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Author Topic: Dwarf Fortress: Broken Chain 1.51  (Read 9747 times)

delphonso

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Re: Dwarf Fortress: Beyond the Great War 1.0
« Reply #15 on: November 03, 2020, 04:06:31 am »

Hey squamous - excited about this mod as Weird War is right up my alley.

I'll let you know if I run into any bugs - I had a few pop up but it turns out that was my fault for accidentally duplicating some raws.

My humans are absolute bastards - they all hate freedom, and despise any show of emotion. Several of my starting humans wish to see the world bathed in chaos. Judging by the rest of their thoughts, I guess I'm a fascist now. *shrugs while putting on black uniform*

EDIT: Upon closer inspection of the prepare carefully menu - these humans have access to several leathers named "leather" (instead of "octopus leather" or what-have-you). It's of about 15 varieties of all the same worth. I know that's a strategy of some mod-makers, but it looks a bit silly next to giant rat leather and the other stuff.
« Last Edit: November 03, 2020, 04:08:19 am by delphonso »
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squamous

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Re: Dwarf Fortress: Beyond the Great War 1.0
« Reply #16 on: November 03, 2020, 12:13:59 pm »

Hey squamous - excited about this mod as Weird War is right up my alley.

I'll let you know if I run into any bugs - I had a few pop up but it turns out that was my fault for accidentally duplicating some raws.

My humans are absolute bastards - they all hate freedom, and despise any show of emotion. Several of my starting humans wish to see the world bathed in chaos. Judging by the rest of their thoughts, I guess I'm a fascist now. *shrugs while putting on black uniform*

EDIT: Upon closer inspection of the prepare carefully menu - these humans have access to several leathers named "leather" (instead of "octopus leather" or what-have-you). It's of about 15 varieties of all the same worth. I know that's a strategy of some mod-makers, but it looks a bit silly next to giant rat leather and the other stuff.

Oh shoot, that's an error on my end I forgot to make all the leather uniform. It just seemed weird to me that leather wasn't standardized. I might actually make it so only a few animals actually produce leather.

Also, they might be communist. Check your nation's name

Federation, State, or Nation= Militarist
Union, Commune= Communalist
Republic, Confederacy, Confederation= Republicanist
Sovereignty, Kingdom, Empire, Realm= Monarchist
Guild, League, Company= Oligarchist
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delphonso

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Re: Dwarf Fortress: Beyond the Great War 1.0
« Reply #17 on: November 04, 2020, 03:48:54 am »

Militarists, it seems, which I also guessed from the noble positions menu.


Very late edit:
Christ.
All my militarists got caught in mustard gas clouds and went blind. Then "black water" knocked 'em all out. This is pretty grissly. On my third (very quick) attempt now to get a fort really going (instead of having everyone horribly disabled). The Federation of Tubes isn't known to surrender.

Also started with trench clubs so they can't cut trees. The 'embark now' option might need to come with some sort of warning.
« Last Edit: November 05, 2020, 05:47:18 am by delphonso »
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squamous

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Re: Dwarf Fortress: Beyond the Great War 1.0
« Reply #18 on: November 05, 2020, 08:12:12 pm »

Militarists, it seems, which I also guessed from the noble positions menu.


Very late edit:
Christ.
All my militarists got caught in mustard gas clouds and went blind. Then "black water" knocked 'em all out. This is pretty grissly. On my third (very quick) attempt now to get a fort really going (instead of having everyone horribly disabled). The Federation of Tubes isn't known to surrender.

Also started with trench clubs so they can't cut trees. The 'embark now' option might need to come with some sort of warning.

I'll keep that in mind. Also, were you in an evil biome? Those places have that sort of thing.
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delphonso

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Re: Dwarf Fortress: Beyond the Great War 1.0
« Reply #19 on: November 06, 2020, 05:16:52 am »

That all seems to be working as intented - evil biomes have black rain quite frequently, and had two places puff out old weapons smoke (mustard and phosphorus, I think) current embark encluded some neutral desert, so not everything is bad.

I read up on the history of "black rain" and boy...pretty fucking dark. I sort of feel bad for these militant a-holes.

squamous

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Re: Dwarf Fortress: Beyond the Great War 1.0
« Reply #20 on: November 06, 2020, 02:28:50 pm »

That all seems to be working as intented - evil biomes have black rain quite frequently, and had two places puff out old weapons smoke (mustard and phosphorus, I think) current embark encluded some neutral desert, so not everything is bad.

I read up on the history of "black rain" and boy...pretty fucking dark. I sort of feel bad for these militant a-holes.

Yeah, the tainted lands are places you go through to get from point A to point B, not so much set up a place to live. Only crazy bandits, mercenaries, and occultists set up shop in there. Or non-humans who can shrug that sort of damage off.
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Zalthor

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Re: Dwarf Fortress: Beyond the Great War 1.2
« Reply #21 on: November 10, 2020, 03:35:31 pm »

One oddity I've noticed is that, when looking through legends mode, all my worlds have ~350 dead Gremlin civs. This is a consistant figure, and I'm not sure why that is.
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squamous

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Re: Dwarf Fortress: Beyond the Great War 1.2
« Reply #22 on: November 10, 2020, 06:14:31 pm »

One oddity I've noticed is that, when looking through legends mode, all my worlds have ~350 dead Gremlin civs. This is a consistant figure, and I'm not sure why that is.

