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Author Topic: Fortbent: Homestuck mod (v3.1.0) (0.44.05)  (Read 183416 times)

Liber celi

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Re: Fortbent: Homestuck mod (v6.1)
« Reply #555 on: November 02, 2013, 11:29:31 am »

Results are boring. Age is pretty much all that's changed.
Have you checked if large time skip can trigger massive dying from old age?
...that would kill lowblood trolls first and tyrians not at all, wouldn't it?
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Sergarr

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Re: Fortbent: Homestuck mod (v6.1)
« Reply #556 on: November 02, 2013, 01:03:00 pm »

Results are boring. Age is pretty much all that's changed.
Have you checked if large time skip can trigger massive dying from old age?
...that would kill lowblood trolls first and tyrians not at all, wouldn't it?
Just as planned.
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._.

Putnam

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Re: Fortbent: Homestuck mod (v6.1)
« Reply #557 on: November 02, 2013, 02:21:48 pm »

Results are boring. Age is pretty much all that's changed.
Have you checked if large time skip can trigger massive dying from old age?

That was my third test. Yes, it does.

SanusCompleo

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Re: Fortbent: Homestuck mod (v6.1)
« Reply #558 on: November 03, 2013, 02:35:52 am »

Do you have a list of files that are different from 34.11?  I'd like to use it on my computer, but I'm running Linux, and Wine wasn't able to quite get through to world gen.  I haven't looked further into the thread, but I will momentarily, to see if anyone has a method to doing so.

EDIT: Looks like you already answered, on page 29: copy raws/data over.  Sorry for the unnecessary post.

EDIT 2: The text is scaling really really poorly with the screen.  How can I change that back?

EDIT 3: (Adventure Mode) Hrm.  I'm not entirely positive if all is working as it should be, because of how I transferred files over.  I can't find any Underlings in the wild.  Bogeymen still spawn, but my Troll seems fairly adept at taking care of them.  I don't get a claspect, and when I used the folder supplied dfhack, I didn't even get dfhack's console, but I've got it now so I'm gonna give that a shot.  Underlings still do attack like bandits, so there is at least that.  Basilisks are mean though.  Also, I'm finding a whole lot of normal animals.  Probably intended.  Still.  Is there a way to use the alchemiter in Adventure Mode?  I've got a lot of amenity grist that I'm not certain if I can do anything with.

EDIT 4: Messed around with the hack folder, added in fortbent and fortbent/claspect_assign force gave me nothing.  Maybe I already have a claspect, and just can't access anything from it?  I don't know.

Just saw that claspects didn't seem to work at the moment.  My bad.
« Last Edit: November 03, 2013, 10:36:37 pm by SanusCompleo »
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rokoy

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Re: Fortbent: Homestuck mod (v6.1)
« Reply #559 on: November 04, 2013, 02:53:10 pm »

Hey, I was looking around in the game files, pretending to know what I was doing when I found the chat lines for some of the Homestuck characters. Notably, Dave and Roxy. Is it possible to meet these characters at all? Also, I tried fiddling about with LE in object testing. Exactly how are you supposed to kill him without using boatmurdered level shenanigans?
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SanusCompleo

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Re: Fortbent: Homestuck mod (v6.1)
« Reply #560 on: November 04, 2013, 03:27:26 pm »

Also, I tried fiddling about with LE in object testing. Exactly how are you supposed to kill him without using boatmurdered level shenanigans?

You aren't really supposed to.  But there might be a claspect or two that will allow you to do away with the nasty bastard.  Good luck!
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rokoy

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Re: Fortbent: Homestuck mod (v6.1)
« Reply #561 on: November 04, 2013, 08:46:37 pm »

The Trolls must develop Pull The Lever technology, it is their only hope!
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Putnam

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Re: Fortbent: Homestuck mod (v6.1)
« Reply #562 on: November 04, 2013, 08:59:20 pm »

They already have it, no need to worry. Hehe.

rokoy

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Re: Fortbent: Homestuck mod (v6.1)
« Reply #563 on: November 04, 2013, 10:12:36 pm »

So, could I talk to some familiar faces from Homestuck? Also, brb, Dwarven Trollian Engineering.
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Putnam

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Re: Fortbent: Homestuck mod (v6.1)
« Reply #564 on: November 04, 2013, 10:28:07 pm »

Aradia sends you on your way when you start playing adventure/dwarf mode, LE lives in a fun place and Jack is a megabeast, but other than that nobody familiar.

rokoy

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Re: Fortbent: Homestuck mod (v6.1)
« Reply #565 on: November 04, 2013, 11:03:52 pm »

Will I at some point have a chance of Bec showing up to wreck my fort?
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Putnam

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Re: Fortbent: Homestuck mod (v6.1)
« Reply #566 on: November 04, 2013, 11:11:27 pm »

yep

rokoy

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Re: Fortbent: Homestuck mod (v6.1)
« Reply #567 on: November 05, 2013, 02:21:46 pm »

I'm gonna need more levers. Sorry to obsess over god tiers, but how long do you think it would take to make a quick patch to fix them?
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Putnam

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Re: Fortbent: Homestuck mod (v6.1)
« Reply #568 on: November 05, 2013, 04:47:34 pm »

I don't even know how they're broken. Nothing makes sense.

Starmantis

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Re: Fortbent: Homestuck mod (v6.1)
« Reply #569 on: January 04, 2014, 12:21:13 pm »

Some suggestions and Ideas:

I think the best way to do a mother grub, is have mother grubs as the only female caste, with Imperial drones being a male caste, the gender of other trolls is a descriptor.

Also, the raws are very messy.
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