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Author Topic: Dwarf Fortress: The Long Night (Legacy Thread)  (Read 132304 times)

bloodslave1087654

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Re: Dwarf Fortress: The Long Night 2.79
« Reply #315 on: May 26, 2021, 01:37:32 pm »

Asura begin the game with meat and livestock produce like eggs and cheese. In order to farm, you will need to first gather a bunch of plants and ensure that their seeds do not end up consumed. Farming can occur after that. Asura eat about anything but begin with limited domestic agriculture options.

Thanks for the tip. Now if i could only get Dwarf Therapist to work with this mod i would be golden on actually getting another fortress playthrough going.
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squamous

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Re: Dwarf Fortress: The Long Night 2.79
« Reply #316 on: May 27, 2021, 04:27:54 pm »

Just noticed that as of this last update, the Posthumans no longer create Asura bioframes but now have access to the ones used by others (at least the two civs in my current world gen do).

I'm curious what drew you to script out the Asura frames, OP. I'm fond of the decision, mind you, as I often struggled to justify using the Asura frames in adventure mode due to their opposition being fliers equipped with guns and blades. I'm happy to see the Asura using the Panhuman frames, but I appreciated that the Asura frames added character and punctuated the ferocity of the people.

My thoughts were that Asura wouldn't hide behind biomechanical mech suits, they'd just train to be strong enough to fight bioframes hand to hand.
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Morhem

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Re: Dwarf Fortress: The Long Night 2.79
« Reply #317 on: May 31, 2021, 07:15:10 pm »

A bit of a noob question there, guys: I got lucky enough at embark to get a four armed asura.
So.. how do you arm the guy? What combinations work? (I don't mean optimally, I mean work at all). Like, 3 shields and a monowhip? Pistol, axe, shield & spear?
Just weapon & shield, and the rest of the arms free?
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Splint

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Re: Dwarf Fortress: The Long Night 2.79
« Reply #318 on: May 31, 2021, 07:38:58 pm »

A bit of a noob question there, guys: I got lucky enough at embark to get a four armed asura.
So.. how do you arm the guy? What combinations work? (I don't mean optimally, I mean work at all). Like, 3 shields and a monowhip? Pistol, axe, shield & spear?
Just weapon & shield, and the rest of the arms free?

When it comes to gameplay, you can arm them with either a bunch of one-handed weapons, two multi-grasp weapons (weapons too big to use one-handed for the creature, but still usable,) as you suggested, or whatever else floats your boat. Two spears, a pistol and a shield? Go for it. Four shields and nothing else? Go to. Whips in two hands and hatchets in the other? Have at it.

There's basically no "right" way to arm multi-armed dudes.

Note the the game's AI soldiers will just shield-wall it, that is however many shields as they have free hands and a hand weapon, which can make those foes frustratingly hard to take down just due to all the block chances they get.

sampeng1

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Re: Dwarf Fortress: The Long Night 2.79
« Reply #319 on: June 01, 2021, 01:01:57 pm »

Were the mutated human-animal hybrids in this mod loosely inspired by man after man?
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Morhem

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Re: Dwarf Fortress: The Long Night 2.79
« Reply #320 on: June 03, 2021, 09:16:08 am »

When it comes to gameplay, you can arm them with either a bunch of one-handed weapons, two multi-grasp weapons (weapons too big to use one-handed for the creature, but still usable,) as you suggested, or whatever else floats your boat. Two spears, a pistol and a shield? Go for it. Four shields and nothing else? Go to. Whips in two hands and hatchets in the other? Have at it.

Cool! So.. I've heard there's a way to get my dude even more arms? Should I think about robbing a technomancer?
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squamous

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Re: Dwarf Fortress: The Long Night 2.79
« Reply #321 on: June 03, 2021, 12:02:26 pm »

Were the mutated human-animal hybrids in this mod loosely inspired by man after man?

A little bit of that, a little bit of this: https://www.youtube.com/watch?v=ge18Ieyi9bI&feature=emb_logo

When it comes to gameplay, you can arm them with either a bunch of one-handed weapons, two multi-grasp weapons (weapons too big to use one-handed for the creature, but still usable,) as you suggested, or whatever else floats your boat. Two spears, a pistol and a shield? Go for it. Four shields and nothing else? Go to. Whips in two hands and hatchets in the other? Have at it.

Cool! So.. I've heard there's a way to get my dude even more arms? Should I think about robbing a technomancer?

The acquisition and reading of nanomechanical techniques gives a small chance of the user evolving into a more refined form, yes. Not only that, but slabs can be found anywhere in the world now, not just in towers.
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Yoink

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Re: Dwarf Fortress: The Long Night 2.79
« Reply #322 on: June 04, 2021, 11:48:27 pm »

Are all the advanced worldgen presets optimised for the mod? Just the ones with "large population" after them? Or what?   

