Play as "satyrs"o.O? Explain :P
Yes.
Just yes. A PLAYABLE elf race.
:/ Mine isn't really based around the Elves though, that's just the first race I've made playable so far. And yeah, I need to try and make them all have their pros/cons. Except Dwarves, I'll leave them alone.Yes.
Just yes. A PLAYABLE elf race.
I have one too D:
But this one seems a bit less elfishly easy, so that's good.
Well they could be a more primal version of Elves, only now horned little half goatmen. And use throwing spears and slings with little clubs. Or better yet, just make them a trader/invaderIs this an already existing concept, other than you coming up with it? If not, I'll defiantly start coming up with ideas for them, if they are I'll go look them up lol
Satyers are a GOOD biome creature in "creature_standard" somewhere below dragons I believe. and they are not a civ, just a wild critter in vanilla. So I guess my idea is civving them :POhhh alright, I'll start working on them. I think I'll make them a civ before I work on goblins/humans/kobolds because there are already mods for those. Tyvm for the idea, I'll make sure to give you some credit :D
Satyers are a GOOD biome creature in "creature_standard" somewhere below dragons I believe. and they are not a civ, just a wild critter in vanilla. So I guess my idea is civving them :POhhh alright, I'll start working on them. I think I'll make them a civ before I work on goblins/humans/kobolds because there are already mods for those. Tyvm for the idea, I'll make sure to give you some credit :D
Are you referring to the game Goblin Fortress or a mod? And the only mod I can verify from the post you quoted is Kobold Camp, not sure about goblins/humans, but there probably is a mod for them somewhere. Right now I'm working on Satyrs, they're going to favor Axes and Slings. I don't think I'm going to base them off Elves very much, mostly just another civilization trying to Strike The Earth and survive.Satyers are a GOOD biome creature in "creature_standard" somewhere below dragons I believe. and they are not a civ, just a wild critter in vanilla. So I guess my idea is civving them :POhhh alright, I'll start working on them. I think I'll make them a civ before I work on goblins/humans/kobolds because there are already mods for those. Tyvm for the idea, I'll make sure to give you some credit :D
I dont think there is a human fort civ.
Goblin fortress is something everyone pretends does not exist, so I assume its banned.
This looks like a cool mod. Posting to watch, and hopfully helpTy, and really the only thing I'd need help with would be ideas for more races and maybe translations. But with translations there is a certain style to how I'm going to make them.
Just because someone made a nasty Goblin Fortress once, doesn't mean that you can't do it right.
As for elves, here's an idea... Since they clearly have tons of wood, but it would be hypocritical for them to actually be chopping trees down (especially since they'd have to do it even more than dwarves, since wood is their only building material)... give them a special workshop that lets them produce wood logs at a steady pace for free.
Or, perhaps, give them access to one or more farmable 'wood plants' that can then be converted into actual wood logs at the workshop (by making the wood plants differentiated and biome-dependent, you could also connect the Elf game to the natural biome that they embark in, which seems very elfy, in the same way that Dwarves have to pay close attention to what they'll find underground). You could say they use nature magic to create wood that 'wants' to be shaped.
I just can't picture elves actually clearing out forest space to build stuff, y'know? Also it makes them even more elfishly annoying, since it implies that they won't share their secret of free wood-production with other races but still consider them barbarians for getting wood in the only way they are able to.
Why does noone know about RAKninja's Goblin Fortress (http://www.bay12forums.com/smf/index.php?topic=89755.0)? Lol it's a bit outdated now, but it's not the icky GF we all know about.
Plus growable trees I have, if you want to save some time on it. I think elves growing trees and processing them for logs sounds right. Elves dislike the clear cutting because then the forest is gone, were as if they grow trees and make sure everything is in perfect balance, all is well.
Ah, I was thinking of more "This is the gift we're given, lets make full use of it"Why does noone know about RAKninja's Goblin Fortress (http://www.bay12forums.com/smf/index.php?topic=89755.0)? Lol it's a bit outdated now, but it's not the icky GF we all know about.
Plus growable trees I have, if you want to save some time on it. I think elves growing trees and processing them for logs sounds right. Elves dislike the clear cutting because then the forest is gone, were as if they grow trees and make sure everything is in perfect balance, all is well.
I see elven's thoughts of trees as
"This holds the soul of a dead man or woman. Thus it should not be touched." but thats just me, I dont see elves even thinking of growing trees just to be butchered.
Why does noone know about RAKninja's Goblin Fortress (http://www.bay12forums.com/smf/index.php?topic=89755.0)? Lol it's a bit outdated now, but it's not the icky GF we all know about.
Plus growable trees I have, if you want to save some time on it. I think elves growing trees and processing them for logs sounds right. Elves dislike the clear cutting because then the forest is gone, were as if they grow trees and make sure everything is in perfect balance, all is well.
Just remember who to thank for those raws ;) took me forever to get all natural surface trees to be growable versions lollol Ofc I'll be giving you credit. I don't steal work. That is a lot, is that all the trees? That must have taken AGESSSSS, longer than just forever.
Every tree that is not GOOD or EVIL. Only the natural ones.
I believe he's referring to trees that are distinct to Good and Evil alignment regions.Every tree that is not GOOD or EVIL. Only the natural ones.
There are [GOOD] and [EVIL] trees? What? Do you mean the "dead" trees?
Every tree that is not GOOD or EVIL. Only the natural ones.
There are [GOOD] and [EVIL] trees? What? Do you mean the "dead" trees?
Maybe, instead of chopping trees, elves would have a special "Elven Grove" type of workshop where elves, using their Nature Magic skill, grow wood. The Grow Wood reaction (or whatever) would take one, preserved log, have a 10-25% chance of producing a copy of it, and perhaps a very small chance of producing a special, magical log.
Also, bark armor should be a bit different. Maybe something like first stripping off the bark from a log (turning it into "stripped wood," which should be less valuable and unuseable in the grove) and "X wood bark" (X being the tree type, and bark being a custom tool). Then, change the barky reactions to use bark.
In exchange, make elves learn melee skills other than swordselfship VERY slowly (swords being both a traditional elf weapon and the "Jack-Of-Both-Trades" (http://www.tvtropes.org/pmwiki/pmwiki.php/Main/MasterOfNone) slashing weapon, and therefore not as good as axes or spears for reasons given in the link). Also, consider giving them a reaction that they occasionally use in greeting that slows each down immensely for a while as they lazily chat.
[USE_MATERIAL_TEMPLATE:BARK:LEATHER_TEMPLATE]
[STATE_NAME:ALL_SOLID:birch bark]
[STATE_ADJ:ALL_SOLID:birchen bark]
[PREFIX:NONE]
[SOLID_DENSITY:650]
[STATE_COLOR:ALL_SOLID:BURNT_UMBER]
[REACTION:STRIP_BARK]
[NAME:strip bark from logs]
[BUILDING:<building>:CUSTOM_S]
[REAGENT:A:1:WOOD:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:BARK_MAT] --- logs with the BARK_MAT
[PRODUCT:100:1:LEATHER:NONE:GET_MATERIAL_FROM_REAGENT:A:BARK_MAT]
[SKILL:CARPENTRY]
Drop this on every TREEWhy not make it consume the original log, and produce "Striped X log" which can't be used in the bark striping reaction?Code: [Select][USE_MATERIAL_TEMPLATE:BARK:LEATHER_TEMPLATE]
[STATE_NAME:ALL_SOLID:birch bark]
[STATE_ADJ:ALL_SOLID:birchen bark]
[PREFIX:NONE]
[SOLID_DENSITY:650]
[STATE_COLOR:ALL_SOLID:BURNT_UMBER]
then drop a [MATERIAL_REACTION_PRODUCT:BARK_MAT:LOCAL_PLANT_MAT:BARK]
in the WOOD_TEMPLATE or in any tree that you give BARK too
But the issue is that the reaction could take the same log/item over and over again unless you want it to consume a whole log to make barkCode: [Select][REACTION:STRIP_BARK]
[NAME:strip bark from logs]
[BUILDING:<building>:CUSTOM_S]
[REAGENT:A:1:WOOD:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:BARK_MAT] --- logs with the BARK_MAT
[PRODUCT:100:1:LEATHER:NONE:GET_MATERIAL_FROM_REAGENT:A:BARK_MAT]
[SKILL:CARPENTRY]
Now the reaction it makes 1 bark item which is leather/tanned skin so now you can make bark armor in the leather workers shop. But the log is consumed. It's like a wood tanning operation.
[REACTION:STRIP_BARK]
[NAME:strip bark from logs]
[BUILDING:<building>:CUSTOM_S]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[NOT_PRESSED]
[HAS_MATERIAL_REACTION_PRODUCT:BARK_MAT] --- logs with the BARK_MAT
[PRODUCT:100:1:LEATHER:NONE:GET_MATERIAL_FROM_REAGENT:A:BARK_MAT]
[PRODUCT:100:1:WOOD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][PRODUCT_PRESSED]
[SKILL:CARPENTRY]
Maybe, instead of chopping trees, elves would have a special "Elven Grove" type of workshop where elves, using their Nature Magic skill, grow wood. The Grow Wood reaction (or whatever) would take one, preserved log, have a 10-25% chance of producing a copy of it, and perhaps a very small chance of producing a special, magical log.My thoughts on an elven civ, is that they would be able to set up some workshop where they would be able to 'sing' wood out of trees. It stands up to many different lores, and would be somewhat easy to implement. It would probably be quite overpowered, unless it required an instrument, or some form of nature essence. Actually, Imma start my first major mod.
Maybe, instead of chopping trees, elves would have a special "Elven Grove" type of workshop where elves, using their Nature Magic skill, grow wood. The Grow Wood reaction (or whatever) would take one, preserved log, have a 10-25% chance of producing a copy of it, and perhaps a very small chance of producing a special, magical log.My thoughts on an elven civ, is that they would be able to set up some workshop where they would be able to 'sing' wood out of trees. It stands up to many different lores, and would be somewhat easy to implement. It would probably be quite overpowered, unless it required an instrument, or some form of nature essence. Actually, Imma start my first major mod.
I started making this, but then ended up branching off into the LoTR universe...Its a nice concept, you have a } in your preserve_reagent token btw. And, the only thing against this is that in the raws one of elves Ethics says killing plants is unthinkable:
Anyways, what I had going was a system in which at one workshop, you could sacrifice gathered or farmed plant life to gain 'essence', which was then used in a reaction at the nature shrine to sing wood in. I can't really explain.. let me show ya a bit of the code.
