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Poll

Whats your fav thing about Regen FE?

Industry, I love all these new toys
- 2 (20%)
Special upgrade-able castes (not in yet, but it will be)
- 1 (10%)
Cool weapons and cavern layout, I'm scared of the caves now. Yay
- 2 (20%)
Kobolds! I like this updated KC version
- 3 (30%)
The other races with differnet playstyles
- 1 (10%)
The new difficulty
- 1 (10%)

Total Members Voted: 10


Pages: 1 ... 11 12 [13] 14 15 ... 19

Author Topic: |({[<---*Regeneration V5.0*--->]})| Alpha 2 get it  (Read 49168 times)

Hugo_The_Dwarf

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Re: |({[<---*Regeneration V4.5*--->]})| Phoebus old and new
« Reply #180 on: February 18, 2012, 09:42:47 pm »

Will be releasing a V4.5a soon to fix the issue I made with "friendly?" undead by adding [CAN_SPEAK] (was hoping for named undead, thought having OPOSED_TO_LIFE would have made them automatically hostile, nope)

So, Undead - hostile again (but will have jibberish names like kobolds)
ABS (Advanced Bone Structure) - Will be fixed (have fun breaking knee caps and watching foes crawl away crippled)

also this will be all with the 34.02 DF

EDIT:
V4.5a Raws is up, I have F***ed up the Plug and play horribly so.

EDIT2:
Ok all should be well with all V4.5a's now
« Last Edit: February 18, 2012, 10:20:56 pm by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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Re: |({[<---*Regeneration V4.5a*--->]})| Phoebus DF-34.02
« Reply #181 on: February 19, 2012, 10:33:43 am »

I am now Making an V4.5a ASCII version, after this I should be able to update both versions together and not get lost like I did last time :/

Also I'm putting up a new poll about:

Dwarves:
Science - Weapons, Ammo, Poison and Tech trees
Science - Geneforging (can take a small breedable creature and turn it into a sterile, weaker, dimmer dwarf)
Magic - Allow the making of a rough battle mage
Magic - Full out dwarven wizard
Other - (Post)

EDIT:
Also please post any bugs you may find, I've been kinda rushed and probally might have overlooked something(s)
« Last Edit: February 19, 2012, 11:30:53 am by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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Re: |({[<---*Regeneration V4.5a*--->]})| Phoebus & ASCII DF-34.02
« Reply #182 on: February 19, 2012, 12:59:43 pm »

ASCII is up, Please report any bugs or abnormalites (plants might be a issue for sure)

Oh and Custom Buildings will look funny too
« Last Edit: February 19, 2012, 01:23:20 pm by Hugo_The_Dwarf »
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joeybowling

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Re: |({[<---*Regeneration V4.5a*--->]})| Phoebus & ASCII DF-34.02
« Reply #183 on: February 20, 2012, 03:05:29 pm »

Im having problems with the Miners workshop and the woodworkers work shop, the only thing outa both of them that i could get working is processing small trees ( which is usefull)
The quarry works fine and the mine shaft might work fine if i could build one because i think i need stuff from the miners workshop to build it.

(also a way to tell what caste of Dwarf they are would be swell)
« Last Edit: February 20, 2012, 03:07:42 pm by joeybowling »
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Hugo_The_Dwarf

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Re: |({[<---*Regeneration V4.5a*--->]})| Phoebus & ASCII DF-34.02
« Reply #184 on: February 20, 2012, 04:31:37 pm »

Removed all new animal people, also will be seeing if I can get permission to try and merge Kobold Camp with Regeneration.

Im having problems with the Miners workshop and the woodworkers work shop, the only thing outa both of them that i could get working is processing small trees ( which is usefull)
The quarry works fine and the mine shaft might work fine if i could build one because i think i need stuff from the miners workshop to build it.

(also a way to tell what caste of Dwarf they are would be swell)

Hmm... I'm running a test fort as we speak, I just finished a quarry. I will build a Woodworker's Shop and Miner's Workshop and see what the problem is. And yes the mineshaft needs a "Mineshaft Assembly" which is made at the Miner's Workshop (requires tools made from the woodworker's shop aswell)

As for telling what caste the dwarves are, if you look at them using 'v' then 'z' right at the bottom where it says:
"A short sturdy creature found of drink and industry" will have additonal things to it like
"Is known for their long beards" - Long Beard Caste
"and Wood Industry" - Wood dwarf
"and Stone Industry" - Stone dwarf
"Dismemberment" - War Dwarf
"Nose in a book" - Scholor Dwarf

I will get back on these "Miner/Wood shop" issues, Thank you for bringing this to my attention.

