Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 69 70 [71] 72 73 ... 80

Author Topic: [0.44.12+] Fortress Defense Mod II R v21: Progress Trigger and Bug Fixes!  (Read 309526 times)

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile

(busy season)

The suffering is real for me too. Being old sucks :(

Hey darkflagrence, I found and fixed an error in the Joutun Raws. If you want the Ettinjoutns to have an E tile, or Ogre Joutuns to have an O tile, change the [CREATURE_TILE] to [CASTE_TILE] in the rasa

Thanks, I'll fix that also. So many bugfixes all of a sudden, it's nice to have new eyes on the mod.

Go big or go home man, new horrific races are always a good thing. One of my dreams, currently unrealized because mercs don't become citizens, is to have some kind of breeding murder-freakshow of a fort. More races would make that easier. And more races would make more murder. There is no downside here.

Also, I really need to play with the plump helmets, just as you released them real life crushed worse than they will...

Should be as simple as allowing Fortress Defense races to be performers. It probably won't hurt to add that capability.

More choices to challenge us sounds great! I did notice the desert scorpions with bits about beak dogs and was confused, but guessed it was an easter egg. Also noticed that you removed it in the latest version. This mod is perfect for the variety of possibly fort ending creatures, dwarf combat experience and especially for the steel I can then melt down haha

Probably because most people don't go comment hunting for extras. It would be nice as Thuellai mentioned to be able to individually install them, but I only remove two races out of all of them anyway so it's not hard to manually edit them out

Code: [Select]
import re

def splitFD():
#Find specified file and read it into memory
    with open("entity_fortdefense.txt") as f:
        content=f.readlines()
        f.close
    print(len(content))

#set up processing variables to store the current indiv entity
    entityfound = False #whether an entity is stored in memory
    currEntity="" #name of the current entity stored in memory in token form
    content2 = [] #any data for the current entity stored in memory
    filename="" #name of current entity formatted for file output
    for c in content:
        searchObj = re.search(r'ENTITY:(.*?)]',c) #regex pulls name between ENTITY: and ] to group(1)
        if searchObj:
            print(searchObj.group(1))
            if entityfound: #if there is an entity stored in memory, dump it to a file
                print(len(content2))
#write to new file or overwrite old file
                with open("".join((filename,".txt")),"w") as f:
                    for cc in content2:
                        f.write(cc)
                    f.close
                    content2=[] #clear stored entity data
            else: #if there is no entity, start storying the one found by the regex
                entityfound = True
#since an entity entry was found, begin storing it in memory
            currEntity = "".join((searchObj.group(1),""))
            filename = "".join(("entity_",currEntity.lower()))
            content2.append("{}\n\n[OBJECT:ENTITY]\n\n".format(filename))
            content2.append(c)
        elif entityfound: #if in the middle of an entity entry, store each line in memory
            content2.append(c)
#at the end, dump whatever is still in memory into its own file
    with open("".join((filename,".txt")),"w") as f:
        for cc in content2:
            f.write(cc)
        f.close
       
splitFD()

Boom, python script to automatically split files into their constituent entity pieces. You don't need to split creature files because the ones that don't have entities won't spawn regardless. You can use this if you installed Python by running this script in the same directory as a target entity file, changing the name of the file to access as appropriate, or you can wait for me to run it on my mod when I wake up this evening.
« Last Edit: July 31, 2016, 05:04:00 pm by darkflagrance »
Logged
...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

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile

Version 0.20 released, with individual entity files.

