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Author Topic: Rise of the Mushroom Kingdom: No new update...yet  (Read 265499 times)

IndigoFenix

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Re: Rise of the Mushroom Kingdom - Update 0.36: Soundsense Support and Sorcery
« Reply #435 on: December 29, 2013, 02:39:05 am »

Latest version seems to be having a ton of duplicate issues, and crashes when entering the embark screen or adventurer creation. Arena mode and world gen works fine. I dunno if that's just me doing something wrong, or if anyone else is having this problem? I'm pretty sure I'm doing things right. :L

e: I love this mod to death, it's great. <3

Whaaat.

No, wait... I split up a lot of the text files.  Maybe you unzipped it over a previous version?

Try deleting all the raw files and then unzipping it again, see if that helps.

DarthBoogalo

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Re: Rise of the Mushroom Kingdom - Update 0.36: Soundsense Support and Sorcery
« Reply #436 on: December 29, 2013, 01:24:03 pm »

Spoiler (click to show/hide)
My errorlog.
I reinstalled everything fresh, deleted vanilla's raw folders and slipped ROTMK's in. Same issues.
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IndigoFenix

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Re: Rise of the Mushroom Kingdom - Update 0.36: Soundsense Support and Sorcery
« Reply #437 on: December 30, 2013, 08:17:03 am »

Ah.  Looks like the original interaction file must have snuck into the folder.

Delete interactions_mw.txt.

DarthBoogalo

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Re: Rise of the Mushroom Kingdom - Update 0.36: Soundsense Support and Sorcery
« Reply #438 on: December 30, 2013, 04:39:16 pm »

Thank ya! C:

e: Oh, another dupe file. interaction_mw_spawn needs to go as well. Deleting it made the game not crash and gave no errorlog, whoo.
« Last Edit: December 30, 2013, 05:11:00 pm by DarthBoogalo »
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IndigoFenix

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Re: Rise of the Mushroom Kingdom - Update 0.36: Soundsense Support and Sorcery
« Reply #439 on: December 31, 2013, 05:57:46 pm »

Just re-uploaded the without the duplicate files.

Nahere

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Re: Rise of the Mushroom Kingdom - Update 0.36: Soundsense Support and Sorcery
« Reply #440 on: January 04, 2014, 05:55:23 am »

Two things:
  • The guide appears to be missing from the download.
  • You left some magma spawning test reactions in  the adventurer reaction files.
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IndigoFenix

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Re: Rise of the Mushroom Kingdom - 2014 Reboot (but not quite yet)
« Reply #441 on: July 08, 2014, 04:50:16 am »

So, I bet adventuring is being taken to a whole new level with df2014 out, eh?

I probably won't be able to test it for a few days, but if anyone gets any ideas about how this mod could be made better for the new version, feel free to drop them here.  I've already started to make some trees using the pre-released raws.

First order of business: how well does jumping work?
Second: giant mushroom forests.

Sergarr

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Re: Rise of the Mushroom Kingdom - 2014 Reboot (but not quite yet)
« Reply #442 on: July 08, 2014, 10:53:34 am »

So, I bet adventuring is being taken to a whole new level with df2014 out, eh?

I probably won't be able to test it for a few days, but if anyone gets any ideas about how this mod could be made better for the new version, feel free to drop them here.  I've already started to make some trees using the pre-released raws.

First order of business: how well does jumping work?
Second: giant mushroom forests.
Jumping works really well, especially if you go sprinting.
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IndigoFenix

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Re: Rise of the Mushroom Kingdom - 2014 Reboot (but not quite yet)
« Reply #443 on: July 08, 2014, 06:02:59 pm »

Hm... I've updated it, but for some reason I can't load adventure mode.  It doesn't appear on the menu.  The civs exist, legends mode looks fine... are there new requirements needed to let a civ be playable as an adventurer?

EDIT: Strange.  If I add in vanilla entities and creatures adventure mode works fine and I can choose the other races as well.  Is there something special needed to activate adventure mode in the first place?

Mafia_Puppet

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Re: Rise of the Mushroom Kingdom - 2014 Reboot (but not quite yet)
« Reply #444 on: July 08, 2014, 06:54:04 pm »

You say you've updated it, but the download link still points to an old version of the mod =(

I'd really love this for the new 2014 build!
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IndigoFenix

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Re: Rise of the Mushroom Kingdom - 2014 Reboot (but not quite yet)
« Reply #445 on: July 08, 2014, 11:35:30 pm »

I'll update once I fix the bugs.

There's also something the game doesn't like about Koopa noble positions, but I can't figure out which position causes the problem.  It crashes on worldgen unless I remove all of their nobles...

IndigoFenix

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Re: Rise of the Mushroom Kingdom - 2014 Reboot
« Reply #446 on: July 09, 2014, 12:49:17 pm »

Okay, it's up!  And it doesn't seem to be any buggier than vanilla.  At least, as far as adventure mode is concerned.  Is anyone even bothering with fort mode now?

Granted, there's a lot to be worked on as far as balancing is concerned.  I'm not really sure how the trees and plants work.  It would be cool if you could find rare powerups growing wild and pick them while adventuring.  But I haven't worked out how to do that yet.

Also, turns out that dark fortresses as a default site react badly with nobles.  At least I think that's the problem.  So koopas build mountainhomes for now, but they might move in to a dark fortress.

I've also put up a legacy version for DF2012, with most of the old bugs fixed.  Just in case people want to stick with DF2012 until the new version is more stable.

DarthBoogalo

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Re: Rise of the Mushroom Kingdom 2014: Hopped Up on 'Shrooms
« Reply #447 on: July 09, 2014, 03:13:12 pm »

Thanks a lot, Fenix! :D
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IndigoFenix

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Re: Rise of the Mushroom Kingdom 2014: Hopped Up on 'Shrooms
« Reply #448 on: July 10, 2014, 01:52:38 pm »

So it appears that killing random wildlife for coins isn't as fun when they don't fight back.  I wonder if there's some way of modifying wild animals to be more aggressive?

EDIT: Interesting...I tested arena mode with a bunch of Fuzzies against a single Arachne, with fear/morale active.  Normally, the fuzzies ran away.  But if I edited their personality to have high BRAVERY, they would attack.  There is also a personality value for VIOLENT, but that doesn't seem to change anything in Arena mode, although this could be because their conflict level is already set.  Maybe giving animals a high violence level would make them more likely to engage in combat... this could open the way to much more complex creature behavior settings.

IndigoFenix

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Re: Rise of the Mushroom Kingdom 2014: Experiments in Monster Psychology
« Reply #449 on: July 11, 2014, 11:14:11 am »

Updated!

Creature personalities have been rewritten with the new tokens - both civilized races and wild animals.  Wandering the wilds may prove to be a bit more interesting - Fuzzies have high bravery and will attack in groups even if you're bigger than them.  Goombas are overconfident, but also quick to turn traitor: it is relatively easy to convince goomba bandits to join you if you rough up their buddies a bit.  Wigglers are normally peaceful, but are also vengeful and will hunt you down if you injure one without finishing the job.  There's still some adjustment to do, but the ability to edit the personality ranges of creatures in ways that actually matter to gameplay is proving to be a lot of fun.
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