Sing Wood reactionSpoiler (click to show/hide)
[ETHIC:KILL_PLANT:UNTHINKABLE]
Well, if it's one instrument == one log...how many instruments can a woodcrafter make at once? Maybe have a 50% chance of making a second log. Especially if this is supposed to replace woodcutting (which it, ideally, should).Maybe, instead of chopping trees, elves would have a special "Elven Grove" type of workshop where elves, using their Nature Magic skill, grow wood. The Grow Wood reaction (or whatever) would take one, preserved log, have a 10-25% chance of producing a copy of it, and perhaps a very small chance of producing a special, magical log.My thoughts on an elven civ, is that they would be able to set up some workshop where they would be able to 'sing' wood out of trees. It stands up to many different lores, and would be somewhat easy to implement. It would probably be quite overpowered, unless it required an instrument, or some form of nature essence. Actually, Imma start my first major mod.
Imo, it would have to consume this instrument. However, you should make the only acceptable instruments be Lutes, Flutes and Harps. Drums wouldn't really sing wood out of a tree imo.
Well, if it's one instrument == one log...how many instruments can a woodcrafter make at once? Maybe have a 50% chance of making a second log. Especially if this is supposed to replace woodcutting (which it, ideally, should).The instrument wasn't meant to be destroyed, I fixed that.
*rereads reaction*
And you should be able to get essence fairly easy if singing wood is supposed to be the main wood source.
My problem is for people trying to stock up on food of a certain type, it will grab the wrong plant possibly.
I guess I'll just not be lazy and make a separate reaction for each of the plants I want to be processed.
If you haven't already, this.My problem is for people trying to stock up on food of a certain type, it will grab the wrong plant possibly.
I guess I'll just not be lazy and make a separate reaction for each of the plants I want to be processed.
Or you can learn the power to REACTION_CLASS here (http://www.bay12forums.com/smf/index.php?topic=55259.msg3419616#msg3419616) lol
Or you can learn the power to REACTION_CLASS here (http://www.bay12forums.com/smf/index.php?topic=55259.msg3419616#msg3419616) lolanyways, I think I should stop talking on this thread about my modding attempt, and let everyone get back to giving Toxic their thoughts on his mod.
I read it, I believe I understood it, but I'd still prefer the seperate reactions, that way the user can choose which of the essence bearing plants to use.
So say you had a, b, c and d. Now, all but d have the [REACTION_CLASS:ESSENCE_BEARING] in their material. The thing is, a reagent like [REAGENT:A:1:PLANT:NONE:NONE:NONE][REACTION_CLASS:ESSENCE_BEARING] will grab a, b, or c. I want the user to choose the specific plant, that way they could preserve one of the possible choices, while using another.
Nooo its ok I don't mind the free bumps :) lolOr you can learn the power to REACTION_CLASS here (http://www.bay12forums.com/smf/index.php?topic=55259.msg3419616#msg3419616) lolanyways, I think I should stop talking on this thread about my modding attempt, and let everyone get back to giving Toxic their thoughts on his mod.
I read it, I believe I understood it, but I'd still prefer the seperate reactions, that way the user can choose which of the essence bearing plants to use.
So say you had a, b, c and d. Now, all but d have the [REACTION_CLASS:ESSENCE_BEARING] in their material. The thing is, a reagent like [REAGENT:A:1:PLANT:NONE:NONE:NONE][REACTION_CLASS:ESSENCE_BEARING] will grab a, b, or c. I want the user to choose the specific plant, that way they could preserve one of the possible choices, while using another.
There seems to be a bug with Satyrs currently where you can't create squads. My assumption is that this is caused by a lack of military captain(not general) and commander rank. I'll get to fixing this, and it should be updated here later today. The update will include minor fixes of other things aswellDo they have CAN_LEARN and CAN_SPEAK? aka INTELLIGENT and it could just be an issue with nobles
Dude, that's what I wanted - playable elves!Be carefull, like I said, this is an Alpha release, so it may be very buggy, if you find any bugs, POST THEM. Please lol.
Thanks! Maybe I'll start new community fort with it.. later, when Ill get familiar with it.
ok, first bug - elves have no nobles at all at Nobles screen. Looked at their entity raws, but couldn locate a way to fix.I'll make some kind of tree shrine which can generate 1 random bar or gem per X time. Yeah, I know the problem with the trees growing, I'm not sure how to quite work around it while keeping lore. Maybe a sacrificial tool or something? The animal idea would probably be possible through the use of castes, I'm not quite sure how you'd get them. Maybe 'summoning' them from this tree altar, not sure. Also, have you tried the growable trees yet? Does it work ok? And yeah, I'll get working on the Elves' nobles same way I did with Satyrs. Sorry about that. Thank you for posting :) This is how stuff gets fixed :P
I suppose elves need someone like dwarven expedition leader to arise and allow other nobles to be appointed. Will try just to copy whole nobles set from dwarves to elves.
Also, is there any way to cut trees without axe? The problem is not in wood collecting, but in clearing the area for constructions. Trees grow, and fill most of map.
And, I think elves should be given a way to get a bit of ores and gems. Like, say, a special plant that can spawn a randow bit of ore - globally random or random one of location-specific, if possible.
And the last crazy idea - a reaction that makes animals inteligent and able to do work. For example, to form a squad of tigers or elephants. Or make a giant mole to dig a shelter. Or whatever.
Not sure if it's possible at all...
So, the basically idea is to make a special "intelligent" caste for certain animals, and make that reaction to change caste from common to intelligent, right?ok, first bug - elves have no nobles at all at Nobles screen. Looked at their entity raws, but couldn locate a way to fix.I'll make some kind of tree shrine which can generate 1 random bar or gem per X time. Yeah, I know the problem with the trees growing, I'm not sure how to quite work around it while keeping lore. Maybe a sacrificial tool or something? The animal idea would probably be possible through the use of castes, I'm not quite sure how you'd get them. Maybe 'summoning' them from this tree altar, not sure. Also, have you tried the growable trees yet? Does it work ok? And yeah, I'll get working on the Elves' nobles same way I did with Satyrs. Sorry about that. Thank you for posting :) This is how stuff gets fixed :P
I suppose elves need someone like dwarven expedition leader to arise and allow other nobles to be appointed. Will try just to copy whole nobles set from dwarves to elves.
Also, is there any way to cut trees without axe? The problem is not in wood collecting, but in clearing the area for constructions. Trees grow, and fill most of map.
And, I think elves should be given a way to get a bit of ores and gems. Like, say, a special plant that can spawn a randow bit of ore - globally random or random one of location-specific, if possible.
And the last crazy idea - a reaction that makes animals inteligent and able to do work. For example, to form a squad of tigers or elephants. Or make a giant mole to dig a shelter. Or whatever.
Not sure if it's possible at all...
Edit: Damn, ninja'd by Hugo on the castes thing. Yeah, I'll add a sacrifice tool, but it wont have any attacks because it's not a weapon, its a tool. I'll release it tomorrow most likely, as well as the Tree Altar. It'll be a nice little Elven update before I go camping on friday, I wont be back untill either sunday or monday so there wont be an update in that time. But I do want to leave with the mod being playable
Well, I'll go look at Masterwork and see if I can find anything, I kinda wanna avoid axes as much as possible. Also, the Tree Altar is designed and set. I have the reaction for a gift. I kinda wanna add other reactions like this (Like for caged animals) but this one goes:So, the basically idea is to make a special "intelligent" caste for certain animals, and make that reaction to change caste from common to intelligent, right?ok, first bug - elves have no nobles at all at Nobles screen. Looked at their entity raws, but couldn locate a way to fix.I'll make some kind of tree shrine which can generate 1 random bar or gem per X time. Yeah, I know the problem with the trees growing, I'm not sure how to quite work around it while keeping lore. Maybe a sacrificial tool or something? The animal idea would probably be possible through the use of castes, I'm not quite sure how you'd get them. Maybe 'summoning' them from this tree altar, not sure. Also, have you tried the growable trees yet? Does it work ok? And yeah, I'll get working on the Elves' nobles same way I did with Satyrs. Sorry about that. Thank you for posting :) This is how stuff gets fixed :P
I suppose elves need someone like dwarven expedition leader to arise and allow other nobles to be appointed. Will try just to copy whole nobles set from dwarves to elves.
Also, is there any way to cut trees without axe? The problem is not in wood collecting, but in clearing the area for constructions. Trees grow, and fill most of map.
And, I think elves should be given a way to get a bit of ores and gems. Like, say, a special plant that can spawn a randow bit of ore - globally random or random one of location-specific, if possible.
And the last crazy idea - a reaction that makes animals inteligent and able to do work. For example, to form a squad of tigers or elephants. Or make a giant mole to dig a shelter. Or whatever.
Not sure if it's possible at all...
Edit: Damn, ninja'd by Hugo on the castes thing. Yeah, I'll add a sacrifice tool, but it wont have any attacks because it's not a weapon, its a tool. I'll release it tomorrow most likely, as well as the Tree Altar. It'll be a nice little Elven update before I go camping on friday, I wont be back untill either sunday or monday so there wont be an update in that time. But I do want to leave with the mod being playable
Sacrificial tool or whatever you call it, but what tag makes item to used for woodcutting? if it's hardcoded for ITEM_WEAPON + SKILL:AXE then it's inavoidable weapon. Not sure if is's ok to add SKILL:AXE to anything other than ITEM_WEAPON. Wiki says nothing.
Is it possiple to make a reaction/interaction affecting trees/plants in certain area? I think I've seen something similar at Masterwork's description, but it's a fuckton of code!
That would be super cool for those stomes&metals&gems to be not just random, but to be taken from biome stone layers... But I think it's impossible :(Well, I uploaded the fixed version, you should be able to now have nobles. It is rushed because I really need to go to bed, but its not completely broken. I just really needed to update it because I accidentally had Goblins playable in the previous version, yet I haven't worked on them at all.
New reports from testingAlright I'll release an update in a few mins. All it will do is enable the 2 reactions for Elves tree altar and fix the ranger commander issue. But since I'll be camping untill Sunday I guess I should fix it now.
Elves lack position of rangers commander. It's easily fixed by copying militia commander from dwarves and renaming
But serious issue- they lack quivers! So long bows are useless. Not sure if it's because of leather working being forbidden or anything else... dwarves don't have quivers at permitted items section, so I don't know how to fix it.
Also they need reaction for making wooden weapons - scimitars and such. And I guess to make them useful it'd be nice to add an enchant of hardening wooden melee weapon - up to iron grade, maybe bronze
And curious bug - I can't plant pines. Oaks, willows, ashes and others are fine, but farms don't have option for pine. Not saying I needed them hard, though.
entity_default.txt
[FOREST]
...
[PERMITTED_REACTION:MAKECLOTHQUIVER]
...
reaction_civ+.txt
[REACTION:MAKECLOTHQUIVER]
...
[SKILL:CLOTHIER]
This is awsome =O how about a playable insectoid men race with castes loosely based on different insects?I've seen something around here
[REACTION:MAKECLOTHQUIVER]
[NAME:Make a Cloth Quiver]
[BUILDING:CRAFTSMAN:CUSTOM_ALT_Q]
[REAGENT:cloth:10000:CLOTH:NONE:NONE:NONE]
[PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
Love this :) Gives me many, many, bad ideas (as in: the want to start modding again)Haha, if you get any ideas for this mod, don't be afraid to post them :P
I think elves should grow metal-grade magic wood, Seeing a Elf that live completely in the woods making charcoal to forge metal weapons seems... Odd? lolActually, instead of a magic metal-grade wood, how about giving Elves a special type of fuel? It would make more sense than hammering/forging wood.