---Changes for 0.20 R6

-Added individual entity files so that mix-and-matching is easier. There is no need to split the creatures file, because they won't spawn without their corresponding entity present anyway
-Fortress Defense enemies may now apply for citizenship! Also, more Fortress Defense races can now be mercenaries and visitors
-Removed STRUCTURAL from fiend tissue
-Greater Badgermen can no longer be poisoned or suffer infections from wounds (to increase resemblance to honey badgers)
-Great Fiend Spider progress triggers altered so they attack later
-Nakashim renamed to Nakash Snakemen/women


Let me know if you have any suggestions for other challenge races.
« Last Edit: July 31, 2016, 10:17:55 pm by darkflagrance »
Logged
...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

Lordsservent-san

  • Bay Watcher
    • View Profile
Re: [0.43.05] Fortress Defense Mod II R v20: Individual Entity Files!
« Reply #1052 on: August 01, 2016, 07:55:23 pm »

I actually made a race of zombies(made as an entity of course) intended to come and attack your fortress. They don't avoid traps, but they can destroy doors and furniture, they also know how to make metal, and how to manufacture human and Dwaven wepaonry.
Logged

jecowa

  • Bay Watcher
    • View Profile
Re: [0.43.05] Fortress Defense Mod II R v20: Individual Entity Files!
« Reply #1053 on: August 03, 2016, 04:00:54 am »

Darkflagrance, are you okay with your mod being bundled with Lazy Newb Packs?
Logged

pikachu17

  • Bay Watcher
  • PADORU PADORU
    • View Profile
Re: [0.43.05] Fortress Defense Mod II R v20: Individual Entity Files!
« Reply #1054 on: August 03, 2016, 09:34:23 am »

Jecowa, I didn't know mods were bundled with Lazy Newb Packs.
Logged
Sigtext!
dwarf 4tress from scratch
The Pikachu revolution!
Thank you NatureGirl19999 for the avatar switcher at http://signavatar.com

A warforged bard named Gender appears and says"Hello. I am a social construct."

jecowa

  • Bay Watcher
    • View Profile
Re: [0.43.05] Fortress Defense Mod II R v20: Individual Entity Files!
« Reply #1055 on: August 03, 2016, 11:53:48 am »

Jecowa, I didn't know mods were bundled with Lazy Newb Packs.

I'm not sure if there are any Lazy Newb Packs that include mods. (Is Masterwork a Lazy Newb Pack maybe?)

The Lazy Newb Pack added mod support a couple of years ago. It looks like it might even support two mods editing the same file. http://www.bay12forums.com/smf/index.php?topic=142295

That'd be pretty cool.
Logged

Lordsservent-san

  • Bay Watcher
    • View Profile
Re: [0.43.05] Fortress Defense Mod II R v20: Individual Entity Files!
« Reply #1056 on: August 03, 2016, 12:25:39 pm »

Jecowa, I didn't know mods were bundled with Lazy Newb Packs.
The lazy newb pack has actually been packed with mods before, though usually they just go vinilla with Dwarf therapist and DF hack.
« Last Edit: August 04, 2016, 05:48:19 am by Lordsservent-san »
Logged

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: [0.43.05] Fortress Defense Mod II R v20: Individual Entity Files!
« Reply #1057 on: August 03, 2016, 09:02:38 pm »

Darkflagrance, are you okay with your mod being bundled with Lazy Newb Packs?

Yes, I am fine with it.
Logged
...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

jecowa

  • Bay Watcher
    • View Profile
Re: [0.43.05] Fortress Defense Mod II R v20: Individual Entity Files!
« Reply #1058 on: August 03, 2016, 10:01:13 pm »

Darkflagrance, are you okay with your mod being bundled with Lazy Newb Packs?

Yes, I am fine with it.

Thanks! Is it okay to include Plump Helmet Invaders with Lazy Newb Packs too?
Logged

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: [0.43.05] Fortress Defense Mod II R v20: Individual Entity Files!
« Reply #1059 on: August 04, 2016, 12:02:15 am »

Darkflagrance, are you okay with your mod being bundled with Lazy Newb Packs?

Yes, I am fine with it.

Thanks! Is it okay to include Plump Helmet Invaders with Lazy Newb Packs too?

You have my permission.
Logged
...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

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [0.43.05] Fortress Defense Mod II R v20: Individual Entity Files!
« Reply #1060 on: August 05, 2016, 07:08:29 am »

Quote
-Fortress Defense enemies may now apply for citizenship! Also, more Fortress Defense races can now be mercenaries and visitors
This causes massive issues if said creatures are building-destroyers, because they will arrive friendly, yet still raze your doors, statues, workshops, etc.

