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Author Topic: [0.44.12+] Fortress Defense Mod II R v21: Progress Trigger and Bug Fixes!  (Read 317750 times)

JacenHanLovesLegos

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Re: [0.31.18] Fortress Defense Mod II v4: Enemies May Evaporate Upon Death
« Reply #210 on: December 25, 2010, 08:34:21 pm »

So, I'm gonna try this mod. I have a few questions :

1. Is it reccomended for relativly new players? (E.G managed to run a goblin free fortress for 4 years. I did not, mind you, turn off invasions. I didn't realize that I couldn't acces the goblins.)

2. Would an embark full of zombies/skeletons be a good siegebreaker? AKA will the undead attack sieges.
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

kilakan

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Re: [0.31.18] Fortress Defense Mod II v4: Enemies May Evaporate Upon Death
« Reply #211 on: December 25, 2010, 08:54:12 pm »

I've got a few problems, blendecs seem to never show, and fiend spiders are freaking easy to kill.  I actually had a dwarf kick one in the chest, collapsing both lungs and it's heart...... the dwarf was a untrained peasant hauler.
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Nom nom nom

Mickey Blue

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Re: [0.31.18] Fortress Defense Mod II v4: Enemies May Evaporate Upon Death
« Reply #212 on: December 25, 2010, 09:10:48 pm »

So, I'm gonna try this mod. I have a few questions :

1. Is it reccomended for relativly new players? (E.G managed to run a goblin free fortress for 4 years. I did not, mind you, turn off invasions. I didn't realize that I couldn't acces the goblins.)

Depends what exactly you mean by new I guess but I find this mod to be great to help learn to survive a siege, you get them fast and frequent so you get to test different strategies on how to break them without risking the loss of an ancient fort, not to mention the higher difficulty..

Quote
2. Would an embark full of zombies/skeletons be a good siegebreaker? AKA will the undead attack sieges.

They'd probably attack them, I know I've had a few goblin sieges and/or ambushes show up at the same time as other enemies (as well as a few semi-megabeasts) and they all fought outside.  That said, unless its been changed, the undead in general are extremely weak these days (due to a work around from them being incredibly strong) so I doubt they'd put up a meaningful fight, plus (again unless somethings changed) oftentimes you don't have a huge amount of undead on evil maps, at least not at any given moment, undead animals are like normal ones, they come and go, and other undead creatures are even less frequent (in my experience at least, used to play evil biomes all the time, not so much these days).

So I guess in short, yes they'd probably attack but no it probably won't help in a meaningful way with you surviving the siege.

-MB
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JacenHanLovesLegos

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Re: [0.31.18] Fortress Defense Mod II v4: Enemies May Evaporate Upon Death
« Reply #213 on: December 25, 2010, 09:37:55 pm »

Alrighty. I embarked in a terrifying glacier. No zombies, evil creatures instead. As in yetis. Nothing has bothered me yet though. I need some help with routes though. I have never gotten them to work.

Spoiler: Route (click to show/hide)
Spoiler: Military Schedule (click to show/hide)

Anything I'm doing wrong?

EDIT : Disregard all of this.
« Last Edit: December 25, 2010, 10:57:44 pm by JacenHanLovesLegos »
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

mrtspence

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Re: [0.31.18] Fortress Defense Mod II v4: Enemies May Evaporate Upon Death
« Reply #214 on: December 27, 2010, 12:04:24 pm »

Love this mod.

Been running it with some of my own modded-in races too. Extremely fun.

Thanks so much and fantastic work! I eagerly await future updates.
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dagger

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Re: [0.31.18] Fortress Defense Mod II v4: Enemies May Evaporate Upon Death
« Reply #215 on: December 30, 2010, 12:07:36 pm »

Thanks for all the hard work on this, its a great mod. I have an odd request, do you have a DL for 31.16? I am using that along with .18 and want to try it with .16.

Thank you!!!

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darkflagrance

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Re: [0.31.18] Fortress Defense Mod II v4: Enemies May Evaporate Upon Death
« Reply #216 on: December 30, 2010, 01:51:24 pm »

Thanks for all the hard work on this, its a great mod. I have an odd request, do you have a DL for 31.16? I am using that along with .18 and want to try it with .16.

Thank you!!!

This is a link to an older version of Fortress Defense II that was intended to be compatible with versions from .12 to .16. The .18 version might not be completely compatible because it gives some races innate skills.

http://www.mediafire.com/?u1k9avvddt8wovt
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

dagger

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Re: [0.31.18] Fortress Defense Mod II v4: Enemies May Evaporate Upon Death
« Reply #217 on: December 30, 2010, 02:45:31 pm »

Thank you for the link
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Kogut

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Re: [0.31.18] Fortress Defense Mod II v4: Enemies May Evaporate Upon Death
« Reply #218 on: January 09, 2011, 01:37:13 pm »

Great thing! I finally have interesting game, reason to have military and there is bigger enemy[enemies] than bad designed menus.
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The worst bug - 34.11 poll
Tired of going decades without goblin sieges? Try The Fortress Defense Mod
Kogut, the Bugfixes apostle of Bay12forum. Every posts he makes he preaches about the evil of Bugs.

Blurk

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Re: [0.31.18] Fortress Defense Mod II v4: Enemies May Evaporate Upon Death
« Reply #219 on: January 10, 2011, 05:27:34 pm »

would it be possible to give the some (if not all) creatures a language, lets say the standard in Human or Goblin.
if yes, how?
in legends there are always quite a few conflicts (and wars) because these civilizations cant seem to communicate.
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rephikul

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Re: [0.31.18] Fortress Defense Mod II v4: Enemies May Evaporate Upon Death
« Reply #220 on: January 10, 2011, 11:12:35 pm »

the whole point of not giving creature language was to make sure they'd come and fight you.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Blurk

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Re: [0.31.18] Fortress Defense Mod II v4: Enemies May Evaporate Upon Death
« Reply #221 on: January 11, 2011, 11:29:42 am »

oh right forgot about that >.<
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darkflagrance

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Re: [0.31.18] Fortress Defense Mod II v4: Enemies May Evaporate Upon Death
« Reply #222 on: January 11, 2011, 12:28:09 pm »

They actually all already have languages within their civs; they just have no ability to communicate with each other.

To return the capability for diplomacy, merely add the [CAN_SPEAK] tag anywhere to each of the creature raws of all the races.
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The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Krelian

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Re: [0.31.18] Fortress Defense Mod II v4: Enemies May Evaporate Upon Death
« Reply #223 on: January 12, 2011, 07:11:25 pm »

are these new civilizations hostile to each other?

they are actual civilizations, or just generated when a siege takes place? will I see them in legends mode?

only sieges or I should also expect ambushes?
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darkflagrance

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Re: [0.31.18] Fortress Defense Mod II v4: Enemies May Evaporate Upon Death
« Reply #224 on: January 12, 2011, 08:13:39 pm »

are these new civilizations hostile to each other?

Since they cannot communicate with each other, they should all be hostile to each other. I don't know how this will interact with Adventure Mode.

they are actual civilizations, or just generated when a siege takes place? will I see them in legends mode?

They are all actual civilizations. You can track their histories in Legends Mode. The Warlords who lead the attacks will be historical figures. You can see them in Adventure Mode.

only sieges or I should also expect ambushes?

Only one of the civilizations in Fortress Defense ambushes. I limited ambush capability because it tends to ruin fps.
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod
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