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Author Topic: [50.xx] Succubus Dungeon 19.0 - Dens and Altars  (Read 238446 times)

Boltgun

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Re: [CIV] Succubus civ 5.0 - strange bedfellows
« Reply #195 on: October 04, 2013, 08:51:22 am »

From what I read in masterwork, there is creatures using the same ID, like hellhounds and nightmares. This causes strange stuff like civs using the darnest creatures. You need to rename or delete the creatures from the demon raws, or remove the duplicates from the creature summons one.

Otherwise it should be ok.
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Godlysockpuppet

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Re: [CIV] Succubus civ 5.0 - strange bedfellows
« Reply #196 on: October 04, 2013, 11:06:24 am »

You need to add OUTERBRAIN to the body as well, or else their skulls don't work in MasterWork, along with most of their clothes not existing in masterwork (lots of vanilla clothes removed in MW) give them access to the ore proccesor and its' reactions, and a few other problems I can't think of right now
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Meph

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Re: [CIV] Succubus civ 5.0 - strange bedfellows
« Reply #197 on: October 04, 2013, 02:18:31 pm »

What exactly are you guys trying to do? A DYO Succubus-MDF mod?
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::: ☼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 :::

Godlysockpuppet

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Re: [CIV] Succubus civ 5.0 - strange bedfellows
« Reply #198 on: October 04, 2013, 02:51:04 pm »

What exactly are you guys trying to do? A DYO Succubus-MDF mod?
Do you perhaps mean DIY? :P What's DYO?
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Meph

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Re: [CIV] Succubus civ 5.0 - strange bedfellows
« Reply #199 on: October 06, 2013, 12:12:12 pm »

Apparently the Dublin Youth Orchestra, but I was aiming for Do-Your-Own. Do-It-Yourself is fine as well, silly English and it's acronyms.  :P
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::: ☼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 :::

Godlysockpuppet

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Re: [CIV] Succubus civ 5.0 - strange bedfellows
« Reply #200 on: October 06, 2013, 01:27:15 pm »

Apparently the Dublin Youth Orchestra, but I was aiming for Do-Your-Own. Do-It-Yourself is fine as well, silly English and it's acronyms.  :P
Hehe I live in Dublin:)
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P_aul

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Re: [CIV] Succubus civ 5.0 - strange bedfellows
« Reply #201 on: October 07, 2013, 05:58:29 am »

Well, I for one do have a mania of combining mods (never have patience to create one tho...) In my version you can now play as dwarfs, orcs, drows (didn't do much, only increased noble expectations beyond ridiculous), succubus (needs some of the above fixes that I didn't figure out on my own) and termites (also in need of raw work as they think the togas are too revealing). When I find more time I plan to do full port for my own use, but if anyone's interested I could share raws :)
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Bodyless

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Re: [CIV] Succubus civ 5.0 - strange bedfellows
« Reply #202 on: October 07, 2013, 02:59:43 pm »

How is the charming of enemies supposed to work? Placing a cage with an enemy inside next to the den of iqitity does not seem to work. And releasing them somehow will probably scare the civilian performing the job away.
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Boltgun

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Re: [CIV] Succubus civ 5.0 - strange bedfellows
« Reply #203 on: October 08, 2013, 10:26:44 am »

This should have worked, but perhaps the script had a problem. I will test it again and look into it. Does dfhack report errors when you try it?
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Bodyless

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Re: [CIV] Succubus civ 5.0 - strange bedfellows
« Reply #204 on: October 08, 2013, 02:19:35 pm »

I think i got some error here.
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Boltgun

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Re: [CIV] Succubus civ 5.0 - strange bedfellows
« Reply #205 on: October 09, 2013, 03:27:51 am »

Yes there is an error in the reaction. I'll fix this asap.
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Boltgun

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Re: [CIV] Succubus civ 5.0 - strange bedfellows
« Reply #206 on: October 12, 2013, 05:55:55 am »

I corrected the above issue, but unfortunately that is not enough. The creature retain its enemy behavior, trying to attack nearby succubi before getting killed by the military (no loyalty cascade, it just act as an enemy even if it is 'tame'). I need to test this further.

Edit: Nvm that was fixed quickly.
« Last Edit: October 12, 2013, 06:07:00 am by Boltgun »
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Boltgun

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Re: [CIV] Succubus civ 5.1 - strange bedfellows
« Reply #207 on: October 12, 2013, 10:43:27 am »

Update 5.1

This update does not requires a world gen. You can update your save by droping the raws in it.
More infos about generating world and updating mods.

Make sure you update the hack/scripts folder, as this will fix a bug where charmed prisoners attack peasants on sight.
Please note that charmed invaders still do nothing, this has not been worked around yet.

Changes :
+ Charm prisoners should now work.
+ Added sprites for Shothoth spawns.
+ You can now charm minotaurs at the Den of iniquity.
+ Added new descriptors to shothoth spawns and adjusted their bodies.
+ Shothoth spawns now take 6 years to reach full size instead of 3.
+ Fixed issues that caused converted citizens to act as enemies.

Downloads on DFFD
Windows build
Linux build
Standalone mod
« Last Edit: October 12, 2013, 10:46:26 am by Boltgun »
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Bodyless

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Re: [CIV] Succubus civ 5.1 - strange bedfellows
« Reply #208 on: October 13, 2013, 02:45:26 am »

Charming worked, but their sprites are flashing and they dont do anything. Hope you can fix that.
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Boltgun

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Re: [CIV] Succubus civ 5.1 - strange bedfellows
« Reply #209 on: October 13, 2013, 04:42:09 am »

They are supposed to flash, to distinguish them from non charmed enemies, but it is too fast. Flashing is a tad hard to control.
The positive feature at least is that they keep their weapons, so lets say a cave crocodile crawl up your fort they can do something about it. To make them more useful is another work in progress. If I fail on this, I'll simply make transform them like I do for the deep succubi in the next version.
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