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Author Topic: =-~Corrosion~-= [UPDATING] ***43.x (thanks Evil Bunny)*** <<Infected>>  (Read 230694 times)

SirAaronIII

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Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
« Reply #165 on: April 20, 2011, 01:08:38 pm »

So that's where Gorden Freechmant's crowbarb went, so he had to borro claymore soard instead.
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Detonate

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Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
« Reply #166 on: April 20, 2011, 01:52:20 pm »

Is it just me or is star spider silk generating far too fast? For every web I harvest, it seems that another pops up in it's place in a few seconds.
« Last Edit: April 20, 2011, 01:59:24 pm by Detonate »
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Savolainen5

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Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
« Reply #167 on: April 20, 2011, 02:20:01 pm »

It DOES come quite quickly, I agree.
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IT 000

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Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
« Reply #168 on: April 20, 2011, 05:10:20 pm »

Is it just me or is star spider silk generating far too fast? For every web I harvest, it seems that another pops up in it's place in a few seconds.
It DOES come quite quickly, I agree.

Yeah I agree, they produce to much, both outside the hive and in. I can easily tone down the inside problem, but I may have to remove that they create silk outside the hive.

Quote
As far as i know, humans dont have the [TRANCES] tag, so they can't get into martial trance nor get strange moods

They don't. I don't think this effects strange moods.

EDIT

Quote
Dwarves are the only creatures which enter martial trances without modding, the RAW tag which determines this also causes strange moodsVerify. A dwarven adventure may also enter a martial trance in Adventurer mode. Fresh recruits can, when pressed to fight, go into martial trance as well.

According to the wiki it does. I'm sure that kerlc modded the tag in though. One of my friends did the same thing.

I will now make a creative caste with super high craft learning speed and has the [TRANCES] tag.
« Last Edit: April 20, 2011, 06:17:57 pm by IT 000 »
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Necro910

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Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
« Reply #169 on: April 20, 2011, 07:38:59 pm »

Quote
Dwarves are the only creatures which enter martial trances without modding, the RAW tag which determines this also causes strange moodsVerify. A dwarven adventure may also enter a martial trance in Adventurer mode. Fresh recruits can, when pressed to fight, go into martial trance as well.

According to the wiki it does. I'm sure that kerlc modded the tag in though. One of my friends did the same thing.

I will now make a creative caste with super high craft learning speed and has the [TRANCES] tag.
Maybe something to do with OCD or lack of mental medication?

IT 000

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Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
« Reply #170 on: April 20, 2011, 09:45:51 pm »

Just had the funnest and shortest fort ever. I started next to a volcano, a small section of rock collapsed and one of my humans flew into the volcano. He was friends with everyone in the expedition group and within five minutes everyone went into a tantrum spiral  :D

1.0.5 is out!

1.0.5

* Removed beards on army males.
* Made castes more common
* New Caste! Inspired Humans.
       A humanoid of great stature and potential. They seem to be inspired by unknown forces. Capable of inventing great things, and throwing themselves into trances during combat.
      --All learning rates in crafts have been increased to 200% they are less disciplined and efficient then even the laziest Privations. They never become angry.
* Sick Humans have been removed, replaced with Hill Humans
     A humanoid of great stature and potential. After years of living on their own against the infected, they are eager to help. But are slow and simple minded.
     --Overall they rivel military humans in strength, but they are slow to move, and their learning rate is reduced to 75%. The reason for the removal of Sickly humans was the lack of sickness to actually make sick humans sick. They still live a short age of 25-30, and are flamboyant as usual.
* Berzerkers now have Carnivore tag.
* A few small things.
* Made the standard Privations less efficient and disciplined.
* More Plants, especially some up in the Tundra/taiga areas
* Rice has been removed, replaced with Chokeberries, not edible, but brewable and can be processed into jam.
* Reduced the attack speed of picks.
* Reduced the Crowbar's strength slightly (don't kill me). It is still very deadly. Also corrected an error in it
* Lowered healing rate for internal organs.
* Star Spiders take longer to produce silk in hives.
* Added a MAXAGE tag on the Berserker, otherwise I think they live forever.
* Several more Warlord weapons
  - Trench Knife: Better then any dagger, except for the stabbing part, has a blunt attack as most examples were essentially a blade mounted on brass knuckles.
  - Trench Spike (kerlc): Lacks the slashing ability of the trench knife, but has a very deep stab. Also has the same bash attack as the trench knife.
* Enlightened Goodies
  - Buckler: Better protection then a bracer, still worse then anything in vanilla
  - Leather Robe: Covers the entire body.
  - Leather Hood: Has more coverage then a Helmet, but can only be made of leather.
* [REACTION_CLASS:DURABLE] added only 'durable' metals can be used to create gunparts and guns. The only metals that are not durable are
 Nickel
 Zinc
 Tin
 Lay Pewter
 Fine Pewter
 Trifle Pewter
 Bismuth
 Antimony
* Medical Training reactions should work.
* All large predators now have a [PRONE_TO_RAGE:x] at maximum 20 at minimum 5
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kerlc

