Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 22 23 [24] 25 26 ... 33

Author Topic: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1  (Read 106627 times)

Suds Zimmerman

  • Bay Watcher
    • View Profile
Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
« Reply #345 on: November 06, 2013, 08:32:16 am »

Another day, another new version. I think I fixed all of the issues I found in the course of my previous playthrough. Something I forgot to note in the changelog is that the price of silk has increased so you can better justify braving the caverns. Also, domestic production of carapace should be twice as efficient now, and all the Hiver civs should bring guards along with their caravans. I still can't figure out how to stop the Guilders from bringing along carapace crafts and trade goods. Hivers bring flak, but no flak crates or crafts - is it perhaps because it lacks [ITEMS_ARMOR]?
Logged
You don't need a weatherman to know which way the wind blows
DORFAMUNDA - NECROMUNDA DF MOD

Etherdrinker

  • Bay Watcher
  • ☼Etherdrink☼
    • View Profile
Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
« Reply #346 on: November 06, 2013, 11:30:16 am »

Right now downloading.

You check the Plasma Smelter Bug?

Suds Zimmerman

  • Bay Watcher
    • View Profile
Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
« Reply #347 on: November 06, 2013, 11:53:15 am »

I wasn't aware of any. What do you mean? If you mean the misnamed blueprint, that should be fixed.
Logged
You don't need a weatherman to know which way the wind blows
DORFAMUNDA - NECROMUNDA DF MOD

Etherdrinker

  • Bay Watcher
  • ☼Etherdrink☼
    • View Profile
Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
« Reply #348 on: November 06, 2013, 12:26:33 pm »

I remember 1.5.7, you cannot smelt anything because it was saying " No smeltable materials or no access to Fuel".

It was a typo in about an BP_Smelter or something like that, that was avoiding the Plasma Furnace reads the smeltable materials.

EDIT: Lucky I still have the screenshot showing the bug

Spoiler (click to show/hide)


Proof I have materials to smelt.
Spoiler (click to show/hide)

Suds Zimmerman

  • Bay Watcher
    • View Profile
Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
« Reply #349 on: November 06, 2013, 12:39:40 pm »

You should have posted about that. If you did, I'm sorry I didn't make note of it. I'm not gonna release a whole new version, but here is a fixed raw. Just plop it down in raw/objects. It should be save-compatible, too.
Logged
You don't need a weatherman to know which way the wind blows
DORFAMUNDA - NECROMUNDA DF MOD

Etherdrinker

  • Bay Watcher
  • ☼Etherdrink☼
    • View Profile
Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
« Reply #350 on: November 06, 2013, 12:54:49 pm »

Well because you was doing a play testing, as some posts ago you was mentioning.

I assumed "for sure he will notice the Plasma is not working". Cause this furnace is a "must" like the magma furnaces in vanilla or any other mod.

About the trading thing, you try checking if the trade wares can be defined? I am doing my own mod, but I am just defined the beta creatures, and I was a total  newbie about modding (just start when I check the plasma bug).

I trying to define a practical way to donīt let all creatures use any weapon or armor, or if they can use it, avoid to be cheap or exploitable.

Also I trying to figure out a way to my weapons donīt let behind globs-materials-etc in the floor, because the 95% of the creatures are ranged.

Right now the only way to manage it is using a external help like projectileExpansion.

For fps issues, and for lore sake (a lot of weapons are energy based and have no sense they left behind "plasma globs" or stuff like that).

Suds Zimmerman

  • Bay Watcher
    • View Profile
Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
« Reply #351 on: November 08, 2013, 07:35:58 pm »

Well, it looks like my usage of inorganics to do certain things has led to unforeseen side effects.



I'm thinking I should just disable forgotten beasts to avoid further such embarrassing incidents. Do they really add anything to the game? In my experience, they're either laughably weak or terribly unfair. I could always add some other infrequent beasties to the lower levels. I'd like to hear your opinions on this.

In other news, new fort, new round of playtesting. I noticed some problems with the still in 1.6.0 which I've fixed; if I manage to test out everything and I find no further stuff that needs be addressed, I'll put up a new version with the fixed plasma smelter and still. As always, please keep me up to date on any issues you encounter as you play. Since I've snatched a breeding pair of wolf spiders, I've been thinking of letting them breed in-fort and receive training as war animals. (Since, being sight-based hunters, they're probably going to be as intelligent as dogs, at least.) I'm thinking spider roe should be a thing as well.

Also, if you've been playing the latest version you may have noticed that there's actually fish in surface pools now. Sludge trawlers should be a mite more useful now.
Logged
You don't need a weatherman to know which way the wind blows
DORFAMUNDA - NECROMUNDA DF MOD

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
« Reply #352 on: November 09, 2013, 05:47:16 am »

That's hilarious and you should keep it.

Suds Zimmerman

  • Bay Watcher
    • View Profile
Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
« Reply #353 on: November 09, 2013, 09:29:53 pm »

The issue isn't so much our friend made of hopeful words and symbols, but rather that the game will generate a FB made from carapace or flak that will be literally indestructible and totally restrict access to the cavern layer. I'll probably disable them to avoid that outcome.
Logged
You don't need a weatherman to know which way the wind blows
DORFAMUNDA - NECROMUNDA DF MOD

ArchAIngel

  • Bay Watcher
  • Infested Pony
    • View Profile
Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
« Reply #354 on: November 10, 2013, 01:23:37 pm »

The issue isn't so much our friend made of hopeful words and symbols, but rather that the game will generate a FB made from carapace or flak that will be literally indestructible and totally restrict access to the cavern layer. I'll probably disable them to avoid that outcome.
Or what I just got, the support stuff. That is invulnerable, and annoying. Just caved in on it.

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
« Reply #355 on: November 10, 2013, 01:34:41 pm »

Wouldn't bolter rounds tear right through flak and carapace material? Certainly seems to do that when it's in use by Guardsmen...

Suds Zimmerman

  • Bay Watcher
    • View Profile
Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
« Reply #356 on: November 10, 2013, 01:46:07 pm »

Bolter rounds can and do tear through pretty much anything, but I imagine they might have trouble with a creature composed entirely of the inorganic material. In any case, I'll take them out of the next release and maybe see about putting in a fair replacement. It's not gonna happen very soon, though, as I'm currently procrastinating on writing a research paper and I've got another that I've yet to start procrastinating on.
Logged
You don't need a weatherman to know which way the wind blows
DORFAMUNDA - NECROMUNDA DF MOD

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
« Reply #357 on: November 10, 2013, 02:09:56 pm »

There's always cave ins to deal with such things, as annoying as it is.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
« Reply #358 on: November 11, 2013, 11:21:28 am »

Add SPECIAL to the material, it should help... or have you ever seen a ADAMANTINE forgotten beast? I think it only works on metals though... not sure. I do have these weird FBs as well, usually from evaporating materials.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

ArchAIngel

  • Bay Watcher
  • Infested Pony
    • View Profile
Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.0
« Reply #359 on: November 11, 2013, 01:43:38 pm »

Add SPECIAL to the material, it should help... or have you ever seen a ADAMANTINE forgotten beast? I think it only works on metals though... not sure. I do have these weird FBs as well, usually from evaporating materials.
Adamantine FB? Seen that. Hard to kill. Annoying. Got itself killed. Poison breath.
Pages: 1 ... 22 23 [24] 25 26 ... 33