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Author Topic: [0.44.12+] Fortress Defense Mod II R v21: Progress Trigger and Bug Fixes!  (Read 309235 times)

Aquathug

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Re: [0.34.xx] Fortress Defense Mod II v12: Hellfire Imps with real Hellfire!
« Reply #750 on: August 19, 2014, 10:20:24 am »

t I'm wildly inconsistent when it comes to making progress on personal projects as long as I'm working a full time job and dealing with my family every day.

You are doing Armok's work mate. I for one appreciate what you are doing, regardless of progress.

That being said, does anyone know if darkflagrance has taken a break from this?
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SalmonGod

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Re: [0.34.xx] Fortress Defense Mod II v12: Hellfire Imps with real Hellfire!
« Reply #751 on: August 31, 2014, 07:28:28 pm »

Fortress Defense 2014 r3

-Gave sweat, tears, and spit to whichever creatures I felt appropriate.
-Fully incorporated the new [PERSONALITY] and [VALUE] definitions.  Kinda just flew through it and assigned whatever values felt right.
-Fixed a few typos and broken tokens I noticed.

Anyone who actually plays this, please let me know if anything doesn't seem right.
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In the land of twilight, under the moon
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Maybe people should love for the sake of loving, and not with all of these optimization conditions.

Agent_Irons

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Re: [0.34.xx] Fortress Defense Mod II v12: Hellfire Imps with real Hellfire!
« Reply #752 on: August 31, 2014, 10:02:26 pm »

I tried to drown some hellfire imps only to realize they don't breathe. That seemed crazy until I realized they live in magma, or used to until very recently. They really are a doozy, you have to be careful around them. They'll melt carelessly-constructed bridges, for instance.
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tahujdt

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Re: [0.34.xx] Fortress Defense Mod II v12: Hellfire Imps with real Hellfire!
« Reply #753 on: September 12, 2014, 07:07:46 am »

Ya might wanna consider starting a new thread.
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Legionaries

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Re: [0.34.xx] Fortress Defense Mod II v12: Hellfire Imps with real Hellfire!
« Reply #754 on: September 18, 2014, 01:02:25 pm »

When I try to generate worlds I'm getting this error in the log:
*** Error(s) found in the file "raw/objects/creature_fortdefense.txt"
Unrecognized Personality Facet Token: STRESS_PROPENSITY
I looking at the template files now but so far I've not figured out why this is happening.
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SalmonGod

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Re: [0.34.xx] Fortress Defense Mod II v12: Hellfire Imps with real Hellfire!
« Reply #755 on: September 21, 2014, 12:21:38 am »

Does it disrupt the game at all?
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

Putnam

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Re: [0.34.xx] Fortress Defense Mod II v12: Hellfire Imps with real Hellfire!
« Reply #756 on: September 21, 2014, 01:43:59 am »

No.

dagger

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Fortress Defense 2014 r3

-Gave sweat, tears, and spit to whichever creatures I felt appropriate.
-Fully incorporated the new [PERSONALITY] and [VALUE] definitions.  Kinda just flew through it and assigned whatever values felt right.
-Fixed a few typos and broken tokens I noticed.

Anyone who actually plays this, please let me know if anything doesn't seem right.

Can I still use this?
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SalmonGod

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Umm... I have no clue.  I would think so probably...
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

dagger

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Well I am in game, showed several of the races as hostile on embark screen. No attacks yet but its only winter.....hopefully soon!! :D
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Naryar

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Fortress Defense does seem to be pretty underwhelming in DF2014.

I suggest adding ITEM_THIEF to entities. Then they attack.

darkflagrance

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Lately I've been dealing with unwillingly becoming an adult. But I'm going to refresh myself on the mechanics of the new version and updating this mod. I'm making this message to force myself to commit.

Edit: It looks like the current version just has crappy siege mechanics in general. I'm going to preserve the links for the previous version in case people prefer to use the older version of the game. I may start a new thread for the next version of FD.

For future reference: http://www.bay12forums.com/smf/index.php?topic=145797.msg5816365#msg5816365

http://www.bay12forums.com/smf/index.php?topic=140015.msg6166549;topicseen#msg6166549
« Last Edit: July 24, 2015, 02:12:44 pm by darkflagrance »
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Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Hoooooooar

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So i tried this mod, i recall it being exactly what i was looking for.

Its been 3 years and still no invasion of any kind, come to think of it there was no invasion period on vanilla game either.  What has this latest version done?

WHERE ARE THE INVASIONS DAMNIT.
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Teneb

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So i tried this mod, i recall it being exactly what i was looking for.

Its been 3 years and still no invasion of any kind, come to think of it there was no invasion period on vanilla game either.  What has this latest version done?

WHERE ARE THE INVASIONS DAMNIT.
Due to how invasions work in 0.40, it may take longer to get an invasion. It seems dependent on your distance from the attacker, as, I guess, there are abstracted armies marching all over now.
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SalmonGod

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I encourage someone else taking over.  I didn't put a lot of effort into updating this to DF2014, and don't have much modding knowledge.  It's entirely prossable that I screwed some things up that result in lack of sieges.  I just didn't want to see this mod fade into nothing.
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.
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