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Author Topic: Fortbent: Homestuck mod (v3.1.0) (0.44.05)  (Read 183249 times)

vjmdhzgr

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Re: Fortbent: Homestuck mod (2014 v2.0.0) (0.40.24)
« Reply #765 on: January 28, 2015, 07:50:50 pm »

I tested it again and got them all being described as doom players who had gone god-tier. I then restarted the arena and got rage again. I restarted the arena another time and got rage again. Tried again, got rage. Tried again, got doom. Noticed that when spawned with purple first I got doom and when I spawned mutant first I got rage. Tried spawning yellow first, got rage again. Tried spawning cobalt first got doom. Tried teal, got doom. Tried spawning olive first, and got rage. So it seems that if the first troll you spawn in the arena is in the lower half of the hemospectrum all trolls that you spawn from then on are described as rage god-tiers, but if the first troll you spawn is in the upper half of the hemospectrum all the trolls you spawn are described as void god-tiers. Strange.
EDIT: There's also a few things in the errorlog still.
"*** Error(s) found in the file "raw/objects/inorganic_dfhack_classes_fortbent.txt"
Unrecognized CDI Target Token: GREETING
Interaction Token not recognized : HASTE_WITH_BREATH
Interaction Token not recognized : HASTE_WITH_BREATH
Interaction Token not recognized : HASTE_WITH_BREATH
Interaction Token not recognized : HASTE_WITH_BREATH
*** Error(s) finalizing the creature ALTERNIAN_MOTHERGRUB
undefined local creature material set to default: ALTERNIAN_MOTHERGRUB HORN
*** Error(s) finalizing the creature POOF_TROLL
undefined local creature material set to default: POOF_TROLL MUSCLE
*** Error(s) finalizing the creature MUSCLEBEAST
undefined local creature material set to default: MUSCLEBEAST HOOF
*** Error(s) finalizing the creature DAVE_EBUBBLES
undefined local creature material set to default: DAVE_EBUBBLES MUSCLE
*** Error(s) finalizing the interaction DOOM_WEAKEN
Target Token not found C"
« Last Edit: January 28, 2015, 07:53:53 pm by vjmdhzgr »
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Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia

Putnam

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Re: Fortbent: Homestuck mod (2014 v2.0.0) (0.40.24)
« Reply #766 on: January 28, 2015, 08:05:26 pm »

...You need to page through a bit to find the normal ones, I mean. And yeah, it is odd, since god tiers have ARENA_RESTRICTED and all.

Goddammit things falling through cracks in the commit tango.
« Last Edit: January 28, 2015, 08:12:59 pm by Putnam »
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vjmdhzgr

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Re: Fortbent: Homestuck mod (2014 v2.0.0) (0.40.24)
« Reply #767 on: January 28, 2015, 10:02:23 pm »

...You need to page through a bit to find the normal ones, I mean. And yeah, it is odd, since god tiers have ARENA_RESTRICTED and all.

Goddammit things falling through cracks in the commit tango.
Ah, I understand now. Alright. That is pretty strange. Maybe [ARENA_RESTRICTED] can't be applied through creature variations?
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Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia

Putnam

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Re: Fortbent: Homestuck mod (2014 v2.0.2) (0.40.24)
« Reply #768 on: January 30, 2015, 03:23:24 am »

Also, an explanation for the classes:

Heir: Somewhat defensive.
Seer: Entirely based around stat boosts. Given very few powers.
Knight: Offensive, with some emphasis on buffs
Witch: 100% powers whenever possible. No stat boosts. Most active class included.
Maid: Somewhat offensive.
Page: Doesn't get powers until later than most, and doesn't become powerful until near the end. The most powerful class.
Prince: Completely offensive, with emphasis on destruction.
Rogue: Equally offensive and friend-buffing (I.E taking and giving)
Thief: Equally offensive and defensive (more emphasis on self-buffing than friend)
Sylph: Healing. What healing entails depends on the aspect.
Bard: Offensive, with emphasis on buffs and debuffs. Wasn't sure what to do with this.
Mage: Like seer, but with more powers and less buffs. Yeah, wasn't sure what to do with this.

KittyRead

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #769 on: February 14, 2015, 06:20:18 pm »

How does alchemizing work in adventure mode?
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Putnam

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #770 on: February 14, 2015, 07:28:02 pm »

Depends on whether reaction-trigger is working there yet...

KittyRead

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #771 on: February 14, 2015, 08:50:11 pm »

Depends on whether reaction-trigger is working there yet...

Reaction-trigger?
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Putnam

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #772 on: February 14, 2015, 09:05:11 pm »

DFHack command. It works in fortress mode, but I'm not sure about adventure mode. If it doesn't work in adventure mode (the reaction simply says "you make nothing" and no dialogue pops up), you can work around it like so:

1. Get your adventurer's unit ID with the following command:

Code: [Select]
lua print(df.global.world.units.active[0].id)
2. Use the following command to alchemize:

Code: [Select]
fortbent/alchemize -unit (id) -adventure
I oughta make alchemization more open for adventure mode, I figure. Didn't really think about that. Also, make it so that it doesn't require your adventurer's unit ID.

KittyRead

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #773 on: February 15, 2015, 08:51:29 pm »

DFHack command. It works in fortress mode, but I'm not sure about adventure mode. If it doesn't work in adventure mode (the reaction simply says "you make nothing" and no dialogue pops up), you can work around it like so:

1. Get your adventurer's unit ID with the following command:

Code: [Select]
lua print(df.global.world.units.active[0].id)
2. Use the following command to alchemize:

Code: [Select]
fortbent/alchemize -unit (id) -adventure
I oughta make alchemization more open for adventure mode, I figure. Didn't really think about that. Also, make it so that it doesn't require your adventurer's unit ID.

So then I guess this mod is more for Dwarf Mode than Adventure?

It's okay though I enjoy playing with it regardless.
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Putnam

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #774 on: February 15, 2015, 09:02:10 pm »

It should work in adventure mode. If it doesn't, then it's a problem with DFHack. I like it in adventure mode.

rokoy

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #775 on: May 08, 2015, 01:04:54 am »

How goes development?
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Putnam

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #776 on: May 08, 2015, 01:29:31 am »

puased.....

Putnam

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #777 on: May 27, 2015, 04:10:23 pm »

I got bored with doing ridiculous crap for the DBZ mod. Time to do some ridiculous crap for Fortbent.

Next release ought to be 2.1.1, which will replace all interaction-trigger and syndrome-trigger calls with a system I programmed myself for Sparking because neither of those things seem to work consistently. This will make powers much more nice.

Graknorke

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #778 on: May 27, 2015, 04:31:41 pm »

I await your update with bated breath. Even though I'm getting those pre-new-version want to hold off playing DF.
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Putnam

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Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« Reply #779 on: May 27, 2015, 04:36:33 pm »

2.1.1 pre-release here

it should work, only reason it's a pre-release is because I haven't personally tested it;  the code is hilariously simple, though.

EDIT: my creative impulses towards in-game GUIs are more suited to Sparking as it turns out

sorry if it seems like I'm focusing on one mod to the detriment of all others, in a hilariously ironic and hypocritical way

because that's exactly what's happening
« Last Edit: May 28, 2015, 07:00:22 pm by Putnam »
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