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Wait for Next Version, Use current (.40.24,) or use older release (.34.11?)

Wait for the next release. I want usable mugs damn it!
- 55 (71.4%)
We can use the current one. I like the big trees and slightly smarter dorfs.
- 17 (22.1%)
I'll take .34.11 thanks. I want to know I'll get to kill things for sure.
- 5 (6.5%)

Total Members Voted: 77


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Author Topic: [34.11] Spearbreakers - It shudders and begins to move  (Read 2258870 times)

Splint

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IIRC, there was a gecko FB with incredibly powerful neurotoxic bodily fluids, and somehow a whole bunch of said fluids got into a stockpile full of egg roasts. After that, random death by paralysis became a fairly frequent occurrence.

Alright, at least now we know for sure that didn't happen here.

Amperzand

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IIRC, there was a gecko FB with incredibly powerful neurotoxic bodily fluids, and somehow a whole bunch of said fluids got into a stockpile full of egg roasts. After that, random death by paralysis became a fairly frequent occurrence.
I hast chosen my second sig!

You honor me. *Bows*

:V
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

Splint

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To placate a small urge to storytell while testing the non-surprise elements, I'll be doing my own reports here. Also updating the title. And finally getting around to testing shit.

If there are any volunteers as initial victims colonists, step forward. Otherwise, old gaming buddies will be the first dwarves to set foot in my own testing grounds. Like Nakeen, I'm thinking a wasteland... But then, I also kind of want to settle along a mountainside...

Now, for your amusement, I present the founding colonists names!
Impenitrable
BorderHopper
Jamesfe
Haze
Jenken
Skytoucher
Splint

Amperzand

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Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
« Reply #11628 on: December 26, 2015, 01:36:42 am »

I'll take one, watching digital versions of myself die horribly is always entertaining.

Also, courtesy link to the discord chat since there isn't one on this page:

We've created a Discord channel to discuss things! Feel free to join! https://discord.gg/0g2sUaS4K5R68cpr
Logged
Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

Splint

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Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
« Reply #11629 on: December 26, 2015, 02:43:07 am »

If either of you guys has a pre-set up game where all the civs spawn as intended, that'd be great. Either one of the spawn variant entities killed everyone or they just straight up didn't spawn.

Nakéen

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Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
« Reply #11630 on: December 26, 2015, 02:53:02 am »

I could give you my world seed, I had all civ up and running.

Also, my embark was half-wasteland half-mountain (plant-less mountain).

Got no report, I didn't play the past week cause of christmas.

EDIT: Adding the CRAZED tag to Degenerate spawns didn't work as expected. They do are a bit more aggressive (berserk to be precise), but they still flee. I will have to look this up.
« Last Edit: December 26, 2015, 03:07:27 am by Nakéen »
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Amperzand

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Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
« Reply #11631 on: December 26, 2015, 03:07:40 am »

Somewhat unrelated, but I feel this mod compilation is going to end up interesting enough to be worth creating a separate thread for, so that random masochists can have fun.
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Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

AuroranAI

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Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
« Reply #11632 on: December 27, 2015, 12:40:31 am »

I'll grab one of those colonists, Splint. Always fun to see what terrible ends great feats you do as a npc.
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Aseaheru

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Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
« Reply #11633 on: December 27, 2015, 12:51:09 am »

 Ill grab a dwarf aswell.
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Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

Splint

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Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
« Reply #11634 on: December 27, 2015, 12:54:13 am »

@ Nakeen: That seed'd be appreciated.

Nakéen

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Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
« Reply #11635 on: December 27, 2015, 01:36:38 am »

@ Splint: Here goes !

