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Author Topic: AntHill 1.0. "This is it, boys. This is war."  (Read 3132 times)

Ieb

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Re: AntHill. Version Seven and a HALF.
« Reply #15 on: October 10, 2009, 07:34:26 am »

Oh snap I forgot to remove the tame beetle. It was an early version for ant pack-critter because I thought I'd get traders no matter what, but after a bit more modding around the traders ceased to be, but not the pack animal they were supposed to use.

But yes. The critters tend to be hardcore, because ants both reproduce quickly and are more of a swarm-attacker type than lone warrior VS bazillion enemies.

The majority of "every-use" stone is at the lowest levels, depending on the site of course. Then there's the small clusters of "rocky sand" at the top layers, but if you hit any roots or fungi you can use those for building because technically they are stone. You just have to place 'em usable on the Stone list.

Also, carpentry is available. Although with the post you quoted, I think you missed the post I did about the update that included carpentry.

EDIT: I just noticed, I added tags to the fishes to make them spawn, but forgot that they probably should appear on maps without a lake or brook(or anything larger) nearby. Whoops. Fixed that but it's up to the next update.
« Last Edit: October 10, 2009, 11:09:18 am by Ieb »
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Ieb

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Re: AntHill. Now with actual content!
« Reply #16 on: October 11, 2009, 08:39:43 am »

Updated the mod again, and redid the first post to make it easier to read. At least I hope it's easier to read.

More creatures for your ants to fish, and I managed to fix the underground creature bug that kept crashing my game at start. And then some other things.

The download links to the objects folder and the updated full game+mod are on the first post along the more-detailed list of updated stuff.
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Ieb

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Re: AntHill. Now with actual content!
« Reply #17 on: October 12, 2009, 04:28:02 am »

Turns out that somehow I managed to break the game a tad during this update.

I noticed this by the sudden lack of migrants, when earlier they showed up despite no caravan's ever arriving.

I drew my eyes upon one of the only things that possibly could cause such behavior, the added pets. So just to check it out, they now have pack-animal capabilities, meaning traders are back in the game. Although they still won't bring anything more than tools, anvils and metalbars. The smalltime test showed that migrants suddenly were interested in arriving.

Should have done more testing and less drinking, obviously.

I'll test this properly after I'm done deforesting the immediate area around me and post yet another small-fix update. Whoop de derp derp.
« Last Edit: October 12, 2009, 04:29:56 am by Ieb »
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Need_More_War!

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Re: AntHill. Now with actual content!
« Reply #18 on: October 12, 2009, 08:10:56 am »

Good luck, sounds like your busy
« Last Edit: October 12, 2009, 08:12:42 am by Need_More_War! »
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Ieb

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Re: AntHill. Now with actual content!
« Reply #19 on: October 12, 2009, 12:46:27 pm »

I got good news, and odd news.

I'll start with the good news.

Turns out that I got migrants back. After I placed the pack-animal tags in, even, so some effect by it did occur.

The odd news are that traders aren't arriving at all in my current test hive. Neither is the liaison. I have no idea what is going on anymore or why, but I'm sure someone who knows about modding knows exactly what it is.

I'm content with the turn out though. The arrival of the liaison was "unbuggy" enough already. Now if I somehow got rid of both that and the traders, GREAT SUCCESS.

Anyway.

Once again, I uploaded both the object folder and the full game for the lazy/modding-newbies of us. In the first post. Why? Because I'm a jerk.

Now if you excuse me, I will go back to my drinking, testing, and thinking of more ways to throw random curveball ideas into the game that obviously will continue to haunt me with strange effects to gameplay.
« Last Edit: October 12, 2009, 12:49:03 pm by Ieb »
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Ieb

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Re: AntHill. Now with actual content!
« Reply #20 on: October 15, 2009, 04:50:57 am »

The past three days have gone by drinking, smoking, and shaking my head in disgust over this mod.

More precisely, due to a random gamecrash during test-play.

However, playing to the point of the crash again showed no new crash, so either it was some bugged creature that showed up and killed the game, or once again, DF confuses me to no end.

Of course, there wasn't any errorlog mention either. It is a MYSTERY.

Anyway.

New update with a few things to the races, and creatures.

All the races now have their own POWER leaders, the Queens. Larger than their servants, but not insanely so, they rule with iron mandibles. Especially the fire ant queen who likes randomly murdering her minions. That's discipline for ya.

Added the Gigantic Dragging Foot as a megabeast, because the Argentinian told it'd be totally cool. And so it is.

