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Dwarf Fortress => DF Modding => Topic started by: Toxicshadow on July 01, 2012, 09:52:04 pm

Title: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 01, 2012, 09:52:04 pm
Hello, today I'm releasing an early alpha version of an ambitious mod in progress. This mod (PlayableCiv+) is meant to give you a little bit more of a variety on whom you play as, rather than the same old drunk dwarfs and useless pissy snobs nobles. Rather than making it a total conversion mod where it includes everything in your possible imagination and more, it's going to focus on playable races themselves. I also aim for this to be more of an expansion mod, and limiting file replacing. But of course it will include some custom buildings and weapons and such... for variety in races. They will be full races, with languages and all.

Use Legends mode to find a civilization of a preferable race.

I suppose I should start with the first made playable race:

Elves:
Spoiler (click to show/hide)
Permitted jobs:
Spoiler (click to show/hide)
Permitted Tasks:
Spoiler (click to show/hide)
Nobles
Druid
Spoiler (click to show/hide)
Acolyte
Spoiler (click to show/hide)
Princess
Spoiler (click to show/hide)
Queen
Spoiler (click to show/hide)
Ranger Commander
Spoiler (click to show/hide)
Ranger Captain
Spoiler (click to show/hide)
Expedition Leader
Spoiler (click to show/hide)
Highest Herbalist
Spoiler (click to show/hide)
Courier
Spoiler (click to show/hide)
Example city design and tips
Spoiler (click to show/hide)
Racial Bonuses/Features
Spoiler (click to show/hide)
Next is the first custom race:
Satyrs:
Spoiler (click to show/hide)
Also, to make a military in the start: Go to the Nobles page, appoint a Warparty Leader from there. Then you can go to the Military screen and create a squad under him.
Permitted Jobs:
Spoiler (click to show/hide)
Permitted Tasks:
Spoiler (click to show/hide)
Nobles:
Chief
Spoiler (click to show/hide)
Warlord
Spoiler (click to show/hide)
Chief's Assistant
Spoiler (click to show/hide)
Spirit:
Spoiler (click to show/hide)
Warparty Leader:
Spoiler (click to show/hide)
Trader:
Spoiler (click to show/hide)
Expedition Leader
Spoiler (click to show/hide)
Racial Bonuses/Features:
Spoiler (click to show/hide)

Antmen:
Spoiler (click to show/hide)
Permitted Jobs:
Spoiler (click to show/hide)
Permitted Tasks:
Spoiler (click to show/hide)
Nobles
Ant's favor election.
Queen:
Spoiler (click to show/hide)
General:
Spoiler (click to show/hide)
Medic
Spoiler (click to show/hide)
Trader
Spoiler (click to show/hide)
Captain:
Spoiler (click to show/hide)
Expedition Leader:
Spoiler (click to show/hide)
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Toxicshadow on July 01, 2012, 09:52:33 pm
Credits:
Spoiler (click to show/hide)

Planned:
Spoiler (click to show/hide)
Download:
Spoiler (click to show/hide)
Changelog:
v0.05A
Spoiler (click to show/hide)
V0.04A:
Spoiler (click to show/hide)
V0.03.2A:
Spoiler (click to show/hide)
V0.03.1A:
Spoiler (click to show/hide)
V0.03A(July 4, 2012):
Spoiler (click to show/hide)
V0.01A(July 1, 2012):
Spoiler (click to show/hide)
If you had V0.01A you should have a file called "reactions_civ+.txt" As long as the 's' is at the end of 'reactions' it is safe to delete that file. Don't delete the fixed version called 'reaction_civ+.txt'
Please, if you have ANY suggestions, post them. I really do appreciate comments/suggestions/constructive criticism.
Also if you find any problems post them and I'll get right to fixing them.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Corai on July 01, 2012, 09:56:17 pm
Yes.



