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Author Topic: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1c]  (Read 20994 times)

Cannabust

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.0b]
« Reply #15 on: December 01, 2010, 11:48:40 am »

I do like the aquier swords? I think thats what they are, the ones that can grind into enemies, I've done so much damage to skulls thanks to them it's amazing :D is the pick in this mod, per chance  ;D
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inEQUALITY

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.0b]
« Reply #16 on: December 01, 2010, 03:28:41 pm »

I do like the aquier swords? I think thats what they are, the ones that can grind into enemies, I've done so much damage to skulls thanks to them it's amazing :D is the pick in this mod, per chance  ;D

Arqueswords, yeah. It started with the Ballistiarque, which was inspired by GoW's lancer... but I thought to my self "Sword+Chainsaw=cool", not to mention similar to something Warhammer 40k did. So I did it. xD As for the pick, well, let's just say, wait til the weapons update and you might get a little bit more than you were bargaining for. :P
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inEQUALITY

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.0b]
« Reply #17 on: December 03, 2010, 07:23:17 pm »

I'd have the release out sometime tonight or early tomorrow if it weren't for an epicly annoying bug. Anytime the game goes to finalize world gen, it just crashes without anything written to the errorlog. Before, I had gotten some sort of message about word selector 'something', don't quite remember, but it basically said it, well, ran out of words. Reducing the number of 'spheres' with my megabeasts got rid of that. I'll try some experimenting, perhaps lumping the colossi and drakos together as castes, rather than individual beasts. It may just be the sheer number of megabeasts and the like is overloading it somehow? Anyone who knows better than I, any help would be appreciated.

NOTE: This crash didn't happen til I added more weapons, armor, and semimega/megabeasts, so... who knows.

EDIT: Well a 'small' world on 'short' history won't crash. Anything larger still seems to crash. I'm thinking my hunch was correct.
« Last Edit: December 03, 2010, 07:25:50 pm by inEQUALITY »
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Quote from: Carl Sagan
It does no harm to the romance of the sunset to know a little bit about it.
If the magma cannon doesn't count, they aren't proper scientists.

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.0b]
« Reply #18 on: December 03, 2010, 07:27:17 pm »

There was a bug in .17 that resulted in worldgen crashes which was due to the game running out of sites for megabeasts/night creatures/etc, but that should have been fixed for .18.

I've never experienced a crash at the specific point during generation that you describe, but I have had worldgen crashes due to badly implemented creatures, so perhaps the best course of action is to simply remove things until you figure out what the issue might be.
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inEQUALITY

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.0b]
« Reply #19 on: December 03, 2010, 07:31:02 pm »

Hm... even after removing megabeasts en masse (leaving the 5 semis and only 2 megas), I still get the same error, so sheer number isn't the issue. And I don't think that .17 bug is it, because it worked on a small world, but nothing bigger than 33x33. Even 65x65 crashes. So that's about opposite of the problem perhaps? I'm going to check if my upping the number of caves and the like will do something.

EDIT: And just encountered a new crash where it will do so during the history gen. Haven't touched the cave numbers yet, mind you, just added all the beasts back in. This was on an even larger map than before.

EDIT2: Perhaps just found a possibility. Going into the arena, I discovered two 'nothing' creatures... never had a game crash from that, but now I have to find out what it was that's doing it.

EDIT3: The 'nothing' spawns as a feralbosam. Arena still has normal feralbosams and the normal harbinger variety as options, and I don't see anything wrong in the raws.

EDIT4: Lots of edits, but finally found the error with those raws. Defined castes weirdly and duplicately and so on... seems like it was my problem. How a caste error crashes world gen, I do not know, but the reason the small region even worked was likely because the game didn't spawn any feralbosams, due to size.

EDIT5: Reeeeeeally odd error caused by numerous duplicate megabeasts causes naked mole rats, giant rats, cave crocodiles, etc. to replace entity civ creatures in adventure mode.... never seen that one before, but fixing redundancy fixed the problem.
« Last Edit: December 03, 2010, 07:52:21 pm by inEQUALITY »
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Quote from: Carl Sagan
It does no harm to the romance of the sunset to know a little bit about it.
If the magma cannon doesn't count, they aren't proper scientists.

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.0b]
« Reply #20 on: December 03, 2010, 07:58:11 pm »

EDIT5: Reeeeeeally odd error caused by numerous duplicate megabeasts causes naked mole rats, giant rats, cave crocodiles, etc. to replace entity civ creatures in adventure mode....