While elves do need to be powered up to allow them to survive against the goblins and megabeasts that dwarves need to contend with, allowing them to make strong weaponry seems like trying to squeeze dwarven thinking into elven morals.Interesting...
If I may make a suggestion, it is possible to make elven pets more powerful by giving elves a 'greeting' reaction that only works on non-speaking, non-learning creatures. With proper balancing, you could make it that elves live out in the forest among the trees and animals, using superpowered 'living walls' that protect them well enough without needing to clear land for construction, dig burrows, or make powerful weaponry. That seems like an 'elfier' solution than giving them means of producing metal-grade wood.
So, let's go deeper in biotech!I think elves should grow metal-grade magic wood, Seeing a Elf that live completely in the woods making charcoal to forge metal weapons seems... Odd? lolActually, instead of a magic metal-grade wood, how about giving Elves a special type of fuel? It would make more sense than hammering/forging wood.
How about Wooden caps?I think, I've seen wool/cloth quivers in vanilla DF, both for invaders or migrants. Since it's completely hardcoded item, everything is possible then...
I'm thinking the make wood armor stuff is because the reagent is just this:
[REAGENT:wood:1:WOOD:NONE]
wooden cap making and all the others just have this, while wooden helm reaction has
[REAGENT:wood:1:WOOD:NONE:NONE:NONE]
which include the material portions.
Also just a friendly note even if you get gauntlets to get the proper material, they won't work unless they have "right" and "left" versions
And praying for stuff is broken because there is no way to make a product "randomly" pick a material saddly, however you can make it pick a random Item. But that is not the desired effect.
[REACTION:GETGOODSFROMTREE]
[NAME:Pray to Tree Altar]
[BUILDING:TREEALTAR:CUSTOM_P]
[REAGENT:giftA:15:PLANT:NONE:NONE:NONE]
[REAGENT:B:1:NONE:NONE:NONE:NONE]
[CONTAINS:giftB]
[PRESERVE_REAGENT]
[PRODUCT:85:2:BAR:NONE:NONE:NONE] - no material, generic "air" is used
[PRODUCT:50:1:SMALLGEM:NONE:NONE:NONE]- no material, generic "air" is used
[PRODUCT:38:5:STONE:NONE:NONE:NONE]- no material, generic "air" is used
[PRODUCT:10:2:ROUGH:NONE:NONE:NONE]- no material, generic "air" is used
[SKILL:PACIFY]
also for quivers having no quality that is because the [SKILL:XXXX] tag is missing from the reaction, which means it is done instantly by anyone and no skill to affect quality.
[REACTION:MAKECLOTHQUIVER]
[NAME:Make a Cloth Quiver]
[BUILDING:CRAFTSMAN:CUSTOM_ALT_Q]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE]
[PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM:REAGENT:cloth:NONE]
[SKILL:CLOTHESMAKING] --- just added this, now clothemakers will make it. And a legenary will make a masterwork
Also peregarrett, I found your confusion about being able to make cloth quivers in vanilla. I'm doing a test fort, and somehow a migrant hunter came with a rope reed quiver :/ But I do have imcomplete adv. mode reactions that allow quiver making, Maybe worldgen creatures can use those on their adventures?
peregarrett... I swear you must be Toxic's alt account, as we were just discussing that just a few hours ago...We are Dr. Jekyll and Mr. Hyde!
And yeah the reaction stuff I posted would be Toxic's old mistakes, and did I say 1000? I must have missed hitting "0" 1 more time.
GLOVE items are impossible to make in custom reactions, only Vanilla making can add the "left" and "right" modifiers.
Also, if you've played with Satyrs, you may have noticed they're all males. I've fixed that for the next update lol
lol Hugo and I were discussing that a little while ago:Also, if you've played with Satyrs, you may have noticed they're all males. I've fixed that for the next update lol
Maybe give them dimorphism? Like making the females nymphs, which were basically the female equivalent of satyrs/fauns.
[10:22:13 AM] Hugo the Dwarf: I was thinking satyrs would be all male, but dyads would be the females
Antmen next?Mmmm I was thinking about it. Ik I should probably get humans/goblins/kobolds playable eventually. I'm not sure what Antmen would specialize in though.
Specidic duties, ants in real life have there own specific duties so if you make workers good at most work related tasks paticularly herbalism but awful at everething else you funnel your player along a challenge of getting the correct castes when they are neccesery queens are the only caste that can have babies nurses are incredibly good doctors but are fragile as hell, a type of livestock could be aphids ( real life ants actually do herd these small bugs like we would dairy cows) Soldiers should be tough but have no natural fighting skills to make it feel less cheap and another big factor is how ants give birth there population grows and grows and grows sometimes hundreds in a single laying obviously this would need to be toned dwon to prevent FPS !!FUN!! so maybe max of... 20 at a time? ants are adapted to work not to live long you wont get to attached to your ants they die quickly and can be easily sliced in half (the soldier ant is just as tough as your average dwarf with a bit of chitin guarding the main portion of his upper and lower body with all other ants being weak as crap!) the player realy must learn to adapt his style of play to survive in the ants world. Just a few ideas I wanted to contributeOh wow...Thank you very much, that helps a lot! :D
How about Merfolk as another civ? Then you could more easily make merfolk bone crafts, but first they would need the [Amphibious] tag.Hmm yeah, I'll save that in my notes :) But right now I'm working on Antmen, and they're coming along nicely.
Glad to help! My mind is full of ideas I just struggle to put them onto dwarf fortress =)You may not be able to put them on DF, but this thread is always here :P lol
What about High Elves?Ehhh this isn't really a TES mod. I don't think there's a big need for any more
New crazy idea! Nymphs should have special attack that makes male opponent dizzy. Kind of "seduction aura" (cloud) or "inviting glance" (target within line of sight) :Dlol Can I make it a bite attack too? lololol
Also, minor bug:
[POSITION:RANGER_CAPTAIN]
[APPOINTED_BY:RANGER_COMMANDER]
and I added [RESPONSIBILITY:MANAGE_PRODUCTION] to elven expedition leader, just to make someone do the job
New crazy idea! Nymphs should have special attack that makes male opponent dizzy. Kind of "seduction aura" (cloud) or "inviting glance" (target within line of sight) :Dlol Can I make it a bite attack too? lololol
lol Pretty much, also, lol quote failNew crazy idea! Nymphs should have special attack that makes male opponent dizzy. Kind of "seduction aura" (cloud) or "inviting glance" (target within line of sight) :Dlol!
lol Can I make it a bite attack too? lololol
"Nymph bites McDwarf in the upper body. Lust venom is injected into McDwarf's veins! McDwarf feels dizzy"
lol you ninja'd me!lol Pretty much, also, lol quote failNew crazy idea! Nymphs should have special attack that makes male opponent dizzy. Kind of "seduction aura" (cloud) or "inviting glance" (target within line of sight) :Dlol!
lol Can I make it a bite attack too? lololol
"Nymph bites McDwarf in the upper body. Lust venom is injected into McDwarf's veins! McDwarf feels dizzy"
I have at on of lores for races floating round in my mind if you want me to write them up :PPlease do :)
0.5 Out :PDude, you're making me re-gen my world again and again, to play Elven Forest with latest version. :D
Haha I'm glad you're using it:) Antmen aren't much right now, so don't feel bad about sticking to 0.04 :P0.5 Out :PDude, you're making me re-gen my world again and again, to play Elven Forest with latest version. :D
I think I'll stuck with 0.4 world for now, nothing big changed there. Plants need seasons to grow!
I want to start community game as elves, once mod is tested to be playableHaha I'm glad you're using it:) Antmen aren't much right now, so don't feel bad about sticking to 0.04 :P0.5 Out :PDude, you're making me re-gen my world again and again, to play Elven Forest with latest version. :D
I think I'll stuck with 0.4 world for now, nothing big changed there. Plants need seasons to grow!
Antmen are missing some real racial features right now.
Ah crap. No sorry. I'll put it in my notes and make sure it's in the next update.I want to start community game as elves, once mod is tested to be playableHaha I'm glad you're using it:) Antmen aren't much right now, so don't feel bad about sticking to 0.04 :P0.5 Out :PDude, you're making me re-gen my world again and again, to play Elven Forest with latest version. :D
I think I'll stuck with 0.4 world for now, nothing big changed there. Plants need seasons to grow!
Antmen are missing some real racial features right now.
And did you make Nymphs look nice? No horns and hooves? Not talking about "sexappeal aura" for now.
Ooookay.Have you actually managed to get an addy plant? And I'll probably remove it yeah.
Some tuning suggestion to elven plants.
- Remove adamantine plant at all. It's dwarven privacy! And we need elegant names for others of them. I'll think of it later.
- Can we make the seeds be available by tree altar only? i.e. you can't buy them at embark or caravan. Maybe, setting their biome to nothing or really rare location... Will this allow farming of them in any other biome? Or set [FREQUENCY:0] to them...
- Make industry line more complicated. Not just plant seed-harvest-process plant to bar-forge bar, but, say, plant-harvest-process leaves to bag-smelt leaves (x10?) to bar-forge. Elves should have metals in very-very rare quantities, as an exception to give masterwork steel scimitar to the mightest warrior. Also - flux plant!
I've seen adamatine seeds at embark preparations. And I was getting small tree plants through herbalism, but it was before metal plants was added. I think, FREQUENCY:0 would forbid it from growing freely, and if it's impossible to exclude them from trading, let's at least make them cost a lot.Ooookay.Have you actually managed to get an addy plant? And I'll probably remove it yeah.
Some tuning suggestion to elven plants.
- Remove adamantine plant at all. It's dwarven privacy! And we need elegant names for others of them. I'll think of it later.
- Can we make the seeds be available by tree altar only? i.e. you can't buy them at embark or caravan. Maybe, setting their biome to nothing or really rare location... Will this allow farming of them in any other biome? Or set [FREQUENCY:0] to them...
- Make industry line more complicated. Not just plant seed-harvest-process plant to bar-forge bar, but, say, plant-harvest-process leaves to bag-smelt leaves (x10?) to bar-forge. Elves should have metals in very-very rare quantities, as an exception to give masterwork steel scimitar to the mightest warrior. Also - flux plant!
Also, I've tried getting the plants to be altar only, I'm not sure if I can without the plant's not being able to grow.
