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Author Topic: [44.12] Dwarf Fortress: Colonialism 1.95  (Read 19332 times)

squamous

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Re: [44.12] Dwarf Fortress: Colonialism 1.95
« Reply #30 on: August 24, 2018, 02:17:31 pm »

Awesome mod!  I've already started building a massive Japanese style castle.  I've got a question though, what's this Beast Fossil stone I've been digging up and what is it for?

Its the remains of a giant monster that fell into the earth. You can sell the stuff you get when you put the stone in the smelter for a fair bit of money. If you're playing Behatarians, however, you can further refine the substance into weapons and armor.

Edit: And let me know if anything interesting/buggy happens, feedback is always appreciated.
« Last Edit: August 24, 2018, 06:56:44 pm by squamous »
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Nomus

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Re: [44.12] Dwarf Fortress: Colonialism 1.95
« Reply #31 on: August 24, 2018, 08:34:48 pm »

Thanks, now I can clear out my stockpile of all this beast fossil I dug up. 

Can't think of anything buggy that's happened, but I got incredibly lucky and my first strange mood was my weaponsmith, who went on to forge an artifact Yari.  As for interesting, during the first invasion against the unfinished castle, my Ashigaru commander and her squad of spearmasters vaulted right over the walls, deflected a volley of arrows, and then killed everyone in the enemy force without any of them even taking a hit.  So that was pretty cool.  Also one of those same spearmasters got his weapon knocked away by a Gozu Oni and he managed to beat the thing down while unarmed until reinforcements got to him.
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squamous

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Re: [44.12] Dwarf Fortress: Colonialism 1.95
« Reply #32 on: August 24, 2018, 08:39:16 pm »

Thanks, now I can clear out my stockpile of all this beast fossil I dug up. 

Can't think of anything buggy that's happened, but I got incredibly lucky and my first strange mood was my weaponsmith, who went on to forge an artifact Yari.  As for interesting, during the first invasion against the unfinished castle, my Ashigaru commander and her squad of spearmasters vaulted right over the walls, deflected a volley of arrows, and then killed everyone in the enemy force without any of them even taking a hit.  So that was pretty cool.  Also one of those same spearmasters got his weapon knocked away by a Gozu Oni and he managed to beat the thing down while unarmed until reinforcements got to him.

Oh that's cool. Who were the invaders, by the way?
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Nomus

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Re: [44.12] Dwarf Fortress: Colonialism 1.95
« Reply #33 on: August 24, 2018, 11:12:29 pm »

Well I'm playing as the Nambun and the invaders were made of up several different groups.  There were a few unarmed Nambun recruits, a bunch of Grunstollers and a few Leaguers to go with them. 
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Altivera

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Re: [44.12] Dwarf Fortress: Colonialism 1.95
« Reply #34 on: August 25, 2018, 12:08:10 am »

Is it normal to get a lot of rejected worldgens since I'm getting a lot of rejected worldgens. I am using dfhack with this mod and overwritten the sdl.dll file with the dfhack one if it makes any difference.
« Last Edit: August 25, 2018, 12:19:13 am by Altivera »
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squamous

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Re: [44.12] Dwarf Fortress: Colonialism 1.95
« Reply #35 on: August 25, 2018, 12:25:46 am »

Well I'm playing as the Nambun and the invaders were made of up several different groups.  There were a few unarmed Nambun recruits, a bunch of Grunstollers and a few Leaguers to go with them.

Oh, I see. That's odd but interesting. Maybe they were from an Oni civ that had captured a lot of humans.

Is it normal to get a lot of rejected worldgens since I'm getting a lot of rejected worldgens. I am using dfhack with this mod and overwritten the sdl.dll file with the dfhack one if it makes any difference.

That does seem to happen in larger worlds but I'm not sure why. DFhack may be the cause, or it might not. If you get an explanation as to why you get the rejections, please tell me what it says.
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Altivera

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Re: [44.12] Dwarf Fortress: Colonialism 1.95
« Reply #36 on: August 25, 2018, 12:42:59 am »

Tried generating a world with the colonial smaller parameters and it generated a world after very few rejections, anything larger though and the rejections increase.
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squamous

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Re: [44.12] Dwarf Fortress: Colonialism 1.95
« Reply #37 on: August 25, 2018, 01:33:54 am »

Tried generating a world with the colonial smaller parameters and it generated a world after very few rejections, anything larger though and the rejections increase.

More rejections is probably due to some variable I am unaware of. If they continue for long enough the game will explain why they are happening in a pop-up menu, so if that happens let me know what it says.
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Asin

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Re: [44.12] Dwarf Fortress: Colonialism 1.95
« Reply #38 on: March 12, 2020, 11:49:16 am »

I sincerely apologize for necroing this topic, but I desire to know if this mod (and/or the Fallen Frontier) will be updated for the Villains release. I find these mods, setting-wise, to be among my favorites out of the many you have crafted, Squamous. If not, I apologize once-more for necroing this topic.

squamous

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Re: [44.12] Dwarf Fortress: Colonialism 1.95
« Reply #39 on: March 12, 2020, 07:08:03 pm »

I sincerely apologize for necroing this topic, but I desire to know if this mod (and/or the Fallen Frontier) will be updated for the Villains release. I find these mods, setting-wise, to be among my favorites out of the many you have crafted, Squamous. If not, I apologize once-more for necroing this topic.

