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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Stirk on December 03, 2013, 06:43:08 pm

Title: Dwarf Fortress: Modern! ⊕ Version .28 ⊕
Post by: Stirk on December 03, 2013, 06:43:08 pm
Dwarf fortress modern is an attempt to keep the style and feel of dwarf fortress and bring it to a modern setting, while adding to the fun! New weapons and vehicles for your military, as well as things like factories for your civilians, this mod attempts to keep some fantasy aspects while making the game much more similar to the modern day. Many more things have been added, just read this forum a little bit to find out what! I am always looking for new suggestions and answering questions, don't hesitate to post!Last version 34 (http://dffd.wimbli.com/file.php?id=7049)


DOWNLOAD! (http://dffd.bay12games.com/file.php?id=10530)



Change log

Civilian
Added oil, which can be processed into petroleum
Added petroleum, which has many uses, from making energy to explosives
Added energy, from burning petroleum, in the form of capacitors. Helps a lot with industry!
Added alternative energy, made at a millstone. Not as strong as petroleum, but can be built without oil.
Added cars, which speed up your dwarves and act as pets.
Added factory, produces furniture and goods
Added arc furnace, makes steel,aluminum, and lead efficiently from energy
Added computer, that trains your dwarves
Added chemistry workshop. Makes soap, as well as preforming other functions involving chemistry, like making kevlar.
Added trucks, that transport more goods
Added clothing for flavor
Added chainsaws and drills
Added corn
Added soda
Added new animals!
   Added Dairy and Farm Cow. Dairy cows produce more milk, while Farm Cows are larger
   Added Farm variants of all "Tame" animals you would expect to eat, from turkeys to sheep. Generally, they produce more (Such as eggs or wool), and have slightly more meat. May or may not eat more then typical, always cost about the same.

Military

Added weapons. Each weapon has its own characteristics, with its own strengths and weaknesses.
   Assault rifles. Ak74, M16, FNC, Ak107,and more
   Sniper rifles- Dragnovs and SG 550s
   Heavy weapons- Hecate Anti-materiel rifles
   Shotguns- Benelli, Saiga, and Striker
   Thief weapons- Combat knife and Makarovs
   Pistols- Beretta, Jericho, aforementioned Makarov, M1911 and more!
   Sub machine guns- Uzi, MP5, P90
   All guns now have Melee attack! "Knife" or "Bayonet"
   And more!
Added tank depot
   Can use tank
   Can use jeep
   Can use CIWS
   Can use machinegun
   Can use helicopter
   Can use F-16
   Can use UVAs
Goblins now have access to vehicals!
Added prisoner workshop. See misc for more.
New enemy and neutral civilizations!
Weapons will now all be made of steel (or wood, or ady.)
Armor will be made of Kevlar (Or ady)
New armors
   Dragon skin- more protection, with a higher chance of not protecting at all!
   Interceptor body armor- powerful but localized protection
   Some armor's names changed.
   All armor now protects a lot more, but has a chance of not blocking anything at all!

Civilizations:
   Tyrannians. The holy democratic people's republic of Tyrannia, which is a communistic state not located in Tyrannia. They are powerful, with tanks and other vehicles in castes, but are not typically hostile.
   Blacklisted. They are always hostile and come in great numbers with some powerful castes who have some interesting moves, basically goblins with fancy gimmicks, more skill, and less vehicals.
   Umbra. Living shadow, almost as weak as normal shadows. Mainly they are meant to show up during the months nobody else is trying to kill you to keep you awake.

MISC


Alley races. Basically they are animals you can turn into dwarves. Can be made in the prisoner workshop for now
  Nekomata, which can be made from cats, if you kill an enemy that drops an item for it
  PMC, which are private military contractors, who can be bought from the humans
  Hyper-intelligent dogs who are a cast of normal dogs. Can be trained to act like a dwarf.
  Converts, who are captured goblins. A lot more dangerous to make.
Two new secrets
   Cultists, who can turn into Avatars of Cathlulu. They can randomly infiltrate your civilization, much like vampires, and randomly explode into giant, tentacled monsters who can face an entire army with ease.
   Alchemists, who can shoot fire and do other moves. Not fully implemented. (Mostly, they just set themselves on fire.)
Two new megabeasts
   Angel. A powerful humanoid with regenerative abilities, she will take a lot of bullets to get down, and more to stay down. You can keep one as a pet if you manage to cage one somehow.
   Juggernaut- A giant tank. Not much more to say about it.
   Brobdingnagian- Giant humans with the power to multiply and regenerate
   Metals moved. You should now be able to find lead, steel, and petroleum in almost any location.
And more!

Plans for future/Bugfix
Test and post Bombolla.
Fixed Computers. Thanks Baffler, again!
Adding .22LR-well, guns that would be .22LR if they where in our world, we all know how my ammunition works. Produces twice as much as other hand guns, fixing your ammunition shortage forever! Great for having your soldiers and cops plink at targets for some experience, and can take down small game, but your going to want to pull out something heavier for the Goblin invasion or Forgotten Beast attack.
Fix M16s not showing up.

Rebalanced all guns AGAIN!! It looks like they keep getting weaker with every new version that comes out  :-\.

Tutorial


This is a major mod, and some things I added could get confusing without help, especially with people new to modding or dwarf fortress itself. So in the spoiler is a list of brief tutorials to get you started easier!
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress: Modern!
Post by: Yourmaster on December 09, 2013, 04:42:29 pm
Intresting...
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on December 11, 2013, 05:06:52 pm
Alright! After playtesting it some more myself, I finally put up the new bugfix.
--------------------------------------

Fixed some buildings color error
Lower Kevlar's Insane value (Done, ready for next version)
Fixed temperature based error on some missiles
Fixed even more spelling/grammar issues.
Changed Car's biome to allow it to show up much easier
Lowered chance of traders bringing items that explode randomly
Fixed corn problem, it will now show up in most biomes.
Other bugs/Suggestions, please post!
Title: Re: Dwarf Fortress: Modern!
Post by: Yourmaster on December 16, 2013, 08:15:16 pm
I had a flying assassin. Is this normal?
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on December 16, 2013, 08:40:45 pm
Quote
I had a flying assassin. Is this normal?

Yep. Assassins are able to fly, so they can get over walls. I thought it would be more interesting to have them appear suddenly in the middle of your fortress, like you would expect an assassin to do. As a side note, pirates can swim, so be careful when building your walls.
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on December 20, 2013, 09:18:48 pm
A little note:
I have a little time off due to winter break now, and am back to playing with/working on this mod.

One thing I have noticed is an apparent difficulty to get your dwarves in their uniform, especially with Dragonskin. I think it is because of the large scale the armor covers. Ordering dwarves to "Replace Clothing" under equipment seems to fix this.

I think I somehow messed up Arc Furnace again, I think I will just use the same sprite as another building next patch.

If anyone else has any problems they found, please share! If you have any of your own ideas, I would love to hear them.
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on January 01, 2014, 05:24:04 pm
New update for the new year! It has only gone under minimal testing, if I messed anything up please post!
New features:
Fix Arc Furnace for real this time!
Fix glitch in Female Hyper-intellegent dogs transformation.
Fix Goblins not having vehicals glitch
Add more weapons
   New Aks-RIP Kalashnikov
     You will be able to build AK-47s using wood and steel, cheaper then M-16s
   Revolver-type pistols. These will have a lower rate of fire, but do more damage. Still can't pierce armor.
   Fix explosives a little. Sorry, they are really hard to test properly.
     .....Explosives are hard to get right.
   Instead of explosives, I present you with the Hecate anti material rifle! Basically it is what the armbrust is supposed to be, but uses bullets instead of explosives. It is slower then the sniper rifle, more expensive too, but it eats tanks like Bigmacs. It still needs more balancing, but at the moment a squad armed with Hecate (That is, ten dwarves) is even able to beat Angels and Avatars of Cthulu at long ranges, but a squad of SG snipers owns them.
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on January 12, 2014, 12:51:20 am
So the few votes we managed to get on the last pole seemed to suggest you want me to "FIX YOUR DUMB MISTAKES YOU IDIOT!!1!" and make a new civilization, two things I knew would be pretty popular. I am still adding new features as I think of them, most are small and easy to make.
-To fix my own stupid typos, horrible scripting, spelling, and other assorted mistakes, I need your help! Please post any glitches, errors, or broken objects on this forum. I try my best to find them all, but the only way I can test them is by trying everything in fortress mode, which ends up taking hours.
-For the civilization, I have several ides for new civilizations, but none are really fleshed out, and I need feed back to see exactly what kind of civilization you even want.
  - The Eos, named after the Greek god of Dawn. This would be a general "Eastern" civilization, using weaponry and cultural bases from China, Japan, Korea, and other countries in that general area. It would contrast with the general "Western" theme I have been giving the dwarves. They could work in both hostile and allied positions.
   -Frawd, or the opposite of dwarves. Tall, clean shaven humanoids who live high in skyscrapers, trees, and other high places. They have an affinity for flying, and go to war and trade with high tech airplanes, helicopters, flying animals, and other such things
If you have a cool idea for a civilization, post it!
Title: Re: Dwarf Fortress: Modern!
Post by: Hugo_The_Dwarf on January 12, 2014, 10:14:16 pm
I suggest either an Underground civ that is hard and comes very late game (progress trigger 5?). I don't know if SIEGER works for underground civs but AMBUSHER works, and works in a very dangerous manner. by that I mean there can be 100's of units in ambush in the caves.

Could call them some kind of secret society or movement.

Either that or a very armored hard civ that only uses ranged weapons (so all ambushes sieges have ranged weapons) with natural skills with their choosen weapon and ranged_combat. also with a larger VIEWRANGE so they choose to shoot farther would probably lead to them missing more but idk. Also their range weapon doubles as an aggressive melee weapon too (chainsaw rifle anyone?) their weapons cannot be made by any means so if you want them you have to beat them. Ammo can be made but that's about it. also they have to be large enough so your people can't wear their OP armor (or make them naturally armored)

I have yet to try this mod, but it has had my eye for a good time now.
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on January 13, 2014, 12:15:36 am
Quote
I suggest either an Underground civ that is hard and comes very late game (progress trigger 5?). I don't know if SIEGER works for underground civs but AMBUSHER works, and works in a very dangerous manner. by that I mean there can be 100's of units in ambush in the caves.

Good idea, that would certainly keep you awake at the keyboard. I would have to look a bit more into how exactly underground civs work, I know Narhiril had something like that. Do they still send caravans and stuff? Do they only appear on certain levels? A lot of questions that could make for a unique civilization.

Quote
ranged weapons (so all ambushes sieges have ranged weapons)

To be honest, almost all melee weapons have been phased out by this mod. Instead, there are a variety of ranged weapons, different firearms performing the tactical roles of the melee weapons. The only time you really see melee combat is with tanks, which are tough enough to take several shots, thieves who still bring knives, and incredibly tough and armored megabeasts like the Angel and Avatar of Cthulhu. You could technically order your dwarves to do it with chainsaws or adamantine weaponary, but the ranged advantage of guns makes that really difficult.

An underground race with natural armor and fiction based weaponry would be interesting, especially if I can get them to mass. I think the idea would work best if they weren't humanoid, maybe something based on aliens but underground? Or...Molemen!
Title: Re: Dwarf Fortress: Modern!
Post by: Hugo_The_Dwarf on January 14, 2014, 12:31:10 am
Good idea, that would certainly keep you awake at the keyboard. I would have to look a bit more into how exactly underground civs work, I know Narhiril had something like that. Do they still send caravans and stuff? Do they only appear on certain levels? A lot of questions that could make for a unique civilization.