Considering there's a maximum civ amount of 30 that is definitely weird. Are you using advanced worldgen presets or just creating a new world? The latter could probably get very buggy.
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Zalthor

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Re: Dwarf Fortress: Beyond the Great War 1.2
« Reply #23 on: November 10, 2020, 11:35:40 pm »

One oddity I've noticed is that, when looking through legends mode, all my worlds have ~350 dead Gremlin civs. This is a consistant figure, and I'm not sure why that is.

Considering there's a maximum civ amount of 30 that is definitely weird. Are you using advanced worldgen presets or just creating a new world? The latter could probably get very buggy.
I'm using the advanced worldgen presets.
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justaguy3

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Re: Dwarf Fortress: Beyond the Great War 1.2
« Reply #24 on: November 11, 2020, 12:22:59 am »

Nice, a new Squamous mod! I always look forward to your mods, and this one looks especially interesting! I like the changes I see so far, and it'll be interesting to play a human centric mod this time.
Note: I am getting the 300 dead gremlin civs (using preset advanced world generation) but it doesn't seem to be causing any issues?
Looking forward to playing this, thanks for all the great mods!
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squamous

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Re: Dwarf Fortress: Beyond the Great War 1.2
« Reply #25 on: November 11, 2020, 12:34:18 am »

Nice, a new Squamous mod! I always look forward to your mods, and this one looks especially interesting! I like the changes I see so far, and it'll be interesting to play a human centric mod this time.
Note: I am getting the 300 dead gremlin civs (using preset advanced world generation) but it doesn't seem to be causing any issues?
Looking forward to playing this, thanks for all the great mods!

Have you tried looking at it in legendsviewer? Like, the 3rd party utility. If it still says 300 dead civs, send me a screenshot of it. All the preset worlds have a hard cap of 30 civilizations, so what you're saying just shouldn't be happening. i think it might be a bug with legends mode itself maybe? Or it could be talking about underground tribes/groups within the cave sites.
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Zalthor

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Re: Dwarf Fortress: Beyond the Great War 1.2
« Reply #26 on: November 11, 2020, 12:49:57 am »

Nice, a new Squamous mod! I always look forward to your mods, and this one looks especially interesting! I like the changes I see so far, and it'll be interesting to play a human centric mod this time.
Note: I am getting the 300 dead gremlin civs (using preset advanced world generation) but it doesn't seem to be causing any issues?
Looking forward to playing this, thanks for all the great mods!

Have you tried looking at it in legendsviewer? Like, the 3rd party utility. If it still says 300 dead civs, send me a screenshot of it. All the preset worlds have a hard cap of 30 civilizations, so what you're saying just shouldn't be happening. i think it might be a bug with legends mode itself maybe? Or it could be talking about underground tribes/groups within the cave sites.
Spoiler (click to show/hide)
The vast majority of gremlin civs I'm not able to click on, except for the named ones. There are typically a few other dead civs per save as well, such as a handful of steeljacks or reanimates, but those are always within normal numbers.
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squamous

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Re: Dwarf Fortress: Beyond the Great War 1.2
« Reply #27 on: November 11, 2020, 01:07:12 am »

Nice, a new Squamous mod! I always look forward to your mods, and this one looks especially interesting! I like the changes I see so far, and it'll be interesting to play a human centric mod this time.
Note: I am getting the 300 dead gremlin civs (using preset advanced world generation) but it doesn't seem to be causing any issues?
Looking forward to playing this, thanks for all the great mods!

Have you tried looking at it in legendsviewer? Like, the 3rd party utility. If it still says 300 dead civs, send me a screenshot of it. All the preset worlds have a hard cap of 30 civilizations, so what you're saying just shouldn't be happening. i think it might be a bug with legends mode itself maybe? Or it could be talking about underground tribes/groups within the cave sites.
Spoiler (click to show/hide)
The vast majority of gremlin civs I'm not able to click on, except for the named ones. There are typically a few other dead civs per save as well, such as a handful of steeljacks or reanimates, but those are always within normal numbers.

Huh, that's super weird, I'll look into it.
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Zalthor

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Re: Dwarf Fortress: Beyond the Great War 1.2
« Reply #28 on: November 11, 2020, 12:47:03 pm »

Another thing I noticed while looking in Legends: your Lords of Vandel are able to have children. I do not know if that is intentional or not, seeing as they are giant, insane, cyborg battle tanks/planes.
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squamous

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Re: Dwarf Fortress: Beyond the Great War 1.2
« Reply #29 on: November 11, 2020, 02:48:25 pm »

Another thing I noticed while looking in Legends: your Lords of Vandel are able to have children. I do not know if that is intentional or not, seeing as they are giant, insane, cyborg battle tanks/planes.

The reproductive organs are retained as well, and when two Vandel lords exchange tissues, the female carries the baby inside her body until it is born, at which point it is vivisected, save for the brain and reproductive organs, and placed inside a machine body of its own. There just aren't reproductive organs in the game so I don't wanna go down that route quite yet.
« Last Edit: November 11, 2020, 10:03:30 pm by squamous »
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