Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 41 42 [43] 44 45 ... 59

Author Topic: Fortbent: Homestuck mod (v3.1.0) (0.44.05)  (Read 175934 times)

rokoy

  • Bay Watcher
    • View Profile
Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #630 on: August 10, 2014, 10:14:12 pm »

I also hope it's okay for me to constantly be asking questions.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #631 on: August 10, 2014, 10:20:47 pm »

COMBATHARDNESS is the "doesn't care anymore" stuff, basically just shows up with combat.

Dead god tiers revive.

Quest beds I should probably implement if I can.

Yeah, adventurers go god tier ridiculously quickly.

Arcvasti

  • Bay Watcher
  • [IS_ALREADY_HERE] [FRIENDSHIPPER:HIGH]
    • View Profile
Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #632 on: August 10, 2014, 10:46:57 pm »

Would making quest beds be like secret-containing books/slabs during world gen work? That seems like it would fit the best, but I'm not sure that the hard coded stuff is malleable enough to make it work well. Failing that, would making god tier beds an item you sometimes get from artifacts work? Could you attach a script trigger to reading a slab or sleeping in a particular bed? If so, could you differentiate by aspect? Because, with the new retiring fort thingy, playing a fortress, getting a quest bed, retiring it and then sending an adventurer of the proper aspect over to it to ascend to god tier strikes me as a neat concept.
Logged
If you expect to live forever then you will never be disappointed.
Spooky Signature
To fix the horrid default colour scheme, follow the below steps:
Profile> Modify Profile> Look and Layout> Current Theme> (change)> Darkling

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #633 on: August 10, 2014, 10:52:57 pm »

I did that once, it's... uh, well, not very effective. God tiers being an item from artifacts is similarly problematic, given its rarity. I don't want it to be too rare.

Perhaps I could make it require special grist. That's always a good solution. If you have a method to give the player rare items, use that shit.

Eskilo

  • Escaped Lunatic
    • View Profile
Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #634 on: August 11, 2014, 09:09:07 am »

Looking forward this mod
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #635 on: August 11, 2014, 07:49:21 pm »

it's been out for 3 years :V

Eskilo

  • Escaped Lunatic
    • View Profile
Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #636 on: August 12, 2014, 08:03:17 am »

Also, I have a question, what does the artifact grists do?

I can't do shit with them
Logged

cyberTripping

  • Bay Watcher
  • JPEG Artifactoid
    • View Profile
Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #637 on: August 13, 2014, 04:35:40 pm »

Also, I have a question, what does the artifact grists do?

I can't do shit with them

delete sords with them
pretty sure that's the point.
Logged
Everything's in the news today

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #638 on: August 13, 2014, 07:34:30 pm »

Also, I have a question, what does the artifact grists do?

I can't do shit with them

You pay caravans to take them away

Eskilo

  • Escaped Lunatic
    • View Profile
Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #639 on: August 15, 2014, 08:07:36 am »

Also, I have a question, what does the artifact grists do?

I can't do shit with them

You pay caravans to take them away

Thank ya, also, pretty good Mod, I just wish you add more things to Adv Mode.
Logged

rokoy

  • Bay Watcher
    • View Profile
Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #640 on: August 18, 2014, 03:46:04 am »

COMBATHARDNESS is the "doesn't care anymore" stuff, basically just shows up with combat.

Dead god tiers revive.

Quest beds I should probably implement if I can.

Yeah, adventurers go god tier ridiculously quickly.

How do god tiers revive exactly, would I be able to revive as an adventurer, if so how would I go about reviving? I'm mostly wondering how reviving works because I never saw any god tiers revive after death, and I had quite a few live and die.
Logged

vjmdhzgr

  • Bay Watcher
  • Hehehe
    • View Profile
Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #641 on: August 18, 2014, 11:41:12 am »

COMBATHARDNESS is the "doesn't care anymore" stuff, basically just shows up with combat.

Dead god tiers revive.

Quest beds I should probably implement if I can.

Yeah, adventurers go god tier ridiculously quickly.

How do god tiers revive exactly, would I be able to revive as an adventurer, if so how would I go about reviving? I'm mostly wondering how reviving works because I never saw any god tiers revive after death, and I had quite a few live and die.
If it works the way it used to then the god tier gives an interaction to their allies that allows them to revive god tiers.
Logged
Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #642 on: August 18, 2014, 07:15:38 pm »

Resurrection in adv mode is borked and there's really nothing I can do about it. It's too bad.

rokoy

  • Bay Watcher
    • View Profile
Re: Fortbent: Homestuck mod (v6.3.1) (0.40.03)
« Reply #643 on: August 18, 2014, 09:19:59 pm »

Resurrection in adv mode is borked and there's really nothing I can do about it. It's too bad.

What about fort mode? I can deal with adv mode being dicey, but having a team of semi-immortal troops defending the fort would be cool.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Fortbent: Homestuck mod (2014 v1.0.0) (0.40.12)
« Reply #644 on: September 16, 2014, 06:25:36 pm »

Updated for 0.40.12, with some DFHack stuff made not quite as bad.
Pages: 1 ... 41 42 [43] 44 45 ... 59