An underground race with natural armor and fiction based weaponry would be interesting, especially if I can get them to mass. I think the idea would work best if they weren't humanoid, maybe something based on aliens but underground? Or...Molemen!

From my experience with underground civs, I have never made a friendly one but im quite sure from what I heard there are no caravans (because caves only count as a trader exit, only the surface+outside counts as a trader spawnpoint, can give it a shot tho if you want) Anyways I've noticed that all my ambushing cave civs worked fine, too fine. So many units wait in ambush (as I said 100's not a joke)

as for something more alien you might aswell give them a gun arm and interactions to "shoot" so when their primary(secondary?) ranged weapon is out of bullets and ready to be used like a seriously scarey baseball bat/machete while still pumping out the alien bullets that never end (unless that weapon limb is lost)

but that's my suggestion :P
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on January 14, 2014, 01:06:30 am
Quote
as for something more alien you might aswell give them a gun arm and interactions to "shoot" so when their primary(secondary?) ranged weapon is out of bullets and ready to be used like a seriously scarey baseball bat/machete while still pumping out the alien bullets that never end (unless that weapon limb is lost)

but that's my suggestion :P

That would be pretty cool to, I still have a bunch of interaction attacks from the tanks/jeeps/helicopters and pretty much all other vehicals. If I give them fictional, rare, and cinematic weapons, that might mean an army of aliens with KS-23 shotguns, desert eagles, other powerhouse guns and a machine gun arm in case that failed to kill every dwarf who ever set foot on the soon to be dead fortress. Add napalm breath and maybe some kind of spores, and you have an impressive fight...

Though right now it looks like the poles want a "Weak" civ to fight between other battles, and I am kind of inclined to agree. Every time I play tested the mod myself, there are long periods of "....Nothing is happening.....*Yawn*" that I would like to remove, and I think an army of !!FUN!! would be a little to intense for that, I will have to put it on my "Long term goals list".

If you do start playing my mod, please give feedback! I get a decent amount of views/downloads, but nobody ever seems to post. Your the first who posted in months. I can get a little feedback from the poles, but other then that I have to find all the bugs/glitches/spelling errors/horrible scripting/boring parts/other problems myself, which is quite a daunting task.
Title: Re: Dwarf Fortress: Modern!
Post by: Hugo_The_Dwarf on January 14, 2014, 09:57:39 pm
Well me being a long term modder will probably nit pick the f**k out of the mod, and I might have time to give it a shot now. Let me just download it.

And by nit pick I mean
Quote
bugs/glitches/spelling errors/horrible scripting/boring parts/other problems

EDIT:

did I get the wrong copy?

Spoiler (click to show/hide)

I got it from here http://dffd.wimbli.com/file.php?id=7049

Quite a few of these I can probably fix and get it to work, crashed on year 2 of world gen so something is majorly busted.

Edit2:
wait tried again, got a world to gen.
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on January 14, 2014, 10:33:46 pm
Quote
did I get the wrong copy?

Nope. I told you I had a tone of bugs/glitches/spelling errors/horrible scripting/boring parts/other problems. To be honest, my mod "Style" is just messing with things until they kinda work. My error list is longer than my actual mod. It is kind of like throwing stuff at a wall and seeing what sticks, and then just leaving anything that doesn't work in.

But I never have had it crash before, anyone else have this problem?

Most of the reason the error code is so long is that I had no clue how to make creatures when I started modding. Then I made copies of those creatures for all my other creatures. Since tanks where one of the first things, I tried making things work one way and they ended up another. The end product worked fine, so I just shrugged my shoulders and moved on. "What? 4lungs isn't a real thing? Now that I think about it, it works better without any. It looks like I messed up on this factory script, the product has no material. That is just a product of mass production, in the end you can't tell what it is made out of! Besides, it makes them less valuable then hand-crafted stuff, which is kind of cool . Leave it in."
Title: Re: Dwarf Fortress: Modern!
Post by: Hugo_The_Dwarf on January 14, 2014, 11:33:01 pm
Here are some fixes:
Spoiler (click to show/hide)

That's my nitpicking for now.

EDIT:
someone distracted me, so I lost all time to try it tonight. I will try for tomorrow night.
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on January 14, 2014, 11:57:43 pm
Quote
inorganic_metal.txt---INORGANIC:CRIDE---[CE_SPEED_CHANGE:SPEED_PERC:150END:5000000] missing a ":" between '150END'

Ah, Typos, my worst enemy...

Spoiler (click to show/hide)

Yeah, I just put a bunch of other layers to make up for it. Ill take it out in my next cleaning with all the other fixes you are suggesting.

Quote
building_custom.txt---BUILDING_WORKSHOP:GUN---WEAPONSMITH use FORGE_WEAPON

GUN isn't a real workshop, I put the real gunsmith shop in the Soapmaker's workshop. I could probably just delete the whole thing.

b_detail_plan_default.txt---BODY_DETAIL_PLAN:ANGEL_MATERIALS---ANGEL_MATERIALS:Unrecognized Body Detail Plan Token: ADD_MATERIAL_TEMPLATE Use find&replace to replace ADD_MATERIAL_TEMPLATE to ADD_MATERIAL

Quote
creature_angle.txt(you mean angel)---First two errors PHYS_ATT_CAP_PERC is things like AGILITY, STRENGTH, RECUPERATION

I started coding with Angle, and the name really didn't effect much, so I left it there. I had no clue what I was doing. Now I have almost half a clue, maybe 3/7th a clue.

Quote
---ANGEL:Unrecognized Creature Token: NOBREATH NOBREATHE

So we meat again, doctor Typo....

Quote
---Body detail plan not found:CHASSIS I couldn't locate CHASSIS as any BDP should make this.
---rest of the errors just bad use of the material and tissue tokens, might want to redo ANGELs at least on the materials and tissues
All the rest of the creature errors are similar to that AAMISSLE and ANGEL so figure out those, you got the rest

I should probably just purge some of the useless things. I had no clue what I was doing, and when I finally got it right I pretty much decided not to mess with anything, since it is completely broken.

Quote
Quote
---Reaction problems, just find and replace with caps sensitive all None to NONE, a few errors are about material A might just want to look those reactions over
---Interaction, probably just got something jumbled up.

Well the reaction problems are a little more then that, most end up giving unknown material in the end of the reaction. I like how it turned out, so I don't mess with it.

To be honest, I never use the error folder, mostly because I filled it to the brim. You're probably the first person to look through it. I should probably put everything I write through a word-editing software to get out my spelling typos whenever I get the chance, my last purge missed a lot, while I am fixing all these errors. The next version is a long way off for when I get more time to work on it, so for now everyone will have to suffer through it.

Quote
item_ammo.txt---ITEM_AMMO:ITEM_AMMO_ROCKET remove the BOILING_POINT there is a thread in the modding forum that has exploding ammo search I think "doomium"

I just gave up on explosives a few versions ago, and decided just to use large caliber weaponry. I could never test them right, it took to long in fortress mode and the arena was to hot. I never found a way to make it work, and everyone else's explosives seem to use DF hack. I am already a hack scripter, but not like that. I can scarcely work with these codes.
Title: Re: Dwarf Fortress: Modern!
Post by: Hugo_The_Dwarf on January 15, 2014, 05:45:07 pm
Well instead of trying to fix the errors I'll just play it as is, and see how badly I get rolled.
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on January 21, 2014, 05:05:09 pm
....Any feedback yet? Ive been kind of worried that you had an "Unfortunate accident" or something.
Title: Re: Dwarf Fortress: Modern!
Post by: Hugo_The_Dwarf on January 21, 2014, 07:00:24 pm
As for feedback, I haven't really got into any of the new features. Got attacked by some blacklisted and kobold theives in which my dwarves managed to kill a kobold and we looted a steel combat knife (worded as combat steel knife, i'd just drop the adj combat into the name) and a hunter came with a steel FNC (no idea what type of gun that is)

I'm not quite sure what new workshops I should make, so far I found alot of lead ore and coal. Oh looks like some theives runined my embark, wounded over half of my population.

Trucks are very aggressive lol and still going just sealing myself in and tending the wounded. The truck killed a thief, knife vs truck, truck wins. So since I know there are quite some issues with the reactions idk if I want to try the new buildings just in case I end up just spamming null material items.

Any tips on how to get some sort of weapon industry started so I don't die later on?
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on January 21, 2014, 08:01:08 pm
Quote
As for feedback, I haven't really got into any of the new features. Got attacked by some blacklisted and kobold theives in which my dwarves managed to kill a kobold and we looted a steel combat knife (worded as combat steel knife, i'd just drop the adj combat into the name) and a hunter came with a steel FNC (no idea what type of gun that is)

An FN FNC, an assault rifle based off the AK with western designs. It is mostly used by the Belgians.
(http://world.guns.ru/userfiles/_thumbs/Images/assault/as24/fn_fnc1.jpg)

I could probably do better with the name, Ill have to fix that for next version.

Quote
Trucks are very aggressive lol and still going just sealing myself in and tending the wounded. The truck killed a thief, knife vs truck, truck wins. So since I know there are quite some issues with the reactions idk if I want to try the new buildings just in case I end up just spamming null material items.

Most buildings work just fine, the only thing that puts out null materiel is the Factory. That whole "Truck wins" thing is one of the reasons melee became obsolete, can't beat up tanks and helicopters with a sword. If you see an interesting building, go for it.

Quote
Any tips on how to get some sort of weapon industry started so I don't die later on?

Gunsmith shop, if you have decent resources you should be able to pump out enough weapons for a squad before any serious attack. Importing and stealing weapons isn't optimal, for the same reasons as real life (Well, before NATO and other standards. But gameplay/realism), you can't produce bullets for certain kinds of guns very well. So that is where you will get most of your weapons.

If you have an oil industry up, mining it processing it and burning it for energy, and a ton of extra resources, you can also set up a Tank Depot, where you can temporarily transform a dwarf to a vehicle (Tank, Helicopter, Jeep, Ect). If you do this, make sure they are part of a squad before hand. They will stay in a squad if they transform, but they can't be added into one again until it goes away.
Title: Re: Dwarf Fortress: Modern!
Post by: Hugo_The_Dwarf on January 21, 2014, 09:57:12 pm
Got some guns made, not enough for everyone, but all the lead will make lots of ammo. should dig deeper for better metal. I have to say i'm enjoying this mod so far.

Just got another thief so I ordered his death, it wasn't very quick considering:

The Stray Truck grabs The Kobold Thief by the right lower arm with her right front wheel!
...
The Stray Truck locks The Kobold Thief's right elbow with The Stray Truck's right front wheel!
...
The Stray Truck bends The Kobold Thief's right lower arm with The Stray Truck's right front wheel, shattering the right elbow's bone!
A ligament in the right elbow has been torn and a tendon has been torn!

talk about getting run over.
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on January 21, 2014, 10:49:39 pm
That reminds me, you might want to think about getting some armor, too. Kevlar is made from petroleum (Made from crude oil in the oil processing workshop) in the chemistry shop, and after you get the material the armor can be built in the metal smith's shop just as normal.
Title: Re: Dwarf Fortress: Modern!
Post by: Hugo_The_Dwarf on January 23, 2014, 10:38:46 pm
Was killed off by not enough weapons and training and a very large tantrum spiral. There needs to be more divesity like more grudges no more friends. Oh well.