Code: [Select]
[WORLD_GEN]
[TITLE:CREATE WORLD NOW = 3343554]
[SEED:p4ccgZrgmsLnKn3e85bN]
[HISTORY_SEED:T3Z1yRpaVlVKSZ2EGkBq]
[NAME_SEED:3U0qNATO2FxIg8nWWtrI]
[CREATURE_SEED:j5Fakh3WYwl3nxmSVjFU]
[DIM:65:65]
[EMBARK_POINTS:1504]
[END_YEAR:250]
[BEAST_END_YEAR:250:-1]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:800:800]
[RAINFALL:0:100:101:101]
[TEMPERATURE:25:75:101:101]
[DRAINAGE:0:100:101:101]
[VOLCANISM:0:100:101:101]
[SAVAGERY:0:100:101:101]
[ELEVATION_FREQUENCY:3:2:0:1:0:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:3:1:2:3:4:5]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[POLE:NORTH_AND_OR_SOUTH]
[MINERAL_SCARCITY:500]
[MEGABEAST_CAP:8]
[SEMIMEGABEAST_CAP:18]
[TITAN_NUMBER:6]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:22]
[NIGHT_TROLL_NUMBER:11]
[BOGEYMAN_NUMBER:11]
[VAMPIRE_NUMBER:11]
[WEREBEAST_NUMBER:11]
[SECRET_NUMBER:22]
[REGIONAL_INTERACTION_NUMBER:22]
[DISTURBANCE_INTERACTION_NUMBER:22]
[EVIL_CLOUD_NUMBER:11]
[EVIL_RAIN_NUMBER:11]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:1:16:0]
[EVIL_SQ_COUNTS:1:16:0]
[PEAK_NUMBER_MIN:1]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:4]
[VOLCANO_MIN:1]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:5:5]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:4]
[NON_MOUNTAIN_CAVE_MIN:6]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:15]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:264]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:136:272:136]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:528:1056]
[VOLCANISM_RANGES:0:0:0]


EDIT: Hoo boy. Terrible fate befell on the test-fortress.

After doing some "changes" to some classified raws, everything went batshit insane in less than a year.
First, Degenerate Spawns "raids" slowed down the construction of the trap hallway, and took the life of a full squad of trained militiadwarves.
Secondly, I got this :



I won't spoil you anything, but the enemy came in hundreds. We stand absolutely no chance, and the trap hallway is far from operational. As a result, we are sealed inside the mountain, cut off from the outside world.

Your dear children are acting rather interestingly Mister Frog, I have to PM you about them :p

EDIT2 : The Degenerate Spawns are smarter than I thought. I came to the realization that what I thought was fleeing was in fact some carefully planned guerilla tactic.

Let me explain, because of the CRAZED tag, they approach the fort to harass some dwarves.
But for some obscure reason, they flee soon after landing a hit, and the dwarves all come running at them for hurting them, and you know an angry dwarf is a relentless dwarf.
End result is dwarves running after "fleeing" Degenerates, ending up completely exhausted and finally getting executed in their weakened state. It happens to both civilians and militia alike.

And I like it.
« Last Edit: December 27, 2015, 02:55:51 am by Nakéen »
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Talvieno

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Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
« Reply #11636 on: December 27, 2015, 12:51:33 pm »

Sounds like a morale bug.
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TheBiggerFish

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Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
« Reply #11637 on: December 27, 2015, 12:53:54 pm »

Sounds like a morale bug. feature.
FTFY.
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FallacyofUrist

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Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
« Reply #11638 on: December 27, 2015, 03:19:36 pm »

Ill grab a dwarf aswell.
Me too. Give me a dude with a crossbow.
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Mr Frog

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Re: [34.11] Spearbreakers - Prepping for reboot, now testing mods.
« Reply #11639 on: December 27, 2015, 03:59:50 pm »

Definitely sounds like a bug with the Degenerates to me. They have NOFEAR and NOEMOTION, so they shouldn't even be experiencing morale effects/fleeing (unless they should, since I have no idea what I'm doing with this version lol) and in any case I'm not even sure what more could be done beyond those tags to prevent this from happening. Gonna go wiki-spelunking for a bit, lol.
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A great human twisted into humanoid form. It has an emaciated appearance and it squirms and fidgets. Beware its bronyism!

Spawn of Holistic, and other mods

My tileset. Because someone asked. (Now with installation instructions!)
I so want your spawn babies
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