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Author Topic: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1  (Read 106623 times)

Etherdrinker

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
« Reply #330 on: October 22, 2013, 07:20:41 pm »

Yes... a ton of drug is more cheap than miniature hobbies...

Well Suds I will never know if I donīt ask.
But after read an "old post" where Mep was talking about morphing creatures, a stuff about boiling rocks and "gas", a underground danger comes to my mind.
Is posible (?) to create underground fumes than exhaled "resources" or danger, depends of the idea you get to. I also was thinking in miasma when the idea comes to me. A kind of gas than is stable and used in a industry. With the possibility of create yourself a artificial way to create this "pool" of waste than make this gas.

The fancy an possible the impractical way is creating a soil or block than send gas sprites (seeing the miasma example).

Or a liquid.

Then sorry is sounds impractical but I just brainstorming for see is there are possibilities, than could create a more memorable mod and possible interesting gameplays.

What? GW letting a book for free? Heresy!

Splint

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
« Reply #331 on: October 22, 2013, 07:27:52 pm »

More getting the minis for the games than anything. I already got a PDF of the Necromunda rulebook and know where I can get a 40 rulebook cheap, though I dunno what edition they are.

And if you're referring to dangerous mining, it depends on where you dig. In masterwork, trying to mine most forms of warpstone and either major coal ores was pretty much telling your miners to commit suicide. Here, that green stuff (toxic rubble; not sure about polluted halite,) is a death sentence without respirators or rad suits.

And as far as morphing creatures you may have been thinking of changelings.

Etherdrinker

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
« Reply #332 on: October 22, 2013, 07:55:01 pm »

For sure, I donīt think is the last edition. Cheap books maybe be the old ones. At leas in the last edition they boost the Necrons, cause the old ones were too weak vs all the mobility from other races. You were based too much in the luck to win all or most of the autorepair saves, then the enemy got a bad streak of lose the soaking / dodge hits or saving few shots/hits.

About dangerous veins from MW, you forgot say about the Metalwraiths than are hidden inside the valuable metals like cobalt, Gold. That feature are going to be removed because is a massive un-fun early fort destroyer. You canīt do exploratory digging without the risk of hitting an dangerous vein, the wraiths strip nake your miner then, he mutilates a part from it, then proceed to cripple it. after than he is not match for a metal body with his bare hands. The injured dwarves or corpse attracts other dwarves and proceeded to get killed by one metal wraith, result = gg fort destroyed.

Is not easy to balance a game as Dwarf fortress.

Splint

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
« Reply #333 on: October 22, 2013, 08:05:07 pm »

I'm more inclined to play the Guard or Orks more than anything, but to each their own if you play the zombie robots.

Those metal wraith things must've been a new addition. Never encountered them, but then I tended to import most of my ores and fuel.

Etherdrinker

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
« Reply #334 on: October 22, 2013, 08:33:54 pm »

Zombie robots hehe, Well the lore of those just catches me, the one most old race from the galaxy than comes to punish the childish un-mature races. Also have the most advanced technology. I also like Tyranids, seconded by Emperial Guards and well  the overpowered Space Marines.

 But the two firs ones are my preferred one all the times, Ork make me laugh everytime is a fun army. I have an Ork avatar and an gretching avatar in Second Life.

Edit: Lobotomized Settlers will give bad thought to their family? and if they are turned into "livestock" they will lose the ability to hold armor and weapons?

Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
« Reply #335 on: October 23, 2013, 09:33:38 am »

What are you talking about? Do you mean Servitors? You need to use the proper names for things as they are written if you want people to understand you.

If you mean Servitors, the answer is I don't know to the first part and yes to the second part. They have implanted weapons of their own, like the pit slaves. Their families don't matter, those guys are probably useless assholes anyway.
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Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
« Reply #336 on: October 31, 2013, 11:50:50 pm »

Well, I've been doing a lot of playtesting and I've found quite a few bugs, mistakes and other nasty stuff. Among them, carapace and flak helmets didn't actually stop bullets (which I found out when one of my gangers caught a bullet to the dome that ventilated him despite his armour, much to my consternation.) This will be fixed in the new version. A mistake in the medical supply crates' reaction also caused them to spawn a FPS-destroyingly massive amount of thread, cloth and soap. This is fixed. Beyond that, I think I actually have most of the issues fixed now (though I can't count how many times I've said that before.) Raft Spiders also proved a bit less threatening than I would have liked, so they have been replaced with a slightly nastier critter. I've also successfully tricked the trading civs into bringing barrels of water along with their caravans, which should alleviate some thirst-related woes, albeit for a fairly hefty price.