I'm almost inspired to take up my sci-fi mod again (its mainly based around guns too) and would like to see the newer versions of this mod. keep it posted.
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on January 29, 2014, 08:24:58 pm
Quote
There needs to be more divesity like more grudges no more friends

...Not much I can do about that, I am afraid.

Quote
Was killed off by not enough weapons and training and a very large tantrum spiral.

I always seem to have the opposite problem. I always seem to use up all my ammunition during peacetime....
If you decide to play again, you may want to try out the oil path. It opens up a lot of new buildings and items, based mostly around energy. The Arc furnace, which turns iron ore to several bars of steel, helps out a lot with this to the point it might be a balancing problem. Don't need anything other then fuel, electricity, and the iron, at least. That would probably help you make some more weapons.

Quote
I'm almost inspired to take up my sci-fi mod again (its mainly based around guns too) and would like to see the newer versions of this mod. keep it posted.

That is good to hear. I am probably not going to have another version up for a little while, I hope to fix a bunch of the spelling/grammar/all the other issues and the ones you pointed out. I also hope to add another race, as I suspected there is a lot of support for a "Weak race" that I think would add a lot to this mod. I don't have much time or enough effort right now, the next version could be months away.
Title: Re: Dwarf Fortress: Modern!
Post by: Hugo_The_Dwarf on January 30, 2014, 05:55:30 pm
after I work on my mod here and there and get back into the DF play style I'll get on this mod again, and if it's updated by then, bonus.
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on February 04, 2014, 09:29:15 pm
I might be able to get the next version up sooner then anticipated, I already have most of the promised materials up (Arc furnace is still broken....). I do hope to get a start on the new race and am about to test the "Alternative Energies" to see if I can produce energy without oil. I also want to get the new race up, both my current ideas don't work well for a weak assault race.

Current other race ideas-
The Umbra. Living shadow, that attacks your dwarves for unknown reasons. Capable of lifting and possessing small objects, such as handguns and teddy bears, they will arrive to either attack your dwarves, capture children for an unknown but horrible purpose, and steal items to add to their bizarre collection. The shadows are typically humanoid, though other, more bizarre shapes have been seen. Though they may sound horrid, both their physical bodies and moral are weak. A few shots at the black mass they consider a body or the object they are possessing will cause a strange scream and the shadow to dissipate in a cloud of dust, often causing the others to flee in what appears to be fear.

Side note/Trivia: The next update will be .22, which happens to be a popular plinking caliber. First update to share a number with a bullet! After that will be update .223, just to keep the theme going, then going back to normal numbering.

*Update*

Yep, Alternative energies are up and running! You can now connect a millstone to have a 10% chance of producing a capacitor per millstone. This may not sound like much, but you must remember a single water wheel produces enough energy for 9 millstones, and a single windmill produces enough for 4. If you are going to use the full potential, and have the manpower, you will be producing a ton of em. Oil is still going to get you a lot more faster, but now you don't have to dig for it.

I should be able to even more with electricity in the future, and I will still have to balance this a bit more, hopefully with help from your feedback. For now, this will be in the next version, which will release as soon as I make the new civ.
Title: Re: Dwarf Fortress: Modern!
Post by: Hugo_The_Dwarf on February 05, 2014, 05:52:45 pm
How do these alternative energies work? is it an automatic reaction in millstones? that makes power from roughly nothing, or does a material need to be placed in the millstone.
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on February 05, 2014, 06:57:49 pm
Quote
How do these alternative energies work? is it an automatic reaction in millstones? that makes power from roughly nothing, or does a material need to be placed in the millstone.

It works like milling works, simply. Basically it is a reaction called "Convert energy to capacitors" that is set at a millstone. It doesn't (currently) require any items, but it does take up some of your dwarve's time. Every few seconds, your dwarf will do the reaction, which means sitting there and doing the work. So power from nothing but time and the electricity.

I tested it out to see that it works, but have not balanced it yet. If I do add an item, it will probably just be to make the reaction take more time.

****
Some things I noticed that I may want to fix later, but aren't going to do so in the next update:
-Trained Hyper-intellegent dogs that act exactly like dwarves can only eat meat. I noticed this when my woodcutter decided that plump helmets are no good and went to hunting vermin.
-You can make wooden/bone bullets in the craftdwarve's workshop. No clue how I could even fix this. I guess that is a cheap way to train your men, if not altogether realistic.
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on February 07, 2014, 06:00:05 pm
Alright, new version up for the weakened!

Lowered Megabeast's export requirements, so you will actually be able to see them.
Added some "Modern" words to the language file for flavor.
......Fix Arc Furnace graphics for REALLY real this time!
Add factory-produced metal "quivers", to make it much easier to have everyone have a quiver.
Prototype "Alternative Energies", using a millstone to transform energy directly into capacitors!
Fixed PKM ammo issue.
Added Umbra race (Named after the Latin word for shadow). Living shadow, the weak enemy that is supposed to show up when nobody else does to help solve your boredom. They may sound powerful, but are delicate, being living shadow, and flee easily. They current have several cast, the Umbar (The shadow itself), and the shadowless (Flesh and blood humans with oddly colored eyes. Had to add them, the game doesn't seem to like Umbar breeding themselves and keeps shutting down. I think they are pretty cool, anyway...). More balancing will still need to be done. Currently, the "shadow" material they are made out of is really weak, but sometimes bullets just pass through without doing damage. When they hit, however, even a solid punch is enough to send body parts flying. I hope to add other castes as well, such as "Dragon shadows (Working on the name)" that are like a dragon....made of shadow, and the "Possessed items" (Really haven't thought of the names yet...) that would be possessed items, leaving behind random junk like silk socks and teddy bears.

This version underwent limited testing (Mostly thanks to a power outage letting me stay home). The arc furnace is finally fixed! YEAH! WOOOHOOOH! I weakened the alternative energies and think I might have nerfed them too much. They will still provide capacitors, but you will have to invest a decent amount of manpower to the industry if you want to see any major results. The umbra are up-probably. I gave them a decent Stealth boost making them great thieves. I think four poor children vanished into the shadows with nobody noticing, but the ones we did see where as weak as I expected. As always, please leave feedback!
Title: Re: Dwarf Fortress: Modern!
Post by: Hugo_The_Dwarf on February 07, 2014, 06:15:37 pm
A fix for your ammo issue, but with a downside:

Fix: Ammo is not allowed by your civ, can only be made through reactions
Downside: hunters and invaders(of your civ) will not have ammo if they bring a gun.(but then again if no ammo they may never train the ranged skills, so melee only)

So can play with that idea, It's something that I'm going to do for my Sci-Fi Mod only you have 2 factions to play.

Pre-Edit:
And I will have to grab this update soon and try it out. I was also thinking, can you make refined booze that for a few seconds adds NOEMOTION to a creature? That way if there is a horrible horrible fight and everyone is depressed, they can drink their sadness away. If you like I can make the syndrome for you.
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on February 07, 2014, 07:43:13 pm
Quote
A fix for your ammo issue, but with a downside:

Fix: Ammo is not allowed by your civ, can only be made through reactions
Downside: hunters and invaders(of your civ) will not have ammo if they bring a gun.(but then again if no ammo they may never train the ranged skills, so melee only)

I thought up that fix too, but pretty much decided just to ignore it. I mean, lead is cheap and plentiful in this mod, and is significantly more dense. It is arguable easier for a fully made fort to make lead anyway, and you get more lead bullets then you would get bone,or wood. If someone is dead set on doing it anyway, it isn't like I am going to go out of my way to stop them.

Quote
So can play with that idea, It's something that I'm going to do for my Sci-Fi Mod only you have 2 factions to play.

That does sound interesting, and I would like to try out your mod as well, if I can find the time and the fervor for dwarf fortress (I barley get to play my own mod, and I still have a looooot of bug fixing.)

Quote
And I will have to grab this update soon and try it out. I was also thinking, can you make refined booze that for a few seconds adds NOEMOTION to a creature? That way if there is a horrible horrible fight and everyone is depressed, they can drink their sadness away. If you like I can make the syndrome for you.

Interesting idea, but that is too easy! I think we would all miss the tantrum spirals. Besides, I already have ways you can make brand new dwarves from hiring PMCs (...Who never seem to show up. I should probably just make them Common Domestic already.), training hyper intelligent dogs, magically transforming cats (If you are lucky enough to find the monster who never seems to show up), or converting captive goblins (Not. An. Easy. Feat.). If I add this as well, you'd never be able to lose. And, of course, losing is fun.
Title: Re: Dwarf Fortress: Modern!
Post by: Hugo_The_Dwarf on February 07, 2014, 10:40:37 pm
Right now I'm just modifying an old RTS mod of mine for the Sci-Fi so right not it's more of rename everything and line it up, then add. And I know what you mean about not being able to play your mod, haha I almost had no time to play
Spoiler: my Mod (click to show/hide)
but taking a break from any major mods until the new DF comes out, and plus the smaller mods help me "improve" my skills and let me try out new techniques as well.

As for the ammo that does work too, wonder if bone and wood can get nerf'd so those bullets are only desirable for training?

and the booze suggestion I still like it haha and a tantrum spiral could still happen if someone has alot of crap to deal with (miasma, dead pet, dead friend rotting, etc) he could still lose his cool if he sobers up (the no emotion would last all of a day just to put him into content, but I see your point)

Sounds like the converting of gobbos would require DFhack? idk, I never attempted to try that with normal DF rules (I'm quite against DFHack even tho it gives alot of fixes, the temptation to cheat is too much.) Not sure how you going to do the cat thing either haha It's possible I know. Done alot of research there.

EDIT:
also voted for fixing bugs. From experience it's better to perfect and fix what you have, before you add more. Or else you just get a mess of bugs everywhere or oddies. Slow down a min and enjoy your mod, play it for a bit, and as you play take notes on what to fix, nerf, buff, change.
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on February 28, 2014, 10:03:17 pm
Quote
but taking a break from any major mods until the new DF comes out, and plus the smaller mods help me "improve" my skills and let me try out new techniques as well.

I am pretty much just modding whenever I play, fixing the problems I see. I only play when I have the extra time and desire to play, I am pretty sure if the new version comes out any time soon it will completely roll over my mod. I barely know how mod this version, if there are any major changes Ill just have to patch them up the best I can. Which is pretty badly.

Quote
As for the ammo that does work too, wonder if bone and wood can get nerf'd so those bullets are only desirable for training?

I could try lowering the mass, but that would raise the firing rate making them too good at training, probably. Ill probably just leave it as is for now, if it ends up being a major problem Ill think of something later. Procrastination FTW!

Quote
Sounds like the converting of gobbos would require DFhack? idk, I never attempted to try that with normal DF rules (I'm quite against DFHack even tho it gives alot of fixes, the temptation to cheat is too much.) Not sure how you going to do the cat thing either haha It's possible I know. Done alot of research there.

Nope, converting goblins is basically a transformation that turns them into a dwarf. I know it works in arena mode, but can never get it to work in fortress. Mostly because you have to use a workshop with the goblin nearby to actually make contact with the gas. Most workers get freaked out and run when you put an uncaged goblin next to them, making this difficult to actually pull off.

