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Author Topic: My Little Fortress - 2016 (DF 0.43.04) yay!  (Read 187998 times)

Sorcerer

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Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« Reply #1080 on: December 15, 2015, 01:07:55 pm »

I was referring to the new scribe/knowledge feature that is in vanilla DF now, Toady has stated that we may be able to tie certain reactions/recipes to certain discoveries at some point in the future.

Like I've mentioned before, the research system was mostly a way to extend the metagame a little bit, as when you've played DF a lot, it does tend to become pretty shallow, start with two iron ore and three coal and you can make steel before summer starts.
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Phenoix12

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Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« Reply #1081 on: December 15, 2015, 04:43:24 pm »

A thing with the fliers in fort-mode that I found worked for me in old versions is just make it so pegasi aren't allowed to haul things, which reduces the instances of them getting stuck in trees, and if one does get stuck in a tree... I just cut down the tree and call it a day.

Welp... off to play the mod and see what happens!  FOR FUN AND SCIENCE!!
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Dwarf Fortress.
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Sorcerer

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Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« Reply #1082 on: December 15, 2015, 04:52:07 pm »

yeah, it is a valid solution, also is forbidding all treebranches, I had a DFhack script for that for a while but I lost it somehow.. but the problem with disallowing hauling for pegasi is that their speed is one of their primary advantages, they're not particularly skilled at crafting and they are terrible at making food. they're athletic and physical, make pretty good fighters and leaders, and their speed gives them an advantage when hauling, they can get to the haul item twice as fast as other ponies :P
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Maklak

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Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« Reply #1083 on: December 15, 2015, 05:32:06 pm »

> start with two iron ore and three coal and you can make steel before summer starts. 
Hehe, I would usually embark with multiple coal, copper ore and tin ore (a little extra, as copper is common close to the surface and charcoal can be used for fuel) and have like 200+ bronze and coke bars for all my early military needs. Not as good as steel, but much better than copper and reasonably cheap.

> pegasai hauling
I never seem to have enough haulers, mostly because I divide my workforce into specialists (who still have at least some hauling enabled to have something to do when not needed) and generalists (hauling plus jobs where skill level doesn't matter much), which means they tend to walk a lot instead of staying in one general area.

I like the idea of having pegasai ranged squads. Maybe it's because while in the air, they can't be hurt by melee and have a good range over obstacles, but it doesn't work that well in practice. They tend to be low on ammo (supposedly fixed in the newest version), rush in one by one, stay on the ground or do other silly things and get hurt. On the plus side, their good speed helps with reload and firing speed a bit.

Dwarf Fortress should really have a settable job priority system. Even a simple one, like Rimworld's 4 priorities, would go a long way.
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vkiNm

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Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« Reply #1084 on: December 15, 2015, 06:47:09 pm »

Maklak! you're still alive! :D I've missed seeing your depthy posts.
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Phenoix12

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Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« Reply #1085 on: December 15, 2015, 11:12:15 pm »

Like I always do before starting up a new version of this mod... I go though the RAW files.

Here's a list of some things I noticed on my first pass...

1. Intelligent Cow's male cast are called Ox for some reason.  Should be changed to bulls.  Also JUUST checked and for some reason it's the same in the common_domestic.  I know this is an err because just to make sure I checked the unmodded RAW files and they are called bulls... when you set up the new version did you copy in old RAW files?  If so I would recommend not doing that...

2. It would seem that the LOW_LIGHT_VISION and SMELL_TRIGGER tags are missing from some creatures.




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Phenoix12

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Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« Reply #1086 on: December 16, 2015, 12:44:38 am »

Unable to gen a world.  It keeps rejecting the world during world creation while placing the last 4 civs OR crashing while it's placing the last 4 civs oddly.
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Dwarf Fortress.
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Sorcerer

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Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« Reply #1087 on: December 16, 2015, 02:02:04 am »

Yeah I need to redo the creatures I've realized.
The world generation works it just needs more room for all the civs, they're spread out over several different biomes but there's six of them. I've had good success with medium world with less savagery and short history
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Maklak

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Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« Reply #1088 on: December 16, 2015, 02:13:12 pm »

Maklak! you're still alive! :D I've missed seeing your depthy posts.

I don't do those much these days. I work now, so I lack the time and energy to spend hours on a post or to skim all the RAWs in a mod or to participate in a community fort. Funny thing is, even I was using some of my FoE guides.

Sorcerer, take your time. As always, after a major release, there will be months of paches and the tools need to catch up too. Experimentsing with climbing pegasai might be worthwhile, though.
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Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
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Research: Crossbow with axe and shield.
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Sorcerer

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Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« Reply #1089 on: December 16, 2015, 03:16:44 pm »

working on a better way to remove the animal men from raws without replacing all the creature files and I MAY have found a solution.
I added a CV_NEW_TAG:DOES_NOT_EXIST to the animal man Creature Variation template, and I think it works, you can't play as animal men any more, tho I don't know if they might still be spawning in the wilds.

I wanted to see if I could make a Creature Variation template for intelligent hoofed creatures, but so far they're not generating properly. I'll keep plodding along :P
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Telgin

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Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« Reply #1090 on: December 16, 2015, 04:59:23 pm »

That should keep them from spawning in the wilds, although they can still show up in art work I think.  If I recall that was the entire reason the tag was created.

Good luck on getting animalponies to work.  I gave up on that after fooling around with it myself for a while.  :P
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Sorcerer

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Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« Reply #1091 on: December 17, 2015, 03:32:20 am »

I'm limiting it to the "intelligent" hooved animals we see in the show, such as cows and donkeys and to a lesser extent goats, not adding peach-faced loveponies
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Telgin

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Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« Reply #1092 on: December 17, 2015, 09:47:30 am »

Oh, so you're trying to just use a creature variation to apply to something like the donkey to make an intelligent version?  Are you not getting rid of the nonsapient versions then?  Seems to me that it would be easier to just recreate the creatures as intelligent versions, unless you're trying to do this to literally all hooved animals.
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Sorcerer

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Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« Reply #1093 on: December 17, 2015, 12:30:45 pm »

well there would be intelligent versions that will join your fort and act as citizens like the animal men can do at the moment (generate heroes) but we'd still need things like cows for milk that still need to be treated like animals.. it's a bit of a scary proposition to have a cow milk her brain addled compatriot but that seems to be the thing of it in equestria at the moment :P
Cows for instance seem very borderline instinctive driven, stampeding towards town and only after AJ veers them away from town do they regain their senses so yeah, current idea is to keep the DF animals, and add intelligent version of some of them. The current version uses just a copy of the original creatures, but using a variation means I won't need to re-do them if any of the creatures are modified.
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Kraiger

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Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« Reply #1094 on: December 19, 2015, 09:00:00 pm »

Hello, I dont know where to add the tag (CV_NEW_TAG:DOES_NOT_EXIST) in the c_variation_default.txt . Where about do you throw in the code?
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