copied in.  Rather than a bunch of drastic tuning changes, just cut the blocks of text for a set of civs grouped in whatever way you see fit, and paste them into new files, which a user can copy in or not as they prefer.  This seems like a simple option and wouldn't take a lot of labor, if it actually works the way I think it does.

If you're interested in doing some more labor, then yeah some tuning of how often stuff comes at you and probably some control of how many sieges can hit you at the same time would be nice, but I have no idea how much work that would be.

I'm pretty sure that Dwarf Fortress is too procedural and random at the moment, and our controls far too limited, to allow civs to attack like this.

However, it should be a relatively simple task to, say, give every civ its own set of files, split them up into winter, spring, etc. civs, and so on. The only question is whether the resultant system would be too complex for people to quickly understand.
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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
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