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Author Topic: AntHill 1.0. "This is it, boys. This is war."  (Read 3109 times)

Ieb

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AntHill 1.0. "This is it, boys. This is war."
« on: October 08, 2009, 02:55:27 am »

In the grim world of Dwarf Fortress, there is only war.

Decades of being trampled by the great beasts of the world, it seems the whole world has gone mad with bloodlust. Elves and humans fight a constant brutal war with each other after the humans stepped too far, signing their tree-cutting diplomacy agreement with a pine pen.

Goblins and dwarves fight in the hallways of their stone halls, and so great is the amount of blood shed that it has given birth to a whole new type of stone.

And where are the kobolds during all this? Well they finally tamed the great monsters that destroyed their civilization, and riding them into battle, they are slaughtering equally all who oppose them.



But this mod has nothing to do with the above.
Nothing at all.

If you look carefully, you might see an anthill jutting up from the soil. Looks great, doesn't it? Look at all those ants, scurrying about, on their own business, without a care in the worl- uh oh, why are those two fightin- oh god his head got torn off!

At the bottom of the world the void of emotion is cold enough to burn. Huge slabs of dirt mimic the mountains, and break and crash and reform upon the steps of giants.

There are complex ecosystems amidst the ravines of grass and shrubs. Intricate creatures live their entire short lives in these small spots of refuge, never venturing beyond the rims into the wilds which would kill them.

The landscape below the feet of civilized beings is one of mountains and canyons and forests, shifting dunes and ice caverns. There is heroism and brute warfare on the world's floor, unnoticed by the giants above. There are gods and catastrophes.

In the grim fields of AntHill, there is only war.

Take control of a new colony of ants, fire ants or termites in the unforgiving world. Remember, no matter how bad things look, believe in your Queen who believes in you and KILL 'EM ALL!

Mod DL on DFFD:
http://dffd.wimbli.com/file.php?id=1525

Quick Guide To Playing with the mod:
Spoiler (click to show/hide)



Update log:
Spoiler (click to show/hide)
« Last Edit: October 27, 2009, 12:14:52 pm by Ieb »
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Halmie

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Re: BugHill. Version whatever.
« Reply #1 on: October 08, 2009, 03:08:34 am »

OK. So I genned a new world and looked in legends there was stuff about a female angry ant hating human killing naked moles... But by the year 20 only 2 civs were left and by year 50 none were left. Also, no adventurer?
Just genning a new world that ends at year 20.

EDIT: You will be able to pour magma on things won't you?  :-\
« Last Edit: October 08, 2009, 03:15:29 am by Halmie »
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Ieb

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Re: BugHill. Version whatever.
« Reply #2 on: October 08, 2009, 03:15:45 am »

In case you play the mod in a DF where you played previously, or just because, I would go to data folder and delete the objects folder from there. It probably has the normal civ's still listed and it's causing problems.

And what kind of ant/termite leaves the hive?

EDIT: To magma question, yes. Assuming you dig the magma-drop area deep enough, because ants don't have any tools for making pumps. Although now that I think about it, do I have any magmasafe things? HMMM. I'll make a note of this to future updates. That or make some small spots of bauxite appear in all layers.

EDIT2: Oh right, in case the MB's keep stomping your bugs to the ground, lower the number of caves in worldgen settings. There is a very fine level where MB's either crush everything, or act like normal DF MB's where they get killed by some lucky ant or termite.
« Last Edit: October 08, 2009, 03:23:24 am by Ieb »
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Halmie

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Re: BugHill. Version whatever.
« Reply #3 on: October 08, 2009, 03:39:32 am »

OK done all that and started a mole rat fortress...
Firstly I realised my civ was called the dark rape.
Secondly I realised you can't embark with food.
Thirdly I designated some area to be mined and some trees to be cut down, but they arn't doing anything, still 7 idlers.
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Ieb

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Re: BugHill. Version whatever.
« Reply #4 on: October 08, 2009, 04:31:08 am »

Hurm. That shouldn't happen.

Uhh, you did delete the old objects folder from the raw folder, right? Should I have specified that part? I thought that was something like the normal procedure of mods.

Urm anyway, I think your problems come from duplicate entries. Errorlog is probably full of those mentions. I can't think of anything else, at least.

I could upload my entire game which has everything up to order, but I think the "delete objects from raw folder, move the objects folder from the zip there" should get everything to work.

