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Author Topic: [50.xx] Succubus Dungeon 19.0 - Dens and Altars  (Read 242723 times)

Boltgun

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Re: [CIV] [40.24] Succubus Dungeon 11.1 - "Why deny your heart desires?"
« Reply #360 on: March 28, 2015, 03:54:58 am »

I saw it on the latest version, that's exactly what we need. It does not look like there is changes to make to make this compatible.
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Boltgun

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Re: [CIV] [40.24] Succubus Dungeon 11.2 - "Why deny your heart desires?"
« Reply #361 on: April 14, 2015, 04:23:26 pm »

Update 11.2

Corruption got easier. Now invaders leave their cages by themselves and traders abandon the depot once their transformation is complete. You can now run the ritual and not worry about levers and wagons anymore. In addition, a few help messages have been added to make the civ easier to handle.

The broker position have been added back and many names have been changed to give them more weight in from of terrific ones like 'Keeper of secrets'.

Unfortunately, you will have to generate a new world for this patch.

Spoiler: Changelog (click to show/hide)

Downloads :
* Windows build
* Patch

« Last Edit: April 17, 2015, 02:47:38 am by Boltgun »
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Boltgun

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Re: [CIV][40.24] Succubus Dungeon 12.0 - You have summoned a nightmare!
« Reply #362 on: May 03, 2015, 08:29:31 am »

Update 12.0 - Summoning

Finally, summoning is back and it got even better. As before you can call monsters on your side using a couple of items. Those monsters will act either like an animal or a foreign citizen depending on their intelligence. Otherwise, most of them grew stronger with better attacks and even wrestling moves.
Please note that not all monsters will appear on the animals page.

Summoning now uses the animal training skill instead of alchemy.

Available monsters :
- Nahash: A vermin hunting snake, female lays eggs, summoned by batches of 5.
- Orthus: Vicious two headed dogs, can be trained for hunting or war.
- Nightmare: The mount and pack animal of the civilization. Cannot tire and throw a strong kick.
- Fire imp: Throw fireballs at your foes.
- Pain elemental: Suicidal spirit that will explode upon attack.
- Tentacle monster: Can throw multiple attacks thanks to their appendage, lays slime that weaken enemies. The slime can be collected to replace oil.
- Frog demon: A strong fighter for the front lines, sometimes used as a pack mule by merchants.
- Fire spirit: Powerful demons that can burn entire squads of invaders.
- Decay brutes: Huge, invisible monsters with a necrosis secretion.

Other additions includes the gem cutter shop from Masterwork, allowing you to make furniture out of gems (and not cut rocks anymore, sorry), as well as the red and blue portals for more strategic transportation, using a worker with the architect skill enabled.

Have fun.

Spoiler: Changelog (click to show/hide)

Downloads :
* Windows build
* Patch
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AquaMouser

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Re: [CIV][40.24] Succubus Dungeon 12.0 - You have summoned a nightmare!
« Reply #363 on: May 04, 2015, 12:06:25 pm »

Hey Boltbunny,

love the summoning, haven't been able to really get into it, but been seeing 2 weird things.

1) i already told you, the gemcutter's shop not recognising gems to make stuff with (on 3 different installs, been retrying it), and
2) Goblin caravans show up, walk up, then drop everything and run away, in my main fort, it has happend 3 years in a row, and we are still at peace. The succubi trader works perfectly.

If i find more, i will poke you in here again :D

Aqua
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Boltgun

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Re: [CIV][40.24] Succubus Dungeon 12.0 - You have summoned a nightmare!
« Reply #364 on: May 04, 2015, 12:39:18 pm »

I found out where the gumcutter went wrong, I assumed that a reaction class was in vanilla while it was only in MW. I'll fix this asap.

For goblin I have noticed a lot of strange behaviour, especially if ther ei smultiple trade depots built. I cannot tell if it's DF or the mod that is causing issues.