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Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
« Reply #171 on: April 21, 2011, 07:20:52 am »

just so we're clear, I DID mod the mod (nice set of words, lol) and added [TRANCES] to humans.

the battles have been..... messy.

anyway, NEW UPDATE!!!! HELLS YEAH!!!!
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Rumrusher

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Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
« Reply #172 on: April 21, 2011, 08:59:26 am »

dang download this and end up seeing this is the second zombie conversion that removed Adventurer mode.
good thing Dfmode can fix that issue but I can't retire in the fort. I ask is why the removal of such a mode?
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IT 000

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Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
« Reply #173 on: April 21, 2011, 09:48:44 am »

just so we're clear, I DID mod the mod (nice set of words, lol) and added [TRANCES] to humans.

Chimney sweeps! Sorry about that.

dang download this and end up seeing this is the second zombie conversion that removed Adventurer mode.
good thing Dfmode can fix that issue but I can't retire in the fort. I ask is why the removal of such a mode?

Not good, I just thought it was my computer. Here I found out what was wrong. Add [INDIV_CONTROLLABLE] to any entity, then it will reappear. Thanks for noticing a rather major bug.
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Necro910

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Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
« Reply #174 on: April 21, 2011, 09:49:11 am »

Just had the funnest and shortest fort ever. I started next to a volcano, a small section of rock collapsed and one of my humans flew into the volcano. He was friends with everyone in the expedition group and within five minutes everyone went into a tantrum spiral  :D

-snipity snip snip, snip!-
Dwarf Fortress:
Teaching why humans aren't any good either.

Anyways, nice! Now I can get the artifact I made earlier!  ;D

But one problem, now there are less beards! D:
And now "berserkers"  (not bezerker :3) only eat meat. Like the beef of cows that can't eat any grass any more :-\

kerlc

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Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
« Reply #175 on: April 21, 2011, 10:21:32 am »

there's no mention of the trench knife or spike in the readme. bug?

edit.: you forgot da shrooms, man!
« Last Edit: April 21, 2011, 12:42:34 pm by kerlc »
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IT 000

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Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
« Reply #176 on: April 21, 2011, 03:36:01 pm »

Quote
there's no mention of the trench knife or spike in the readme. bug?

Added, can't believe I forgot about that.

Quote
edit.: you forgot da shrooms, man!

They are a rather high priority on plants I want to add. But my Cigar studies smegged everything up.

---

It's great to have adventurer mode working! Except the occasional bugs, the populations are off for some reason, I found one castle that had no one in it, and then I went to a huge city and found that every house was packed.
« Last Edit: April 21, 2011, 03:37:47 pm by IT 000 »
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Spaghetti

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Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
« Reply #177 on: April 21, 2011, 04:02:10 pm »

derp
« Last Edit: April 21, 2011, 04:06:15 pm by Spaghetti »
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Rumrusher

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Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
« Reply #179 on: April 22, 2011, 04:20:32 am »

oh and the lack of pants or clothes on every body.
only person who was suited up was the companion I pick up.(this was in the old version 1.04)
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