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Author Topic: [0.44.12+] Fortress Defense Mod II R v21: Progress Trigger and Bug Fixes!  (Read 305435 times)

Talanic

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Re: [0.31.25] Fortress Defense Mod II v7c: More bugs fixed!
« Reply #450 on: June 08, 2011, 09:57:57 pm »

I was inspired by your Great Fiend Spiders to make the following for my Dwarven Hive mod:
Spoiler (click to show/hide)

Body parts:
Spoiler (click to show/hide)

I don't have an entity file for them because I haven't gotten one working for them yet... 8( they keep on failing to show up at the fort.  Testing to see if my current attempt works, but if you want to play around with these, well, considering that one of the castes is based on your GFS race, it'd only be fair.
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celem

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Re: [0.31.25] Fortress Defense Mod II v7c: More bugs fixed!
« Reply #451 on: June 09, 2011, 02:49:06 am »

Love this mod, excellent work darkflagrance

Just met fiend spiders for the first time outside my walls.  They are a whole lot scarier in the open than in trap corridors.

Re Furies being useless pathers.  This really does suck as furies...a summer foe, are often still blocking my dwarven caravan in autumn since i cant sally to beat the non-pathing furies do to other seiges in progress.  This isnt a mod problem but a bug with the way DF flier tag works in pathfinding.

I solved this temporarily by removing flier and giving them no pain, trap avoid in exchange so they didnt become too pansy.
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Marksdwarf Pillboxes
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darkflagrance

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Re: [0.31.25] Fortress Defense Mod II v7c: More bugs fixed!
« Reply #452 on: June 09, 2011, 05:21:25 am »

Oh, TRAPAVOID is a good idea for the fury replacements I'm working on! Maybe NOFEAR instead of NOPAIN though...

Update: Ferric Elves are completed. Now all I need to do is make graphics for beakwolves and ferric elves and test the new version. Should take up today....

p.s. furies are spring siegers, according to their tags.
« Last Edit: June 09, 2011, 10:32:23 am 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

darkflagrance

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #453 on: June 09, 2011, 10:16:57 am »

Posted v0.08. Gonna check back after a short nap.
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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

EveryZig

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #454 on: June 09, 2011, 05:47:43 pm »

Does the current version use a tile-set, and if so, is there a way to choose not to use it? I find that I prefer using ASCII.
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darkflagrance

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #455 on: June 09, 2011, 05:58:43 pm »

Does the current version use a tile-set, and if so, is there a way to choose not to use it? I find that I prefer using ASCII.

Tile set's optional, for those who want it. If you just drag and drop the text files and ignore the pngs in the folders there will be no graphics.

I personally play in ascii. I just wanted to try my hand at some graphics editing myself.

I was inspired by your Great Fiend Spiders to make the following for my Dwarven Hive mod:
Spoiler (click to show/hide)

Body parts:
Spoiler (click to show/hide)

I don't have an entity file for them because I haven't gotten one working for them yet... 8( they keep on failing to show up at the fort.  Testing to see if my current attempt works, but if you want to play around with these, well, considering that one of the castes is based on your GFS race, it'd only be fair.

I'm glad you were inspired by my work. I hope your testing goes well!
« Last Edit: June 09, 2011, 06:00:48 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

darkflagrance

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #456 on: June 11, 2011, 03:30:37 am »

Minor bug: Elves aren't always hostile. The fixed version has been uploaded. You can replace the old raws with the new ones.
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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

celem

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #457 on: June 11, 2011, 06:07:54 am »

Yeah I ultimately swapped the nopain for nofear on furies too.

And yeah they are spring seigers.  Just makes it even more clear that something is wrong if I cant get em off the field by autumn :P
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GreatWyrmGold

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #458 on: June 17, 2011, 08:42:33 pm »

Whoa. Elephants are scary. Thanks to them, this world is the first of mine to go from the Age of Myth to the Golden Age.
I bet that if I had a long enough history it would have been the Age of Elephants. AGH BOATMURDERED WITH STEEL ARMOR THE PAIN THE PAIN!!
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katana

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #459 on: June 19, 2011, 04:36:38 am »

I had a horse appear in a raptorman siege, with a name. Any explanation? He's not in legends, strangely.
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GreatWyrmGold

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #460 on: June 20, 2011, 09:44:10 pm »

A WAR ELEPHANT JUST KICKED A DRAGON IN THE HEAD AND KILLED IT! AWESOME!
Suggestion: Allow war elephants to grasp with their trunks.
Also: Are the assorted civs fortress mode compatible? In other words, if I add [CIV_CONTROLLABLE] to jotunns or war elephants or whatever, can I actually play them successfully with military and stuff?
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outofpractice

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #461 on: June 23, 2011, 08:20:30 am »

Love the ferric elves.. and the fact that everyone else hates them.

Just wondering if anyone has come up with a reliable way to capture them yet. My current (very basic version) is the following

-------------------
#############
SSSSSSSSSSSSSS
#############
------------------
#= hatchs / S = Upright spear traps loaded with training spears.
Basically just a dodge'em trap that pits the elves down into the zlvl below where I 'pen' them. This is also the route  to my main invasion route. So an invasion comes then I flick a few bridges and then they have to path thru the ferric elves. Makes for much fun.
But I'm looking for a way to get them into cage traps or something similiar. yes I know I could mode out [trapavoid] but that takes the fun out of it.
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D_E

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #462 on: June 24, 2011, 12:26:35 am »

I believe creatures loose the benefits of their TRAPAVOID tags when they fall unconscious, so if you can knock an elf out when he's standing over a cage trap, he will be captured.

Dig a few z-level deep pit, line the bottom of it with cage traps, and push the elves into the pit.  Any that loose consciousness after the fall will be captured in the traps.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

katana

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #463 on: June 24, 2011, 04:45:32 am »

Or explode into gore, depending on how deep the pit is. Awesome anyway.

Giant fiend spiders could help you here, if you could trap them. You'll need a giant fiend spider webbed cage for that!
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smokingwreckage

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Re: [0.31.25] Fortress Defense Mod II v8: Elven Avengers!
« Reply #464 on: June 25, 2011, 02:25:08 am »

OK, currently I'm using the Lazy Newb Pack with Mayday's tileset.

However I like the idea of more sieges - many more sieges. So if I add FD and drag the graphics across, too..... will everything work ok?
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