If the goblin left a wagon of stuff in the field, where there any firey monster in it?
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AquaMouser

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Re: [CIV][40.24] Succubus Dungeon 12.0 - You have summoned a nightmare!
« Reply #365 on: May 04, 2015, 01:40:27 pm »

no pets at all in the wagons, but they pulled their wagons back aswell, just threw everything overboard.

Also, i only have 1 depot, so that rules out the multiple depot thingy

Aqua
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Hammerstar

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Re: [CIV][40.24] Succubus Dungeon 12.0 - You have summoned a nightmare!
« Reply #366 on: May 09, 2015, 07:24:52 pm »

I'm having an issue building the Den of Iniquity in the latest Windows build. I have about six free iron whips in the stockpile, but I keep getting the "Needs Whip" message when I try to build it.

Now there's no special stockpile settings in place, basically free access everywhere, and I've installed nothing else on this, just the Windows build. Is iron not an acceptable material for this, or is this maybe a bug?
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Boltgun

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Re: [CIV][40.24] Succubus Dungeon 12.0 - You have summoned a nightmare!
« Reply #367 on: May 11, 2015, 02:14:01 am »

I don't remember changing the den of iniquity but I'll try again. Iron should be accepted.

I'll test merchants again in a new fort and see what happens.
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AquaMouser

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Re: [CIV][40.24] Succubus Dungeon 12.0 - You have summoned a nightmare!
« Reply #368 on: May 13, 2015, 05:14:04 am »

i had the whip bug aswell, but it got fixed after i had to forbid them  due to a siege, then un-forbid them, after that, i could make the den.

Normally i don't have any problems with making the den, except that i tend to make them late (year 3-4 :P), only noticed that it doesn't accept training whips made from wood :D

Aqua
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Boltgun

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Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
« Reply #369 on: May 18, 2015, 04:28:16 pm »

Update 12.1 - Bugfixes, hooray!

This is a boring bugfix release. Solves a few issues with pets, makes summoning less prone to failure on windows and perhaps mac os too, and the gemcutter should now accept rough (freshly mined, not cut) gems.

Have fun.

Spoiler: Changelog (click to show/hide)

Downloads :
* Windows build
* Patch
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AquaMouser

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Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
« Reply #370 on: May 19, 2015, 09:20:00 am »

Hey boltgun,

i tried the gemcutting real quick, but it still aint working.
Tried it both with updating on my old succubi folder, aswell as a fresh install.

Made a new world in the fresh install, and just made a quick start. got a mason for blocks, then a jc for gemcutting, and after a gemcuttershop. I had about 15 rough gems, 10 cut gems aswell as 7 gems made from microcline. With this the gemcuttershop options were still red.

After i am back home again, i will try to test out the other stuffs aswell

Aqua
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Boltgun

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Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
« Reply #371 on: May 19, 2015, 09:27:52 am »

Ow, it should have worked with the rough gems. I'll test again.
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PlotVitalNPC

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Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
« Reply #372 on: June 01, 2015, 12:14:02 am »

So how would one have to toy with the raws to replicate the isolation of the Deep Succubi of old?
Or was that based in part on DFhack?
« Last Edit: June 01, 2015, 12:15:55 am by PlotVitalNPC »
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Boltgun

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Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
« Reply #373 on: June 01, 2015, 04:40:40 pm »

So how would one have to toy with the raws to replicate the isolation of the Deep Succubi of old?
Or was that based in part on DFhack?

No it was based on the previous system of using active seasons. You can restore that but opening onload.init in the raw folder and removing all the lines that have NIGHTMARE inside.
Then you can open creature_succubus_summon.txt and under NIGHTMARE remove any mention of subterrean biome. That'll remove trading for both your civ and goblins.

It should prevent migration too, since you should not be exporting goods through trade then.
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Meph

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Re: [CIV][40.24] Succubus Dungeon 12.1 - You have summoned a nightmare!
« Reply #374 on: June 02, 2015, 10:19:00 pm »

Cant you just remove the process triggers for caravans in the entity file?
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