I'm working my way there. I'm currently focusing on the Long Night mod on account of it being featured in a video, so once that's all done and settled I will start work on my other projects.
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Leonxnoel

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Re: [44.12] Dwarf Fortress: Colonialism 1.95
« Reply #40 on: March 18, 2020, 07:45:22 pm »

Hey! Just discovered this mod recently and im currently giving it a try, i really dig the setting (haha "dig", get it?) and i love the concept behind the Sherxouan race in particular (the chinese beastmen). Still, the only thing keeping me from fully enjoying the mod is the fact that for some strange reason, all of the sherxouans are extremely slow. Like, i run the game at the default 100 FPS but they still work extremely slow. It is funny because when they get a wheelbarrow to stockpile stone or something suddenly their speed turns to normal but otherwise they just work extremely slow thanks to their move speed... Is this intentional? I have yet to properly test the other races but so far no matter what world i am in or which biome i pick (if that even makes a difference), my sherxouans are waaaaay too slow to be even considered playable!

In fact, due to this problem, my band-aid work around was installing DFHack and activating the fastdwarf plugin so they become extremely fast, and then i decrease the FPS cap to 20 so it looks like they move at default dwarf speed even though in reality they are working extremely fast while time goes on normally (which is really not optimal). So yea, is this intentional?
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squamous

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Re: [44.12] Dwarf Fortress: Colonialism 1.95
« Reply #41 on: March 19, 2020, 04:08:10 am »

Hey! Just discovered this mod recently and im currently giving it a try, i really dig the setting (haha "dig", get it?) and i love the concept behind the Sherxouan race in particular (the chinese beastmen). Still, the only thing keeping me from fully enjoying the mod is the fact that for some strange reason, all of the sherxouans are extremely slow. Like, i run the game at the default 100 FPS but they still work extremely slow. It is funny because when they get a wheelbarrow to stockpile stone or something suddenly their speed turns to normal but otherwise they just work extremely slow thanks to their move speed... Is this intentional? I have yet to properly test the other races but so far no matter what world i am in or which biome i pick (if that even makes a difference), my sherxouans are waaaaay too slow to be even considered playable!

In fact, due to this problem, my band-aid work around was installing DFHack and activating the fastdwarf plugin so they become extremely fast, and then i decrease the FPS cap to 20 so it looks like they move at default dwarf speed even though in reality they are working extremely fast while time goes on normally (which is really not optimal). So yea, is this intentional?

As an older mod there are a lot of problems with it I gotta fix, but I'm busy with the Long Night atm. I'll get to it when I have more free time though.
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Enemy post

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Re: [44.12] Dwarf Fortress: Colonialism 1.95
« Reply #42 on: March 19, 2020, 10:26:56 am »

That sounds like the bug with Meanderer. Do they have that tag?
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Leonxnoel

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Re: [44.12] Dwarf Fortress: Colonialism 1.95
« Reply #43 on: March 19, 2020, 07:43:40 pm »

That sounds like the bug with Meanderer. Do they have that tag?

I tried fiddling around with the raws, even adding the [CV_REMOVE_TAG:MEANDERER] and [APPLY_CURRENT_CREATURE_VARIATION] to the [CREATURE_VARIATION:ANIMAL_PERSON] inside the c_variation_default raw but no luck... Reading the sherxouan raw itself, i see no sign of the MEANDERER or inheritance from ANIMAL_PERSON either but i don't know for sure since i have never modded anything before... Another strange thing i noticed, is that during one embark, one of the sherxouans (an Ox miner) was able to move normally but the other miners (dogs) were really slow like usual... Strange... The sherxouan raws do include appliances of BIPEDAL gaits for some and QUADRUPED gaits for others but reading the values, it doesnt looks like it should make them slow... So yea i have no idea of what is going on.
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squamous

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Re: [44.12] Dwarf Fortress: Colonialism 1.95
« Reply #44 on: March 20, 2020, 03:17:06 pm »

That sounds like the bug with Meanderer. Do they have that tag?

I tried fiddling around with the raws, even adding the [CV_REMOVE_TAG:MEANDERER] and [APPLY_CURRENT_CREATURE_VARIATION] to the [CREATURE_VARIATION:ANIMAL_PERSON] inside the c_variation_default raw but no luck... Reading the sherxouan raw itself, i see no sign of the MEANDERER or inheritance from ANIMAL_PERSON either but i don't know for sure since i have never modded anything before... Another strange thing i noticed, is that during one embark, one of the sherxouans (an Ox miner) was able to move normally but the other miners (dogs) were really slow like usual... Strange... The sherxouan raws do include appliances of BIPEDAL gaits for some and QUADRUPED gaits for others but reading the values, it doesnt looks like it should make them slow... So yea i have no idea of what is going on.

Like I said, this mod was before my stuff really became polished so there's a lot of hacky stuff and bad decisions below the hood.
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Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2
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