Just yes. A PLAYABLE elf race.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Hugo_The_Dwarf on July 01, 2012, 10:35:34 pm
Play as "satyrs"
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Toxicshadow on July 01, 2012, 10:40:48 pm
Play as "satyrs"
o.O? Explain :P
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Putnam on July 01, 2012, 10:51:20 pm
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.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Toxicshadow on July 01, 2012, 10:56:00 pm
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.
:/ 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.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Hugo_The_Dwarf on July 01, 2012, 10:59:15 pm
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/invader
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Toxicshadow on July 01, 2012, 11:07:04 pm
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/invader
Is 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
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Hugo_The_Dwarf on July 01, 2012, 11:25:42 pm
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 :P
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Toxicshadow on July 01, 2012, 11:29:03 pm
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 :P
Ohhh 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
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Corai on July 01, 2012, 11:31:39 pm
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 :P
Ohhh 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.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Toxicshadow on July 01, 2012, 11:42:56 pm
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 :P
Ohhh 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.
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.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Hugo_The_Dwarf on July 01, 2012, 11:48:32 pm
There are two Goblin Fortresses one by R Ninja (something like that) and another that was banned for it's... unpleasentness.

I think there is a Human Fortress somewhere, long time ago. And I have Humans playable in Regen, plus Kobolds (thanks to Lago and all those that made Kobold Camp)
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Fishybang on July 02, 2012, 12:50:49 am
This looks like a cool mod. Posting to watch, and hopfully help
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Toxicshadow on July 02, 2012, 01:05:30 am
This looks like a cool mod. Posting to watch, and hopfully help
Ty, 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.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: IndigoFenix on July 02, 2012, 01:07:57 am
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.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Toxicshadow on July 02, 2012, 01:16:55 am
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.

It is kind of hypocritical for them to chop down forests yet the come over and tell you to stop cutting wood yourself. To be slightly realistic, maybe I could add a reed-like crop(such as a new bamboos?) and have it harvest raw reeds which are then taken to a special workshop where they're turned into logs. I'm not sure about the wood from nothing idea, I mean it would make sense that elves have that and don't share it, but I'm not sure how I'd imply that. Thank you very much for the suggestion.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Hugo_The_Dwarf on July 02, 2012, 01:29:01 am
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.

Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Corai on July 02, 2012, 01:30:04 am
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.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Toxicshadow on July 02, 2012, 01:56:20 am
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.
Ah, I was thinking of more "This is the gift we're given, lets make full use of it"
But that only worked because of how fast trees regrew. I do indeed like your philosophy better lol.
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.

Mmmm could I see the growable trees you speak of? Just pm it :P


Alright, That's how Elves will work in the next update.(Soon, day after tomorrow maybe, tomorrow if I rush things)
Basically you grow trees as a plant, and then process the plant at a custom workshop which produces your logs. In that case I think I can remove their acceptance of Battle Axes because, imo, they'd be seen as horrible murderous weapons. Sort of like, if you were to walk into Walmart carrying a spiked club with a bloody corpse on it.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Hugo_The_Dwarf on July 02, 2012, 02:10:29 am
Just remember who to thank for those raws ;) took me forever to get all natural surface trees to be growable versions lol
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Toxicshadow on July 02, 2012, 02:17:57 am
Just remember who to thank for those raws ;) took me forever to get all natural surface trees to be growable versions lol
lol 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.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Hugo_The_Dwarf on July 02, 2012, 02:21:47 am
Every tree that is not GOOD or EVIL. Only the natural ones.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: NRDL on July 02, 2012, 02:23:43 am
PTW
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Corai on July 02, 2012, 02:23:50 am
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?
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Toxicshadow on July 02, 2012, 02:37:13 am
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?
I believe he's referring to trees that are distinct to Good and Evil alignment regions.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Hugo_The_Dwarf on July 02, 2012, 02:42:21 am
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?

Glumprog and Featherwood

those kindof trees

Ninja'd
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: GreatWyrmGold on July 02, 2012, 06:41:42 am
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.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Toxicshadow on July 02, 2012, 12:24:38 pm
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.

In the next update they're going to grow trees like a plant, which is then processed through its own workshop. And yeah, I was thinking about making bark its own item, really I just wanted to let elves make the wood armor/weapons that the tokens let them make.

I should make bark armor and wood armor 2 separate things, bark acts more like leather
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Toxicshadow on July 02, 2012, 12:30:16 pm
Dafuq? Excuse the double post. It wasnt intentional, I think I lagged and it made me resend the message or something.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Hugo_The_Dwarf on July 02, 2012, 12:43:19 pm
Drop this on every TREE

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 bark

Code: [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.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Toxicshadow on July 02, 2012, 01:14:48 pm
Drop this on every TREE

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 bark

Code: [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.
Why not make it consume the original log, and produce "Striped X log" which can't be used in the bark striping reaction?
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Hugo_The_Dwarf on July 02, 2012, 01:21:09 pm
You mean something like this?

