Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 53 54 [55] 56 57 ... 59

Author Topic: Fortbent: Homestuck mod (v3.1.0) (0.44.05)  (Read 183234 times)

tranquilham

  • Bay Watcher
  • [TRANSLATION:OWO]
    • View Profile
Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #810 on: April 09, 2016, 03:40:30 pm »

So I have a question:
I started a new fortress, and lots of my trolls are flying.
What.

EDIT: Okay so apparently all of my trolls are named "humans" and they have all ascended to God Tier, all being Heroes Of Time. wat.gif
EDIT2: I am using DF 42.06, I guess that is the problem. Can anyone provide that version? Got it now, testing to see if it works.
« Last Edit: April 09, 2016, 03:48:39 pm by tranquilham »
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #811 on: April 09, 2016, 03:51:18 pm »

oh god

0.42.06 should not be a problem, the version number in the title just refers to what the current packaged version is, that sounds like duped raws to me, what does errorlog.txt say?

tranquilham

  • Bay Watcher
  • [TRANSLATION:OWO]
    • View Profile
Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #812 on: April 09, 2016, 03:55:39 pm »

oh god

0.42.06 should not be a problem, the version number in the title just refers to what the current packaged version is, that sounds like duped raws to me, what does errorlog.txt say?

I modified the raws a bit for funzies to see what I could do, apparently the [NO_X] tags dont work with them.

Also, how would I attach the error log to my post?
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #813 on: April 09, 2016, 03:56:15 pm »

in
Code: [Select]
[code] tags

tranquilham

  • Bay Watcher
  • [TRANSLATION:OWO]
    • View Profile
Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #814 on: April 09, 2016, 04:18:57 pm »

So trying to post the errorlog gives me this error: 413 Request Entity Too Large. How fitting.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #815 on: April 09, 2016, 04:54:22 pm »

That's disturbing. Try posting a small snippet.

tranquilham

  • Bay Watcher
  • [TRANSLATION:OWO]
    • View Profile
Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #816 on: April 09, 2016, 05:07:45 pm »

That's disturbing. Try posting a small snippet.

I'm trying a completely fresh install, and everything looks to be going good, at least in the Embark screen. I'll update as soon as I can.

UPDATE: New, fresh install solved it. I think it must've been duped raws.
« Last Edit: April 09, 2016, 05:17:05 pm by tranquilham »
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #817 on: April 09, 2016, 05:21:33 pm »

Oh, I'm here to crowdsource for a sec.

Post what you think a good idea for a fraymotif is. Literally any fraymotif. Just a combination between two claspects. As many as possible. I mean, just looking at the ones in Homestuck... they're awfully simple. Sorta like layered effects OH. Oh. That works.

tranquilham

  • Bay Watcher
  • [TRANSLATION:OWO]
    • View Profile
Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #818 on: April 09, 2016, 05:27:11 pm »

Oh, I'm here to crowdsource for a sec.

Post what you think a good idea for a fraymotif is. Literally any fraymotif. Just a combination between two claspects. As many as possible. I mean, just looking at the ones in Homestuck... they're awfully simple. Sorta like layered effects OH. Oh. That works.

I especially love John, Roxy and Rose's combo that makes that spinning wizard dude. I don't think that'd apply to anything in Dorf, though.
An idea for a Time player is to be able to freeze a unit, so they cant move, but still attack, while another player attacks them. You might need to do some workarounds for that one.

EDIT: Any plans to add The Felt?

« Last Edit: April 09, 2016, 05:30:53 pm by tranquilham »
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #819 on: April 09, 2016, 07:02:45 pm »

I mentioned to my brother the possibility of adding the felt. Then I just went "noooo".

With some small amount of reasonableness, I can add:

Itchy (FAST)
Doze (slow)
Trace (can see past trails)
Clover (incredible luck)
Fin (can see future trails)

Crowbar (a dude)


That's really about it.

tranquilham

  • Bay Watcher
  • [TRANSLATION:OWO]
    • View Profile
Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #820 on: April 10, 2016, 06:37:11 am »

One more thing: is there some sort of manual detailing the new features? (i.e god tiers, new workshops, grist, etc)
Logged

TheBiggerFish

  • Bay Watcher
  • Somewhere around here.
    • View Profile
Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #821 on: April 10, 2016, 07:29:21 am »

Whaaaaaa.

This thread.

It is real.

*pinches self*

Mostly here to watch the shenanigans.
Logged
Sigtext

It has been determined that Trump is an average unladen swallow travelling northbound at his maximum sustainable speed of -3 Obama-cubits per second in the middle of a class 3 hurricane.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #822 on: April 10, 2016, 11:29:14 am »

One more thing: is there some sort of manual detailing the new features? (i.e god tiers, new workshops, grist, etc)

This was my first mod and I never got into the habit of it. I could start, but I'm working on Fraymotifs. I'm actually writing the docs for those as I go, so I could probably put those onto a wiki page.

tranquilham

  • Bay Watcher
  • [TRANSLATION:OWO]
    • View Profile
Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #823 on: April 10, 2016, 02:19:02 pm »

Really what I am having trouble with the grist system. I dont quite get what I have to kill to get grist. Is there a special tag?
Also: does ascending to God Tier involve sacrifical slabs as in canon? Or is it something else?
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #824 on: April 10, 2016, 02:41:49 pm »

1. No special tag. Grist value of a creatures death is equivalent to:

(body_size/10000)+((strength+agility)/500)+(toughness/800)+((endurance+spatial_sense+kinesthetic_sense)/1000)+(willpower/1500)+(focus/2000)+(weapon_skills3)+(unarmed_skills1.5)+(attack_skills2)+(defense_skills2.5)+(situational_awareness2)

Plus a zilly grist if the creature was a MEGABEAST. Note that all weapon_skills etc. (all the stuff with exponents attached) are considered separately, I.E. having 6 in sword and 5 in axe will get you 216+125=341 grist, not 11*11*11=1331 grist.
holy crap i managed to fit 612, 413 and 111111 into that explanation without stretching anything. 1025 is there, too, but a stretch.
2. Couldn't implement sacrificial slabs in any way imaginable, so they just go god tier upon reaching a certain level. I think I used to have it be when they died, but not anymore.

Funny how I couldn't implement sacrificial slabs, but heroic/just deaths? A-OK!
« Last Edit: April 10, 2016, 02:43:38 pm by Putnam »
Logged
Pages: 1 ... 53 54 [55] 56 57 ... 59