I know the cats and dogs transformation works, I have done the dog one several times in actual games. It is weird, they turn into dwarves but keep the (Tame), along with a bunch of weird stuff. At the very least they are able to do workshop tasks or just move stuff around, and they should be able to join the military (Might need to become somebodies pet or kill a bunch of things first, not exactly sure how it works to be honest. Like I said, it is weird.)
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on March 16, 2014, 09:21:59 pm
I was looking over the Development notes for the future, and it turns out there is a lot for adventure mode in the next release. I decided I should probably work on my own adventure mode, as well!

Of course I will work on the mistakes I already made, and am doing that right now. Ill probably fix the no-material thing, though I am sure we will all be sad to see it go, along with a bunch of other glitches. Tell me if you see any.

Currently, adventure mode is kind of a mixed bag just because of all the stuff I already put in for Civ mode. If you try going at it like a normal adventurer, you will get shot and killed. No if. Bandit snipers can see a lot farther then you can. Many a Grandmaster Marksmen have been ended by SG bullets to the head. Personally I have had success with sneaking around, since you don't get shot if you don't get noticed, but that is hardly a feature.

One of the more interesting things in this adventure mode is the ability to play as some of the other races. Since Tyrannians are open, you can have a tank, helicopter, or other vehicle adventurer. I tried it myself, and it is great. You can't open doors though, so recruiting someone who can is probably a good idea. It is nice to just be able to fly over rivers. You can also play as a Blacklisted, but will probably be shot by your own guys.

The real problem of doing stuff in adventure mode is that I have no idea what I should do with it. Any suggestions would be great!
Title: Re: Dwarf Fortress: Modern!
Post by: Hugo_The_Dwarf on March 17, 2014, 09:29:54 am
special pants that are called "Leggings with supply pouch" that in adv. Mode you can take these "pants" off of people you kill to loot random items (Regenerative boosters (regen boosters), energy boosters, Ammo, Food) so when you adv around and manage to stealth kill or shoot a bunch of guys you can loot the bodies for the ones that have supply pouches for extra ammo or whatever goodies it may bring you.

Maybe even think about minor upgrade items that you can consume (like regen and energy boosters) that give you slight bonus interactions (Smoke bomb, hides you and creates a smoke screen for effect 1 use a day.
Scuba gear, once every 2-3 days can get NOBEATHE so you can swim or survive long enough underwater for a few hours.
Gernade, fireball ability that can be used 3-5 days)

and these consumable items are very rare to find from pouches since they can give you these abilities permanently EDIT: or have expire dates/1 day to use it once (interaction wait time longer than syndrome effect time (END)). This might let long going adventurers have something to look foward too. Also construction of body armor (Helm, Chest, Legs, Boots) from recycled materials (take old armor off of enemies, and maybe some metal to make reinforced kevlar/flak/spectra)
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on March 17, 2014, 12:00:16 pm
Quote
special pants that are called "Leggings with supply pouch" that in adv. Mode you can take these "pants" off of people you kill to loot random items (Regenerative boosters (regen boosters), energy boosters, Ammo, Food) so when you adv around and manage to stealth kill or shoot a bunch of guys you can loot the bodies for the ones that have supply pouches for extra ammo or whatever goodies it may bring you.

That's a great idea! I could probably make an ADVENTURE_MODE_ENABLED reaction that transforms these pants into other items, with a good chance of getting ammunition and maybe one of the other items. "Loot Leggings" or something, making it randomized and so the bandits don't use up the items before you do. It would be nice if I could think of a way to have this only apply to bandits and other criminals, so that random adventurers don't go around stealing people's pants for grenades...

Quote
Maybe even think about minor upgrade items that you can consume (like regen and energy boosters) that give you slight bonus interactions (Smoke bomb, hides you and creates a smoke screen for effect 1 use a day.
Scuba gear, once every 2-3 days can get NOBEATHE so you can swim or survive long enough underwater for a few hours.
Gernade, fireball ability that can be used 3-5 days)

All interesting ideas, I could *probably* try the night vision goggles or at least binoculars as well, which was an idea on the last forum. Though the timings would probably be off, from what I have experienced with adventure mode reactions up to this point travel mode seems to reset everything. Maybe a 1% chance to find each of them per looting? Then just consume the item to get the ability, probably should work.

Quote
Also construction of body armor (Helm, Chest, Legs, Boots) from recycled materials (take old armor off of enemies, and maybe some metal to make reinforced kevlar/flak/spectra)

Probably could be done, I would probably have to add more armor to make it worthwhile though. I was thinking about a SWAT style uniform with good protection against small arms, protecting almost everything, but almost no protection against rifles, and Interceptor body armor with localized protection against all arms but not covering as much as the Dragon Skin. I would probably have to save this for last.

In any case, right now I am still fixing up the old glitches, trying to make sure everything appears like they are supposed to, and making sure everything works right with testing. This is probably going to take a while, I probably can't make any of this stuff by next version.
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on March 28, 2014, 04:35:12 pm
Ammo Factory: A workshop that uses a reusable "blueprint" item imported from other countries that allows you to make bullets for imported guns. May also make ammo for "cinematic" weapons if I can find a better way to implement them.

Factories will now only use steel. If you have the capacitors to use the factory in the first place, you should be absolutely swimming in steel anyway. Only way I could think of to solve the "No material" error.

Construction workshops will now produce low-value "concrete" or "plywood" material blocks, to keep the effect while removing the no material error.

=======

All right, some good bugfixes and a way for you to make imported/goblinite/hunter brought ammo, allowing you to actually use those weapons. I tested the bugfixes, which seem to work fine, but the Ammo factory has undergone little bugfixing. If you see any errors, or see any ideas, as always please tell me!

For now, it looks like public opinion is mostly focused on Fortress mode like I have been already. Luckily I haven't started on any adventure mode stuff, but it is a pity anyway. Hugo had some interesting ideas I would like to put into practice, but if not enough people want it I will probably just work on Fortress mode instead.

Enjoy version .223! It is named after a popular rifle round, .223 Remington.
Random bullet trivia time!
Spoiler (click to show/hide)

**EDIT**

Almost forgot *Headsmack*! I gave the Benelli a little buff, making it damage a lot more then it did before. I wasn't impressed with people getting back up with minor bruises after getting hit with a shotgun to the stomach, and tried to fix that to some success.
Title: Re: Dwarf Fortress: Modern!
Post by: Enemy post on April 01, 2014, 03:28:10 pm
I made a mod using guns from this mod, mind if I post it?
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on April 01, 2014, 04:14:53 pm
Quote
I made a mod using guns from this mod, mind if I post it?

Go ahead, feel free to use whatever you want.
Title: Re: Dwarf Fortress: Modern!
Post by: Enemy post on April 02, 2014, 12:48:39 am
Thanks.
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on April 06, 2014, 08:51:04 pm
Not much an update, but a question to go with the new pole. I have been working on a new mode (MechFortress, in case you're wondering. Its going well), and as such have been doing a lot of work with vehicle-like objects. Right now, I am not very satisfied with the current vehicle pattern.

I could change it to what I have in Mechfortress. That is, they would actually be dwarves instead of different animals. This means you can control them completely, as part of a military. It also means they will do other jobs as well, and every once and a while you will get one that would just be that caste naturally.

Well, what do you guys think?
Title: Re: Dwarf Fortress: Modern!
Post by: Hugo_The_Dwarf on April 06, 2014, 09:05:31 pm
Guess it would be kinda cool to send a dwarf into a factory with a bunch of metal and barrels of oil, to turn into a tank (with mushy dwarf inside) then you can have a Tank Company to go with your Infantry some units could be made for hauling or just catching fleeing enemies or something. Like a Jeep unit, has one free grasp (one hand on the wheel/shifter) gets a boost to STR and Speed so can carry heavy loads around faster and easier, as well as getting somewhere quick. Could see wounded units getting picked up by jeeps and dropped off at the hospital.

For the jeep it could also hold a gun so drive by shooting.
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on April 06, 2014, 09:17:00 pm
Spoiler (click to show/hide)

I have already got the transformations (The Vehicles: Tank, Jeep, Helicopter, Bomber (Not for dwarves. Too destructive), and F-16s), but they are currently different animals. (Why do I have a jeep anyway? I think we stopped using those, but I am not much a vehical guy *Shrug*). So you could have a squad of tanks, but they are pretty hard to control. Doing this would make them easy to control, but bring other problems (like having a tank tantrum on you, and being able to randomly be born a Tank). I am just wondering if I should leave it as is or change it to the dwarf-tanks.
Title: Re: Dwarf Fortress: Modern!
Post by: Hugo_The_Dwarf on April 06, 2014, 10:01:24 pm
make the normal dwarves a POP_RATIO:50000 and the vechicle castes POP_RATIO:1

since there are a male and female castes that's 100,000. so seeing a TANK:1 a JEEP/Humvee:1 a HELI:1 is gonna be extreamly rare, you *might* see one get born in worldgen if you're lucky but come on that's a 1:100,000 chance to be born a tank lol

EDIT:
Spoiler-ed a part of my last post.
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on April 11, 2014, 04:18:05 pm
Spoiler (click to show/hide)

Im pretty sure we are the only two people who read any of the posts here anyway. It's not like you're getting much advertising from it.

Spoiler (click to show/hide)

Well I have something like that for the already existing "Uplifted" races, though I set POP to 0 for the ones I don't want to show up and didn't touch the main ones. Not sure how well that works.
Title: Re: Dwarf Fortress: Modern!
Post by: Hugo_The_Dwarf on April 11, 2014, 07:38:39 pm
POP_RATIO:0 just defaults to the normal 5000? I know you just want "1" as it's the possible lowest number you can use.
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on April 11, 2014, 08:24:50 pm
Really? They don't seem to show up nearly as much. Ill change it, I guess.
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on April 17, 2014, 06:07:17 pm
Easter weakened, leaving me some time to work on the mod again! I have made a few minor fixes already (namely the car thing), and hope to add the new weapons/armors once I get them made and properly tested.

I have been thinking for a while that I should redo the positions, to fit the western nations theme of the games. This might include such things as making the "Monarch" a "President" who is actually elected, with still appointing things under it. Maybe renaming some of the militia things as well. I am not sure what effect on the game this would actually have, but it should at least add some flavor. A the very least, it might just be a rename of each position. What do you guys think?
Title: Re: Dwarf Fortress: Modern!
Post by: Stirk on April 27, 2014, 11:35:59 am
Most people right now seem supportive of changing it, so I am working on it a little bit. Here is a list of what I have decided on so far, though I am probably going to change a lot later.

Spoiler (click to show/hide)

Then there are some that I want to change, but have no clue what I would change them to:
Spoiler (click to show/hide)

And the rest I would probably keep. I might work on the other nations next, though that would pretty much be an afterthought.
Title: Re: Dwarf Fortress: Modern! ❧ Version .223 ❧
Post by: Stirk on May 13, 2014, 04:45:50 pm
I have done a lot with it, and just need some more testing before we are ready for version .23.

The biggest problem I have had with the new positions is that making the elected instead of appointed means they come up sooner. I think I will just leave the normal positions for the next version, maybe messing with the entity in a later version.

The armor over went MAJOR overhauls in the last batch. I gave it more protection, you can now block pistol bullets with armor like you where originally supposed to. The armor also got a little bit of a nerf to balance it out, Breastplates will only block 90% of the time and Bulletproof vests (Mail) will block 80% (From memory, might be off.) Interceptor and riot armor work pretty well too, though I might have made interceptor armor too strong.