Code: [Select]
[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]

This reaction might be one horrible mess and have no idea on what the outcome will be
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Windpoison on July 02, 2012, 05:27:26 pm
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.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Toxicshadow on July 02, 2012, 05:40:43 pm
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.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Windpoison on July 02, 2012, 06:36:00 pm
I started making this, but then ended up branching off into the LoTR universe...
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 reaction
Spoiler (click to show/hide)
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Toxicshadow on July 02, 2012, 06:44:31 pm
I started making this, but then ended up branching off into the LoTR universe...
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 reaction
Spoiler (click to show/hide)
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:
Code: [Select]
[ETHIC:KILL_PLANT:UNTHINKABLE]
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Windpoison on July 02, 2012, 06:56:39 pm
In the shrine the essence is extracted from harvested materials from plants. Fisher berries, prickleberries, stuff that comes from bushes. I like to imagine they don't actually harm the plant.
Thanks for pointing out the }, no wonder I was misplacing my instruments...
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Hugo_The_Dwarf on July 02, 2012, 07:29:09 pm
Also how is your BAR:NONE:ESSENCE:NONE working at all? ESSENCE is not a valid material, you might want INORGANIC:ESSENCE
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Windpoison on July 02, 2012, 07:39:28 pm
That was from me posting it here, it's not actually called essence in the reaction, i gave it a rather odd name. I accidentally deleted the INORGANIC: when I swapped out.

EDIT: If you're wondering, it's NATURE_POWER_CRAP, a material that has the same properties as glass.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: GreatWyrmGold on July 02, 2012, 10:24:25 pm
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).
*rereads reaction*
And you should be able to get essence fairly easy if singing wood is supposed to be the main wood source.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Toxicshadow on July 02, 2012, 11:23:38 pm
Great news, Satyrs are nearly done, all I have to do is finish the language and fix up the Elves crap, and then I can release the next update.

It will have:
Tree farming,
Satyr race (Playable in both fortress and adventure ofc)
Possibly the Elves bark forging.

The Satyrs are a full race, they have a few nobles, a language, 2 custom weapons and added default weapon accessibility, the good stuff.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Windpoison on July 02, 2012, 11:37:29 pm
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).
*rereads reaction*
And you should be able to get essence fairly easy if singing wood is supposed to be the main wood source.
The instrument wasn't meant to be destroyed, I fixed that.
I've now gotten a lot done here, but wouldn't be polite to OP to make my own thread or release it without his permission, seeing as it's all his idea.

I have one question for any experienced modders though... would [REAGENT:A:1:PLANT:NONE:NONE:NONE]
work?
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Hugo_The_Dwarf on July 02, 2012, 11:40:11 pm
Windpoison

Yes, grab 1 or 1 stack of plants.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Windpoison on July 02, 2012, 11:47:03 pm
Thanks Hugo. The only problem I see with that is it will grab plants willy nilly, unless you set up a stockpile for it to draw from.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Hugo_The_Dwarf on July 02, 2012, 11:49:09 pm
That is true, you better ask Toxic for the explaination on REACTION_CLASSes and how they can help you ;) or just read it here http://www.bay12forums.com/smf/index.php?topic=55259.msg3419616#msg3419616
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Windpoison on July 03, 2012, 12:00:29 am
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.
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Hugo_The_Dwarf on July 03, 2012, 12:03:33 am
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
Title: Re: PlayableCiv+ (V. 0.01A)
Post by: Toxicshadow on July 03, 2012, 01:57:06 am
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
If you haven't already, this.
Title: Re: PlayableCiv+ (V. 0.02A)[Updated]
Post by: Windpoison on July 03, 2012, 11:09:11 am
Or you can learn the power to REACTION_CLASS here (http://www.bay12forums.com/smf/index.php?topic=55259.msg3419616#msg3419616) lol

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.
anyways, 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.
Title: Re: PlayableCiv+ (V. 0.02A)[Updated]
Post by: Toxicshadow on July 03, 2012, 11:54:26 am
Or you can learn the power to REACTION_CLASS here (http://www.bay12forums.com/smf/index.php?topic=55259.msg3419616#msg3419616) lol