Added a few tropical creatures, badlands creatures, and threw in fish fries to rivers. Because an ant has to have SOME way to get back at all those perches. There's no real categorizing with 'em though. They're just fish fries. An ant doesn't care about specifics, except with shiny stones and shelled snails.

Ants frigging LOVE their shiny stones and shelled snails. Oh yes.

During the test, the things I managed to confirm is that somehow migrants work again, ants still get kids, and that ambushes work.

30 ant hive went to 11 due to 3 ambushes from fire ants in a row. It was extremely cash.

Moods work too. I made so many artifacts from jabbering fungi that it wasn't even funny. Or that mug from frozen frog.

Things I still need to figure out:

Flying insect bugs. They still like to fly around, freak out when they realize they're "that high up" and hang around the map for ages.

Migrant/Hive breeding population rise. One test fort had almost 3 years of no migrants, no babies despite 3 married couples, and a decent load of fort value. Truly some things still are a mystery to me until I figure it all out.

Figure out whether my ambush creatures work as they should or not. Worldgen stats show that they do exist, but I need to start hunting for 'em actively for a while.

MORE VARIETY. A few creatures here and there per update infuriates me to no ends because it makes me feel like two things. A) I'm not paying enough effort for a decent-sized update. B) I don't know jack about the insect world, or even the vermins of reality. Dem toads, man.

More cowbell. It always needs more cowbell.



Updated mod DL links again at the first post.

I will now return to my debauchery and brainstorming, about bugs.
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The Scout

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Re: AntHill. "Maybe this time it won't crash."
« Reply #21 on: October 18, 2009, 01:00:30 pm »

What do we do with the snails?
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Ieb

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Re: AntHill. "Maybe this time it won't crash."
« Reply #22 on: October 18, 2009, 01:10:27 pm »

They need to be cleaned at the fishery to make 'em edible. They're also a source of shells, because of the whole "oh god turtles are HUGE" issue I realized.

This reminds me, I still need to check for a tag for raw edible fish.

EDIT: Aaaand... there isn't such a tag. Looks like I remembered the live cooking tag for it instead, but that doesn't help much in this case because the item would still need to be processed one way or another to get edible food.

That aside... I've been thinking of remedying the flying issue with birds and the like with removal of FLIER. Let's just say that they're flying really, really low. Looking for ants and such to eat. Those jerks.
« Last Edit: October 18, 2009, 01:22:47 pm by Ieb »
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The Scout

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Re: AntHill. "Maybe this time it won't crash."
« Reply #23 on: October 18, 2009, 01:25:28 pm »

I dug a channel that's filled with water, put a water and fishing zone over it, and put zone water and fishing only but they still want to run to a river.
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Ieb

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Re: AntHill. "Maybe this time it won't crash."
« Reply #24 on: October 18, 2009, 01:29:36 pm »

I think that's something about them "remembering" the original fishing-area. Try ordering them to use designated fishing zones only.

o->z->f would be the key combo for that.
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The Scout

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Re: AntHill. "Maybe this time it won't crash."
« Reply #25 on: October 18, 2009, 01:39:30 pm »

I think that's something about them "remembering" the original fishing-area. Try ordering them to use designated fishing zones only.

o->z->f would be the key combo for that.

I did and they still want to run to the river.
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Ieb

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Re: AntHill. "Maybe this time it won't crash."
« Reply #26 on: October 18, 2009, 01:42:05 pm »

I think your sig should give an adequate answer to this behavior.

The only thing I can now think of is taking their Fishing job off, then putting it back on afterwards and checking if they now go to the proper area.
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The Scout

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Re: AntHill. "Maybe this time it won't crash."
« Reply #27 on: October 18, 2009, 01:45:34 pm »

I think your sig should give an adequate answer to this behavior.

The only thing I can now think of is taking their Fishing job off, then putting it back on afterwards and checking if they now go to the proper area.

They are trying to run to the river for water not fish.
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Ieb

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Re: AntHill. "Maybe this time it won't crash."
« Reply #28 on: October 18, 2009, 01:49:16 pm »

Oh so they do that too.

Well give it a little bit of time.
I figure they haven't "noticed" the new zone yet. Or then somehow the river is closer for 'em to path to.
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The Scout

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Re: AntHill. "Maybe this time it won't crash."
« Reply #29 on: October 18, 2009, 01:52:49 pm »

Oh so they do that too.

Well give it a little bit of time.
I figure they haven't "noticed" the new zone yet. Or then somehow the river is closer for 'em to path to.

I just locked them in a room with a channel filled with water but they refuse to drink.

Edit: I just redesignated it and they finally are drinking.

Edit:And they stopped again.
« Last Edit: October 18, 2009, 02:08:44 pm by RedAlertFan »
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