And, have you obtained seeds by shrubs? I hope not lol, you aren't supposed to. The plant industry does need improvements, I didn't like it when I added it, but Elves need metal. Maybe, instead of these plants, Elves could 'trade' (To the tree altar) a certain amount of certain plants for the specific bar of metal? For example, 15 Wild strawberries, 10 rat weed, 5 whip vines gives a bar of steel (This is an example, not the set amounts)
I thought I did add FREQUENCY:0? And alright, I'll atleast triple their material values. Right now they're simply the metal's value.I've seen adamatine seeds at embark preparations. And I was getting small tree plants through herbalism, but it was before metal plants was added. I think, FREQUENCY:0 would forbid it from growing freely, and if it's impossible to exclude them from trading, let's at least make them cost a lot.Ooookay.Have you actually managed to get an addy plant? And I'll probably remove it yeah.
Some tuning suggestion to elven plants.
- Remove adamantine plant at all. It's dwarven privacy! And we need elegant names for others of them. I'll think of it later.
- Can we make the seeds be available by tree altar only? i.e. you can't buy them at embark or caravan. Maybe, setting their biome to nothing or really rare location... Will this allow farming of them in any other biome? Or set [FREQUENCY:0] to them...
- Make industry line more complicated. Not just plant seed-harvest-process plant to bar-forge bar, but, say, plant-harvest-process leaves to bag-smelt leaves (x10?) to bar-forge. Elves should have metals in very-very rare quantities, as an exception to give masterwork steel scimitar to the mightest warrior. Also - flux plant!
Also, I've tried getting the plants to be altar only, I'm not sure if I can without the plant's not being able to grow.
And, have you obtained seeds by shrubs? I hope not lol, you aren't supposed to. The plant industry does need improvements, I didn't like it when I added it, but Elves need metal. Maybe, instead of these plants, Elves could 'trade' (To the tree altar) a certain amount of certain plants for the specific bar of metal? For example, 15 Wild strawberries, 10 rat weed, 5 whip vines gives a bar of steel (This is an example, not the set amounts)
I like idea of plant with metal output more. Like plant roots absorb minerals dissolved into soil and lay them in their leaves, which are collected later. It gets along with their tree-loving nature more, than just materializing a bar of any metal and consume a number of plants and seeds. Elves should be masters of biotech, not just "magic"!
I thought I did add FREQUENCY:0? And alright, I'll atleast triple their material values. Right now they're simply the metal's value.0.4 has no frequency tag, so it's default 50 according to wiki.
Also i think FREQUENCY:0 actually is not working and going to default 50. You need to add frequency 1 or better yet just remove BIOME tags - that will make it existent and non-existent at once. Also if it is a cavern plant - then it will not be avaible to any civ if it is growing lower than level1 - levels 2 and 3 are prohibited for civs.But will we be able to farm them then, if they'd have no biome tag?
If they are cave plants - then you should be able to without a problem. I never checked it with level 3 plants, but it is easily tested i think. Just mod some cave_wheat as cave 3:3 and see that it is not on the embark screen. Then add a reaction to make its seeds and try to plant them. If it is not there - then breach level 3 and then see if it works. Breaching level 3 should work 100% but i think that is not important.Elves can't dig. So they have to be aboveground.
I meant that it is not important to dig. You get a plant which cannot be used by ANY race. And them you create a reaction which gives that plnat and give that to elf entity. Done:)We don't get a plant, we get that plant's seed, and then it's to be planted and harvested. And if you attach them to underground biome elves won't plant them as they can't dig underground farm. So that's the main question - how to make a new plant farmable aboveground, but not tradable at embark or caravan.
Frequency 1? 0 won't work as i know. But it will still make it rare but avaible. It might be worth a try to get GOOD or EVIL plants - but it will make elves trade it:( It will only limit it to elves.Maybe BIOME:MOUNTAIN would work.
PS Суровая задачка блин.:( Не уверен что вообще возможно.
Above ground crops farming is impossible on tiles that are part of Mountain biomes (or any other "freezing" biome such as Glacier or Tundra), regardless of how much mud or soil is present.
Ok now it's time for magic then:)... Close your eyes and count tot three....one...two...threeLol!
HUGO, MEPH WE NEED YOUR HELP HERE:)
That should do it:)
Greenhouse will work, but farming them at open air would be much better for roleplaying. If anything else fails, then...Well I don't see how a metal plant would grow naturally... Without allowing any [ABOVE_GROUND_FARMING] entity from having access to it, and without being forced to embark in certain biomes to grow it yourself.
Is it possible to set how much the job should take, btw?
I voted other, Lizardmen. And not just any lizardmen, Thorny Devil men http://en.wikipedia.org/wiki/Thorny_Devil.Now that, is interesting. I'll remember that for later if it doesn't win in poll. Also, if you want to vote for someone's other, just put your vote to other and post "so-and-so's idea" or something
A Desert dwelling race, with a special building to allow them to make water anywhere, for drinking or medical (plaster powder)
Damn. I knew sleeping was a bad idea. I go to sleep and you guys have a debate over those damn elves lol.Have you tried to restrict it to mountain or tundra?
Anyways, I've tried multiple ways of limiting the plants already, you can't remove it from embark/trade. You also can't remove it's biome tags. It won't grow. Thus, the only way, as far as Im aware, is to limit it's frequency and clustersize 0(Which I hope works)
If you restrict it to those biomes, they'd only grow in those biomes. And yeah, if all of those get added I'll either add a bunch of "-----------"Damn. I knew sleeping was a bad idea. I go to sleep and you guys have a debate over those damn elves lol.Have you tried to restrict it to mountain or tundra?
Anyways, I've tried multiple ways of limiting the plants already, you can't remove it from embark/trade. You also can't remove it's biome tags. It won't grow. Thus, the only way, as far as Im aware, is to limit it's frequency and clustersize 0(Which I hope works)
Edit: Oh, if you're going to add all of those civs, please put them into different entity files. So user can add or remove only several of them.
Different files. HelpsIf you restrict it to those biomes, they'd only grow in those biomes. And yeah, if all of those get added I'll either add a bunch of "-----------"Damn. I knew sleeping was a bad idea. I go to sleep and you guys have a debate over those damn elves lol.Have you tried to restrict it to mountain or tundra?
Anyways, I've tried multiple ways of limiting the plants already, you can't remove it from embark/trade. You also can't remove it's biome tags. It won't grow. Thus, the only way, as far as Im aware, is to limit it's frequency and clustersize 0(Which I hope works)
Edit: Oh, if you're going to add all of those civs, please put them into different entity files. So user can add or remove only several of them.
To make finding a race easy, or just using different files
lol AlrightDifferent files. HelpsIf you restrict it to those biomes, they'd only grow in those biomes. And yeah, if all of those get added I'll either add a bunch of "-----------"Damn. I knew sleeping was a bad idea. I go to sleep and you guys have a debate over those damn elves lol.Have you tried to restrict it to mountain or tundra?
Anyways, I've tried multiple ways of limiting the plants already, you can't remove it from embark/trade. You also can't remove it's biome tags. It won't grow. Thus, the only way, as far as Im aware, is to limit it's frequency and clustersize 0(Which I hope works)
Edit: Oh, if you're going to add all of those civs, please put them into different entity files. So user can add or remove only several of them.
To make finding a race easy, or just using different files
Underwater civs are impossible because water is always counted as dangerous terrain, even if the creature needs water to live.I know, that's why I'd end up having to give the creature the [AMPHIBIOUS] token. After I posted the poll I realized it wouldn't work 'cause buildings can't be build on/under water. However I left the option up there incase for some reason people(the few who play with this mod) wanted an AMPHIBIOUS creature.
How much changes in total with the new races you do ? Progress seems to be very fast, so I wonder if you even had the time to add sprites for each race, and nobles, and a somewhat different playstyle and custom buildings/reactions to them ?Right now no races are 100% custom, they've all been preexisting races. Progress is fast because each update doesn't include much, and I don't really have much else to do. They're also usually not very playtested, but this will all change as soon as I put it in Beta. I do need to clean them all up in the next update.
Thanks for the answer. I am very curious about all this, because I am looking forward to do something similar and/or incorporating your changes if you permit it. I would however create sprites if they are missing and do custom buildings/reactions, at least a few to change the playstyle a bit more. Dont really know how much effort I will put into it, but I like the idea a lot. Opens up so many possibilities.:o As the title says, this is an Alpha version. If you like the idea, create some civs for MW lol.
I will ;) Or at least make the normal civs that already exist playable. But I really like your caste-idea for the antmen.Mmm thank you for the offer lol, I already have Hugo as my personal modding slave >:D lol. Oh, and if you go with the caste idea for something, make sure you either A, change the tiles of each caste, B, add a different color to each caste(I'll be doing this for Antmen in the next update), or at minimum C, put the caste name in the description. Otherwise people wont know what creature is what caste.
If you need any help with buildings designs or reactions, let me know :)
Personal slave you say? Sanure is gonna be jealous.If Sanure is gunna be jealous...
19:59 Toxicshadow Wait no
19:59 Toxicshadow You aren't my personal slave
19:59 Toxicshadow You're my personal modding slave.
19:59 Toxicshadow Which simply means you're a person whom I ask an excessive amount of questions to
19:59 Toxicshadow In a form that makes it look like slave labor
Yh! finally back to my PC and antmen are waiting for me :D Will think of lore structure over the weekend so expect a post on monday =)Alright lol. Lemme know if you find any bugs :P
Usually I gen shortest history world, and check yellow í's at world map. Sometimes it's satyr, sometimes eleven retreat. Satyrs come more often.Yh! finally back to my PC and antmen are waiting for me :D Will think of lore structure over the weekend so expect a post on monday =)Alright lol. Lemme know if you find any bugs :P
Edit(Dont wanna double-post): Is anyone else having a hard time finding playable Elven civs? I keep finding lots of Satyr ones now that I want to go through and test Elves. Not sure if it's a bug introduced in 0.05 or just the last few worlds I've gen'd. It seems the Elves keep dying out, because in Legends mode I find their civs, but they don't show up on the map.
I'll lower Satyrs frequency a little bit. And also, for the next update I'm thinking about adding some 'flavor' positions to each Entity. For Elves I know I'm going to add Bards (You'll have 5 of them) who have the "MEETS_WORKERS" responsibility, which means that if an Elf needs someone to complain to, they'll talk to a Bard. Right now I don't think there is a way I can limit these Bards to actually playing music though.Usually I gen shortest history world, and check yellow í's at world map. Sometimes it's satyr, sometimes eleven retreat. Satyrs come more often.Yh! finally back to my PC and antmen are waiting for me :D Will think of lore structure over the weekend so expect a post on monday =)Alright lol. Lemme know if you find any bugs :P
Edit(Dont wanna double-post): Is anyone else having a hard time finding playable Elven civs? I keep finding lots of Satyr ones now that I want to go through and test Elves. Not sure if it's a bug introduced in 0.05 or just the last few worlds I've gen'd. It seems the Elves keep dying out, because in Legends mode I find their civs, but they don't show up on the map.