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.
anyways, 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.
Nooo its ok I don't mind the free bumps :) lol
Title: Re: PlayableCiv+ (V. 0.02A)[Updated]
Post by: Windpoison on July 03, 2012, 08:40:04 pm
I ended up using [REACTION_CLASS:ESSENCE] for something else, had everything working, then screwed something up. The world is now full of roaches who are at war with toads, while one of my Tolkein elf variants is just chilling in the mountains, loving their gems.
Title: Re: PlayableCiv+ (V. 0.02A)[Updated]
Post by: Putnam on July 03, 2012, 08:52:10 pm
Your errorlog should tell you which object(s) be duped.
Title: Re: PlayableCiv+ (V. 0.02A)[Updated]
Post by: Windpoison on July 03, 2012, 09:54:47 pm
I thought it was a dupe, but it was secretly me having deleted a creature :|
Title: Re: PlayableCiv+ (V. 0.02A)[Updated]
Post by: Toxicshadow on July 04, 2012, 02:43:08 am
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 aswell
Title: Re: PlayableCiv+ (V. 0.02A)[Updated]
Post by: peregarrett on July 04, 2012, 06:30:39 am
Dude, that's what I wanted - playable elves!
Thanks! Maybe I'll start new community fort with it.. later, when Ill get familiar with it.
Title: Re: PlayableCiv+ (V. 0.02A)[Updated]
Post by: Hugo_The_Dwarf on July 04, 2012, 03:01:05 pm
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 aswell
Do they have CAN_LEARN and CAN_SPEAK? aka INTELLIGENT and it could just be an issue with nobles
Title: Re: PlayableCiv+ (V. 0.02A)[Updated]
Post by: Windpoison on July 04, 2012, 07:31:40 pm
I'm pretty sure you need a noble with the [SQUAD] tag. The args are [SQUAD:aaa:bbb:ccc] Number in the squad, noun for soldier, pl. noun.
Title: Re: PlayableCiv+ (V. 0.02A)[Updated]
Post by: Toxicshadow on July 04, 2012, 08:33:41 pm
Dude, that's what I wanted - playable elves!
Thanks! Maybe I'll start new community fort with it.. later, when Ill get familiar with it.
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.
Anyways, have fun, if you have any suggestions please also post those :P

Edit: I'm not late on that update :P Here its still 11:45Pm July 4th
Title: Re: PlayableCiv+ (V. 0.02A)[Updated]
Post by: peregarrett on July 05, 2012, 01:54:14 am
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 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...
Title: Re: PlayableCiv+ (V. 0.03A)[Updated Again(bugfixes)]
Post by: Hugo_The_Dwarf on July 05, 2012, 01:56:40 am
Working animals will require... much caste magic... and even then may not work as planned.
Title: Re: PlayableCiv+ (V. 0.02A)[Updated]
Post by: Toxicshadow on July 05, 2012, 01:59:57 am
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 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...
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


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
Title: Re: PlayableCiv+ (V. 0.02A)[Updated]
Post by: peregarrett on July 05, 2012, 02:58:45 am
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 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...
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


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
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?

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!
Title: Re: PlayableCiv+ (V. 0.02A)[Updated]
Post by: Toxicshadow on July 05, 2012, 03:10:41 am
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 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...
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


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
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?

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!
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:
15 Of any plant material and 1 drink is used
85% to get 2 bars of any kind
50% to get 1 small gem (cut)
38% to get 5 stone
10% to get 2 rough gems.
This is intended to give you mostly cut gems and metal bars, but the other 2 are more like poor treats.

Actually, I'm going to rush that update for tonight because right now there's a bad bug that isn't supposed to be there yet.
Title: Re: PlayableCiv+ (V. 0.03A)[Updated Again(bugfixes)]
Post by: peregarrett on July 05, 2012, 03:28:49 am
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  :(
Title: Re: PlayableCiv+ (V. 0.03A)[Updated Again(bugfixes)]
Post by: Toxicshadow on July 05, 2012, 03:56:27 am
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.
Title: Re: PlayableCiv+ (V. 0.03.1A)
Post by: peregarrett on July 05, 2012, 04:13:07 am
Good, will try it tonight

Edit: also, you've broken tags in version description =)
Title: Re: PlayableCiv+ (V. 0.03.1A)
Post by: peregarrett on July 05, 2012, 08:49:31 am
Huh. Got a neat idea of sacrificing prisoners to Great Tree Guard to get a wood.

