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Author Topic: Fortbent: Homestuck mod (v3.1.0) (0.44.05)  (Read 175747 times)

rokoy

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Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #615 on: July 22, 2014, 03:35:50 am »

I personally have a somewhat odd problem with the mod. The mod is spectacular and really well made and adventurer mode is the literal best thing ever and I can't wait for the 0.40.04 update to this mod and oh my god it's good. HOWEVER I have a problem with the fortress mode in that I find the trolls to be far too emotionally stable. I played a game of it for quite some time before suffering a tragic FPS death, and in that time I had several trolls die due to constant bandit raids and it seemed every other week or so some wriggler would get kidnapped. Despite all this trauma all of the trolls merrily continued to not give a shit about their lost friends and I never had any trolls throw tantrums or go insane or even get stricken by melancholy which made the fortress mode slightly less "FUN". I'm not certain if this is intentional or a minor detail overlooked but I think that the trolls, highbloods especially, should be more prone to tantrums and other bouts of "fun". Adventure mode is glorious though, went godtier from fighting a sea lamprey.


On a side note, I am really too used to having dwarven settlements and towards the end my ~80 trolls had access to over 2000 barrels of alcohol that none of them ever really drank.
« Last Edit: July 22, 2014, 03:37:27 am by rokoy »
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rabidgam3r

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Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #616 on: July 27, 2014, 02:41:33 pm »

A migrant brought a Beforan Mother Grub to my (Beforan, thankfully) troll fortress. Are they still buggy, and if so, are they game-endingly buggy?
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Putnam

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Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #617 on: July 27, 2014, 06:42:15 pm »

Certainly not game-endingly so.

rokoy

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Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #618 on: July 28, 2014, 04:24:23 pm »

Just out of curiosity, do you think you'll ever bump up the tantrums on some of the higher blood colours? It'd be nice to have a little more repercussions from allowing citizens to die as well as general fun/closeness to canon. If that's too much work or not with the spirit of the mod, that's cool too.
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Putnam

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Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #619 on: July 28, 2014, 04:54:54 pm »

I don't think I can?

rabidgam3r

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Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #620 on: July 28, 2014, 05:21:38 pm »

Err, another problem. I was channeling out a great big hole above an "underground" farm, because I forgot that I had no underground seeds. Cave-ins happen, miners brush themselves off and climb out. Another cave-in happens, and, looking back on the reports, boiling magma killed the miner that fell down. What the fuck? If you need me to explain more, just ask. I'm bad at writing up shit like this.
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Putnam

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Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #621 on: July 28, 2014, 05:42:00 pm »

Boiling magma just happens around cave-ins. That's what it calls the dust.

rabidgam3r

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Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #622 on: July 28, 2014, 05:50:53 pm »

Oh. ;-; I'm bad at DF, then. :P Another note, sorry for the questions but are trolls dependent on booze, like dwarves?
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Arcvasti

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Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #623 on: July 28, 2014, 06:02:27 pm »

PTW. Should play this at some point.
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Putnam

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Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #624 on: July 28, 2014, 06:15:43 pm »

Oh. ;-; I'm bad at DF, then. :P Another note, sorry for the questions but are trolls dependent on booze, like dwarves?

Nope.

rokoy

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Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #625 on: August 10, 2014, 01:00:28 am »

out of curiosity, are you waiting for toady to release the final stable build of 0.40 before making an update to this mod?
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Putnam

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Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #626 on: August 10, 2014, 01:03:28 am »

Toady is not who I'm waiting on. I'm waiting on three things?

1. DFHack to update so that I can use that without getting a bunch of complaints (or worse, the DFHack crew getting them) for releasing an alphaa of the current version (I.E fortbent already works with DFHack as of .40 but it's not to be released yet because alpha)
2. Me, finishing up using Roses' system for the sburb classes instead of my current disturbing hacky unreliable way.
3. Hussie, finishing the series so there can be less conjecture.

Each of these in turn will be a separate update, of course.

rokoy

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Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #627 on: August 10, 2014, 07:11:46 pm »

OOH! I've been wondering for quite some time how the classpects work. How are the powers and whatnot decided and how are you planning to make the new system work?
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Putnam

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Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #628 on: August 10, 2014, 07:29:16 pm »

Before: DFHack choosing a random number between 0 and 143 and assigning that, AFAIK, then stuff happening based on COMBATHARDNESS

After: Roses' class system doing something similar, but leveling up based on experience points.

rokoy

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Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #629 on: August 10, 2014, 10:13:42 pm »

COMBATHARDNESS? How does that go up exactly, also, is it possible for a dead god tier to be revived? And will there ever be quest beds and other things to make god tiering a rather difficult but rewarding process? When I played adventure mode for this in .34, I went god tier spontaneously while fighting a sea lamprey, I actually didn't even notice until I went over some uneven terrain and started flying.
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