You got into regen again haven't you? lol jk :P the concept is everyones property. Just don't be snagging shapers and the high council lolI'll lower Satyrs frequency a little bit. And also, for the next update I'm thinking about adding some 'flavor' positions to each Entity. For Elves I know I'm going to add Bards (You'll have 5 of them) who have the "MEETS_WORKERS" responsibility, which means that if an Elf needs someone to complain to, they'll talk to a Bard. Right now I don't think there is a way I can limit these Bards to actually playing music though.Usually I gen shortest history world, and check yellow í's at world map. Sometimes it's satyr, sometimes eleven retreat. Satyrs come more often.Yh! finally back to my PC and antmen are waiting for me :D Will think of lore structure over the weekend so expect a post on monday =)Alright lol. Lemme know if you find any bugs :P
Edit(Dont wanna double-post): Is anyone else having a hard time finding playable Elven civs? I keep finding lots of Satyr ones now that I want to go through and test Elves. Not sure if it's a bug introduced in 0.05 or just the last few worlds I've gen'd. It seems the Elves keep dying out, because in Legends mode I find their civs, but they don't show up on the map.
Then I also want to get rid of this "Elf Queen" noble, and replace her with some kind of (Ancient?) council. It just makes more sense for Elves to have some council rather than a queen.
Not sure about any of the other civs yet. If anyone has any ideas for some 'flavor' let me know please(and thank-you) :P
1, Idk what shapers are (Still haven't gotten around to playing Regen lol)You got into regen again haven't you? lol jk :P the concept is everyones property. Just don't be snagging shapers and the high council lolI'll lower Satyrs frequency a little bit. And also, for the next update I'm thinking about adding some 'flavor' positions to each Entity. For Elves I know I'm going to add Bards (You'll have 5 of them) who have the "MEETS_WORKERS" responsibility, which means that if an Elf needs someone to complain to, they'll talk to a Bard. Right now I don't think there is a way I can limit these Bards to actually playing music though.Usually I gen shortest history world, and check yellow í's at world map. Sometimes it's satyr, sometimes eleven retreat. Satyrs come more often.Yh! finally back to my PC and antmen are waiting for me :D Will think of lore structure over the weekend so expect a post on monday =)Alright lol. Lemme know if you find any bugs :P
Edit(Dont wanna double-post): Is anyone else having a hard time finding playable Elven civs? I keep finding lots of Satyr ones now that I want to go through and test Elves. Not sure if it's a bug introduced in 0.05 or just the last few worlds I've gen'd. It seems the Elves keep dying out, because in Legends mode I find their civs, but they don't show up on the map.
Then I also want to get rid of this "Elf Queen" noble, and replace her with some kind of (Ancient?) council. It just makes more sense for Elves to have some council rather than a queen.
Not sure about any of the other civs yet. If anyone has any ideas for some 'flavor' let me know please(and thank-you) :P
Hehe at the paranoia. I goto bed with a machete by my bed, and the slightest noise wakes me up :P I am naturally paranoid :PIdk why you'd want to power breed Antmen, it'd most likely result in a lot of fps !!FUN!!
Anyways back on topic.... Crap my brain stopped working...
Antmen, is there a way to turn new queens into queens so you can power spawn babies?
ELECTED is assigned by the most liked creature. so whoever has the most friends.Even then, the only allowed creature is an antmen with the Queen caste. So even if you only have 1 queen ant and meet the pop requirement, the ant should get automatically elected. UNLESS Elected is most friends at a creature level?
would it be possible to make a race that is fairly slow to grow into large towns ectra.
but have a MASSIVE tech advantage over the other races, for example they can refine*new stone underground called sulphur* into gunpower, which is used to make musket rounds.
just a suggestion, but i have almost no modding experance so i dont know the limits of DF.
but i think it would be a cool idea, if you want me to post suggestions on there stuff just ask.
thankyou for reading this reply and thanks for your time...
P.S: if there is a mod that does the above *must be playable faction* please let me know.
Eh, idk. The idea of firearms in a fantasy-ish game doesn't really appeal to me much. I can almost sorta see Dwarves with like blunderbuss's or maybe muskets, but otherwise nah.would it be possible to make a race that is fairly slow to grow into large towns ectra.*sulfer* is in the game already "brimstone" and saltpeter is in already as well. There are 3-4 mods that I know that uses Black Powder
but have a MASSIVE tech advantage over the other races, for example they can refine*new stone underground called sulphur* into gunpower, which is used to make musket rounds.
just a suggestion, but i have almost no modding experance so i dont know the limits of DF.
but i think it would be a cool idea, if you want me to post suggestions on there stuff just ask.
thankyou for reading this reply and thanks for your time...
P.S: if there is a mod that does the above *must be playable faction* please let me know.
Jake's Blackpowder Firearms mod (allows you to add guns and Bp making to any civ)
Masterwork by Meph
LFR (Legends of Forlorn Realms) by Narihiril (I think she has black powder weapons, she has a ton of things)
and my Mod Regeneration: Forced Evolution
Also @Toxic
If you wish to use fire1666's suggestion, just ask Jake if you can include his mod. :P
Someone just has to suggest this. Can't resist!Never ever accept a sword fight challenge with a satyer, it's not what you think.
Give male Satyrs huge phalluses with punching attack.
xDDSomeone just has to suggest this. Can't resist!Never ever accept a sword fight challenge with a satyer, it's not what you think.
Give male Satyrs huge phalluses with punching attack.
Also cock fighting, don't place bets. Just. No.
Yep.Would that be an attack with a syndrome with CE_BODY_TRANSFORMATION?
Well, actually... at least kinda.
Huh. I have a crazy suggestion. Zombie Fortress! You play as zombies, trying to build their own city. They don't breed, but multiply by transforming invaders into their kind.Interesting idea, I'll keep that in mind, I was kinda wanting to add a darker themed race sometime. Anyways, let me tell you these Elemental men are OP(over powered) as hell. lol, Fire men(Throw fireballs), magma men, mud men, and iron men.(Despite that they're full metal, they aren't alchemists sorry.)
Is it possible?
Huh. I have a crazy suggestion. Zombie Fortress! You play as zombies, trying to build their own city. They don't breed, but multiply by transforming invaders into their kind.Interesting idea, I'll keep that in mind, I was kinda wanting to add a darker themed race sometime. Anyways, let me tell you these Elemental men are OP(over powered) as hell. lol, Fire men(Throw fireballs), magma men, mud men, and iron men.(Despite that they're full metal, they aren't alchemists sorry.)
Is it possible?
There is 2 drawbacks really, I think the firemen can cause the mudmen to evaporate, and only Iron men and magma men have equips. With the elemental race you're going to really have to watch what you build with, seeing as Magma men are...magma, and firemen are obviously fire.
Edit: Oh whoops, excuse the double post! :/
Edit2: Forgot to mention none of these elemental castes: Eat, Drink, Sleep, Feel Pain, Breath, Become Stunned, Get Nauseous, Have Thoughts, Have Emotions, Can't Become Tired or Overexerted, and they all have Extra Vision. But this is a default rip straight from the creature_subterranean.txt. I need to remove some of them lol because right now they're just beasts. Just a few of them could wipe out a full dwarf fortress, much less a full fortress of a hundred or so of these guys. If anyone has any ideas on what to leave and what to take out lemme know, otherwise I'll just take out what I feel necessary lol
Well I have a ( what I think is good) base idea for a civ basically they are a civilisation of gnomes that are incredibly weak and fragile and devote there entire lives to worshoping six gods all based upon different features of the earth in return for there incredibly amounts of time worshipping back in ye olde times with creatures that must be selectively chosen on embark and brought from caravans to essentially perform all duties for the race (I dont have the foggiest what we should call the gods Im rubbish with names =S) E.G a gem turtle of Mountainiticus a turtle that grows gems along his back can be sheared off and used to make fine crafts, others are more combat a Razorhound of Slashicus being another example, some of these creatures hold incredible strength and power but all must be selectively teamed up to realy kick butt! what good is making a creature collapse of pain if no creature is there to bite his head off? What use will a pixie of Cloudfinn (cloud god) be chaining an enemy severley lowering there dodging capability if no Razorhound (or other ranged creature) is there to fire its sharp quills at the enemy, some resources these gnomes are going to be completely cut off from without certain creatures, es you could yeild one crop twice a month from a farmplot and then heavily refine for one gnome, or you could decide to allocate some points to a shroomtail and pick off the plump helmets that grow on its back,I do like this idea, I'd definitely work on this, but the problem is(and I've ran into this issue before, I hate it >.<) how it affects other civs. As far as I know, I can't limit these creatures to that civ. If anyone has a solution to this issue, please PLEASE post it.
I think you get the picture =)
Please tell me what you think!
I do like this idea, I'd definitely work on this, but the problem is(and I've ran into this issue before, I hate it >.<) how it affects other civs. As far as I know, I can't limit these creatures to that civ. If anyone has a solution to this issue, please PLEASE post it.
Well, it fits Gnomes to be a good civ.I do like this idea, I'd definitely work on this, but the problem is(and I've ran into this issue before, I hate it >.<) how it affects other civs. As far as I know, I can't limit these creatures to that civ. If anyone has a solution to this issue, please PLEASE post it.
Make them good creatures and make only that civ able to use good creatures.
Well, it fits Gnomes to be a good civ.I do like this idea, I'd definitely work on this, but the problem is(and I've ran into this issue before, I hate it >.<) how it affects other civs. As far as I know, I can't limit these creatures to that civ. If anyone has a solution to this issue, please PLEASE post it.
Make them good creatures and make only that civ able to use good creatures.
Jackbod, would you mind coming up with more ideas for Gnomes? Like the names of their creatures and what these creatures produce?
Well, it fits Gnomes to be a good civ.I do like this idea, I'd definitely work on this, but the problem is(and I've ran into this issue before, I hate it >.<) how it affects other civs. As far as I know, I can't limit these creatures to that civ. If anyone has a solution to this issue, please PLEASE post it.
Make them good creatures and make only that civ able to use good creatures.
Jackbod, would you mind coming up with more ideas for Gnomes? Like the names of their creatures and what these creatures produce?
However worker ants are better at most working skills, drone antwomen are good at medical skills, soldier antmen are good at military skills, and the Queen ant sucks at everything.Wait, drones are women (http://tvtropes.org/pmwiki/pmwiki.php/Main/InsectGenderBender)? I'm not sure how they are supposed to impregnate the Queen...
Thanks, Hugo, that worked. Only problem for now is that it's smelted in 1 leaf to 1 bar ratio, while I wanted it to be, say, 50 leaves to 1 bar. Setting PRODUCT_DIMENTION from 150 to 3 didn't work.How many leaves are made from the processing?
Is it possible to set reaction to produce fractions of bar, like usual "Melt item" job does?
Maybe I should make small glob of iron from leaves and then melt it as item?
