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Author Topic: =-~Corrosion~-= [UPDATING] ***43.x (thanks Evil Bunny)*** <<Infected>>  (Read 244570 times)

Person

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1215 on: October 05, 2011, 03:30:28 pm »

Wait for it to respond? That usually works for me in most df.
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Ult1mara

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1216 on: October 05, 2011, 05:45:51 pm »

Yeah that normally works for me too but this is just breaking the program for some reason :(
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The local scottish drunken dwarf
Dwarf Fortress Mod Reviews
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Person

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1217 on: October 06, 2011, 02:41:27 am »

Weird. When does this happen? Just every time you start it up? Try re-downloading the mod or df, somethings probably missing.
Edit: Oh yeah, check the error log.txt, that should help somewhat.
On a side note, this is how good shotguns are.

It's.... Amazing. Tears things in half, and that's low quality copper.
Although, that was only 2 two shots out of many that bisected. Still, the limb killing is going good.
If you can make even one shotgun and one stack of ammo, its worth it. And by stack i mean 5 groups of 60 shells, since casings come in fives.
« Last Edit: October 06, 2011, 04:54:24 am by Person »
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Please don't let textbooks invade Bay12.
The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

Ult1mara

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1218 on: October 06, 2011, 04:38:31 am »

Weird. When does this happen? Just every time you start it up? Try re-downloading the mod or df, somethings probably missing.
Edit: Oh yeah, check the error log.txt, that should help somewhat.
On a side note, this is how good shotguns are.

It's.... Amazing. Tears things in half, and that's low quality copper.
Although, that was only 2 two shots out of many that bisected. Still, the limb killing is going good.
If you can make even one shotgun and one stack of ammo, its worth it. And by stack i mean 4 groups of 60 shells, since casings come in fours.

I want it ^_^. Yeah I may have to re-download everything ><. When I try to start up a fort the game crashes
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The local scottish drunken dwarf
Dwarf Fortress Mod Reviews
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Ult1mara

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1219 on: October 06, 2011, 07:17:31 am »

Am sure there used to be a pre-installed version of this mod on here some where ... so that some ppl who are lazy ie. me, who dont have to install and move folders around ^_^

Any chance someone can do this on here for me and others?

P.S. Anyone know where IT is?
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The local scottish drunken dwarf
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Synner

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1220 on: October 06, 2011, 10:35:56 pm »

IT is not here and he should be working! we need functional bracers! our slave's not being good! there are a lot of things that need work here, we still have ideas to implement and waiting for te next DF release's not cool

Also i want shotguns now, imagine the Warlord version of the shotguns but with crucible steel shells, the Gloomapeck scourge!
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Ult1mara

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1221 on: October 07, 2011, 04:49:20 am »

Heehee Syner ^_^ Not been on here in a while so no idea whats been happenin :P. How long has IT been AWOL????
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The local scottish drunken dwarf
Dwarf Fortress Mod Reviews
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Person

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1222 on: October 07, 2011, 01:38:15 pm »

I've got an already packed ascii version if you want me to upload that to dffd. I could upload a packed  tileset version too if need be.
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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1223 on: October 07, 2011, 01:51:13 pm »

Alright here they are, these can probably be added to the main post, and I'll remove if I'm asked.
The optional files(nopus/etc) and assume you can install them yourself if you want because there are instructions.

ASCII Link: http://dffd.wimbli.com/file.php?id=5026

Tileset Link: http://dffd.wimbli.com/file.php?id=5027

Edit: By the way, are trench coats usually made out of metal? If not, awesome, because my moody armorsmith made an iron one.
« Last Edit: October 07, 2011, 01:59:18 pm by Person »
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Please don't let textbooks invade Bay12.
The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

Ult1mara

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1224 on: October 08, 2011, 07:14:12 am »

Thank you very much "person" lol love the name too :P: Again thanks for posting the pre-installed version for us "lazy" ppl ^_^
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The local scottish drunken dwarf
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Demiurge

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1225 on: October 08, 2011, 07:50:52 am »

So how do I dig stone safely? I lost a miner due to digging a one square channel for dumping stuff and his entire body just rotted. Do I just sacrifice the manpower?  :P
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Jimlad11

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1226 on: October 08, 2011, 08:08:49 am »

So how do I dig stone safely? I lost a miner due to digging a one square channel for dumping stuff and his entire body just rotted. Do I just sacrifice the manpower?  :P

There is a semi-cheating method. If you want you can make it so that you can mine stone without the deadly gasses. I think there is a separate RAW rile that comes with the installation, as well as instructions on how to replace it.

Other than that, you pretty much have to do what you suggested: Sacrifice a wave of migrants for mining duty... 
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Tiruin

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1227 on: October 08, 2011, 10:48:02 am »

So how do I dig stone safely? I lost a miner due to digging a one square channel for dumping stuff and his entire body just rotted. Do I just sacrifice the manpower?  :P

Or try digging in the mountains, I've found no dangerous stone in all my embarks there  :D No editing raws or advanced gen worlds or anything.
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Ult1mara

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1228 on: October 08, 2011, 11:10:50 am »

So how do I dig stone safely? I lost a miner due to digging a one square channel for dumping stuff and his entire body just rotted. Do I just sacrifice the manpower?  :P

Yes u can sacrifice manpower ..... it is the fun way of doing things ^_^. Or u can make stairs ..... these tend to actually work and not kill ur miners
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The local scottish drunken dwarf
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IT 000

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1229 on: October 08, 2011, 11:57:22 am »

Wow, I'm surprised this is still on the first page! Thanks for holding the fort down while I was away, and I'm sorry for the prolonged absence. I've been working on a different project not related to DF. It's been slow going, so I'm taking advantage of it.

