Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 22 23 [24] 25

Author Topic: Dwarf Fortress: The Long Night (Legacy Thread)  (Read 132297 times)

Particleman

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress: The Long Night 2.87
« Reply #345 on: November 15, 2021, 06:17:51 pm »

Hi, I love the mod, great work on it! But I was curious about one thing though, apologies if this question was answered earlier, but I didn't see it. Was the Fext race removed, or was it just renamed or something? If it was removed, why?
Logged

delphonso

  • Bay Watcher
  • menaces with spikes of pine
    • View Profile
Re: Dwarf Fortress: The Long Night 2.87
« Reply #346 on: November 15, 2021, 06:30:55 pm »

Quote
7. The problem is that every posthuman tribe besides the Fext were incredibly half-baked. I figured I may as well merge them all into the Fext to create a single combined entity. I will re-add diversity in some way however, probably in the form of cyborgs so diverged from conventional posthumans that they are their own species.

They're all rolled into "Asura-class posthumans" - it seems.

squamous

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress: The Long Night 2.87
« Reply #347 on: November 16, 2021, 12:49:34 am »

Hi, I love the mod, great work on it! But I was curious about one thing though, apologies if this question was answered earlier, but I didn't see it. Was the Fext race removed, or was it just renamed or something? If it was removed, why?

They're the Asura race now. They're more or less entirely the same visually, but the name was changed because as another guy pointed out, I had no clue what to do with them early on in terms of anything besides "synthetic humans with white skin and pointy metal teeth, divided into an intelligent ruling class and creepy servant class". Like I've spent pretty much the past year or so trying to figure out what they are beyond that, and I am really close to solidifying the lore.
« Last Edit: November 16, 2021, 05:42:53 pm by squamous »
Logged
I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

Particleman

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress: The Long Night 2.87
« Reply #348 on: December 03, 2021, 04:50:29 pm »

Like I've spent pretty much the past year or so trying to figure out what they are beyond that, and I am really close to solidifying the lore.
Awesome, sounds interesting! I'm looking forward to seeing what you come up with!
Logged

Olog_Mauler123

  • Escaped Lunatic
    • View Profile
Re: Dwarf Fortress: The Long Night 3.0
« Reply #349 on: December 07, 2021, 11:21:15 am »

Just downloaded 3.0 and I can't pick any weapon as an aberrant in while creating an adventurer even whith over 1000 points for buying. I checked and I can pick any wepon I want while making a new aberrant fortress and I can pick any wepon while making an adventurer as another species. I really wanted to play as an aberrant because they sounded really interesting.
Logged

squamous

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress: The Long Night 3.0
« Reply #350 on: December 07, 2021, 04:54:59 pm »

Just downloaded 3.0 and I can't pick any weapon as an aberrant in while creating an adventurer even whith over 1000 points for buying. I checked and I can pick any wepon I want while making a new aberrant fortress and I can pick any wepon while making an adventurer as another species. I really wanted to play as an aberrant because they sounded really interesting.

That's because weapons cost so much you need to get rid of the old one before picking a new one, or flat-out cannot afford them. Luckily you can just pick a weapon up at any village keep, they're just lying around for free.
Logged
I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

CrashyMcGee

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress: The Long Night 3.15
« Reply #351 on: December 17, 2021, 08:37:44 pm »

While playing an Asura in Adventure Mode, every other Asura was hostile not only to me but to each other. They left the representatives from other species alone and fought among themselves. They weren't brawling as they registered as 'no quarters', and killed each other. Also, are Hardlight Constructs supposed to talk? They don't exactly have mouths.

Edit -
The Pale Star Cult has a lot of secrets they themselves cannot use.

Also, interestingly enough, because Hardlight Constructs are a type of intelligent undead they do intelligent undead things. Like trying to infiltrate communities or bribing people despite being a pulsating mass of nerves suspended in a hardlight shell.


« Last Edit: December 17, 2021, 11:33:01 pm by CrashyMcGee »
Logged

squamous

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress: The Long Night 3.15
« Reply #352 on: December 18, 2021, 12:03:37 am »

While playing an Asura in Adventure Mode, every other Asura was hostile not only to me but to each other. They left the representatives from other species alone and fought among themselves. They weren't brawling as they registered as 'no quarters', and killed each other. Also, are Hardlight Constructs supposed to talk? They don't exactly have mouths.

Edit -
The Pale Star Cult has a lot of secrets they themselves cannot use.

Also, interestingly enough, because Hardlight Constructs are a type of intelligent undead they do intelligent undead things. Like trying to infiltrate communities or bribing people despite being a pulsating mass of nerves suspended in a hardlight shell.




The Asura thing is odd, the only thing I can think of is the rage odds being too high so I will nerf that. Constructs should not speak so that will be removed. The other stuff I can't really control.
Logged
I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

CrashyMcGee

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress: The Long Night 3.16
« Reply #353 on: December 18, 2021, 01:57:33 am »

The Asura weren't enraged, and there were a lot of representatives who demanded to know who everybody was. Maybe it was a loyalty cascade of some sort, although I've never seen one like it.