Btw, do you know a way to stop a civ from sending mercenaries, scholars, visitors, etc? Any way to turn that off?
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Xinrai

  • Bay Watcher
  • Here for some reason
    • View Profile
Re: [0.43.05] Fortress Defense Mod II R v20: Individual Entity Files!
« Reply #1061 on: August 05, 2016, 09:18:12 am »

Btw, do you know a way to stop a civ from sending mercenaries, scholars, visitors, etc? Any way to turn that off?

The entity files in the raw have [MERCENARY] written in them, I think removing that and maybe some others. There's [WANDERER], possibly that one? I don't know about scholars.

Btw, can these be modified and still have an effect on an existing save? Or new worldgen? Probably new worlgen.
« Last Edit: August 05, 2016, 09:19:45 am by Xinrai »
Logged

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: [0.43.05] Fortress Defense Mod II R v20: Individual Entity Files!
« Reply #1062 on: August 06, 2016, 01:00:20 am »

I don't know how to stop them sending thieves. Only non-building destroyer races have had the visitor tags added (the tags to produce music/instruments/poetry, and the mercenary tags). It is possible the WANDERER tag causes thieves to wander, but I suspect it is the BABYSNATCHER and ITEM THIEF tags that do it, which I cannot remove without undermining the purpose of the mod.
Logged
...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

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [0.43.05] Fortress Defense Mod II R v20: Individual Entity Files!
« Reply #1063 on: August 06, 2016, 09:35:48 am »

Quote
(the tags to produce music/instruments/poetry, and the mercenary tags)
I feel not-so-smart that I did not see the correlation between instrument making and visiting bards...

I got some reports about spiderfiends etc visiting, razing workshops and causing a ruckus, but I cant find the tags in the entity file that would stop that. I'm using a slightly older version:

Code: [Select]
entity_fd_spiderfiend

!NO_CIV_ACTIVE_WEBBERFD!OBJECT:ENTITY]

[ENTITY:WEBBERFD]

!NO_ADV_MODE_WEBBERFD!ALL_MAIN_POPS_CONTROLLABLE]

[PERMITTED_REACTION:MATERIALS_DEFAULT]WEBBERFD_MATERIALS

YES_BODYGUARDS_WEBBERFD[DIPLOMAT_BODYGUARDS]
YES_BODYGUARDS_WEBBERFD[MERCHANT_BODYGUARDS]
[PROGRESS_TRIGGER_POPULATION:4]WEBBERFD_TRADE
[PROGRESS_TRIGGER_PRODUCTION:4]WEBBERFD_TRADE
[PROGRESS_TRIGGER_TRADE:4]WEBBERFD_TRADE
[PROGRESS_TRIGGER_POP_SIEGE:4]WEBBERFD_SIEGE
[PROGRESS_TRIGGER_PROD_SIEGE:4]WEBBERFD_SIEGE
[PROGRESS_TRIGGER_TRADE_SIEGE:4]WEBBERFD_SIEGE

!NO_ACTIVE_SPRING_WEBBERFD!ACTIVE_SEASON:SPRING]
!NO_ACTIVE_SUMMER_WEBBERFD!ACTIVE_SEASON:SUMMER]
YES_ACTIVE_AUTUMN_WEBBERFD[ACTIVE_SEASON:AUTUMN]
YES_ACTIVE_WINTER_WEBBERFD[ACTIVE_SEASON:WINTER]

    !NO_SIEGER_WEBBERFD!SIEGER]
YES_AMBUSHER_WEBBERFD[AMBUSHER]
!NO_SKULKING_WEBBERFD!SKULKING]
YES_BABYSNATCHER_WEBBERFD[BABYSNATCHER]
YES_ITEMTHIEF_WEBBERFD[ITEM_THIEF]

[CREATURE:SPIDER_FIEND_FD]