Quote from: multiple people
How do we kill smokees?

Yeah smokees are pretty brutal, they come in and burn everything in their path. However they will die of heat if you lock them out for long enough, the safest bet is to set up a wall near your entrance and wait for the fires to die down.

Is there a way I can make the skulking undead braver? I found out that I could around 30 of them at bay with a squad of 5 shotgun wielding militiamen, and with the door wide open. They kept skirmishing into and out of range of the shotguns (not that it did them or their horses much good mind you), they could have easily overwhelmed the defences if they just rushed through the entry way and into the city (if they get past the kill zones that is).

I've removed the mischievousness tag, added nofear and every other tag that the mutated infect have but to no avail. Is there a way to give them the building destroyer tag as well? Maybe that'll make them more dangerous. But for the life of me I can't figure out where it goes.

There's a problem with mounts, they operate with a mind of their own. If mounts were gone, your humans would be humans kabobs. I think I removed them for 1.0.9, but they might be hardcoded since the general is required to tame mounts, and I don't see a general noble anywhere in their entity.

2. Reinheit (adventurer) are allied with you but act just like the Enlightened in trading, a good thing you have a second chance. Also, Desert Devils are allied but you will encounter banditry often from them, good sources of money for trade (if you survive.)

3. Bogeymen, yes they exist but there are NO night creatures even when there are in an advanced world gen. That means no questies or free loot from service to humans.

#2 is a basic problem with adventure mode, I predict this will get fixed once Goblin towers are fixed, but I was expecting .26 to come out in June, so it's going to take a while before these are fixed. :P #3 Night creatures can be fixed by advanced world gen. They're probably more rare with the default generations because IIRC zombies cannot be targeted by Night Creatures.

Quote
All these are just my observations. Good job in the Mod, and thanks for putting choices in the raws!
And thanks for playing! :D

Anyone know if the diplomat thing (as reported from Quietust) can be transferred into the raws in the enlightened file? I do not hate elves for they have reason enough for their actions. The Enlightened just defy logic altogether, they do not accept food. They come armed just like normal humans yet they have unjustified ethics.

It should be able to. As far as the ethics go, in a nutshell, they are attempting to conserve resources by refusing to accept them in trade with others. If you try to trade with the enlightened, you can't give them food or wood crafts, so you won't kill animals or chop down trees. Sort of a passive aggressive hippie if you will.

But the big reason is to prevent you from trading prepared food to them for 10000 db a pop. They bring weapons so that they have something useful to trade.

Quote from: Synner
Gloomapeck? really? it brings the image of a bird with the flu to my head.

hehe yeah the original name was something in latin that frankly, didn't have a kick to it. So while I was talking to one of my siblings about it, being the shy quiet fellow, they muttered something and it came out as Gloomapeck. I don't recall what he was actually trying to say, but the name has stuck ever since.

Quote from: Kerlc
synner: he's (probably) going to add titanium, wich will (hopefully) be stronger than steel.

Fascinating idea, but I think I'll pass, Crucible steel is already adamantine compared to most other metals. Adding something stronger would just seem redundant.

Does anyone know what did IT do to shotgun shells and bullets to make them less likely to show up after someone has shot them? There's this big problem playing fortress defence of bolts getting scattered all over the place and I would prefer it that the bolts themselves go away rather than giving the haulers something to occupy several months of their time.

I have noticed a considerable change, but I cannot say for certain why bullets and shells have a smaller chance of being left behind.

Quote from: multiple people
Riot Shields

Kerlc's riot shield had some components that weren't possible to make, glass items, blocking from one direction only.

From a game standpoint, shields block a % of attacks, and this % goes up with every level of shield skill and the quality of the shield also appears to increase it. From my experience, a Legendary shield user with a masterpiece shield that blocks 10% can block almost every shot. Thus I'm hesitant to go above 5% (Even then that can block a surprising amount) Until shields break, or let arrows through once in a while, the bracer is probably the only thing you will have. Bucklers are used because they must be traded and thus, don't have quality modifiers.

It would be great to have a few "unknown plants" with different products which you can learn only after processing it.

Fascinating idea, something like having a half a dozen 'Mysterious Plant' entries that have varying effects. However, I don't know how you can 'remember' a plant. So that might put a slight kink in the plan.

Quote from: Person
It's.... Amazing. Tears things in half, and that's low quality copper.
Although, that was only 2 two shots out of many that bisected. Still, the limb killing is going good.
If you can make even one shotgun and one stack of ammo, its worth it. And by stack i mean 5 groups of 60 shells, since casings come in fives.

Hehe, yeah it's nice to have some ammo that can do that. Hopefully varied range weapons will arrive so that I can effect reload time and fire rate then they might have a disadvantage. But until then, call shotgun.



So let's see, where was I?

As far as Exposed creatures go I'm starting to become hesitant of the idea. I suppose they could be placeholders until .26 comes out just to make evil places evil. However, it feels like I'm going into Fallout Territory a little bit, and I don't think that's what this mod is about.

I'm also shortening the name Giant Mutant Desert Scorpion down to Colossal Desert Scorpion if that's okay with BeforeLiar. Due to the giant font of the graphics set, the name has a habit of going off the map.

Furthermore I'll try to start up a community game sometime, I have decided that Corrosion is just to disastrous to keep a sustainable Succession game up, so I'm going to be trying something else. Stay tuned!

Finally, I'll come back with a bang and release .9, I still have a few things to tinker over, but they aren't worth waiting another few weeks for. So here you guys are! You earned it! Thanks for hanging around  :D
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