I'll also be streamlining some aspects of production that caused problems due to how stockpiles work (for example, I'll probably have the reaction for producing wood spirits take wood directly rather than charcoal, since you can't control what type of coal gets stockpiled.) I'l also put in some new reactions that should make it possible for settlements without a refinery to produce prometheum (albeit far more laboriously) and buffing the refinery slightly to compensate. I've also finally gotten around to fixing the colours for doors and other stuff made from stone and hopefully metal barrels and such. I can't seem to fix the issues with stockpiling tools due to that being hardcoded, and the game seems a bit finicky about what tools the game will recognize (in some instances, workshops refused to use unstockpiled tools that aren't on the same z-level.) One annoying thing is that scavvies will wear silk clothing despite not having the [SUBTERRANEAN_CLOTHING] tag, probably because they have [USE_CAVE_ANIMALS]. Whilst I don't like it, I'd like it less if they couldn't bring Scalies and Plague Zombies, so it's a necessary evil. (Although I haven't had a proper scavvy siege yet. They sent out a snatcher once and a group of ambushers later. The latter ran towards the gate with scrap weapons and got lit up before they could do anything more than kill a couple of dogs. After that it's been pit slaves all the way down, interrupting all the guilder caravans.)

On the topic of guilders, is there any way to make a civ allow trade requests like the old vanilla humans did? Although the trade roulette makes guilder caravans pretty exciting to see, I was considering allowing players to order some of that nice stuff, accepting the possibility that it'll be decorated and marked-up to the point where it's impossible to afford. On the topic of nice stuff, all the carapace flutes and other stuff the guilders bring bugs me, although I do want them to bring loose bits of carapace armour. If I remove [IS_METAL] from the carapace material, will that prevent them from bringing and using carapace armour or cause any problems with stockpiling? I'd test it manually but that would entail genning a new world and playing until a guilder caravan comes.

The one thing that's been outright baffling me is a strange bug that results in a bunch of nearby items being moved to the site of a finished deconstruction job. I thought that perhaps it might have been related to DFHack but I seem to recall it happening in older versions that didn't use DFHack, as well. Does anybody have any experience with this?

To anyone that is still somehow playing this, I apologize for my shoddy workmanship and thank you for bearing with me. Let's keep our fingers crossed for a bug-free release this coming whenever.

PS: Another thing I've noticed playing is that food seems really easy to get now. I've gotten massive piles of meat just from my militia wrecking various fauna that venture too close, to the point where I've been able to farm grave cotton exclusively in lieu of food crops. I don't even buy food. Then again, this test settlement had a population cap in place that I kept increasing in proportion to my food stocks, so it may just be a case of not being swamped with immigrants being easy mode.
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Splint

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
« Reply #337 on: November 01, 2013, 12:08:59 am »

There's a huge supply of meat due to the size of the critters. Can't have big biological creatures without them supplying lots of edible or almost edible goodies when butchered unless you make them inedible (which doesn't make sense since these people'll probably eat anything short of toxic sludge.)

The item teleport bug is present in normal DF, and DFHack has a thing that fixes it. It'll probably be taken care of in the next release though. And I believe they need something akin to the outpost liaison position.

Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.8
« Reply #338 on: November 02, 2013, 10:32:53 pm »

I've uploaded the new version which should fix all of the issues I've found so far, less the Carapace thing. Also switched the non-prepackaged versions over to Mediafire because I am tired of dealing with Filesmelt's outages. Give it a try.
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Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.9
« Reply #339 on: November 03, 2013, 01:14:10 am »

Well, I knew I was forgetting something. Luckily nobody downloaded the last version before I caught on. I've released 1.5.9 which makes it so that buying prometheum rather than extracting it on-site should be appropriately costly now, and, most importantly, hivers can finally build pumps. I have no idea why Abregado and Destroid removed them from the original version in the first place. Pumps are the definition of fun.
« Last Edit: November 03, 2013, 02:26:00 am by Suds Zimmerman »
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Liber celi

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.9
« Reply #340 on: November 03, 2013, 04:00:26 am »

Well, now somebody downloaded it. I really hope I find the time to get a fort running.

a mistake in the medical supply crates' reaction also caused them to spawn a FPS-destroyingly massive amount of thread, cloth and soap. This is fixed.
Ha! Take that, ancient bug! Or, identical twin of an ancient bug.

Raft Spiders also proved a bit less threatening than I would have liked, so they have been replaced with a slightly nastier critter.
I feel the kind of curiosity that kills forts...

One annoying thing is that scavvies will wear silk clothing despite not having the [SUBTERRANEAN_CLOTHING] tag, probably because they have [USE_CAVE_ANIMALS].
Well, maybe they are very fashionable scavvies.

To anyone that is still somehow playing this, I apologize for my shoddy workmanship and thank you for bearing with me. Let's keep our fingers crossed for a bug-free release this coming whenever.
This is my favourite mod, so there is really no reason to thank me. Thank you.