We need a tree-creature with special attack - breath or bite.
We need a syndrome that first, adds tag ITEMCORPSE to creature and, second, kills it
Volia, we sacrificed a creature for wood.

Will it work?
Title: Re: PlayableCiv+ (V. 0.03.1A)
Post by: Hugo_The_Dwarf on July 05, 2012, 10:43:41 am
Possible, but the issue maybe that  you could spamm this creature as insta-kill guards, it could be done with corpses

Resurrect + Transfrom at once

Transformed creature dies instantly due to a brain and head that melt at "1000"
This transformed creature has ITEMCORPSE which a a desired log material

This may work on elven corpses too unless there is a "NO target ELF body" but even then those transformed elf bodies will be used in coffins for burial.
Title: Re: PlayableCiv+ (V. 0.03.1A)
Post by: peregarrett on July 05, 2012, 02:13:20 pm
New reports from testing
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.
Title: Re: PlayableCiv+ (V. 0.03.1A)
Post by: Hugo_The_Dwarf on July 05, 2012, 02:15:40 pm
Quivers are hardcoded items no way to alter them. Other then disabling all craft labors so that you cannot use leather working.

Title: Re: PlayableCiv+ (V. 0.03.1A)
Post by: Putnam on July 05, 2012, 02:17:39 pm
Yeah, you need leather for quivers.
Title: Re: PlayableCiv+ (V. 0.03.1A)
Post by: Hugo_The_Dwarf on July 05, 2012, 02:21:17 pm
unless you make a custom reaction to make it from another material, but that is the only other way.
Title: Re: PlayableCiv+ (V. 0.03.1A)
Post by: GreatWyrmGold on July 05, 2012, 04:05:03 pm
I thought you could weave cloth quivers?
Title: Re: PlayableCiv+ (V. 0.03.1A)
Post by: Hugo_The_Dwarf on July 05, 2012, 04:06:35 pm
I would have found that out since I have mass cloth industies when I play, Have to dress all those servile cannon fodder.
Title: Re: PlayableCiv+ (V. 0.03.1A)
Post by: Toxicshadow on July 06, 2012, 12:32:56 am
New reports from testing
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.
Alright 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.

Also, Pines are plantable, they grow from Pine Cone Seeds in forest biomes
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: Hugo_The_Dwarf on July 06, 2012, 01:30:15 am
Yup you can plant trees that grow in that biome. so if your in a place where only cacti grows (kopopo or whatever it's called) that is all you can grow. All other tree seeds are useless and can be destroyed safely. So pay attenion to what seeds you bring.
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: peregarrett on July 06, 2012, 03:16:01 am
So pines issue is just a biome feature? okay then.
Cloth quivers will be ok, I think.

Will they have some substitute for mechanisms? I think cage traps are necessary to tame wild animals, and they need mechanisms to be built. Maybe some kind of carnivore plant? Is it possible to place a creature into cage by interaction?
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: peregarrett on July 06, 2012, 06:16:26 am
a few minor bugs
Code: [Select]
entity_default.txt
[FOREST]
...
   [PERMITTED_REACTION:MAKECLOTHQUIVER]
...

reaction_civ+.txt
[REACTION:MAKECLOTHQUIVER]
...
   [SKILL:CLOTHIER]

will try it hard this weekend. Maybe finally make those plants grow to trees
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: jackbod on July 06, 2012, 12:37:23 pm
This is awsome =O how about a playable insectoid men race with castes loosely based on different insects?
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: peregarrett on July 06, 2012, 12:49:37 pm
This is awsome =O how about a playable insectoid men race with castes loosely based on different insects?
I've seen something around here


Also minor bug I forgot to mention - PERMITTED_JOB:CARPENTER for elves.
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: Trapezohedron on July 06, 2012, 12:59:50 pm
Not that I mind much, but aren't elves royally effed when there's tons of people now, due to the lack of a pick?