There are Asura soldiers who are outside, and I can speak with them just fine. They aren't fighting or anything. That goes for Asura who aren't soldiers but are in the presence of the representatives. Scratch that, a face dissector just said the exact same thing.
Considering that my military commander was a warlord, which is a FORCED_ADMINISTRATOR role, played a part in that. Also, when I created a new character the civilization I previously chose didn't show up as an Asura civilization.
Edit -
Just cut off the neck of a covid, it didn't die. I don't think the head of a covid is connected to its neck.
« Last Edit: December 18, 2021, 02:11:43 am by CrashyMcGee »
Logged

squamous

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress: The Long Night 3.16
« Reply #354 on: December 18, 2021, 02:38:30 pm »

The Asura weren't enraged, and there were a lot of representatives who demanded to know who everybody was. Maybe it was a loyalty cascade of some sort, although I've never seen one like it.

There are Asura soldiers who are outside, and I can speak with them just fine. They aren't fighting or anything. That goes for Asura who aren't soldiers but are in the presence of the representatives. Scratch that, a face dissector just said the exact same thing.
Considering that my military commander was a warlord, which is a FORCED_ADMINISTRATOR role, played a part in that. Also, when I created a new character the civilization I previously chose didn't show up as an Asura civilization.
Edit -
Just cut off the neck of a covid, it didn't die. I don't think the head of a covid is connected to its neck.

Very odd, will look into both of those things.
Logged
I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

lunaman22

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress: The Long Night 3.16
« Reply #355 on: December 18, 2021, 04:46:30 pm »

Hello, I made a submod of sorts using the musket-mod by zaporozhets. It makes the rail rifles fire full-auto and the shard missiles explode. It also adds smoke to all the guns when they fire. Installation instructions on the File Depot
https://dffd.bay12games.com/file.php?id=15792
I will continue to add more to it as I get ideas and work on them, if you have any recommendations or ideas please let me know.
Logged

Dadamh

  • Bay Watcher
  • !!world!!
    • View Profile
Re: Dwarf Fortress: The Long Night 3.16
« Reply #356 on: December 22, 2021, 06:03:51 am »

"Play now!" doesn't seem to bring usable axes.  I'm playing as joyclaves at the moment, but this has been the case for every fort I've started on the current version.  Woodcutters just don't do anything.  They don't even pick up the... let me check what got brought this time.

...Well, play now brought some "Advanced nanotechne solid DSE-equipped mace", so i guess those aren't axes and I can't just bludgeon trees down.  But again even in embarks where i've brought things at least with the word 'axe' in the item name, no one will cut trees.

Am I missing something?  I don't recall this being a problem in previous installs of this mod, so I'm not sure what i'm doing wrong here.  Other than being given maces, I mean.

Edit:  I did manage to buy an axe from a trader, so I can cut trees now.  Just didn't start with any.  Also i guess gun-axe doesn't count as an axe? 
« Last Edit: December 22, 2021, 07:26:38 am by Dadamh »
Logged

delphonso

  • Bay Watcher
  • menaces with spikes of pine
    • View Profile
Re: Dwarf Fortress: The Long Night 3.16
« Reply #357 on: December 23, 2021, 12:35:14 am »

I believe squamous usually sets all one-handed melee weapons to axe, so what you really need isn't an "axe", just anything that is one-handed. I think you could even whip a tree down.

squamous

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress: The Long Night 3.16
« Reply #358 on: December 23, 2021, 01:01:43 am »

"Play now!" doesn't seem to bring usable axes.  I'm playing as joyclaves at the moment, but this has been the case for every fort I've started on the current version.  Woodcutters just don't do anything.  They don't even pick up the... let me check what got brought this time.

...Well, play now brought some "Advanced nanotechne solid DSE-equipped mace", so i guess those aren't axes and I can't just bludgeon trees down.  But again even in embarks where i've brought things at least with the word 'axe' in the item name, no one will cut trees.

Am I missing something?  I don't recall this being a problem in previous installs of this mod, so I'm not sure what i'm doing wrong here.  Other than being given maces, I mean.

Edit:  I did manage to buy an axe from a trader, so I can cut trees now.  Just didn't start with any.  Also i guess gun-axe doesn't count as an axe?

Like the other guy said, all edged light melee specialist weapons are useful in cutting down trees
Logged
I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

Dadamh

  • Bay Watcher
  • !!world!!
    • View Profile
Re: Dwarf Fortress: The Long Night 3.16
« Reply #359 on: December 23, 2021, 08:13:14 am »

Alright, thanks.  I don't know why the default embark brought maces, but that's just how it goes I guess.

Really enjoy the mod by the way, it's stellar work.
Logged
Pages: 1 ... 22 23 [24] 25