Well, back to testing.
Title: Re: Dwarf Fortress: Modern! ❧ Version .23 ❧
Post by: Stirk on May 30, 2014, 11:35:27 am
Spoiler (click to show/hide)

New version is out~! I was a bit busier with school then I had expected, so I didn't get the testing I needed for such a large overhaul. If you see any balancing issues like sniper bullets bouncing off pistol-quality armor, please report them so I can balance everything better for the next round.

I already had a Lead ark furnace reaction made, so I ended up just implementing it. My brain is as scattered as bird shot.

The new positions have not been implemented, but I kept the name changes. Some positions still have not been renamed, I am still thinking of what to call them (Suggestions very welcome!)

I really think the biggest change this round is the new, balanced armor system. Everything both got buffed and nerfed. Pistol-caliber bullets will now be blocked or weakened against most armor, and two armors (Dragonskin and Interceptor body armor) can shrug off rifle rounds. But now everything has a chance of not blocking anything at all, including breastplates and bulletproof vests (chain-mail didn't sound right). This raises survivability significantly, as well as giving you reason to use bigger guns. Before, pistols where one of the strongest weapons just because of their speed, now you have a real advantage with slower-firing weapons like a Sniper rifle that can bust through the toughest armor. Thankfully, you can now use Ark lead, meaning you should have a lot more bullets around!

As always, if you see a bug or have your own suggestion or ideas for this mod, please post it here!
Title: Re: Dwarf Fortress: Modern! ❧ Version .23 ❧
Post by: Stirk on June 02, 2014, 01:36:07 pm
I have added a boring, repetitive, monotonous, and poorly written tutorial to help out anyone having difficulty with the new features of this mod. I got the idea for this a while ago when Hugo was having some difficulties playing. I hope I covered everything that needs to be covered well enough for new players to not get too confused.
Title: Re: Dwarf Fortress: Modern! ❧ Version .23 ❧
Post by: Stirk on June 13, 2014, 05:59:29 pm
Well summer here, and you know what that means! I work long hours in the sun with no time to work on the mod!...But it is great for ideas, which I can work on when I have the time.

One such idea is the Bombola, that I thought up as soon as I learned [MAXAGE] Was a cast token. Bombolas (Italian for "Doll") are children who have been implanted with cybernetics and brainwashed to fight. Maybe magically. This changes the [CHILD] to 0 as well, meaning they can actively join squads and act as adults. However, the cybernetics are unstable, they will never live past seventeen and will probably die long before then, if not from a bullet from the implants destroying their nervous system.

Pros:
Raises all combat skills to a substantial level (Ill have to test for a decent amount, but a minimum of ten. I am thinking of putting it at 15-16 and seeing how it works.) this includes: Marksmanship (Of course), Dodging, Armor Using, Punching, And Kicking

Flesh is replaced with steel, making them a lot more difficult to kill. You will need a head-shot, or to cut them in half to properly kill them. Kind of like a tank.

No breath, No Fear, and a bunch of other good No's. Basically, a bunch of the good stuff that vehicals have.

The ability to get children and babies to work. Why use them as shield when you can use them as meat shields?

100% chance of conversion, thanks to drinking instead of using exploding bars of metal.
Cons:
Relatively expensive, costing an undetermined amount of steel and capacitors.

You are making a child soldier who will die before they are seventeen. You heartless monster!

They have a low max age, starting at 0. Meaning they will randomly die of old age all the time, making it impossible for long term use.

Small chance (Again undetermined-probably between 5% and 10%) of going crazy and killing everyone. This won't happen for at least a month afterwords, always leaving you guessing, with enough time for them to get good and armed.

If adults drink it, they will probably immediately die (Maybe.)

It is a drink. Which means it can't yet get to babies (Can't think of a way of doing it so it doesn't effect the adult too), and you have to wait for Urist McSacrificialLamb to get thirsty before throwing him in the meat grinder.
Title: Re: Dwarf Fortress: Modern! ❧ Version .23 ❧
Post by: Stirk on July 01, 2014, 06:01:40 pm
Toady says the next version is coming out next week. Summer is here, so I am working somewhere between 7 and 9 hour days, with not a lot of time or extra effort to devote to much else. I still have weekends off, and will probably be able to spend a few hours at least making the next version playable.
Title: Re: Dwarf Fortress: Modern! ❧ Version .23 ❧
Post by: Stirk on July 08, 2014, 06:35:34 pm
I am currently working on the current version, but still have to work most the day. I am not even sure what will work, but it shouldn't take me too long. I will put up a "Quick fix" relatively soon, with working on a better tested version over the weakened when I have more time.
Title: Re: Dwarf Fortress: Modern! ❧ Version .24 ❧
Post by: Stirk on July 08, 2014, 09:31:51 pm
Alright! Quick-fix version .24 is up! It *Should* work, at least for now. All important stuff (Entities, weapons, reactions, buildings, and all the stuff you need to play) should be working at 100%. The only thing I am really worried about is the new Gait thing, which I will have to put on all the creatures I made at some time in the future. I don't know what it does, but everyone seems to work fine without them for the time being.

Title: Re: Dwarf Fortress: Modern! ❧ Version .241 ❧
Post by: Stirk on July 10, 2014, 11:09:20 am
I ended up getting more time today then I thought, and finished most of the major errors that I left out of the last version!
-Fixed the metals, it was an oversight on my part.
-Added arbitrary gates to all the creatures I made. This will need balancing in the future.

As always, please give me feedback and ideas! I will continue to update and balance what I find, while still adding more as I see fit.
Title: Re: Dwarf Fortress: Modern! ❧ Version .241 ❧
Post by: Stirk on July 14, 2014, 12:21:45 am
I have been working on it as promised, getting most of the updates done and fixing many of the new 40.3 things that just came out. Most of it is working, but I may have forgotten some things. I am away from home and can't update it like I normally would, but you can expect a new (And slightly tested!) version by Wednesday. I have been testing some in Adventure mode, but would like to get a lot more testing in with fortress mode as well, which I may be able to do in the next few days before posting the new update. As always, tell me if you notice me missing anything!

Next version fixes:
More gates dealt with.
Armor updated (Helmets, "Mail Shirts", and Breastplates)

Additions:
P90 sub-machine gun
Updates to the vehicals, giving them new body parts and attacks.
Soda recipe now gives you your seeds back, making it actually usable.
Angel Upgraded (again!), as is the Juggernaut.
Bombolla groundwork laid and tested, everything seems to work fine. Just need to think of a better way of applying it, currently going with drink.

And maybe other things I forgot.
Title: Re: Dwarf Fortress: Modern! ❧ Version .241 ❧
Post by: not0k_Farmerhand on July 14, 2014, 02:10:23 pm
Wow this mod is cool, why no tileset?
Title: Re: Dwarf Fortress: Modern! ❧ Version .241 ❧
Post by: Stirk on July 16, 2014, 10:18:26 pm
Quote
Wow this mod is cool, why no tileset?

That is great to hear! I love feedback, and rarely get any. I don't make any tile sets because I have less artistic talent than a particularly impressive rock, and any attempts to make them would probably be done on Paint. The mod should be more or less compatible with most common tilesets, but I honestly don't know much about them or how they would show creatures of my mod like Tanks or if they could without crashing. I don't group any with this mod because I haven't asked for permission, and don't use any myself.

If you find a tileset that you would like to play with this mod that doesn't work, just tell me and I would do my best to make it compatible.

--------------

As for the updates: Here they are!

Next version fixes:
More gates dealt with.
Armor updated (Helmets, "Mail Shirts", and Breastplates)

Additions:
P90 sub-machine gun
Updates to the vehicals, giving them new body parts and attacks.
Soda recipe now gives you your seeds back, making it actually usable.
Angel Upgraded (again!), as is the Juggernaut.
Bombolla groundwork laid and tested, everything seems to work fine. Just need to think of a better way of applying it, currently going with drink.

Everything seems to be working fine, but I still haven't done as much testing as I would like. I have the next two days off to rest (And go shooting with my family before I leave for collage), so I should be able to work on it a little bit. I have not tested the Bombolla in fortress mode yet, and have no clue how the class's Max Age would be effected by the transformation or what will actually happen to a child who is transformed into an adult. I finally got the juggernaut to the point that it doesn't get beat up in single combat by a normal tank, but it is still weaker then it should be. The fixes just set everything to about the same thing it was last version, but I will probably still be tweaking the gates for a while.
Title: Re: Dwarf Fortress: Modern! ❧ Version .242 ❧
Post by: dennislp3 on July 17, 2014, 12:39:23 pm
Haven't tried this yet but it looks really interesting...keep at it and I will have to try it soon!
Title: Re: Dwarf Fortress: Modern! ❧ Version .242 ❧
Post by: Mr. Unobvious on July 26, 2014, 04:01:30 pm
This mod seems to act extremely weird with the phoebus tileset, things go crazy and tiles get jumbled, ores look like berries and whatnot. I like the mod but I can't stand playing in ASCII. I generally use the Starter Pack and after installing the mod I put in the phoebus tileset. I can deal with stuff added by the mod being letters and whatnot; however just plain ASCII is just a strain on the eyes.
Title: Re: Dwarf Fortress: Modern! ❧ Version .242 ❧
Post by: Stirk on July 26, 2014, 09:24:30 pm
Quote
This mod seems to act extremely weird with the phoebus tileset, things go crazy and tiles get jumbled, ores look like berries and whatnot. I like the mod but I can't stand playing in ASCII. I generally use the Starter Pack and after installing the mod I put in the phoebus tileset. I can deal with stuff added by the mod being letters and whatnot; however just plain ASCII is just a strain on the eyes.

Understandable, a lot of people like using graphics, and you are the second person to mention this. I don't know much about tilesets, but I will see if I can make a more "Phobeus compatible" version soon. I have some time tonight and tomorrow, and should be able to get it before Monday, probably tomorrow. Maybe tonight if it is really easy to understand and fix.
Title: Re: Dwarf Fortress: Modern! ❧ Version .242 ❧
Post by: stepnoy on July 27, 2014, 10:36:07 am
Oil processing Plant as well as Power Plant consumes any stones instead of oil/petrolium. Is that normal? Also I didn't meet oil yet and I don't know how it looks like.
Title: Re: Dwarf Fortress: Modern! ❧ Version .242 ❧
Post by: Stirk on July 27, 2014, 04:39:12 pm
Quote
Oil processing Plant as well as Power Plant consumes any stones instead of oil/petrolium. Is that normal? Also I didn't meet oil yet and I don't know how it looks like.

Nope, not normal at all. Well, it isn't supposed to be. Ill look into and see what I messed up on, thank you for bringing this to my attention. Oil tiles look like a blue O and form layers.

---------

Looking at it at my end, everything is working fine. Did you do anything else to it, like have another mod activated?
Title: Re: Dwarf Fortress: Modern! ❧ Version .242 ❧
Post by: Stirk on July 27, 2014, 04:58:20 pm
Also, I think I fixed the Phobeus problem. The only thing that was really different was Cerussite, which has the @ character. To fix this, open up "inorganic stone mineral" file, Ctrl+f @, and replace it with pretty much anything else. That should be the only real problem with Phobeus.
Title: Re: Dwarf Fortress: Modern! ❧ Version .242 ❧
Post by: stepnoy on July 27, 2014, 06:08:29 pm
Quote
Oil processing Plant as well as Power Plant consumes any stones instead of oil/petrolium. Is that normal? Also I didn't meet oil yet and I don't know how it looks like.

