Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 20 21 [22]

Author Topic: Intensifying Mod ver 0.23  (Read 65347 times)

Di

  • Bay Watcher
    • View Profile
Re: Intensifying Mod ver 0.23
« Reply #315 on: February 14, 2012, 07:00:32 am »

When I said dukes I meant barons and counts as well, it's just that I tend to forget sequence they come.
I recall you said something about barons and that now players need to deal with useful nobles only, and I liaison hadn't ever offered to choose one, that's why I've thought that. Guess it was because some of them got slaughtered then. ::)

Also, cave wheat and pig tails take 100 000 ticks to grow, one season lasts 108 000 ticks, dwarf takes a step once in 100 ticks, when season ends plants that do not grow in the next one disappear, which means dwarf must plant a seed in 8 000 ticks (80 steps). I'd extend allowed season to autumn it's still one harvest.
Logged
Quote from: Creamcorn
Dwarf Fortress: Where you meet the limit of your imagination, moral compass, sanity and CPU processor.
http://www.bay12forums.com/smf/index.php?topic=103080.0 Fix sober vampires!
http://www.bay12forums.com/smf/index.php?topic=91442.0 Dwarven Cognitive Science

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: Intensifying Mod ver 0.23
« Reply #316 on: February 14, 2012, 08:16:26 am »

I've noticed that. In fact that was the pre .23 setup. Someone whose name skipped my mind atm lied to me. I'd fix it in the next release which will still be a .25 targeted release. I learned my lesson. Trying to catch up with "technology" mean you'd never finish what you want to do.
« Last Edit: February 14, 2012, 08:26:21 am by rephikul »
Logged
Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Di

  • Bay Watcher
    • View Profile
Re: Intensifying Mod ver 0.23
« Reply #317 on: February 22, 2012, 09:50:40 am »

How's it going, Rephikul?
Come back and deliver us from dozens of purposeless animalmen  :D
Logged
Quote from: Creamcorn
Dwarf Fortress: Where you meet the limit of your imagination, moral compass, sanity and CPU processor.
http://www.bay12forums.com/smf/index.php?topic=103080.0 Fix sober vampires!
http://www.bay12forums.com/smf/index.php?topic=91442.0 Dwarven Cognitive Science

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: Intensifying Mod ver 0.23
« Reply #318 on: February 22, 2012, 08:08:32 pm »

Slowly, because reading every single animal raw a very tiresome work to do.

Spoiler: TODO list (click to show/hide)

And here is a list of animals currently in the game with some description or goals I have for them. Red ones are in danger of being removed.
Logged
Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Di

  • Bay Watcher
    • View Profile
Re: Intensifying Mod ver 0.23
« Reply #319 on: February 25, 2012, 04:05:37 am »

Have you spent lots of time buffing hydra just to remove it now? It's not like there's great variety of megabeasts.
Also, vote for spidermen and sponges from new version to be kept.
Logged
Quote from: Creamcorn
Dwarf Fortress: Where you meet the limit of your imagination, moral compass, sanity and CPU processor.
http://www.bay12forums.com/smf/index.php?topic=103080.0 Fix sober vampires!
http://www.bay12forums.com/smf/index.php?topic=91442.0 Dwarven Cognitive Science

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: Intensifying Mod ver 0.23
« Reply #320 on: February 26, 2012, 05:01:08 am »

It was an error when I create new column. It'd stay. The unfortunate megabeast that didnt make the cut was Roc, cause dragons already cover the flying archtype. I'd eventually make a transforming megabeast of primal chaos but that's for later.

I havent touched .34, let alone testing those =/ How stable is 34.02? Should I wait for .03?
Logged
Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Di

  • Bay Watcher
    • View Profile
Re: Intensifying Mod ver 0.23
« Reply #321 on: February 26, 2012, 08:53:17 am »

Pretty stable, I haven't any crashes yet.
Logged
Quote from: Creamcorn
Dwarf Fortress: Where you meet the limit of your imagination, moral compass, sanity and CPU processor.
http://www.bay12forums.com/smf/index.php?topic=103080.0 Fix sober vampires!
http://www.bay12forums.com/smf/index.php?topic=91442.0 Dwarven Cognitive Science

Vherid

  • Bay Watcher
  • [CREATURE:SLARK]
    • View Profile
Re: Intensifying Mod ver 0.23
« Reply #322 on: March 08, 2012, 12:15:49 pm »

Now that we're at .05 with a good chunk of things fixed, and toady already moving back to old fixes, I think it's a safe bet to get back to it
Pages: 1 ... 20 21 [22]