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Author Topic: Fortbent: Homestuck mod (v3.1.0) (0.44.05)  (Read 183265 times)

Arcvasti

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Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
« Reply #720 on: December 02, 2014, 01:19:00 am »

So I finally decided to actually PLAY this mod, since I felt in the mood for DF again. What followed was the most fun[And best story] I've ever experienced in Adventure Mode, narrated in first person.

Spoiler (click to show/hide)

And I haven't even tried Dwarf Troll mode yet. This promises to be fun.

FAKEDIT: Hey, random modding idea: Is it possible to put Denizens at the core of the planet, instead of HFS and co? If so, would it be a good idea, thematically and mechanically?
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Putnam

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Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
« Reply #721 on: December 02, 2014, 01:36:09 am »

It would be a good idea thematically and difficult mechanically. In terms of actually doing it, it's impossible.

Teneb

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Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
« Reply #722 on: December 02, 2014, 09:28:52 am »

It would be a good idea thematically and difficult mechanically. In terms of actually doing it, it's impossible.
Couldn't you just add them with an underground depth of 5:5?
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Putnam

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Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
« Reply #723 on: December 02, 2014, 04:32:45 pm »

The "instead" part is difficult.

Also, Choice.

Also, they wouldn't be down there for long, given that there's far nastier stuff lurking in the depths.

Way, way, nastier. The nastiest thing I've ever made in Dwarf Fortress, if that gives you a good hint.

Arcvasti

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Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
« Reply #724 on: December 03, 2014, 09:02:44 pm »

First impressions of and a few questions regarding Fortbent Fortress Mode:

-Mostly fun and well balanced. I foursee myself playing this for a while.

-Making Sords.... trains Alchemy skill ridiculously fast because of all the artifact grist it makes for no input, even if its otherwise useless for anything besides emergency mass conscriptions[I didn't even know you COULD have negative value in DF]. Intended or oversight?

-Does the eye color of a troll correlate exactly to their blood caste, like it does in-canon? Cursory examination would seem to imply so, since my blue eyed troll has lived several thousand years longer then my ochre and yellow eyed trolls have.

-What differences are there between the various blood castes? Do highbloods have higher toughness in exchange for lack of psychic powers, like they do in-canon?

-OMYGAHD YOU GAVE THE INTRO ANIMATION DWARVES TROLL HORNS
« Last Edit: December 03, 2014, 09:11:35 pm by Arcvasti »
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Putnam

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Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
« Reply #725 on: December 03, 2014, 09:22:36 pm »

2. Intended. Shit's got negative value, gotta make up for that somehow. Seriously, you have to pay people to take it away from you. It is by far my favorite thing in the mod just because of how hilarioust hat is.
3. Yes.
4. Yeah, that's about right. IIRC there are some other minor differences, but I've leveled them out in exchange for near-exclusive psychic/toughness related stuff.
5. I missed it near the end though, heh.

EDIT: Also, I've been thinking of getting title screen music for this. Jit's Crystalguitarthemums is fine for in-game, but I've been thinking of a sorta guitarkind 3 in the morning like the one I just recorded myself practicing of here.

You think it'd fit the title? How would I loop it?
« Last Edit: December 03, 2014, 09:52:27 pm by Putnam »
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Graknorke

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Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
« Reply #726 on: December 04, 2014, 06:02:33 pm »

EDIT: Also, I've been thinking of getting title screen music for this. Jit's Crystalguitarthemums is fine for in-game, but I've been thinking of a sorta guitarkind 3 in the morning like the one I just recorded myself practicing of here.

You think it'd fit the title? How would I loop it?
Well it'd have to be a bit longer to loop well without being repetitive. Like the pieces Tarn made for the intro changes how it sounds a few times in only a bit over a minute. Changes in volume, pace, and other musical stuff makes it less monotonous to listen to over and over.
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Putnam

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Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
« Reply #727 on: December 04, 2014, 06:25:43 pm »

That was just the first part, the full sheet music is here. It's difficult as hell and I should probably use a different version of 3 in the morning.

EDIT: I ended up using A Study In Skaia by David Ellis (A Lunatic's Daydream).
« Last Edit: December 04, 2014, 10:42:13 pm by Putnam »
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Graknorke

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Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
« Reply #728 on: December 05, 2014, 11:57:14 am »

EDIT: I ended up using A Study In Skaia by David Ellis (A Lunatic's Daydream).
Sounds like a good choice. I'd have rather heard your attempt at '3 in the Morning' (The Midnight Crew and Felt albums are probably my favourites), but that's okay too.
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Putnam

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Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
« Reply #729 on: December 05, 2014, 07:19:30 pm »

The main problem is that I have, like, a year of experience in jazz guitar and actually playing 3 in the Morning's piano part on guitar, while certainly not impossible, is far beyond my skill level.

Not the chord arpeggiations or even the driving swing part, I mean the 16th note runs. That part's hard, but writing it down I can see it's doable, since I've seen people do far harder. The rest I'm capable of given a few weeks practice, heh.

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Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
« Reply #730 on: December 09, 2014, 08:15:26 pm »

Errorlog:
succession traveler placed out of bounds (x15).

Doesn't seem to be affecting the game, but worth noting? Not sure.
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Putnam

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Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
« Reply #731 on: December 09, 2014, 08:28:20 pm »

Yeah, I can't do anything about that.

DarthBoogalo

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Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
« Reply #732 on: December 09, 2014, 08:36:17 pm »

What causes it? I'm curious.
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Putnam

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Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
« Reply #733 on: December 09, 2014, 09:03:07 pm »

I don't know. This is about 10% the reason I can't do anything about it. The other 90% is because I'm not Toady.

Arcvasti

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Re: Fortbent: Homestuck mod (2014 v1.2.3) (0.40.16)
« Reply #734 on: December 09, 2014, 09:10:09 pm »

Stuff I've noticed:

-Wooden weapons/shields and Sords... can be made into grist of the appropriate type.

-All of the workshops related to organic metal display "No reactions. Please check fuel and material availibility".

-Taking a whole bunch of artifact grist and Sords... to the trade depot and then hitting "o" several times levels up your broker's appraisal skills, despite them not accepting the deal because it would lose them money.

-What exactly does the culling workshop do?

Random suggestion:

Something that the unicorns in the FO:E mod have is an insubstantial bodypart called "Telekinesis" with a grasp token. That sounds like something rustbloods could potentially have.

While I'm not asking you to try to do the whole 144 claspects thing, would it be reasonable to have 24 aspect/class combinations instead, one passive and one active for each aspect?
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