Nope, not normal at all. Well, it isn't supposed to be. Ill look into and see what I messed up on, thank you for bringing this to my attention. Oil tiles look like a blue O and form layers.

---------

Looking at it at my end, everything is working fine. Did you do anything else to it, like have another mod activated?

Nope. I had tried to install this mod by two ways:
1. Completely overwrite object directory by mod object folder.
2. Copy all files from mod folder into the game, and replace some of original files. Some files stay untouched.

Both ways leads to this weird bug.

May be it is important - I use mac version with dwarf therapist. I use "clean" distributive. By "clean" I mean Lazy Newb pack 0.5.3 for mac.

Whether oil and petroleum are boulders, which can be mined by the pick?


------------

And one more thing, when a random boulder is "processed from crude oil" it turns to the magma, which is stuck inside a workshop (I can see it by using T hotkey).
Title: Re: Dwarf Fortress: Modern! ❧ Version .242 ❧
Post by: stepnoy on July 27, 2014, 06:25:18 pm
And once again, I never found any mentions about oil/petroleum in embark screen/economy stones list/storage list. In one word - nowhere.
Title: Re: Dwarf Fortress: Modern! ❧ Version .242 ❧
Post by: Stirk on July 27, 2014, 07:13:16 pm
Quote
May be it is important - I use mac version with dwarf therapist. I use "clean" distributive. By "clean" I mean Lazy Newb pack 0.5.3 for mac.

Yeah that is kind of important, I test on vanilla windows version. But it shouldn't ruin it completely.

Quote
Whether oil and petroleum are boulders, which can be mined by the pick?

Oil is, and it should be showing up on the embark screen, at least.

Quote
And one more thing, when a random boulder is "processed from crude oil" it turns to the magma, which is stuck inside a workshop (I can see it by using T hotkey).

Magma is basically the game going "I know you want something here, but I don't know what it is", it is the default item. This probably means that oil and petroleum aren't in your files, for whatever reason.

Could you go to the objects folder, and open the file "Inorganic_stone_layer" and tell me if any of the added stones appear here?
Title: Re: Dwarf Fortress: Modern! ❧ Version .242 ❧
Post by: stepnoy on August 04, 2014, 11:43:34 am
I don't know what it was. But when I had copied raw folder from my PC to mac all seems to works well. Maybe it was connected with mac lazy newb behaviour. Anyway thanks for support!
Title: Re: Dwarf Fortress: Modern! ❧ Version .242 ❧
Post by: Stirk on August 09, 2014, 10:37:05 am
Quote
I don't know what it was. But when I had copied raw folder from my PC to mac all seems to works well. Maybe it was connected with mac lazy newb behaviour. Anyway thanks for support!

Sorry I couldn't be any help, I will take note of your assumption and use it if anyone else runs into the same problem. I hope you enjoy the game!
Title: Re: Dwarf Fortress: Modern! ❧ Version .242 ❧
Post by: Stirk on August 28, 2014, 08:58:23 pm
Well, I am in collage now, and may or may not have extra mod time on my hands at any given point. I know it has taken me a while to get the next update, but I should be able to get the relatively simple stuff done over the weakened. I can give the goblins vehicals easy enough (mostly just cut and paste), though I will probably put off the non-finished bug fixes until later.

And we will be labeling it this time! It will say "Version .243" instead of "Objects", so you know what version you have. Don't know why I didn't do that sooner.
Title: Re: Dwarf Fortress: Modern! ❧ Version .242 ❧
Post by: Stirk on September 01, 2014, 12:56:34 pm
Start labeling the ZIP file with the current version instead of just calling it "Objects".
Remove shields again.
Changing "Crossbowman (Ect) back to "Marksman"(ect)
Goblins now have vehicals.

Alright! New fix is out! Still a lot to work on, but at least I can publish the easy stuff.
Goblins where given vehicals at ~1/4 what the Tyrannians have, making most of them pretty rare. I havn't tested it yet, but hope everything goes well! As always, please post feedback and ideas.
Title: Re: Dwarf Fortress: Modern! ❧ Version .243 ❧
Post by: Stirk on September 08, 2014, 07:43:31 pm
I was just testing it, and it looks like I forgot to take the Bombola test reaction out for the last published version. Basically you can transform any dwarf into one, for free, just probably costing them their life. Feel free to test it yourselves, or ignore it if you don't like playing with half-finished stuff.
Title: Re: Dwarf Fortress: Modern! ❧ Version .25 ❧
Post by: Stirk on September 10, 2014, 11:59:04 am
All right, important update .25! The last version of DF nerfed ranged weaponry, so I had to upgrade and re balance everything. The guns should now be lethal enough to actually kill things again!

Note that that pistols and submachine guns seem to be a little less lethal than before, while the assault rifles and shotguns seem to be a bit more powerful than last version. Sniper rifles where untouched, as they could still rip apart enemies very well. Test out yourself, with this in mind! As always, please post questions and ideas, I really need feedback!
Title: Re: Dwarf Fortress: Modern! ❧ Version .25 ❧ I need a Cooler Name!
Post by: Stirk on September 17, 2014, 11:42:10 am
Looks like it is currently mostly against melee weapons being stronger.

One thing I thought about doing is giving all the guns a "knife" melee attack. Something like:


Quote
[ATTACK:EDGE:1000:800:knife:knives:NO_SUB:1250]
   [ATTACK_PREPARE_AND_RECOVER:3:3]

Representing dwarves in melee pulling out their knives instead of hitting people with the incredibly light guns. Some will have bayonets, if the real model would accept them. What do you guys think?
Title: Re: Dwarf Fortress: Modern! ❧ Version .25 ❧
Post by: GentlemanRaptor on September 19, 2014, 08:46:22 pm
That sounds good, I think.
Title: Re: Dwarf Fortress: Modern! ❧ Version .25 ❧
Post by: Stirk on September 26, 2014, 12:03:10 am
Alright, I went with that and am currently testing it out. It seems to work fine, it will keep your dwarves from acting too stupidly.

The Bombola tests where pretty much complete failures, they didn't get any of the skills when they transformed, babies still had to grow up, and adults got re-aged. I might stick with the concept, adding  SKILL_LEARN_RATE instead, if there is even enough interest for this. I haven't had a game go long enough to actually test if they grow up/ die of old age right, if anyone has seen this please tell me.

They are pretty fun to play in adventure mode, though.

I am also working on making sure the guns pierce armor right again, I fixed it so no guns bounce of normal cloths at least, for next version, but have not had the chance to text extensively with kevlar armor.

As always, I really appreciate feedback and  ideas! Bug reports are also fair game, and I will answer any questions if you just ask.
Title: Re: Dwarf Fortress: Modern! ❧ Version .25 ❧ I need a Cooler Name!
Post by: Stirk on September 26, 2014, 07:43:55 pm
I may have been to quick to dismiss what I have done with the Bombola. Further testing shows that babies grow up to children at year 1, once conditioned, and likely grow up at year 2 after that. Children likely also grow on the next "age check", bringing the effects but later then most transformations.

I also found a way to get them conditioned without effecting the adult. As I have two transformations, one for boys and one for girls, separating them would allow you to make an opposite gender dwarf that can train without fear of transforming him/herself.

Combined with the already high learning rate of the Bombola, if I add naturally even higher rates for training (like 400%) it might still be an interesting addition with the concept I have now.
Title: Re: Dwarf Fortress: Modern! ❧ Version .25 ❧ I need a Cooler Name!
Post by: Stirk on September 27, 2014, 07:57:10 pm
New version coming right up! It was mostly cleaning up and bug fix, with the important new feature of all guns having either a "Knife" attack (uses Sword skill) or a "Bayonet" attack (Uses Spear skill). Both seem to work, and everyone *should* show up with ammunition properly.

I tested all the guns on silk shirts, firm in the knowlage that bullets now beat normal clothing.

Bombola still need more testing, sorry about that. It takes a long time to do so, considering aging is an important factor in playing them. I might have to down the max age just for testing.

I fixed the goblin glitch I somehow forgot, I had the BODY tokens as part of the creature. Just moved it to the normal goblins, making only them have normal goblin parts.

All right! I will keep bugfixing/ adding things! As always, please report any bugs and give me any new ideas.

I was thinking of adding another race, of medium hostility, because it still seems like there are points where I could be fighting but am not. What do you guys think?
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Baffler on September 27, 2014, 08:17:03 pm
Something like a group of Tyrannian Partisans who live in forest retreats and send fighters to ambush you (as a Tyrannian trading partner, maybe you could make them skulking so successful raids would lead to a siege) would be cool. Ideally, these guys would have very few vehicles if any, and use mostly older weapons. They would rely on the element of surprise and superior numbers for victory. I can't think of a decent acronym for their name, but there's something there at least.
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Stirk on September 28, 2014, 09:34:41 pm
Something like a group of Tyrannian Partisans who live in forest retreats and send fighters to ambush you (as a Tyrannian trading partner, maybe you could make them skulking so successful raids would lead to a siege) would be cool. Ideally, these guys would have very few vehicles if any, and use mostly older weapons. They would rely on the element of surprise and superior numbers for victory. I can't think of a decent acronym for their name, but there's something there at least.

That idea is brilliant! It fits in every way, would be simple to do, but is also unique and interesting. I have been looking for ways to make them a trading partner with the Tyrannian motherland, if that was what you intention was, though I haven't found anything. It is definitely going to be in the next update in some form.
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: KingofstarrySkies on September 30, 2014, 04:54:04 pm
Hmm. Sounds interesting. I like how you've sorta combined Fantasy and Modern, with the Umbra and the Angel-megabeast. DLing!
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: KingofstarrySkies on September 30, 2014, 07:48:46 pm
...In adventure, what skill would give one guns?
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Stirk on September 30, 2014, 08:54:45 pm
Quote
...In adventure, what skill would give one guns?

I never thought I would see you here. Anyway, the Crossbow skill. That is Marksdwarfship for dwarves, Crossbowman for humans etc. I hope you enjoy the game! You should know it is kind of difficult to play on adventure, all the poles on it basically favored Fortress mode so that is what I focused on. I suggest starting with high sneaking skill, since one bullet can easily kill you. That is how I usually play, at least.
Title: Re: Dwarf Fortress: Modern! ❧ Version .25 ❧ I need a Cooler Name!
Post by: Hugo_The_Dwarf on September 30, 2014, 08:57:49 pm
Looks like it is currently mostly against melee weapons being stronger.

One thing I thought about doing is giving all the guns a "knife" melee attack. Something like:


Quote
[ATTACK:EDGE:1000:800:knife:knives:NO_SUB:1250]
   [ATTACK_PREPARE_AND_RECOVER:3:3]

Representing dwarves in melee pulling out their knives instead of hitting people with the incredibly light guns. Some will have bayonets, if the real model would accept them. What do you guys think?

[ATTACK:EDGE:1000:800:stab:stabs:fixed knife:1250]
   [ATTACK_PREPARE_AND_RECOVER:3:3]

"you stab the target with the fixed knife of your iron rifle"

or something to that effect, have a gander at how swords "slap" with the flat of the blades.

Also been a long time, seems this is still progressing well. Nice.
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Stirk on September 30, 2014, 09:33:23 pm
Quote
Also been a long time, seems this is still progressing well. Nice.

Still been on and off, but I have had some time since my truck broke down a while ago. I have still been making several improvements. At the very least, I fixed up most of everything from the conversion to the new version.

