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Author Topic: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )  (Read 59579 times)

DracoGriffin

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #270 on: April 30, 2010, 02:29:19 pm »

No errorlog has popped up yet it doesn't seem possible to make any sort of armor. :X

Have bones and shells yet no option ever comes up.

Easiest way to test if it works is through Job Manager. Nothing with armor even pops up.

I tried to fix it myself but I can't seem to figure it out. Looking at Deon's Genesis mod, everything seems right... just wondering if there's just a open tag somewhere; but it would create an errorlog... <shrug>
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Lagotrope

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #271 on: April 30, 2010, 03:04:41 pm »

No errorlog has popped up yet it doesn't seem possible to make any sort of armor. :X

Have bones and shells yet no option ever comes up.

Easiest way to test if it works is through Job Manager. Nothing with armor even pops up.

I tried to fix it myself but I can't seem to figure it out. Looking at Deon's Genesis mod, everything seems right... just wondering if there's just a open tag somewhere; but it would create an errorlog... <shrug>

I was sort of iffy on it working, honestly. Even with vanilla [BARRED] armor, I've never seemed to be able to make any. Kind of bums me out, but that's why I'm still paying attention to the changes in future patches.
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DracoGriffin

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #272 on: April 30, 2010, 03:35:50 pm »

Well, in vanilla DF2010, you can make bone leggings/greaves/gauntlets/helms and shell leggings/gauntlets/helms at a craftsdwarf's workshop. Probably mod functionality for breastplate/chainmail somehow.

I don't understand why in Kobold Camp the options aren't even there at the craft shop. :(
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Lagotrope

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #273 on: April 30, 2010, 04:45:25 pm »

Alright, arbitrarily slapped on some more tags for the armor, I think it was [scaled] that should have been there. Either way, it should be working fine now, and I'm uploading it atm. Let me know if there's still issues, thanks for pointing out where they should appear.
« Last Edit: April 30, 2010, 09:27:57 pm by Lagotrope »
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DracoGriffin

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #274 on: April 30, 2010, 05:04:13 pm »

I tried the same thing but reproduced same problem.

Like I said, the tags seem to be right... but I just can't figure it out.
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Lagotrope

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #275 on: April 30, 2010, 09:29:47 pm »

I actually tested it, so it was apparently something that was not [scaled]. Only reason why it wouldn't be working now is if I repacked it wrong.

Speaking of repacking wrong, I realized I forgot to delete test saves before the last upload; seeing 12.something megabytes likely looked wrong. Fixed that up.
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DracoGriffin

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #276 on: April 30, 2010, 09:37:36 pm »

Ah, you updated the link on the previous page, right?

Gonna re-download the final one and see if it's fixed now.
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Emperor Iones

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #277 on: May 01, 2010, 12:35:15 pm »

edit: bug fixed
« Last Edit: May 01, 2010, 02:22:23 pm by Emperor Iones »
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Kaelem Gaen

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #278 on: May 01, 2010, 01:43:34 pm »

Remove the Angler Mod and regen a world,  the Angler Mod was made for 40d

Vattic

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #279 on: May 01, 2010, 06:43:08 pm »

I really enjoyed the odd game of Kobold Camp back in 40d, fantastic to see the mod working in 0.32.01. I have had one problem though, when my population passed 50 I lost all my nobles save the Trader and the Hoardcounter. Having looked in the raws it looks like I'm supposed to get the Village Chief but I had no luck. Has anyone else experienced this problem?

Custom nobles have been giving me a headache for the last two days on my own mod, it's as if the problem is following me around.
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DracoGriffin

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #280 on: May 01, 2010, 06:48:01 pm »

All I can think of is the bug with mayors/nobles. I had over 80 pop a few versions back with no issues so can't say anything for sure yet.

As soon as I hit the milestone again, I'll post if any problems pop up.
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Lagotrope

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #281 on: May 01, 2010, 06:55:11 pm »

I really enjoyed the odd game of Kobold Camp back in 40d, fantastic to see the mod working in 0.32.01. I have had one problem though, when my population passed 50 I lost all my nobles save the Trader and the Hoardcounter. Having looked in the raws it looks like I'm supposed to get the Village Chief but I had no luck. Has anyone else experienced this problem?

Custom nobles have been giving me a headache for the last two days on my own mod, it's as if the problem is following me around.

I notice you mention 32.01, I assume you mean 31.01- are you using Pathos' or mine? If mine (and you meant 31.03), I'll see what I can do to fix it, otherwise, hard for me to tell offhand whether or not the issue persists in mine. A fair chance it does persist, and a chance it does not.
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Vattic

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #282 on: May 01, 2010, 09:45:14 pm »

I meant 31.01. I didn't read the whole topic and completely missed your version, I'll have to give it a try.

Edit to add that I'm now playing the FINAL version. I know humans have always been quite powerful creatures in DF but all my worlds genned for kobold camp have no elves, no goblins, few dwarves but plenty of humans. Is there any way around this problem?
« Last Edit: May 02, 2010, 10:26:17 am by Vattic »
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Lagotrope

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #283 on: May 02, 2010, 02:53:56 pm »

I meant 31.01. I didn't read the whole topic and completely missed your version, I'll have to give it a try.

Edit to add that I'm now playing the FINAL version. I know humans have always been quite powerful creatures in DF but all my worlds genned for kobold camp have no elves, no goblins, few dwarves but plenty of humans. Is there any way around this problem?

You might try genning a larger world- smaller ones have a tendency to skimp on the variety of entities. On top of that, you may be letting worldgen run for a long time, letting a race take over much of the others. You could try stopping the worldgen early on.

Also, is this a problem you have only in kobold camp, or vanilla as well?
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Vattic

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Re: Kobold Camp 2010 ( 0.31.01 ) ( ALPHA 0.3 ) ( UPDATED 06/04 )
« Reply #284 on: May 02, 2010, 06:21:49 pm »

It seems I was lucky with my first few vanilla worlds as, while looking for solutions to the problem, I found topics from other people having this same problem in vanilla. Elves and goblins can't spread by taking over cities or forts and tend to fall against the humans and dwarves who can take dark towers and cities. Caves weaken nearby sites enough to allow them to fall to siege.

Does anyone in here have the world gen params for a world with all the races? I'd use one for vanilla but the changes in the raws change how the world turns out.
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