PS: Another thing I've noticed playing is that food seems really easy to get now. I've gotten massive piles of meat just from my militia wrecking various fauna that venture too close, to the point where I've been able to farm grave cotton exclusively in lieu of food crops.
Hmm. What would happen if you reduce the size of absolutely everything(yes, including Hivers, pets and Megabeasts) by 75-90% ?
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Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.9
« Reply #341 on: November 03, 2013, 05:40:37 am »

If I were to do that, I think that weapons would become so deadly that even a little dagger might regularly cause bodies to be cut in half. Still, it'd be an interesting experiment. I'll try it out some day and see what comes of it.
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Splint

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.9
« Reply #342 on: November 03, 2013, 06:02:18 am »

Things are fine as is. Migrant/pop cap management is basically the key to food supply success with this mod it seems. Water is of course a whole different story...

chalicier

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
« Reply #343 on: November 03, 2013, 10:08:54 am »

PS: Another thing I've noticed playing is that food seems really easy to get now. I've gotten massive piles of meat just from my militia wrecking various fauna that venture too close, to the point where I've been able to farm grave cotton exclusively in lieu of food crops. I don't even buy food. Then again, this test settlement had a population cap in place that I kept increasing in proportion to my food stocks, so it may just be a case of not being swamped with immigrants being easy mode.

The 1.5.5 Save of Exploding Ganger Doom I mentioned had maaaaaajor problems with food, mainly down to unexpectedly massive migrant waves just before winter. We were actually clear of rat and roach corpses at one point, believe it or not, as my livestock had died from a bad case of vent lurker to the face some time earlier. I was praying for a wild grox or croak hound to wander by, and in the end it was only putting together some autogun rounds that saved them (because my hunter then had enough range to take down some Bloodflies, which landed near my butcher's shop and got turned into delicious insect cutlets).

Gonna do a fresh download of the latest version and see how things have gone  :)
« Last Edit: November 03, 2013, 10:15:19 am by chalicier »
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Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.9
« Reply #344 on: November 05, 2013, 10:22:36 am »

Well, my last fort ended in a terrible tragedy, mostly due to hubris and inattentiveness on my part. I'd embarked in a fairly cold climate and the above-ground water was frozen for most of the year. We had ample food stocks and plentiful supplies of ammunition, and I'd managed to set up a small chemical industry. The main problem, however, was that gangers would not infrequently become wounded as a result of skirmishes with pit slaves and redemptionists, and the lack of water meant that even a relatively minor wound was likely to end up fatal. There was a source of water in the caverns, but several forgotten beasts and packs of plague zombies stood between the fort and the water. The plan was to wait and outfit the militia with carapace armour before sending them against the FBs, but when one of my rising stars got wounded, I jumped ahead of schedule with disastrous results.

The initial breach and assault into the caverns actually went fairly well - all the FBs dead with only two casualties. One of them was the Gang Leader, survived by his wife and daughter. His youngest son, formerly a ganger in his father's squad, got shot by a pit slave and died due to dehydration a few years prior. The other was a green ganger who I had just impressed into the service. It was a tightly-knit settlement and the gangers had a lot of friends, so the people were upset by the casualties, but I figured that the benefit of having water for the wounded year-round was worth the deaths of our noble fighters. I was sure that my plan ended in a victory, so I'm certain you can imagine my surprise when I was hit by an ambush notification. You see, a little while earlier there was an ambush by a redemptionist group. Though easily repelled, they did kill my watchdogs, and I happened to forget to chain up some new ones after the fact. Their friends took advantage of this lapse in security to have another go at it.

They were already inside the walls by the time I was notified, and I rapidly scrambled the gangers to repel the threat. The redemptionists had two pistoliers and a flamer along with some flagellants and spearmen. To their credit, the militia made it as quickly as possible, but by then the redemptionists had already set a few people on fire as well as setting the whole settlement ablaze. This alone wasn't enough to cause serious problems, but the relocation of the militia from the caverns to the gate allowed the plague zombies into the fort. They too were dispatched, but the additional deaths from the redemptionists and the zombies were enough to drive everyone over the edge.

I'm sure you know how it goes when that happens; people punching each other, running around babbling, refusing to eat and drink. It got ugly. Some of the gangers went berserk and started shooting, but the forces of order won that fight. By the very end, aside from a bunch of children and civilians, the only person that was in a sound state of mind was a 65-year-old ganger by the name of Rectus. He wasn't even unhappy. When I looked at his preferences, I noted that he absolutely detests redemptionists. At least he had a good reason, now. A few scavvies tried to attack the settlement as it was crumbling but, funnily enough, they managed to screw up even with a lone senior citizen as their only opposition, wandering into the grox pen and getting stampeded to death.

When it was down to just Rectus and a few civvies, I abandoned, letting them go off to start new lives somewhere with less crazy religious types and horrors from the deep.

Here's how it looked a little while before the end.

Spoiler (click to show/hide)

In the course of all this, I learned that some of the traded schematics are still wonky as hell. I bought some plasma lathe blueprints from the Guilders but they would only unpack into Separator blueprints, so I assume that the trade item is misnamed. Other than that, everything seems to work as intended, though I can think of a few minor improvements. Also, I noticed that the game makes a lot more sense with weather off. Dust storms still happen, but there's no rain or snow that doesn't make sense. I should also do something with the carapace bars that the guilders bring, since at the moment buying them is a trap. Maybe put in a reaction to attempt to turn a few of them into a moulded plate.
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