EDIT:
All reactions show up properly, But I believe I found the issue for the Miner's Workshop. I used [REACTION_CLASS:METAL] but porting to 34.xx I forgot to add [REACTION_CLASS:METAL] to all metal types, thus making metal stuff impossible there.

goto "material_template_default.txt" and add [REACTION_CLASS:METAL] at the bottom of the metal template

I am now looking for the issue with Woodworker's Shop

EDIT2:
Found the issue for wood stuff now, like the metal goto "material_template_default.txt" and add:

   [REACTION_CLASS:GET_WOOD_FROM]
   [REACTION_CLASS:PAPER]

to the end of the WOOD TEMPLATE

Thanks for the report

EDIT3:
Note this fix does not need a regen :)
« Last Edit: February 20, 2012, 04:42:03 pm by Hugo_The_Dwarf »
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joeybowling

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Re: |({[<---*Regeneration V4.5a*--->]})| Phoebus & ASCII DF-34.02
« Reply #185 on: February 20, 2012, 04:38:34 pm »

Also are the Broker, sheriff and possible other nobles spose to be missing?

- just went over the Main post i saw the thing with the broker mixing in with other noble
« Last Edit: February 20, 2012, 04:44:16 pm by joeybowling »
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Hugo_The_Dwarf

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Re: |({[<---*Regeneration V4.5a*--->]})| Phoebus & ASCII DF-34.02
« Reply #186 on: February 20, 2012, 04:48:42 pm »

Also are the Broker, sheriff and possible other nobles spose to be missing?

- just went over the Main post i saw the thing with the broker mixing in with other noble

I think I brought the Broker back, as I can assign one. I think he was causing problems with "Two Outpost Liaisons" showing up to trade. I also have the sheriff too :/ Odd

But yes I found the issues for the MWH and WWH not working, missing [REACTION_CLASS:xxxx] from the material templates which makes me wonder if the Temple of Regeneration is broken too due to the ORE template not being used for ore types.
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joeybowling

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Re: |({[<---*Regeneration V4.5a*--->]})| Phoebus & ASCII DF-34.02
« Reply #187 on: February 20, 2012, 04:50:19 pm »

if and when i get to the orb i will tell you.
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Hugo_The_Dwarf

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Re: |({[<---*Regeneration V4.5a*--->]})| Phoebus & ASCII DF-34.02
« Reply #188 on: February 20, 2012, 04:55:51 pm »

Yes the Temple of Regeneration will be broken, I just went through and all metal ores use the STONE_TEMPLATE instead of my custom ORE_TEMPLATE and all NATIVE metal ores (copper, silver, gold, platinum, aluminim) all lack the [REACTION_CLASS:ORE] so yea it will be broken (also only humans use the Temple of Regen as Dwarves can now mine for metal ore.)
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Hugo_The_Dwarf

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Re: |({[<---*Regeneration V4.5a*--->]})| Phoebus & ASCII DF-34.02
« Reply #189 on: February 20, 2012, 05:39:07 pm »

Damn I still get the Liaison and a random dwarf that both do the same job, This is a bothersom bug. Altho YAY! wagons are back

EDIT:
This second dwarf says hes from the merchants guild :/ I guess that narrows it down a bit, not much but some.

EDIT2:
In theory if I remove the Liaison... The merchant dwarf guy should come alone?
« Last Edit: February 20, 2012, 05:46:23 pm by Hugo_The_Dwarf »
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joeybowling

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Re: |({[<---*Regeneration V4.5a*--->]})| Phoebus & ASCII DF-34.02
« Reply #190 on: February 20, 2012, 07:47:26 pm »

So my fort Got destroyed by zombies so i made a new one. i now can build the brewery and the masons shop two and the gunsmith and i can see my sheriff now and broker...

weird...
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Hugo_The_Dwarf

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Re: |({[<---*Regeneration V4.5a*--->]})| Phoebus & ASCII DF-34.02
« Reply #191 on: February 20, 2012, 08:19:46 pm »

Darn those zombies eh? :P Also did you get the odd "Liaison" and the random dwarf that comes from a "merchants guild"? just curious to see if i'm the only one.

But yes that's weird that those nobles and workshops didn't show before :/
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joeybowling

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Re: |({[<---*Regeneration V4.5a*--->]})| Phoebus & ASCII DF-34.02
« Reply #192 on: February 20, 2012, 08:43:19 pm »

Yea they just showed up the metal smith and the other jerk
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Hugo_The_Dwarf

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Re: |({[<---*Regeneration V4.5a*--->]})| Phoebus & ASCII DF-34.02
« Reply #193 on: February 20, 2012, 09:20:11 pm »

That is elusive bug, because no matter how many times I "accidently" kill that guy off there is another to replace him. I'm going to remove the liaison and see if I still get that guy. Players only need one guy to make demands to. I am stumped elsewise, I have no idea on what can cause the double liaison bug :/
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joeybowling

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Re: |({[<---*Regeneration V4.5a*--->]})| Phoebus & ASCII DF-34.02
« Reply #194 on: February 20, 2012, 09:25:27 pm »

i dont really mind him that much.
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