How many leaves are made from the processing?5 leaves from each plant of stack, so net gain is from 5 to 25 leaves in bag
Cause upping how many leaves will make a different ratio
REAGENT 1
Product 1
will take 10 leaves and make 10 bars
Reagent 10
product 1
will take 20 leaves and make 2 bars
[REACTION:SMELT_METAL_LEAVES_BAR]
[NAME:smelt metal plant leaves to bar]
[BUILDING:SMELTER:NONE]
[REAGENT:leaves:5:LEAVES:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:METAL_LEAVES_MAT]
[REAGENT:bag:1:NONE:NONE:NONE:NONE]
[CONTAINS:leaves]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT:leaves:METAL_LEAVES_MAT][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
[REACTION:SMELT_METAL_LEAVES_GLOB]
[NAME:smelt metal plant leaves to glob]
[BUILDING:SMELTER:NONE]
[REAGENT:leaves:20:LEAVES:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:METAL_LEAVES_MAT]
[REAGENT:bag:1:NONE:NONE:NONE:NONE]
[CONTAINS:leaves]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:leaves:METAL_LEAVES_MAT]
[FUEL]
[SKILL:SMELT]
[REACTION:SMELT_METAL_LEAVES_GLOB]
[NAME:smelt metal plant leaves to gem]
[BUILDING:SMELTER:NONE]
[REAGENT:leaves:5:LEAVES:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:METAL_LEAVES_MAT]
[REAGENT:bag:1:NONE:NONE:NONE:NONE]
[CONTAINS:leaves]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:ROUGH:NONE:GET_MATERIAL_FROM_REAGENT:leaves:METAL_LEAVES_MAT]
[FUEL]
[SKILL:SMELT]
These "gems can be degignated to be melt and processed at smelter to get a bar. Approximately it took 5 gems to 1 bar, forgot to count it, that sets total plant:bar ration to 5:1 - 1:1. I think it's good enough.Building | Material | Job | Output |
Farm | Metal plant seeds | Grow | Metal plant (1 to 5) |
Farmer Workshop | Metal plant stack[1-5], Bag | Process to bag | Metal leaves (5 to 25) |
Smelter | Metal leaves[5] in bag, Coal | Smelt leaves | Rough metal (1) |
Smelter | Rough metal M, Coal | Melt object | Bar (0.20) |
like a race of Shades or something?that is precisly what im getting at :D, i kind of lied a bit earlyer about not knowing any modding, i know how to make buildings and reaction, but not ones that work DX sadly, also blend-tec are preety epic blenders, i have one at home and i blended my old processor of my old comp.
I'm definitely up for adding Shades as a race! I can't promise you they'll make their way into V0.06A, because I 'have my plate full' with Humans and Elementals. Not to mention that I haven't started Elves and their Alchemy(Potion Making, not raising walls out of the ground and snapping their fingers 'causing a huge explosion(If you get those references....your awesome.))bad news, its NOT possible to create creatures with reactions but you however can transform creatures into other ones at workshops, this could lead to such as greater shades, or mabe necromancer shades, the possiblities are near endless.
Anyways back onto the idea of Shades, I'll start keeping notes on what to add. Raising corpses into either other shades or an undead form to fight for them would be cool. If you have any ideas on what these Ancestral/Spiritual powers will be, please post them :P
Nah its fine, I have a program for workshops(Yet my aesthetic skills are lacking, thus the workshops look like shit)I'm definitely up for adding Shades as a race! I can't promise you they'll make their way into V0.06A, because I 'have my plate full' with Humans and Elementals. Not to mention that I haven't started Elves and their Alchemy(Potion Making, not raising walls out of the ground and snapping their fingers 'causing a huge explosion(If you get those references....your awesome.))bad news, its NOT possible to create creatures with reactions but you however can transform creatures into other ones at workshops, this could lead to such as greater shades, or mabe necromancer shades, the possiblities are near endless.
Anyways back onto the idea of Shades, I'll start keeping notes on what to add. Raising corpses into either other shades or an undead form to fight for them would be cool. If you have any ideas on what these Ancestral/Spiritual powers will be, please post them :P
also if you want some help with making workshops feel free to ask, ill try to help you out with that.
but i still keep my cookies behind steel military grade wallsAre they cookies from the dark side? (http://www.youtube.com/watch?v=tK7G3YrhsX8)
well my offer still stands if needed, im not exactly the next picasso but im fairly good at astetic, also i found somthing that could be useful with the workshop reactions, in the quote below is a code file from masterwork DF (not my work so dont give me credit) for a reaction that makes a golem from the dorf in question, change alot of lines and make it transform shades into necro shades or warrior shades???Nah its fine, I have a program for workshops(Yet my aesthetic skills are lacking, thus the workshops look like shit)I'm definitely up for adding Shades as a race! I can't promise you they'll make their way into V0.06A, because I 'have my plate full' with Humans and Elementals. Not to mention that I haven't started Elves and their Alchemy(Potion Making, not raising walls out of the ground and snapping their fingers 'causing a huge explosion(If you get those references....your awesome.))bad news, its NOT possible to create creatures with reactions but you however can transform creatures into other ones at workshops, this could lead to such as greater shades, or mabe necromancer shades, the possiblities are near endless.
Anyways back onto the idea of Shades, I'll start keeping notes on what to add. Raising corpses into either other shades or an undead form to fight for them would be cool. If you have any ideas on what these Ancestral/Spiritual powers will be, please post them :P
also if you want some help with making workshops feel free to ask, ill try to help you out with that.
With reactions, why not make the reaction take 1 corpse, but add [PRESERVE_REAGENT] and then make the workshop 'exhale' a syndrome that 'reanimates' the dead? The only real issue I can see with that is it changing the workshop's user....
1: My voice is already smooooooooth enough (Gotta love Dr. Pepper ;) )well my offer still stands if needed, im not exactly the next picasso but im fairly good at astetic, also i found somthing that could be useful with the workshop reactions, in the quote below is a code file from masterwork DF (not my work so dont give me credit) for a reaction that makes a golem from the dorf in question, change alot of lines and make it transform shades into necro shades or warrior shades???Nah its fine, I have a program for workshops(Yet my aesthetic skills are lacking, thus the workshops look like shit)I'm definitely up for adding Shades as a race! I can't promise you they'll make their way into V0.06A, because I 'have my plate full' with Humans and Elementals. Not to mention that I haven't started Elves and their Alchemy(Potion Making, not raising walls out of the ground and snapping their fingers 'causing a huge explosion(If you get those references....your awesome.))bad news, its NOT possible to create creatures with reactions but you however can transform creatures into other ones at workshops, this could lead to such as greater shades, or mabe necromancer shades, the possiblities are near endless.
Anyways back onto the idea of Shades, I'll start keeping notes on what to add. Raising corpses into either other shades or an undead form to fight for them would be cool. If you have any ideas on what these Ancestral/Spiritual powers will be, please post them :P
also if you want some help with making workshops feel free to ask, ill try to help you out with that.
With reactions, why not make the reaction take 1 corpse, but add [PRESERVE_REAGENT] and then make the workshop 'exhale' a syndrome that 'reanimates' the dead? The only real issue I can see with that is it changing the workshop's user...."Are they cookies from the dark side?" holy shet referance LEVEL UP your Toxicshadow is now LEVEL 9001 chose your new upgrade :)Spoiler (click to show/hide)
1:Epic counter strike for kids narator voice
2:apperance in the next epic rap battle of history
3:...
4:profit?
for every level i am i gain 1 doller then how high am i1: My voice is already smooooooooth enough (Gotta love Dr. Pepper ;) )well my offer still stands if needed, im not exactly the next picasso but im fairly good at astetic, also i found somthing that could be useful with the workshop reactions, in the quote below is a code file from masterwork DF (not my work so dont give me credit) for a reaction that makes a golem from the dorf in question, change alot of lines and make it transform shades into necro shades or warrior shades???Nah its fine, I have a program for workshops(Yet my aesthetic skills are lacking, thus the workshops look like shit)I'm definitely up for adding Shades as a race! I can't promise you they'll make their way into V0.06A, because I 'have my plate full' with Humans and Elementals. Not to mention that I haven't started Elves and their Alchemy(Potion Making, not raising walls out of the ground and snapping their fingers 'causing a huge explosion(If you get those references....your awesome.))bad news, its NOT possible to create creatures with reactions but you however can transform creatures into other ones at workshops, this could lead to such as greater shades, or mabe necromancer shades, the possiblities are near endless.
Anyways back onto the idea of Shades, I'll start keeping notes on what to add. Raising corpses into either other shades or an undead form to fight for them would be cool. If you have any ideas on what these Ancestral/Spiritual powers will be, please post them :P
also if you want some help with making workshops feel free to ask, ill try to help you out with that.
With reactions, why not make the reaction take 1 corpse, but add [PRESERVE_REAGENT] and then make the workshop 'exhale' a syndrome that 'reanimates' the dead? The only real issue I can see with that is it changing the workshop's user...."Are they cookies from the dark side?" holy shet referance LEVEL UP your Toxicshadow is now LEVEL 9001 chose your new upgrade :)Spoiler (click to show/hide)
1:Epic counter strike for kids narator voice
2:apperance in the next epic rap battle of history
3:...
4:profit?
2: My rapping skills aren't quality enough for an Epic Rap Battle of Historyyyyyyyyyyyyyyyy!!!!
3: I'll interpret this as a TES:V Dark Brotherhood reference, as you can simply say "..." in multiple dialogs.
4: Not a single fuck was given that day...
And then, you can't level me up past over 9000, because THIS IS SPARTA! Thus I'm 300 times stronger than 9000.
lol I guess using a corpse and producing an instant transform item works too.
Holy crap, this mode is descending into the madness! More races! Even more races!That's part of the reason progress has been very...very...very slow. But yeah, I have everything down for this update and it's following update. It's not all done, but I know what will be done. This update will have Humans, Elementals, and Elven Alchemy. Following update will be bugfixes and the release of Beta. With Beta comes gewd stuff! :P
Races for the Racist God!!!
Hi there toxic i had some ideas for buildings for the shades, i can think of some reactions for them too if you want, the names and the requirements to build can be changed if nessasary but i think there fairly good.
