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Author Topic: Warhammer Mod r15 (???)  (Read 72367 times)

Volke

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Re: Warhammer Mod r4: Get to da Choppa!
« Reply #90 on: May 02, 2016, 10:47:03 am »

I played through a couple of years of Skaven. It was interesting, but I ran across some issues.

You mentioned above the issue with being unable to assign nobles until a certain point, but once I was able to assign many after some Skaven inherited titles, the Fangleader was still unable to be assigned even though it appeared on the nobles screen. I had several different castes at this point, including two warlords. I eventually got around it with some Therapist trickery.

Would you consider lowering the room requirements for the Skaven Councilors, if possible? I was hit by two skaven inheriting the position early on, and having two others inherit later was quite an annoyance.

This may be a vanilla issue of some sort, but one of the enclave buildings would not build for the life of me, I believe it was the Pestilens building (it was a few days ago, and that fort is gone now) that would get the classic "Creature occupying site" error after many attempted constructions and deconstructions.

Overall, it was pretty interesting, though I wasn't able to do everything I wanted to before moving on. I'm curious about their weapons, I wasn't able to test them - the different catching tools seemed like they would make an interesting dynamic.

Also, in my excursions to Adventure mode, I noticed (at least) liches and skaven could not open doors.
« Last Edit: May 02, 2016, 11:56:35 am by Volke »
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Teneb

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Re: Warhammer Mod r4: Get to da Choppa!
« Reply #91 on: May 02, 2016, 12:04:43 pm »

I'll look into the enclave.

Fangleaders must be stormvermin or warlords, but will double check.

Lichens not opening doors is something I noted but wasn't able to find a source.
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Monstrous Manual: D&D in DF
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

baldamundo

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Re: Warhammer Mod r4: Get to da Choppa!
« Reply #92 on: May 02, 2016, 04:50:26 pm »

I was also getting repeated "creature occupying site" errors on either the Eshin or Pestilens enclave. Got it built eventually but it was a bit of a faff.
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Teneb

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Re: Warhammer Mod r4: Get to da Choppa!
« Reply #93 on: May 10, 2016, 12:51:15 pm »

An event at my university plus Stellaris derailed any plans of making a release earlier. Expect one today unless something unexpected happens.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Teneb

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Re: Warhammer Mod r5: Imperial March
« Reply #94 on: May 10, 2016, 02:44:04 pm »

Version out!

Spoiler: Changelog (click to show/hide)

I hope that's all the issues, but we'll see. Sadly, I still did not complete the spell description list.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

vishdafish

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Re: Warhammer Mod r5: Imperial March
« Reply #95 on: May 10, 2016, 04:43:11 pm »

Ohhhh yeahhhh!!!!!
Thanks for the release  :D :D :D
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Teneb

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Re: Warhammer Mod r6: Thriller
« Reply #96 on: May 10, 2016, 05:14:40 pm »

Ohhhh yeahhhh!!!!!
Thanks for the release  :D :D :D
Remember: 0.42.06 only.

By the way, remember when I said one update? I meant two.

Spoiler (click to show/hide)
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

vishdafish

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Re: Warhammer Mod r6: Thriller
« Reply #97 on: May 11, 2016, 10:55:32 am »

Wow thanks  ;D ;D ;D
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Teneb

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Re: Warhammer Mod r6: Thriller
« Reply #98 on: May 13, 2016, 01:14:19 pm »

So, what's up next: Warriors of Chaos. The problem? I have some neat ideas for them... ideas that are currently impossible to do because there are no DFHack scripts for that as far as I can see. The ideas in question are a favour system where doing things related to a specific dark god will increase his power at the expense of the others (resulting in events), and a way to make prisoner sacrifices. So I'll learn lua, and then how to make DFHack stuff.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

ZebioLizard2

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Re: Warhammer Mod r6: Thriller
« Reply #99 on: May 13, 2016, 09:59:05 pm »

Good luck with that! Though how you would define various aspects from DF to Chaos Gods is beyond me.
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Teneb

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Re: Warhammer Mod r6: Thriller
« Reply #100 on: May 14, 2016, 11:15:30 am »

Good luck with that! Though how you would define various aspects from DF to Chaos Gods is beyond me.
I am not sure exactly what is and isn't possible with the structures of DHack, but the plan itself is simple: there will be four counters, one for each god. Whenever some actions are done, these counters increase by set amounts. This value will "decay" over time as well. When the counters reach certain levels, events will be triggered. For instance, if Khorne has X value in his counter, he'll pick a member of your fort, chosen at random, to be a Chosen of Khorne.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Teneb

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Re: Warhammer Mod r6: Thriller
« Reply #101 on: May 20, 2016, 03:13:59 pm »

Thinking on it, putting the mod on hold while I learn lua was an unsatisfactory idea. So what I am going to do instead is to do some placeholder systems instead. Later down the line they will be replaced.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

thedonkified

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Re: Warhammer Mod r6: Thriller
« Reply #102 on: May 23, 2016, 08:22:30 pm »

Hi, I have a question about your use of dfhack with your mod. How did you test to see if your interaction-triggers worked? I'm having trouble getting mine to work, and I'd like to figure out if its only because I've been testing it wrong.

Sorry if this is in the wrong place, but I wanted to ask someone whose made a mod using dfhack triggers.
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Teneb

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Re: Warhammer Mod r6: Thriller
« Reply #103 on: May 23, 2016, 08:39:53 pm »

Hi, I have a question about your use of dfhack with your mod. How did you test to see if your interaction-triggers worked? I'm having trouble getting mine to work, and I'd like to figure out if its only because I've been testing it wrong.

Sorry if this is in the wrong place, but I wanted to ask someone whose made a mod using dfhack triggers.
You mean in your own mod? Trial and error was how I got it to happen. But, aside from nothing happeneing, there is usually an error message in dfhack when something is wrong.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

thedonkified

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Re: Warhammer Mod r6: Thriller
« Reply #104 on: May 24, 2016, 03:08:10 pm »

You mean in your own mod? Trial and error was how I got it to happen. But, aside from nothing happeneing, there is usually an error message in dfhack when something is wrong.

How would you test if the interaction-trigger worked? I've tried adventure mode and arena mode with no dice, so I don't know if there's a specific way to test interaction-trigger. I've also had no error in dfhack.
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