I'd like a race of extinct orcs and maybe hive-minded ToME yeeks?
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: Windpoison on July 07, 2012, 02:02:51 am
Holy crap, your mod's amazing. Meanwhile I ended up giving up on mine, too damn busy right now.
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: peregarrett on July 07, 2012, 10:24:46 am
Another curious bug. There's something wrong with quivers reaction. It produces no-quality generic quivers, but produces it in crazy amounts, thousands  per one cloth item. I guess it's flooding because cloth measures in thousands, but have no idea how to fix material issue. I want them to be +rope reed quivers+!
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: Hugo_The_Dwarf on July 07, 2012, 11:44:00 am
Post the reaction, I warned Toxic about using a simple "1" in the reagent if he's using GET_MATERIAL_FROM_REAGENT

so Peregarrett post that reaction, and I may be able to fix it (may is a understatment, *I Will* fix it :P)


EDIT:
Mediafire why u suck so bad?

EDIT2:
Nvm downloaded the mod and checked out the reaction, yup it's a no go, I will color errors and issues

   [REAGENT:cloth:1:CLOTH:NONE:NONE:NONE]
   [PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM:REAGENT:cloth:NONE]

Yellow the value is too low for using a GET_MATERIAL_FROM_REAGENT as it acts like a ratio system for stacks and all that. Since cloth is "10,000" you asking for a even 1:1 ratio sooo.. you get 10,000 quivers from one piece of cloth because it counts as a "stack" of "10,000"

Red Typo, you want an "_"

you might want this

Code: [Select]
[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]

EDIT3:
Toxic is away for camping, and this was a easy enough fix to do.
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: peregarrett on July 07, 2012, 12:26:01 pm
Hugo, you kick ass! Do I need to regen the world or just change raws of it?

It was epic btw,  how 80000 quivers crashed Df. I imagine it like series of explosion s emerging from craftself workshop.
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: Hugo_The_Dwarf on July 07, 2012, 12:32:11 pm
Just take my altered REAGENT and PRODUCT lines and paste them over the broken ones. no Regen required.
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: peregarrett on July 08, 2012, 02:00:10 pm
I'm again with test reports.
Plant to log processing works fine, though I got plant through gathering, now farming
Quivers are made from specific cloth now, but still lack quality.
But praying to tree altar instead of giving some random stone, gem or bar gives just "cut gem" or "bars".
Also there is some glitch with wooden armor. Helms are fine,  but others produce generic stuff, with no material
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: Hugo_The_Dwarf on July 08, 2012, 04:32:50 pm
How about Wooden caps?

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?
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: Toxicshadow on July 08, 2012, 06:41:50 pm
Alright, just got back from camping a little while ago. Took a shower and stuff. I'll get working on the next update. I think I'm going to really look through this stuff, fix the bugs, and then add a few more nobles to both Elves and Satyrs. Also, with the bug race idea, I was actually thinking about a giant ant-man race. They'd get all sorts of custom stuff. Anyways, yeah, I'll get working on those bugs. Sorry about the 10k quivers....
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: Meph on July 08, 2012, 06:52:59 pm
Love this :) Gives me many, many, bad ideas (as in: the want to start modding again)
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: Toxicshadow on July 08, 2012, 07:00:05 pm
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
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: Meph on July 08, 2012, 07:03:04 pm
More for my own mod ;) Different starting civs is something people requested previously, but I never got around to make them. Omg, the possibilities... civs that can only use dead bodys as resource, or only farming, or only inorganics... one that cant dig, another one that cant fight, but has to rely on pets... amazing. I would certainly make custom buildings graphics/names for them, just for flavor.
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: Toxicshadow on July 08, 2012, 07:13:07 pm
By the way, just as a little 'teaser', in the next update Elves are going to basically grow metal. The 'Pray to Tree Altar' task will be removed, and instead you'll pray for metal. There will be an ever-decreasing chance for each metal as value increases. So while you may(these aren't the official chances) have an 80% for copper, you may only have a .14 for Adamantine (Forgot how to spell it xD)
And with the chances, you get a seed for a special plant that grows strands of that metal which can then be processed at a special Elven workshop, where they extract the strands, and process it into a workable bar of metal. Basically a dwarf's wet dream(Metal from nothing) is the basis of Elven metal-working.
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: Hugo_The_Dwarf on July 08, 2012, 08:09:01 pm
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? lol
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: Toxicshadow on July 08, 2012, 08:22:50 pm
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? lol
Actually, 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.
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: IndigoFenix on July 09, 2012, 12:24:51 am
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.