1: Shadowy compressor ( MASONRY to build 4 worthless stone and 4 stone mechanisms) basicly creates slade from normal stone's, but can also make slade blocks from those slade stones, can produce slade anvils from slade blocks(2 slade blocks needed), and slade altars from slade blocks (4 slade blocks needed)
2: Darkened slade heater (ARCATECT AND FURNACE OPPERATOR to build 8 slade blocks 8 stone mechanisms) Supper heats the slade blocks into slade supper heated fragments, provides fuel (12 Coke[for simplisity in coding sake] from 1 block :D)
3: Darkend Weaponry (WEAPONSMITH to build 8 slade blocks 2 slade bolders,12 stone mechanisms, 4 statues and 1 slade anvil) produces the shade's weapon's of war from Zakarnite (see 6: for how to produce this metal)(NO INCLUDING RANGED WEAPONS) they should have at least 1 or 2 melee weapons of each type so 2 blunt weapons (hammers maces ect) 2 bladed weapons (swords axes ect) and 2 peirce weapons (spears halbards ect)
4: Darkend fletchary (CROSSBOWMAKING [i think thats the skill] to build 8 slade blocks 2 slade bolders,12 stone mechanisms, 4 statues, 1 weapon rack) produces the shades ranged weapons of war at least 2 types (preferable a crossbow and a type of darkness crossbow or normal bow like weapon [more on darkness later ill make seperate post for that ;-)] the darkness bow/cross bow should be FAR more powerful then a normal crossbow or bow) can also produce ammuniton from slade and can even fashion slade quivers from slade blocks
5: Darkend armoury (ARMOURSMITH to build 8 slade blocks 2 slade bolders,12 stone mechanisms, 4 statues, 1 slade anvil and 1 armour rack) produces the shades protective armour from Zakarnite (see 6: for how to produce this metal) full plate armour, shields ect.
6: Zakarnite fabricator (ALCHEMY to build 8 slade blocks 12 stone mechanisms 8 statues 1 slade altar) The Shades have learnd a way of turning the "inferior" metals of this world into a very powerful metal called Zakarnite, Zakarnite is about 1.5 times better then steel in all ways, but is harder to produce,(hard part... making reactions to throw metal bars into the altar for a chance of Zakarnite[copy paste city]).
ill posit more ideas as i think about them. ;-D this is gona be truely epic.
as mentioned if you want some help ill happly assist if i can.
Aaaaand then, is anyone here any good with graphic design? Some simple sprites for these creatures would be wonderful, if someone wouldn't mind doing that. You'd be credited appropriately of course :POnly ASCII, only hardcore!!!
I know a weakness for the shades, WITHOUT there armour and weapons ectra they are VERY weak and frail in combact they simply put NEED armour to withstand anything, so much as a training weapon could kill an unarmoured shade.Holy crap, this mode is descending into the madness! More races! Even more races!That's part of the reason progress has been very...very...very slow. But yeah, I have everything down for this update and it's following update. It's not all done, but I know what will be done. This update will have Humans, Elementals, and Elven Alchemy. Following update will be bugfixes and the release of Beta. With Beta comes gewd stuff! :P
Races for the Racist God!!!
But all these suggestions will be used in updates, so don't feel like all hope is lost lol. Just not this update.Hi there toxic i had some ideas for buildings for the shades, i can think of some reactions for them too if you want, the names and the requirements to build can be changed if nessasary but i think there fairly good.
1: Shadowy compressor ( MASONRY to build 4 worthless stone and 4 stone mechanisms) basicly creates slade from normal stone's, but can also make slade blocks from those slade stones, can produce slade anvils from slade blocks(2 slade blocks needed), and slade altars from slade blocks (4 slade blocks needed)
2: Darkened slade heater (ARCATECT AND FURNACE OPPERATOR to build 8 slade blocks 8 stone mechanisms) Supper heats the slade blocks into slade supper heated fragments, provides fuel (12 Coke[for simplisity in coding sake] from 1 block :D)
3: Darkend Weaponry (WEAPONSMITH to build 8 slade blocks 2 slade bolders,12 stone mechanisms, 4 statues and 1 slade anvil) produces the shade's weapon's of war from Zakarnite (see 6: for how to produce this metal)(NO INCLUDING RANGED WEAPONS) they should have at least 1 or 2 melee weapons of each type so 2 blunt weapons (hammers maces ect) 2 bladed weapons (swords axes ect) and 2 peirce weapons (spears halbards ect)
4: Darkend fletchary (CROSSBOWMAKING [i think thats the skill] to build 8 slade blocks 2 slade bolders,12 stone mechanisms, 4 statues, 1 weapon rack) produces the shades ranged weapons of war at least 2 types (preferable a crossbow and a type of darkness crossbow or normal bow like weapon [more on darkness later ill make seperate post for that ;-)] the darkness bow/cross bow should be FAR more powerful then a normal crossbow or bow) can also produce ammuniton from slade and can even fashion slade quivers from slade blocks
5: Darkend armoury (ARMOURSMITH to build 8 slade blocks 2 slade bolders,12 stone mechanisms, 4 statues, 1 slade anvil and 1 armour rack) produces the shades protective armour from Zakarnite (see 6: for how to produce this metal) full plate armour, shields ect.
6: Zakarnite fabricator (ALCHEMY to build 8 slade blocks 12 stone mechanisms 8 statues 1 slade altar) The Shades have learnd a way of turning the "inferior" metals of this world into a very powerful metal called Zakarnite, Zakarnite is about 1.5 times better then steel in all ways, but is harder to produce,(hard part... making reactions to throw metal bars into the altar for a chance of Zakarnite[copy paste city]).
ill posit more ideas as i think about them. ;-D this is gona be truely epic.
as mentioned if you want some help ill happly assist if i can.
Wow. This is gold. Though looking at all this, there needs to be some catch, something that limits Shades, because right now they're pretty OP. But, thank you very much! :D
Also, you can have chances of products in reactions. For example I could have a reaction that uses a copper ingot, and has a 45% chance of giving me a silver ingot. Just an example, but it works :P
Aaaaand then, is anyone here any good with graphic design? Some simple sprites for these creatures would be wonderful, if someone wouldn't mind doing that. You'd be credited appropriately of course :P
[REACTION:SMELT_METAL_LEAVES_GLOB]
[NAME:smelt metal plant leaves]
[BUILDING:SMELTER:NONE]
[REAGENT:leaves:5:LEAVES:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:METAL_LEAVES_MAT]
[REAGENT:bag:1:NONE:NONE:NONE:NONE]
[CONTAINS:leaves]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:ROUGH:NONE:GET_MATERIAL_FROM_REAGENT:leaves:METAL_LEAVES_MAT]
[FUEL]
[SKILL:SMELT]
so, the final version of elven growng crap (names and colors are changed):sounds very good :D elves are getting epic for once :DSpoiler (click to show/hide)
and reaction that makes them useful:Code: [Select][REACTION:SMELT_METAL_LEAVES_GLOB]
[NAME:smelt metal plant leaves]
[BUILDING:SMELTER:NONE]
[REAGENT:leaves:5:LEAVES:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:METAL_LEAVES_MAT]
[REAGENT:bag:1:NONE:NONE:NONE:NONE]
[CONTAINS:leaves]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:ROUGH:NONE:GET_MATERIAL_FROM_REAGENT:leaves:METAL_LEAVES_MAT]
[FUEL]
[SKILL:SMELT]
I think "serpentia" sounds quite cool. Any objections?
so, the final version of elven growng crap (names and colors are changed):So...did you write this for me to use? I think it's pretty awesome, 'cause I did halfass that part of Elves ._.Spoiler (click to show/hide)
and reaction that makes them useful:Code: [Select][REACTION:SMELT_METAL_LEAVES_GLOB]
[NAME:smelt metal plant leaves]
[BUILDING:SMELTER:NONE]
[REAGENT:leaves:5:LEAVES:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:METAL_LEAVES_MAT]
[REAGENT:bag:1:NONE:NONE:NONE:NONE]
[CONTAINS:leaves]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:ROUGH:NONE:GET_MATERIAL_FROM_REAGENT:leaves:METAL_LEAVES_MAT]
[FUEL]
[SKILL:SMELT]
I think "serpentia" sounds quite cool. Any objections?
JESUS CHRIST NO NEED TO SHOUT ABOUT THINGS PLEASE CALM DOWN EVERYONE INCLUDING MY SELFso, the final version of elven growng crap (names and colors are changed):So...did you write this for me to use? I think it's pretty awesome, 'cause I did halfass that part of Elves ._.Spoiler (click to show/hide)
and reaction that makes them useful:Code: [Select][REACTION:SMELT_METAL_LEAVES_GLOB]
[NAME:smelt metal plant leaves]
[BUILDING:SMELTER:NONE]
[REAGENT:leaves:5:LEAVES:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:METAL_LEAVES_MAT]
[REAGENT:bag:1:NONE:NONE:NONE:NONE]
[CONTAINS:leaves]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:ROUGH:NONE:GET_MATERIAL_FROM_REAGENT:leaves:METAL_LEAVES_MAT]
[FUEL]
[SKILL:SMELT]
I think "serpentia" sounds quite cool. Any objections?
Actually, I halfassed most of the Elves.... I'll need to fix that.
And, incase you missed it,
How the hell do I remove this poll? There is no 'remove' option, nor is the edit option of any assistance. I simply need to unlock voting(And it isn't locked via the 'lock voting' option, and change the options. I can change the options fine, but I can't unlock voting/remove poll
So...did you write this for me to use? I think it's pretty awesome, 'cause I did halfass that part of Elves ._.You did them what? [BODY:HUMANOID:...:0.5ASS] or kind of? :D :D :D :D
Actually, I halfassed most of the Elves.... I'll need to fix that.
So...did you write this for me to use? I think it's pretty awesome, 'cause I did halfass that part of Elves ._.You did them what? [BODY:HUMANOID:...:0.5ASS] or kind of? :D :D :D :D
Actually, I halfassed most of the Elves.... I'll need to fix that.
You can use it as you wish. I saw a reaction nearby that produces magma pools and thinking of adding that - that'd make them real bad-half-ass!
Have you made that 'magic wood elixir' thing yet? I think that's should be next for them
Okay, then I'll take them.So...did you write this for me to use? I think it's pretty awesome, 'cause I did halfass that part of Elves ._.You did them what? [BODY:HUMANOID:...:0.5ASS] or kind of? :D :D :D :D
Actually, I halfassed most of the Elves.... I'll need to fix that.
You can use it as you wish. I saw a reaction nearby that produces magma pools and thinking of adding that - that'd make them real bad-half-ass!
Have you made that 'magic wood elixir' thing yet? I think that's should be next for them
Well I should be working on their potions, but I got distracted reading a forum post on blacksmithing xD
That sounds like !!FUN!!....Okay, then I'll take them.So...did you write this for me to use? I think it's pretty awesome, 'cause I did halfass that part of Elves ._.You did them what? [BODY:HUMANOID:...:0.5ASS] or kind of? :D :D :D :D
Actually, I halfassed most of the Elves.... I'll need to fix that.
You can use it as you wish. I saw a reaction nearby that produces magma pools and thinking of adding that - that'd make them real bad-half-ass!
Have you made that 'magic wood elixir' thing yet? I think that's should be next for them
Well I should be working on their potions, but I got distracted reading a forum post on blacksmithing xD
I'm in doubt, should I make another craop or use the existing one as the source of that elixir? Let it be 'The Elixir or Eternal Enhansement", which being applied to wood log thansforms it onto enchanted wood log, and heater plant with that elixir makes a pool of magma...