I just put them up in the last version, so far they are "Bayonets" for guns capable of accepting them, "You bayonet the goblin with your *Steel M16*!" and knives for pistols an guns that can't get the much more awkward "You knife the goblin with your *Steel Beretta Pistol!*" I don't think fixed knives would really work better in this context (Fixed knife pistol? Cool, I might save it for the cinematic weapons, but gets silly when every gun ever has a knife sticking out of it.)

Speaking of Cinematic weapons, an idea I was tossing around was getting a Narhiril- inspired cinematic workshop of some kind. It would let you generate small quantities of expensive, powerful, and less-realistic weapons, like the Desert Eagle, XM196 Minigun, and "Duel 1911s". I am kind of hesitant of "ruining" the more realistic (kind of-sort of) guns I already have in. They wouldn't be a huge improvement, but would be something to work for. The two ideas I had for this are: 1. To make a workshop with one reaction, that can produce the cinematic weapons at a very small chance for a moderate amount of resources, and allows you to make unlimited bullets for it. Or 2: Same as above, but instead of generating guns generates "Blueprints", which allow you to make unlimited or less limited (Maybe a small chance of you losing the blueprints) amount of that gun and its ammunition.

Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Hugo_The_Dwarf on September 30, 2014, 09:42:02 pm
well I used "fixed knife" because I couldn't think of the correct way to spell bayonet. But the syntax that I posted is what will make combat messages look a bit nicer. When I see:
"You knife the goblin with your *Steel Beretta Pistol!*"
it makes me feel like I just shoved my gun into the goblin, where as
"You stab the goblin with the knife of your *Steel Beretta Pistol!*"

just looks a bit nicer to me.
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Stirk on October 01, 2014, 06:17:15 pm
Quote
well I used "fixed knife" because I couldn't think of the correct way to spell bayonet. But the syntax that I posted is what will make combat messages look a bit nicer. When I see:
"You knife the goblin with your *Steel Beretta Pistol!*"
it makes me feel like I just shoved my gun into the goblin, where as
"You stab the goblin with the knife of your *Steel Beretta Pistol!*"

just looks a bit nicer to me.

Fair point. I am not in a hurry to release the next version, and have plenty of time to come up with an improved wording. I guess I will go with your version for now, it isn't like it is a huge deal. It would be nice if we could customize the wording a little more, but it is kind of hard to pretend you are using a different weapon when it names the weapon you use in each attack.
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Stirk on October 21, 2014, 07:38:50 pm
Alright, so far the pole is generally high, with apparently half o' my usual voters not even playing my mod. Or they just chose the option saying they didn't for kicks or something.

I haven't worked on it or even tested it in a while, I have been busy elsewhere. School has kept me working, and I finally mostly fixed my truck. I still don't have a better wording of the last one, but still haven't really thought about it.

For the next version, it looks like Toady is adding some interesting emotions. I will have to see what I can do with them, I hope I can at least do something that effects them more than I could in the past. Maybe make the computers a bit more useful, at least, or add bonuses to soda and finally get around to other similar things.

As always, I am open to feedback, questions, or suggestions! Please post here if you have any.
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Baffler on October 29, 2014, 04:33:03 pm
Still watching this, for what it's worth. My last fort with this mod (I play a lot of mods) collapsed a while ago to tantrum spiral after an ambush killed the mayor/woodcutter, but I've been thinking of starting another one up lately. If I can figure out how I may post some pictures if it goes well, though an LP is far beyond me.
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Stirk on October 30, 2014, 04:48:28 pm
Still watching this, for what it's worth. My last fort with this mod (I play a lot of mods) collapsed a while ago to tantrum spiral after an ambush killed the mayor/woodcutter, but I've been thinking of starting another one up lately. If I can figure out how I may post some pictures if it goes well, though an LP is far beyond me.

It is worth something, at least to me. It is good to know everything I did with this mod was worth something, I hope everyone playing enjoys it.

Posting pictures isn't too hard, either. Holding down alt+F12 takes a screenshot which you can then post in paint (Control+V, of course). There are plenty of free sights you can upload it on, I usually use http://postimage.org/ (http://postimage.org/)
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Baffler on October 30, 2014, 08:50:59 pm
Okay, that doesn't sound too hard.

Also, if you haven't already make sure to include the stepladders in the entity definitions. They don't appear to be hardcoded to be available ( I wasn't able to produce them in my .14 game.) I also noticed that the gunsmith's forge has reactions for soap-making in it. That was a bit strange, but other than that everything seems to be working more or less as intended.
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Stirk on October 31, 2014, 11:09:12 am
Quote
Also, if you haven't already make sure to include the stepladders in the entity definitions. They don't appear to be hardcoded to be available ( I wasn't able to produce them in my .14 game.) I also noticed that the gunsmith's forge has reactions for soap-making in it. That was a bit strange, but other than that everything seems to be working more or less as intended.

Yeah, that was my bad. I thought I fixed it, but forgot. The Gunsmith was the first building I made years ago when I started the mod. I didn't know how to add new buildings, so I changed the "Soap Maker" into a "Gunsmith", with the reactions to making the M16 and bullets. It turns out when you make a new game, it keeps all the old ones. I fixed it for real next time.

As for the stepladder, thank you! I thought those where hard coded, and would never have added them if someone didn't remind me.
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Baffler on November 02, 2014, 10:04:28 pm
Found a little more weirdness. When I have dwarves use the computers, they go pick up the capacitor, then the job is done. They don't bring it back to the computer, or do anything else. I tried dumping them unforbidding the capacitor on top of the computer, and still nothing. This problem might be on my end though, I've never heard of this happening before.

Also, how long do units stay transformed into vehicles? My president was caught in the gas cloud and is now a jeep. Until he turns back, I'll just assume he's joyriding it around town.
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Stirk on November 02, 2014, 11:15:51 pm
Quote
Found a little more weirdness. When I have dwarves use the computers, they go pick up the capacitor, then the job is done. They don't bring it back to the computer, or do anything else. I tried dumping them unforbidding the capacitor on top of the computer, and still nothing. This problem might be on my end though, I've never heard of this happening before.

That is certainly odd. I haven't done much with the computers in a long time, I will have to test it out myself. Thanks for bringing it to my attention! Is everything else working well? My modding habits end up making lots of weird things.

Quote
Also, how long do units stay transformed into vehicles? My president was caught in the gas cloud and is now a jeep. Until he turns back, I'll just assume he's joyriding it around town.

A few in game months. Hope you didn't expect him to get anything done! There *should* be a timer somewhere that tells you how much longer they have, if I remember correctly. No clue what unit it is in, though. At least he probably won't die in an ambush. Just think of it as the dwarfy version of golfing.

Speaking of which, are jeeps working well for you? I always thought they where pretty underpowered, they didn't even get the fancy new attacks every other vehicle got.

*EDIT*

I see a bunch of other weirdness with computers, but not what you described. They don't seem to even give any experience as they should. I think I need an actual product for them to work as they should. For now, it would probably be best to ignore the computers. But keep the input coming! I will have enough bug fixes just from your input for the next version!

(Just as a note, I *did* have an actual product, but seem to have erased what it was supposed to make. I will probably end up putting something useless there, just to give it something to make)
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Baffler on November 03, 2014, 03:45:39 pm
I looked into it more, and it seems the dwarf who was trying to use the computer had extensive nerve damage in his hands. He's seen a doctor (after I had him injured a little bit more) and is more or less fine now.

The jeeps haven't actually seen serious combat, a police patrol killed all the ambushers before they arrived (though they were lightly armed and unarmored and suffered heavy losses in doing so.) They've actually only seen combat once, against a pair of wild trolls. Is there any way you can prevent them from wrestling, or buff the machinegun? They fired the machinegun but preferred to do things like lock and break the troll's hips and legs with their front tires and other stuff like that. The machinegun didn't do quite as much damage as I expected it to either, with the squad armed with AK-47's they were attached to tearing up the trolls much more easily. I haven't tried the tanks or the aircraft yet but I'd really like to reliably deploy armor support for the army in the future, when I have the dwarfpower to crew them.

Power seems to be working as intended. I haven't got any petroleum reserves so no experience on that. All of the power I produce domestically comes from a hydroelectric power plant I've constructed (no wind on this map.) I'm actually rather proud of it, it has a total of 8 waterwheels powering 2 millstones each. Capacitors are charged slowly but fairly reliably as long as the machinery is actually working and the laborers are at their stations. I'm kind of a noob when it comes to dwarven mechanical engineering, so every so often the channel will run too low or too high and the setup will grind to a halt. Luckily (?) nobody's drowned yet, but it's definitely in need of some attention from health and safety.
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Stirk on November 04, 2014, 01:59:27 am
Quote
The jeeps haven't actually seen serious combat, a police patrol killed all the ambushers before they arrived (though they were lightly armed and unarmored and suffered heavy losses in doing so.) They've actually only seen combat once, against a pair of wild trolls. Is there any way you can prevent them from wrestling, or buff the machinegun? They fired the machinegun but preferred to do things like lock and break the troll's hips and legs with their front tires and other stuff like that. The machinegun didn't do quite as much damage as I expected it to either, with the squad armed with AK-47's they were attached to tearing up the trolls much more easily. I haven't tried the tanks or the aircraft yet but I'd really like to reliably deploy armor support for the army in the future, when I have the dwarfpower to crew them.

I could probably fix the "ram" attack that they where supposed to be with, but I honestly don't do a lot of work on things I don't use when I play it. It would make them stronger in melee, at least. I keep trying to make the machine guns and other glob attacks more powerful, but currently have found absolutely no way of doing so. Even firing slade with a double-plus boost doesn't even break bones. I might end up giving the jeeps an "Anti-vehicle" attack like I did when I updated the other vehicals, and lower the machine gun rate of fire, making them a poor mans tank that is competent in close combat. In fact, I will probably give it a "M2-Browning machine gun" with enough power to at least decimate unarmored animals.

Have you been able to control them properly? It sounds like you can get them to fight. They can be pretty touchy sometimes, I hope the instructions I remember leaving in the tutorial work.

It is good to hear that power is working properly and reasonably, considering how important it is to running a powerful fort. I still see problems in my own computer on computers, and have absolutely no clue why they don't work properly.

Oh well. I am off to update the Jeep, wish me luck!
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Baffler on November 08, 2014, 02:06:56 pm
And the fort's fallen, because I was thoroughly unprepared to face the Blacklisted. Ammunition was scare, so about half of my soldiers didn't have any, and just went without it to in close with their knives. That worked about as well as you'd expect it to, hehe.

To get jeeps into combat, I just put depots near where I expect fighting to be, and make all the nearby doors impassible other than the ones that lead to the fight.
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Stirk on November 20, 2014, 03:38:26 pm
And the fort's fallen, because I was thoroughly unprepared to face the Blacklisted. Ammunition was scare, so about half of my soldiers didn't have any, and just went without it to in close with their knives. That worked about as well as you'd expect it to, hehe.

To get jeeps into combat, I just put depots near where I expect fighting to be, and make all the nearby doors impassible other than the ones that lead to the fight.

How did the Jeeps fair against the blacklisted's guns? Not well, I would assume.

Ammunition conservation has always been a big problem in my forts, too. Especially if you want to hunt or otherwise train your troops before pushing them off into battle. I don't think I should "improve" it, it feels like making enough ammunition is part of the game.
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Baffler on November 21, 2014, 01:39:19 pm
I was all out of steel, so I couldn't deploy anything but infantry.

