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Author Topic: Fortbent: Homestuck mod (v3.1.0) (0.44.05)  (Read 181391 times)

rokoy

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #780 on: June 02, 2015, 05:08:07 pm »

Thanks mate, should I warn you about any big bugs I find?
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Putnam

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #781 on: June 02, 2015, 05:13:01 pm »

yes

rokoy

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #782 on: June 02, 2015, 10:10:44 pm »

Not really a major bug, but it is kinda funny: one of my axemen was killed in a tragic logging accident and now every single troll in my expedition is god tier.
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Putnam

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #783 on: June 02, 2015, 10:15:27 pm »

what

rokoy

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #784 on: June 02, 2015, 10:34:21 pm »

I believe you at one time said that the god tiering was largely tied to their hardness (the thing which makes dwarves immune to death and tragedy) and perhaps they got disproportionately hardened from that one death.
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Putnam

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #785 on: June 02, 2015, 10:38:14 pm »

it's not based on hardness, it's something completely unrelated...

oh god is it giving too much experience.

rokoy

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #786 on: June 08, 2015, 06:44:26 pm »

Out of curiosity, what exactly does it do? Like, now that my roster is full of god tiers, what is going to be different?
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Putnam

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #787 on: June 08, 2015, 07:05:17 pm »

They all have godly abilities, depending on their titles. Might help in sieges, should you ever get one. Enough god tiers may even help you to fight off the nastier beasties living underneath.

Bien

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #788 on: June 09, 2015, 07:58:25 pm »

Awesome mod! Though, aren't trolls supposed to have 6-6 names or is that hardcoded?
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Putnam

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #789 on: June 09, 2015, 07:59:55 pm »

I used to have a process to make their names 6-6 instead of 6-12 as it is now, but I removed that for some reason.

I don't know why, it shouldn't be a problem.

I just ignore whichever of their last names sound dumber with the first name. Since every word in the language is six letters, it's easy to tell which word is which.

Bien

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #790 on: June 09, 2015, 08:11:42 pm »

Ah, it's alright. I was just wondering why the names were 6-12.

Also, do you have any idea to get this to play nice with PyLNP? What I did was to install the LNP and then extract the merge version into it. Switching graphics sets results in LNP deleting the mod raws.
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Putnam

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #791 on: June 09, 2015, 08:36:06 pm »

...still? yeesh

yeah I'm not sure if I could do anything about that

Bien

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #792 on: June 09, 2015, 10:26:30 pm »

So this has been a recurring problem? Hm, maybe I'll ask the PyLNP people then.

Last one: how does one take care of musclebeasts?
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Putnam

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #793 on: June 09, 2015, 10:30:21 pm »

They're quite capable of taking care of themselves. How can one be a butler if they cannot butle theirself?

Bien

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #794 on: June 09, 2015, 11:17:04 pm »

Ah. The ones that I have keep getting stressed. Is it safe to assign them to pastures?
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