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Author Topic: [0.44.12+] Fortress Defense Mod II R v21: Progress Trigger and Bug Fixes!  (Read 318030 times)

Emulated_Reality

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Re: [0.31.25/34.01] Fortress Defense Mod II v10: War Elephants in Full-Plate!
« Reply #645 on: February 19, 2012, 12:04:58 am »

The current FD Mod seems to cause necromancer towers to not ever be built. I have seen this with both the Masterwork mod as well as in worlds I gen using FD (bonus and challenge enabled). Any ideas why this might be?

Edit: Seems that necromancers are just as weak to the increased difficulty level as the dorfs. Very hard to get them be built at all but with the right settings and a bit of luck it is possible.
« Last Edit: February 19, 2012, 12:43:32 am by Emulated_Reality »
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Meph

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Re: [0.31.25/34.01] Fortress Defense Mod II v10: War Elephants in Full-Plate!
« Reply #646 on: February 19, 2012, 05:21:34 pm »

Interesting. Any science on how this affects Fortress Mode ? No stray necromancers coming by ? If this is so, I would add custom made, to ensure that people have fun.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Emulated_Reality

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Re: [0.31.25/34.01] Fortress Defense Mod II v10: War Elephants in Full-Plate!
« Reply #647 on: February 19, 2012, 06:14:29 pm »

I've not had any yet, but have not played enough for it to be conclusive. I can tell you that necromancers in legends are being killed off too early to write books and they have no significant activities. It may be the case that would-be necromancer producing civs are getting sieges and fail to pass their knowledge. Unless you can mod towers in after world gen its going to be difficult to have a world with both the added civs/invaders as well as normal necromancy.
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darkflagrance

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Re: [0.31.25/34.01] Fortress Defense Mod II v10: War Elephants in Full-Plate!
« Reply #648 on: February 20, 2012, 05:38:15 am »

I'd recommend trying to start early and see if the necromancers survive. After all, too long in world gen and you'll memory leak to death anyway.

Storing old mirrors here.

« Last Edit: March 11, 2012, 06:30:49 pm by darkflagrance »
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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

Meph

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Re: [0.31.25/34.01] Fortress Defense Mod II v10: War Elephants in Full-Plate!
« Reply #649 on: February 20, 2012, 12:56:39 pm »

I usually play with 10 years of history. That is enough to get all megabeasts fully grown on my mod, and keep the civs alive. (since I have 200 titans in every custom worldgen setting)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

darkflagrance

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Re: [0.31.25/34.01] Fortress Defense Mod II v10: War Elephants in Full-Plate!
« Reply #650 on: February 20, 2012, 05:07:38 pm »

If I didn't have to produce a ton of writing in the coming week I'd be bugfixing this immediately. But I haven't had much time even this weekend to do the work I need to do academically, let alone for this mod...
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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

DustanH

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any update on this awesome mod?
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Naryar

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So no dragons as the ultimate siegers ?

xaldin

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So no dragons as the ultimate siegers ?

I'd second this as a neat addition. Dragon flights could be awesome.

Also adding necros so that you don't have to be near a tower to get the nice new enemy would be cool.
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darkflagrance

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I'm waiting till the weekend to make updates. Lately I've been dealing with a swamp of other work that needed taking care of.
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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

Olith McHuman

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Great mod! But creatures that should breathe fire aren't for me. My errorlog seems to indicate that the game doesn't like the [FIREBREATH] and [DRAGONFIREBREATH] tokens.

It looks like dragons no longer have [DRAGONFIREBREATH], they now have
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]

And vanilla fire imps have
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Hurl fireball]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spray jet of fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREJET]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]

The ferric elves are also giving me "Unrecognized Color Token: DARK_GRAY"
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thistleknot

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It's kind of hard for me to search this thread for 34.0 since it's in the title, so...
i dl'd it and it's 31.25. Is the title suggesting I can copy the objects into 34.0x and get it working?

greycat

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Fortress Defense Mod II v10.zip
149642 bytes

Installing it is a matter of copying a bunch of *.txt files into a DF raw/objects/ subdirectory.  I've done it with 0.34.x and it seems to be working so far.
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Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

darkflagrance

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Re: [0.34.05] Fortress Defense Mod II v11: Hellfire Imps !
« Reply #658 on: March 11, 2012, 05:59:04 pm »

Updated for 34.05; really just raw fixes. See the front page for links.

I'm going to make a new file entry for the Basic+Challenge Mode combined file and upload that soon. I'm also only going to make mirrors on demand.
« Last Edit: March 11, 2012, 06:29:48 pm by darkflagrance »
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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

Meph

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Re: [0.34.05] Fortress Defense Mod II v11: Hellfire Imps with real Hellfire!
« Reply #659 on: March 11, 2012, 06:04:07 pm »

Did you alter only the creatures, or the entity files as well ? I ask since I have your races optional in my mod, and of course dont want to offer an outdated version :)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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