New thread needed, if you want to remove the poll. It will always be there.FUUUUUUUUUUUUUUUUUUUUU-
I've done quite a bit of pixel art for a old game. Altho It's quite rusty, and I'm busy with my own mod soo... Lolthank you for the advice UristMcHugo but sadly i just physicly can do pixle art, ive try for the last what 6 hours and they all look bad...
But Fire1666
If you really want to do pixel art you need to setup your color pallet
Right now with my own custom Tileset, I'm having a issue with getting the standard dwarf (tile "1") to look right. The soldier tile looks great (tile "2") but I'm currently stuck. Art is not easy and it takes time. You might have to scrap quite a few sprites before you get one you like.
You should have seen my art when I started :P A kindergardener could have bested me :Pok ill try some more :-) hopefuly ill get remotly better D:
But really it takes alot of practice and going at it, and also you are your own worst critc, I've looked at my old stuff and said "This is crap"
and my friends look at it and say "This is good, I wish I could draw like that." But I call it crap cause I know I can do better.
Keep trying eventually you will get good, and then you will get better and your good will be crap again :P
Nope.Oh :(
someone might have mention this but the elves arn't working in fortress mode and sayaters arn't working in adv mode (in fortress elf civs can't be play and in adventure civ there are only sayrater outsiders)LOLWUT? I'm playing fortress with elves fine.
someone might have mention this but the elves arn't working in fortress mode and sayaters arn't working in adv mode (in fortress elf civs can't be play and in adventure civ there are only sayrater outsiders)
huh. how do i pick my race for fortress mode? i'm a tad lost here <_<
Ah, to pick other races to embark as these are the Steps:
Step 1, start the embark (As in "Start Playing" and picking "Fortress Mode")This is what first loads up, notice the "blue statue icons" that means I'm playing as Dwarves, or a civ that uses smoothed caves/mountain fortresses.Spoiler: Image of Step 1 (click to show/hide)
But I want to play as Humans, so I hit the 'TAB' key
Step 2, the neighbour menu.Now I'm in the neighbours menu, at the top I can see what Civ/Race I am currently "Dwarves" just as I had thought.Spoiler: Step 2 image (click to show/hide)
But I still want to be Humans so, I hit the 'TAB' key once again
Step 3, Picking a civI have underlined all Human civs, because they like to use Nation and Kingdom to end their civ names, Also the gibberish names are kobolds. Since Humans and Kobolds both make towns they have the same Icons in the world map.Spoiler: Step 3 Image (click to show/hide)
So using the (+ plus) and (- minus) keys to go through the list. If you're not sure if the civ is the race you want, TAB through until you get back to the neighbour menu to see if your desired race is at the very top.
EDIT:
In step 3 Confederacy of Pointing is another human civ.
really? i was only able to play ants, dwarves, and the goat-men.If you gen small world, you may not have enough sites for all civs. Make world bigger, or/and raise number of sites. But even with highest number sometimes I need to regen tll I get elves placed.
Give me a moment, I'll throw together a quick video on how to pick a civ in fortress mode, there are 2 methods.thats ok toxic, life always must come first, i think its mroe important to know your healthy and working on mod then not healther / unhappy and making a bad mod.
:PI'll also address some things at the end of the video, so even if you know how to pick a civ, I'd suggest watching it anyways
I'll post it here.
Basically what I was going to say, was, sorry for letting this thread sorta die. Life happened. (Again)
I'll try and get an update out asap, I think what's been holding me back are these damn Elves >.< If you look at their raws, they're a mess. I really need to clean them up, before I get those potions done.
Edit: Damn it, I recorded it/uploaded it and everything, but it didn't upload the sound >.<
Worthless youtube, I've reuploaded like 4 times now. I have to go do some stuff irl for a bit, but after that I'll rerecord and convert it to a different format, hopefully then it works.
Wow, thanks Fire :) I'll get working on this pretty hard to day. I have to rewrite the Elves, seeing as they're the first thing I ever modded, their raws are messier than all hell. Anyways, that's my main task for today, is to rewrite the Elves, and hopefully get Elementals a little less OP. Again, Alchemy will have to wait a while.Give me a moment, I'll throw together a quick video on how to pick a civ in fortress mode, there are 2 methods.thats ok toxic, life always must come first, i think its mroe important to know your healthy and working on mod then not healther / unhappy and making a bad mod.
:PI'll also address some things at the end of the video, so even if you know how to pick a civ, I'd suggest watching it anyways
I'll post it here.
Basically what I was going to say, was, sorry for letting this thread sorta die. Life happened. (Again)
I'll try and get an update out asap, I think what's been holding me back are these damn Elves >.< If you look at their raws, they're a mess. I really need to clean them up, before I get those potions done.
Edit: Damn it, I recorded it/uploaded it and everything, but it didn't upload the sound >.<
Worthless youtube, I've reuploaded like 4 times now. I have to go do some stuff irl for a bit, but after that I'll rerecord and convert it to a different format, hopefully then it works.
also is there an ETA yet or is that still not set in stone *or for elves wood*, cant wait for my 60 man longbow man army to rip any sieges appart, done that in the orc pluggin for masterowrk once with a 60 orc archer army, a tad OP if you ask me XD.
I'm still stuck with magic wood thing.You sure you enabled the reaction in entity_default.txt?
Now I'm doing this:
added new template:Added to trees 'enchanted wood' material:Spoiler (click to show/hide)made plant extractable:Spoiler (click to show/hide)made reaction that makes enchanted wood item:Spoiler (click to show/hide)Spoiler (click to show/hide)
I tested it with vials of extract, and with barrels too, tried to specify container's type as FLASK or BARREL...
Reaction is still inactive. Any ideas what have I screwed?
Yes, I see it in the list, but it's red colored like there are no enough reagents.I'm still stuck with magic wood thing.You sure you enabled the reaction in entity_default.txt?
Now I'm doing this:
added new template:Added to trees 'enchanted wood' material:Spoiler (click to show/hide)made plant extractable:Spoiler (click to show/hide)made reaction that makes enchanted wood item:Spoiler (click to show/hide)Spoiler (click to show/hide)
I tested it with vials of extract, and with barrels too, tried to specify container's type as FLASK or BARREL...
Reaction is still inactive. Any ideas what have I screwed?
Looks like I will have a contendor to the Reaction PhD lol :PCan I get an Entity PhD? They're easy.
Haha probally a Certificate :PLooks like I will have a contendor to the Reaction PhD lol :PCan I get an Entity PhD? They're easy.
Where's the modding college?Haha probally a Certificate :PLooks like I will have a contendor to the Reaction PhD lol :PCan I get an Entity PhD? They're easy.
It's right here (http://www.bay12forums.com/smf/index.php?topic=100707.0).lol When and how long are the courses?
Hugo, i2amroy and I are the full-time professors :P
It's walk-inInteresting, any enrollment fee?
YOUR SOUL!It's walk-inInteresting, any enrollment fee?
Too late for that one, already taken :/YOUR SOUL!It's walk-inInteresting, any enrollment fee?
Latest changes -
- Gathering myself to make 'intelligent animals thing'. Should make [CREATURE:TIGER_INTELLIGENT] and so on for each creature, and make transformation "spell". Like armored pets at Masterwork
But then they won't do jobs.Latest changes -
- Gathering myself to make 'intelligent animals thing'. Should make [CREATURE:TIGER_INTELLIGENT] and so on for each creature, and make transformation "spell". Like armored pets at Masterwork
You can just add CAN_SPEAK and CAN_LEARN with syndromes, no need for transformations.
You could always make all the intelligent creatures a caste of every single playable creature.Yes, that's what I considered to do. But got too tired with tame pet/citizen stuff, so I decided to dismiss it
[SYNDROME]
[SYN_NAME:wolf blood rage]
[SYN_CLASS:BERSERKER_SPILLEDBLOOD]
[SYN_AFFECTED_CREATURE:ELF:MALE]
[SYN_IMMUNE_CLASS:BERSERKER_SPILLEDBLOOD]
[SYN_INJECTED][SYN_CONTACT][SYN_INHALED][SYN_INGESTED]
[CE_DISPLAY_NAME:NAME:berserker:berserkers:berserker]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:]
[CE_ADD_TAG:NOEXERT:NOFEAR:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_PHYS_ATT_RUST:LIKES_FIGHTING:TRANCES:START:0]
[CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:WOLF:WEREWOLF_MALE]
[CE:PERIODIC:MOON_PHASE:27:0]
[SYNDROME]
[SYN_NAME:wolf blood rage]
[SYN_CLASS:BERSERKER_SPILLEDBLOOD]
[SYN_AFFECTED_CREATURE:ELF:FEMALE]
[SYN_IMMUNE_CLASS:BERSERKER_SPILLEDBLOOD]
[SYN_INJECTED][SYN_CONTACT][SYN_INHALED][SYN_INGESTED]
[CE_DISPLAY_NAME:NAME:berserker:berserkers:berserker]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0]
[CE_ADD_TAG:NOEXERT:NOFEAR:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_PHYS_ATT_RUST:LIKES_FIGHTING:TRANCES:START:0]
[CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:WOLF:WEREWOLF_FEMALE]
[CE:PERIODIC:MOON_PHASE:27:0]
[CASTE:WEREWOLF_MALE]
[MALE]
[CASTE:WEREWOLF_FEMALE]
[FEMALE]
[SELECT_CASTE:WEREWOLF_MALE]
[SELECT_ADDITIONAL_CASTE:WEREWOLF_FEMALE]
[POP_RATIO:1]
[CRAZED]
[LIKES_FIGHTING]
[PRONE_TO_RAGE:5]
[CHANGE_BODY_SIZE_PERC:200]
[BUILDINGDESTROYER:1]
[CASTE_NAME:werewolf:werewolf:werewolf]
[DESCRIPTION:An enormous wolf. Its eyes are glowing with blood rage]
same thing should be repeater for bears, tigers, lions and a shitload of others. I tried to automate this by region interaction, but failed.-snip-(http://3.bp.blogspot.com/-k1WrxEMrIHo/UAo9BsHoYoI/AAAAAAAABFY/fa5KYAva1kk/s640/meme-impossibru.jpg)
Please shoot me.
Oh, completely forgot about this thread.(http://fc01.deviantart.net/fs71/f/2012/257/3/1/stop_necro_ing_threads__by_toxicshadow1-d5eqas4.jpg)
So last reports:
Blood curses are added to most of creatures. I usually skip small vermins and aquatic animals - since theis wereversions will suffocate or just lay still. No fun in it.
Now I'd replacing straigth castes definitions with APPLY_CREATURE_VARIATION - it takes less changes. Also where possible I'm using GIANT version of creature.
Next goals are:
- cloth tapestries and curtains as walls
- ents as elven pets and wild creatures.
- replace default workshops with custom ones. Just for fun.
- getting back to blood curses, add specific attacks to syndromes. Say, snake blood gives piosonous bite, spider's ichor gives web shot (SpiderElf, yeah!), dragon's blood gives fire breath and so on.