I've somewhat worked around the problem of training ammunition by having people train the marksdwarf skill with pistols, because the ammunition is made in bigger batches. Imported lead is also very important. I don't give very many bullets to each individual soldier either. Guys with AK's 30 rounds, guys with pistols get 20, anyone else gets 10. I only outfit maybe 10 beards in the regular military with something other than an AK tops because of ammunition problems. Police and some civilians get handguns because they can be made in bulk for very little cost, but only get ammo if I anticipate trouble.
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Del1m on November 23, 2014, 01:34:11 pm
Can't seem to get any kevlar armor in arena mode. Been like this since .40.xx
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Stirk on November 23, 2014, 01:42:03 pm
I was all out of steel, so I couldn't deploy anything but infantry.

I've somewhat worked around the problem of training ammunition by having people train the marksdwarf skill with pistols, because the ammunition is made in bigger batches. Imported lead is also very important. I don't give very many bullets to each individual soldier either. Guys with AK's 30 rounds, guys with pistols get 20, anyone else gets 10. I only outfit maybe 10 beards in the regular military with something other than an AK tops because of ammunition problems. Police and some civilians get handguns because they can be made in bulk for very little cost, but only get ammo if I anticipate trouble.

Have you been using the Ark Furnce? It helps out a good bit with the lack of mineral problem, if you have the energy to spare. I might have to balance out the "alternate" energies, to make them a bit higher. They aren't meant to be as good as oil, but they should at least be able to keep one furnace going...

Can't seem to get any kevlar armor in arena mode. Been like this since .40.xx

Thank you for bringing up this issue with me! I have been having the exact same problem, unfortunately, and have absolutely no clue how to fix it. I will try messing around with things, but everyone should be aware that Kevlar works fine in the actual game. It just doesn't appear in Arena mode for some odd reason.
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Stirk on December 05, 2014, 02:11:21 pm
Winter break is coming up. The new updates have kept coming, I will probably be able to get it to the current version over the break. I will also add in all the fixes I currently made, probably getting a bit more done before just publishing the implemented upgrades.
Title: Re: Dwarf Fortress: Modern! ❧ Version .26 ❧ I need a Cooler Name!
Post by: Stirk on December 20, 2014, 05:46:45 pm
Alright. The newest version will be up in a matter of seconds! Everything should work with the current version of DF, but I was not able to test every little detail. As always, please tell me if something is broken or not working right! Your own ideas and opinions are always welcome here! It is boring on this thread if nobody says anything but me!

Again, I am now on break and have an overabundance of time to work on my mod. In the next few days, I will try to make sure everything is up and running at 100%. I might add a few simple things, maybe another gun or two, and work on the new projects I have been promising.

Updates for the new version:
Upgrade Goblin and Tyrannian vehicals with the AT attacks I totally forgot to give them.
Speelcheck some things. Intellegint is hart o spel. Thanks the1337doofus for pointing out the error.
Fix the soapmaker mistake for real!
Fixed stepladders not showing up. Thanks to Baffler for pointing this out!
Upgraded Jeep with its own AV attack. Still weaker than other vehicals, but now can beat unarmored stuff!
Title: Re: Dwarf Fortress: Modern! ❧ Version .27 ❧ I need a Cooler Name!
Post by: Stirk on December 20, 2014, 07:53:24 pm
For my first new addition for next mod, I added two new guns with a unique purpose. Well, I guese it is basically a more extreme version of the pistol, maybe not-so-unique! The Woodsman pistol and the Ruger 10/22! Both are .22 guns in real life, firing the cheap but weak ammunition. In this game, that means double what even pistols produce! The woodsman pistol is also cheap enough to make 5 of them per production time, so with two bars of steel you can outfit and entire squad!

These guns bring out the weaknesses of the pistols, too. Remember back when bullets bounced off cloths because of the change in range weapons that I did not foresee in my tests? I brought those back, just for these guns! 10/22 bullets will not typically pierce even a kabold's cloths, making them a poor military weapon. Of course, a headshot will still bring a humanoid down, but don't expect your police force with these to be able to take down even one fully armored goblin with an AK.
Title: Re: Dwarf Fortress: Modern! ❧ Version .27 ❧ I need a Cooler Name!
Post by: Baffler on December 20, 2014, 08:03:46 pm
For my first new addition for next mod, I added two new guns with a unique purpose. Well, I guese it is basically a more extreme version of the pistol, maybe not-so-unique! The Woodsman pistol and the Ruger 10/22! Both are .22 guns in real life, firing the cheap but weak ammunition. In this game, that means double what even pistols produce! The woodsman pistol is also cheap enough to make 5 of them per production time, so with two bars of steel you can outfit and entire squad!

These guns bring out the weaknesses of the pistols, too. Remember back when bullets bounced off cloths because of the change in range weapons that I did not foresee in my tests? I brought those back, just for these guns! 10/22 bullets will not typically pierce even a kabold's cloths, making them a poor military weapon. Of course, a headshot will still bring a humanoid down, but don't expect your police force with these to be able to take down even one fully armored goblin with an AK.

Cheap handguns for everyone! except regular military and police and anyone else who actually needs to kill something...
Title: Re: Dwarf Fortress: Modern! ❧ Version .27 ❧ I need a Cooler Name!
Post by: Stirk on December 20, 2014, 08:12:56 pm
For my first new addition for next mod, I added two new guns with a unique purpose. Well, I guese it is basically a more extreme version of the pistol, maybe not-so-unique! The Woodsman pistol and the Ruger 10/22! Both are .22 guns in real life, firing the cheap but weak ammunition. In this game, that means double what even pistols produce! The woodsman pistol is also cheap enough to make 5 of them per production time, so with two bars of steel you can outfit and entire squad!

These guns bring out the weaknesses of the pistols, too. Remember back when bullets bounced off cloths because of the change in range weapons that I did not foresee in my tests? I brought those back, just for these guns! 10/22 bullets will not typically pierce even a kabold's cloths, making them a poor military weapon. Of course, a headshot will still bring a humanoid down, but don't expect your police force with these to be able to take down even one fully armored goblin with an AK.

Cheap handguns for everyone! except regular military and police and anyone else who actually needs to kill something...

 :P. Part of the idea is that your dude's can get some range time in, in return for part of your industry. Just got to have your shiny new Legendary+5 Marksdwarves switch our their targeting pistol for a rifle and you are golden! On the other hand, of course, I changed all real armor in the game to not block everything 100% of the time. You could technically give everyone in the fortress a gun and some bullets, point them in the general direction of the enemy, and wait for the !FUN! to happen! I'm doing that right now in the Arena!
Title: Re: Dwarf Fortress: Modern! ❧ Version .27 ❧ I need a Cooler Name!
Post by: Milksquid on December 28, 2014, 11:52:37 pm
Too many great mods. How do I play them all? This one sounds great!
Title: Re: Dwarf Fortress: Modern! ❧ Version .27 ❧ I need a Cooler Name!
Post by: Stirk on December 29, 2014, 08:58:10 pm
Thanks! One thing I like to do from time to time is throw a bunch together, allowing you to play them all at once. Of course, my modding style doesn't really let you do that without some work on your end, unless the other mod is very modular. If you need help with playing, downloading, or otherwise using this or other mods I will try my best to assist you if you ask.
Title: Re: Dwarf Fortress: Modern! ❧ Version .27 ❧ I need a Cooler Name!
Post by: Stirk on January 14, 2015, 02:07:59 pm
So far, most of the votes seem to be going to Bug fixing. I havn't had the time or inclination to play DF recently, but still have enough time to make some simple fixes. As always, you guys can help me out a lot by pointing out when things don't work the way they should! I can't fix anything if I don't know what is broken.
Title: Re: Dwarf Fortress: Modern! ❧ Version .27 ❧ I need a Cooler Name!
Post by: Stirk on January 27, 2015, 10:20:02 pm
Uhh, sorry about the last one having an extra objects file in it. Don't know how that managed to get in there  :-\. I am just upgrading it right now to remove the extra double file, nothing else has changed. If you have the old one there is no reason to update.
Title: Re: Dwarf Fortress: Modern! ❧ Version .27 ❧ I need a Cooler Name!
Post by: Stirk on January 29, 2015, 04:38:03 pm
......I completely forgot my password to my account or something, and currently can't access it. What should have been an easy update will now take some time, sorry  :-\. For now, you can delete the redundant Objects file yourself, if you don't want that annoying extra hundred Kbs of data lying around. I also forgot my password to the email-account I had it connected to, so this is a problem I will have to fix...
Title: Re: Dwarf Fortress: Modern! ❧ Version .27 ❧ I need a Cooler Name!
Post by: Stirk on January 31, 2015, 09:56:16 pm
Alright! I have a little bit of free time to update this, I have been missing a lot of newer versions. Ill try to find and remove some glitches as well. As always, it helps if you point out the things I am missing!
Title: Re: Dwarf Fortress: Modern! ❧ Version .27 ❧ I need a Cooler Name!
Post by: Stirk on February 01, 2015, 12:40:35 pm
Alright! New version up! I fixed all the guns (again) so the game should be at least playable. I still couldn't remember the password, so I just made a new page for it. Oh well, no difference between the old account and the new.

Once consequence of the update is that guns now have a much slower firing time. I had to increase the weight of the bullets for them to act like they had before, unfortunately increasing the time it took to fire in compensation. As always, bring up any problems, comments, or ideas to me!
Title: Re: Dwarf Fortress: Modern! ❧ Version .28 ❧ I need a Cooler Name!
Post by: Stirk on April 06, 2015, 08:45:27 pm
Ahh, I am sorry I haven't had any time to work on this since going to collage. Still, I will probably have enough time to do some quick fixes to make sure everything (Or at least the important stuff  :P) runs smoothly sometime semi-soon. Probably over the weakened. The thing that takes me the most time is testing! If anyone knows where any bugs are already, please report them! Ideas are always welcome, of course, though I probably won't get to implementing them fore a while  :-\.

...The classic version still probably works at least  :P.
Title: Re: Dwarf Fortress: Modern! ❧ Version .28 ❧ I need a Cooler Name!
Post by: Stirk on April 10, 2015, 06:55:36 pm
Alright! I am not as outdated as I first thought. I am now working on it again, at least for the weekend~. Expect an updated version fixing at least a few bugs or just reworking some things in the next few days/tonight if I do enough work.
Title: Re: Dwarf Fortress: Modern! ❧ Version .28 ❧ I need a Cooler Name!
Post by: Khorinis on April 12, 2015, 06:26:13 pm
does this mod work for adventure mode?
Title: Re: Dwarf Fortress: Modern! ❧ Version .28 ❧ I need a Cooler Name!
Post by: Stirk on April 17, 2015, 07:24:35 pm
does this mod work for adventure mode?

Yep! I have a lot of fun playing in adventure mode myself. Of course, since everyone has what are essentially crossbows that can kill you or end your adventure in one hit, it is prudent to use some kind of stealth to avoid being shot. There isn't any adventure mode specific content, but a lot of the military advancements still work for adventure mode.

I am still working on improvements, I didn't get as much time as I thought I would have. I am currently trying to fix the computers. I thought about adding something, such as the ability to make some animals into something with a bit more combat power, but then remembered I should probably get back to bug fixing. As always, please give me your suggestions, feedback, and bug reports!