Very common result of duplicate raw entries. You'll get similar effects with stone if you create a duplicate inorganic entry. You're lucky you didn't end up with vermin/forgotten beast civs.
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inEQUALITY

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.0b]
« Reply #21 on: December 03, 2010, 08:05:24 pm »

Ah, never seen it before. Anyway, your help has been immensely valuable and definitely appreciated.
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Quote from: Carl Sagan
It does no harm to the romance of the sunset to know a little bit about it.
If the magma cannon doesn't count, they aren't proper scientists.

inEQUALITY

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1a]
« Reply #22 on: December 03, 2010, 09:39:10 pm »

v0.1.1a is out! Changes included in the changelog, but check it out to feel all the newness for yourself. :P

All feedback is appreciated!

http://dffd.wimbli.com/submit.php?action=edit&eid=3495
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Quote from: Carl Sagan
It does no harm to the romance of the sunset to know a little bit about it.
If the magma cannon doesn't count, they aren't proper scientists.

Korbac

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1a]
« Reply #23 on: December 04, 2010, 09:06:38 pm »

Posting to say I'm still enjoying this mod!  8)
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Seriyu

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1a]
« Reply #24 on: December 05, 2010, 05:08:08 am »

I can't seem to start a military in fortress mode. I press m, goes to the military screen, positions to be specific, and there's just no button I can press to make a new squad.  ???

Not sure if this was a bug or if I was just missing something.

inEQUALITY

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1a]
« Reply #25 on: December 05, 2010, 08:06:52 am »

Posting to say I'm still enjoying this mod!  8)

Glad to hear. :)

I can't seem to start a military in fortress mode. I press m, goes to the military screen, positions to be specific, and there's just no button I can press to make a new squad.  ???

Not sure if this was a bug or if I was just missing something.

I'll check it out. Fortress mode isn't really the focus of the mod, and since I didn't mess with the military any to my knowledge, I didn't think to make sure that wasn't bugged. It might have to do with my taking out all but two positions? Not really sure what that could affect, so I'll start there. I should have an idea of what's causing it by today's end.

Thanks for trying out the mod, and sorry about that inconvenience. :P
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Quote from: Carl Sagan
It does no harm to the romance of the sunset to know a little bit about it.
If the magma cannon doesn't count, they aren't proper scientists.

Seriyu

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1a]
« Reply #26 on: December 05, 2010, 02:35:06 pm »

It's fine, just wanted to make sure.  :)

inEQUALITY

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1a]
« Reply #27 on: December 05, 2010, 04:00:59 pm »

My hunch was right, gutting the positions did indeed take out the option to have a military. Should've paid more attention to positions when I was looking at them. It's what I get for basing the tokens off of those silly little Elves and Humans out of the vanilla raws. :P

Also, fixed a problem that was annoying me. You can now properly equip a fauld with a cuisse; Kajiwi-made armor.

Blog post: http://df-saecular.blogspot.com/2010/12/patching-things-up.html
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Quote from: Carl Sagan
It does no harm to the romance of the sunset to know a little bit about it.
If the magma cannon doesn't count, they aren't proper scientists.

Seriyu

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #28 on: December 05, 2010, 06:51:04 pm »

Awesome, looking forward to the new wildlife.

Edit: I hate to be the bearer of bad news again, but the nobles seem to be acting up in a similar fashion. Bookeeper and Broker got automatically assigned, no option for the rest of them.
« Last Edit: December 05, 2010, 07:31:11 pm by Seriyu »
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inEQUALITY

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #29 on: December 06, 2010, 01:12:16 pm »

I purposely gutted nobles for this release, keeping book-keeper and broker specifically for their functions. I was thinking of patching in the dungeon master and mayor for a v0.1.1c, and any other suggestions you have for putting nobles back in. I think my original intentions were to stop the annoyances of a Hammerer going around and killing legendary masons because of an oversight and silly nobles demanding the most ludicrous objects that, at the moment thanks to the research system, Forerunners might not be able to make on time if at all.

However, I'll point out the fact I really view and intended the Forerunners to be more of a hive-mind type deal, modeled after the Collectors in ME2 or the Buggers in the Enderverse, just with a bit more free will.

So I'll see about patching in some more nobles for gameplay sake. Like I said, I'm hardly an avid Fortress-mode person. :P

Suggestions?
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Quote from: Carl Sagan
It does no harm to the romance of the sunset to know a little bit about it.
If the magma cannon doesn't count, they aren't proper scientists.
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