[CURRENCY_BY_YEAR]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:TEMPLE:NAME_BUILDING_TEMPLE]
[SELECT_SYMBOL:LIBRARY:NAME_BUILDING_LIBRARY]
SELECT_SYMBOL:REMAINING:DARKNESS
SELECT_SYMBOL:REMAINING:DEATH
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:PEACE]
[CULL_SYMBOL:ALL:HOLY]
[CULL_SYMBOL:ALL:GOOD]
[CULL_SYMBOL:ALL:ARTIFICE]
[CULL_SYMBOL:ALL:AQUATIC]
[CULL_SYMBOL:ALL:NEW]
[CULL_SYMBOL:ALL:ROMANTIC]
[EQUIPMENT_IMPROVEMENTS]
[FRIENDLY_COLOR:1:0:1]
[DEFAULT_SITE_TYPE:TREE_CITY]
[LIKES_SITE:PLAYER_FORTRESS]
[START_BIOME:ANY_FOREST]
[START_BIOME:ANY_SHRUBLAND]
[START_BIOME:MOUNTAIN]
[BIOME_SUPPORT:ANY_FOREST:3]
[BIOME_SUPPORT:MOUNTAIN:3]
[BIOME_SUPPORT:ANY_GRASSLAND:1]
[BIOME_SUPPORT:ANY_SAVANNA:2]
[BIOME_SUPPORT:ANY_SHRUBLAND:3]
[BIOME_SUPPORT:ANY_WETLAND:2]
[BIOME_SUPPORT:ANY_RIVER:2]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:STRAND_EXTRACTOR]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP]
[PERMITTED_REACTION:MAKE_PEARLASH]
[PERMITTED_REACTION:MAKE_PLASTER_POWDER]
[ABUSE_BODIES]
[ETHIC:KILL_ENTITY_MEMBER:ACCEPTABLE]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PERSONAL_MATTER]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PERSONAL_MATTER]
[ETHIC:TRESPASSING:PERSONAL_MATTER]
[ETHIC:THEFT:PERSONAL_MATTER]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[VALUE:LAW:0]
[VALUE:LOYALTY:0]
[VALUE:FAMILY:0]
[VALUE:FRIENDSHIP:0]
[VALUE:POWER:0]
[VALUE:TRUTH:0]
[VALUE:CUNNING:0]
[VALUE:ELOQUENCE:0]
[VALUE:FAIRNESS:0]
[VALUE:DECORUM:0]
[VALUE:TRADITION:0]
[VALUE:ARTWORK:0]
[VALUE:COOPERATION:0]
[VALUE:INDEPENDENCE:0]
[VALUE:STOICISM:0]
[VALUE:INTROSPECTION:0]
[VALUE:SELF_CONTROL:0]
[VALUE:TRANQUILITY:0]
[VALUE:HARMONY:0]
[VALUE:MERRIMENT:0]
[VALUE:CRAFTSMANSHIP:0]
[VALUE:MARTIAL_PROWESS:0]
[VALUE:SKILL:0]
[VALUE:HARD_WORK:0]
[VALUE:SACRIFICE:0]
[VALUE:COMPETITION:0]
[VALUE:PERSEVERANCE:0]
[VALUE:LEISURE_TIME:0]
[VALUE:COMMERCE:0]
[VALUE:ROMANCE:0]
[VALUE:NATURE:0]
[VALUE:PEACE:0]
[WILL_ACCEPT_TRIBUTE]
[VARIABLE_POSITIONS:ALL]
[BUILDS_OUTDOOR_FORTIFICATIONS]
[BANDITRY:1]
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Lordsservent-san

  • Bay Watcher
    • View Profile
Re: [0.43.05] Fortress Defense Mod II R v20: Individual Entity Files!
« Reply #1064 on: August 06, 2016, 09:40:24 am »

Well, once I actually get a fort with a functioning military, this is goain't to be quite interesting.
Also, I foundation few more things that are minor, but should be fixed. There is a 3EYES body in the default Raws used on vinilla stranglers that you can use on your own dark stranglers, and you need to fix your Cyclops body so it only has one eye, and change the caste preferring from eyes to eye.
Logged
Pages: 1 ... 69 70 [71] 72 73 ... 80