Edit: seems like they are, considering it gave me a world named "Earth", haha.   
« Last Edit: June 05, 2021, 01:45:20 am by Yoink »
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squamous

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Re: Dwarf Fortress: The Long Night 2.79
« Reply #323 on: June 07, 2021, 03:41:54 pm »

Are all the advanced worldgen presets optimised for the mod? Just the ones with "large population" after them? Or what?   

Edit: seems like they are, considering it gave me a world named "Earth", haha.   

Yeah that's right. You can pick any you want from the worldgen presets, large population just means you'll get a ton of NPCs so that's recommended for beefy computers.
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Bones Johnson

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Re: Dwarf Fortress: The Long Night 2.82
« Reply #324 on: July 23, 2021, 11:36:02 pm »

So I was playing adventure mode and I built a wooden hut near the coast to use as a safe house/loot storage place. After it was finished being built and I loaded back into the area, my group was under attack by a winged fiend, which I believe is a creature from vanilla Dwarf Fortress that definitely shouldn't be on the surface. Gave me quite the frighten realising that. None of my four heavy cannon drones (they should probably be more expensive, seeing as they can call in reinforcements) and their summons couldn't hit the thing at all, so I promptly ran away, which I managed.

So yeah. That's probably a bug.
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squamous

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Re: Dwarf Fortress: The Long Night 2.82
« Reply #325 on: July 24, 2021, 12:09:59 am »

So I was playing adventure mode and I built a wooden hut near the coast to use as a safe house/loot storage place. After it was finished being built and I loaded back into the area, my group was under attack by a winged fiend, which I believe is a creature from vanilla Dwarf Fortress that definitely shouldn't be on the surface. Gave me quite the frighten realising that. None of my four heavy cannon drones (they should probably be more expensive, seeing as they can call in reinforcements) and their summons couldn't hit the thing at all, so I promptly ran away, which I managed.

So yeah. That's probably a bug.

How did you install the mod? Did you use advanced worldgen or normal worldgen?
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
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Stiqy

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Re: Dwarf Fortress: The Long Night 1.97
« Reply #326 on: July 24, 2021, 10:00:30 am »

I take it there is no tileset for this mod? I just can't play with ascii myself :C

Default curses.png is pretty rough indeed, but if you use a fontset like Bisasam it can look a LOT cleaner and has just enough graphics (beds, doors, barrels, etc..) that it cleans up the most common elements of a fort. I use a slightly modified version of Bisasam that I find pleasing.

https://imgur.com/4kM5y4C
Download that png and put in /data/art then change the fonts to that filename in /init/init

It looks like this:
https://imgur.com/a/1L6Eh

Also turn "varied_ground_tiles" off in the df_init file for nicer looking surface tiles.

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coaxy

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Re: Dwarf Fortress: The Long Night 2.83
« Reply #327 on: August 25, 2021, 11:27:30 pm »

I believe that someone brought it up earlier in the thread, but it does seem like Soybeans do not produce seeds when brewed. You're probably already aware of what is causing the issue, but just in case.

Wrong lines (?) in plant_crops:
Spoiler (click to show/hide)

Changing it to this makes soybeans brew properly :
Spoiler (click to show/hide)

However, this doesn't seem to fix the problem of "soybean pods". While the planted soybeans seem to be harvested as "soybean plants"  (at least in fortress mode), you can purchase "soybean pods" from traders or on embark, which don't seem to be brewable. Are these pods supposed to be processable in some way? idk i guess they made me think of the quarry bushes.
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squamous

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Re: Dwarf Fortress: The Long Night 2.83
« Reply #328 on: August 26, 2021, 08:55:05 pm »

I believe that someone brought it up earlier in the thread, but it does seem like Soybeans do not produce seeds when brewed. You're probably already aware of what is causing the issue, but just in case.

Wrong lines (?) in plant_crops:
Spoiler (click to show/hide)

Changing it to this makes soybeans brew properly :
Spoiler (click to show/hide)

However, this doesn't seem to fix the problem of "soybean pods". While the planted soybeans seem to be harvested as "soybean plants"  (at least in fortress mode), you can purchase "soybean pods" from traders or on embark, which don't seem to be brewable. Are these pods supposed to be processable in some way? idk i guess they made me think of the quarry bushes.

I'll fix this, thanks.
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https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

Vassala

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Re: Dwarf Fortress: The Long Night 2.83
« Reply #329 on: August 26, 2021, 11:54:47 pm »

Hey! Love the mod. I was wondering, what is the music at the title screen? It's so haunting yet enchanting I love it. I'd love to know if it's something I can find online or if it was made yourself! Thanks very much!
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