Also, yes. You can't embark with food. Only tools. You must earn your right to survive.
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Halmie

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Re: BugHill. Version whatever.
« Reply #5 on: October 08, 2009, 04:43:45 am »

Yeah I had done that.
Just set them to be able to hunt and now I'm getting:
x cancels hunt: too injured. I checked their wounds and none of them had any.
btw I'm a total noob so it was probably me.
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Ieb

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Re: BugHill. Version whatever.
« Reply #6 on: October 08, 2009, 04:54:00 am »

For your convenience, here's an uploaded game with the mod.
http://www.2shared.com/file/8295750/1739a0c8/BugHill.html

In case I messed up something and don't know it. Har har.
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Deon

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Re: BugHill. Version whatever.
« Reply #7 on: October 08, 2009, 08:46:53 am »

Did you delete BOTH /data/objects and /raw/objects folder contents before installing the mod?

Quote
too injured
No grasphing parts.
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Ieb

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Re: BugHill. Version Seven and a HALF.
« Reply #8 on: October 09, 2009, 06:29:30 am »

Update for the day.
http://www.2shared.com/file/8316854/f2911466/objects.html

You'd best delete and replace the entire raw/objects folder with the above.

This update brings a few "fish" that your bugs can catch, along shelled snails. I sort of thought about the need for a shelled critter is in order because the only thing at the moment in the mod with a shell, was the turtle.

Also, bauxite is now available in small clusters in the igneous layer.

I patted myself a few times on the back about the good deed done with the fish before I realized they would need to be cleaned before your ants can eat them. And that's a job I had removed. Whoops. Now all bugs can clean the fish they catch. I don't know what they do with them upon cleaning, and don't really want to know either. If there's a tag about raw fish being edible upon catch, I need to find out what it is and add it to all appropriate "fish".

Carpentry is now a selectable job for your bugs. For both disassembling the wagon and I figured ants mess with enough "trees" in real life as well as the game to qualify for it.

I sort of also misplaced a reaction entry for the fourth type of fungi network, but it's back again now. Whoop de doop more fungi.

Oh and all plants are edible now. ALL of them.

I promise next update will have a lot more than this.
I'm waiting for the guy who knows more about modding than I do to show up so I can ask all sorts of questions and start on the variety part, from the creatures at first. Maybe a HFS or two.

Things that the above includes also has the current issue about bugs holding the tools with their front legs. I intended to have them hold objects with their mouth and even attack with them, but for some stupid reason kept doing something wrong so I sort of gave up and just made them hold the tools with their legs.

The above update will remove shields though. Because I can understand them having a weapon "add-on" on their pincers, but a shield as well? Madness.
« Last Edit: October 09, 2009, 06:42:53 am by Ieb »
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The Scout

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Re: BugHill. Version Seven and a HALF.
« Reply #9 on: October 09, 2009, 08:24:12 pm »

For your convenience, here's an uploaded game with the mod.
http://www.2shared.com/file/8295750/1739a0c8/BugHill.html

In case I messed up something and don't know it. Har har.

When I started playing I learned that there are no z levels. Is this a bug?
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Ieb

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Re: BugHill. Version Seven and a HALF.
« Reply #10 on: October 09, 2009, 11:52:23 pm »

I would rather call it "different keys for going up and down Z-levels."

In that upload, I use < and > to going up levels.
I sort of forgot that people like to customize their level-viewing keys as well.

If you still can't get it to work, then obviously I have managed to create some sort of super mod that has turned 3D into 2D, to other people since the same game that I uploaded is 3D to me.

I go get some coffee now so sorry if I sounded like a pompous jerk.
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The Scout

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Re: BugHill. Version Seven and a HALF.
« Reply #11 on: October 09, 2009, 11:53:49 pm »

I still can't go down or up.
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Ieb

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Re: AntHill. Version Seven and a HALF.
« Reply #12 on: October 10, 2009, 12:00:51 am »

Might I suggest changing the keys for z-levels into more appropriate ones for you?

Esc>Key Bindings>Move view/cursor up(z) and -/cursor down(z)

Change those to what you normally use, and if you still can't get it to work, you give me yet another thing to think about and gnaw on my tongue at work.

EDIT: Now renamed due to "it'll attract more people".
« Last Edit: October 10, 2009, 02:24:48 am by Ieb »
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The Scout

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Re: AntHill. Version Seven and a HALF.
« Reply #13 on: October 10, 2009, 06:23:40 am »

I just changed it to <,>and it works.
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The Scout

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Re: AntHill. Version Seven and a HALF.
« Reply #14 on: October 10, 2009, 06:44:26 am »

I also found out a tame beetle kills ants easily, no carpentry, and I can't use the food reaction because I need stone to make it.
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