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.
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: Toxicshadow on July 09, 2012, 12:44:19 am
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.

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.
Interesting...
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: peregarrett on July 09, 2012, 02:40:56 am
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? lol
Actually, 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.
So, let's go deeper in biotech!
Muscle plants = mechanisms. Used for cage traps and such.
Heater plant = fuel. And also used for power supply - special building to replace water- and windmills
Metallic plants = sources of metal. Takes a year(s?) to grow, after processing gives one bar. Since we can't get random, then we should have one specie of plant per metal. i.e iron, copper, silver, gold, lead, tin. Leave bismuth, nickel, platinum and aluminum to dwarves, as well as adamantine.
Wood enchantment that raises it to iron-grade - applied to wooden items and cocts.. well, let it be some elixir made from special plant.
Forest Guard. An elf can sacrifice himself to be transformed into this, to protect his brethen. It's a special moving tree-like creature, with ability to spawn new branches used to grab and attack enemies - I think it can be made via interaction/syndrome with adding new "hand" tag to self.
And the 'Stimulate creature's mind' thing should be included too.
More ideas later...

How about Wooden caps?

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?
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...
Btw, I misspelled SKILL:CLOTHIER instead of CLOTHESMAKING here  :D And it should be 10000 as cloth quantity, not 1000.

I'm getting mittens for gauntlets, with no side specified. How to make them be left and right gauntlets?
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: Hugo_The_Dwarf on July 09, 2012, 03:02:09 am
peregarrett... I swear you must be Toxic's alt account, as we were just discussing that just a few hours ago...

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.
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: peregarrett on July 09, 2012, 03:06:56 am
peregarrett... I swear you must be Toxic's alt account, as we were just discussing that just a few hours ago...

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.
We are Dr. Jekyll and Mr. Hyde!

Ok, screw the gauntlets at all then. Let elves suffer with losing their hands and fingers, mwahahaha!!!
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: jackbod on July 09, 2012, 10:25:52 am
How about angel root? AKA elven plumphelmets :P
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: Toxicshadow on July 09, 2012, 11:44:53 am
Alright, just telling  you now: After I get most bugs that I can find(including the 10k quivers) fixed, and get the next update out I'm not going to add very much more to Elves for a bit. I'd rather add a new entity than make an existing one suit everyone's lore. If you don't like it, don't use it I guess. That isn't saying I wont update them in the future, but for a bit I wont add anything unless it is necessary(Like 10k quivers for example)

Also, if you've played with Satyrs, you may have noticed they're all males. I've fixed that for the next update lol 
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: IndigoFenix on July 09, 2012, 01:51:43 pm
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.
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: Meph on July 09, 2012, 01:59:22 pm
I would definetly give them a 1x1 workshop that looks like a tree, is called: Tree-Wall, Wall-Tree, Root-Wall or anything like it, requires one seed to build, and can be used as walls ;)
Title: Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
Post by: Toxicshadow on July 09, 2012, 02:03:07 pm
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.
lol Hugo and I were discussing that a little while ago:
Quote
[10:22:13 AM] Hugo the Dwarf: I was thinking satyrs would be all male, but dyads would be the females
Title: Re: PlayableCiv+ (V. 0.04A)
Post by: jackbod on July 10, 2012, 11:15:48 am
Antmen next?
Title: Re: PlayableCiv+ (V. 0.04A)
Post by: Toxicshadow on July 10, 2012, 01:10:41 pm
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.
Title: Re: PlayableCiv+ (V. 0.04A)
Post by: jackbod on July 10, 2012, 02:53:56 pm
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 contribute
Title: Re: PlayableCiv+ (V. 0.04A)
Post by: Toxicshadow on July 10, 2012, 02:59:11 pm
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 contribute
Oh wow...Thank you very much, that helps a lot! :D
Title: Re: PlayableCiv+ (V. 0.04A)
Post by: OREOSOME on July 10, 2012, 03:38:09 pm
How about Merfolk as another civ? Then you could more easily make merfolk bone crafts, but first they would need the [Amphibious] tag.
Title: Re: PlayableCiv+ (V. 0.04A)
Post by: Toxicshadow on July 10, 2012, 04:10:05 pm
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. Also, with Drones, I was thinking about giving their mouth a material with a syndrome that makes the target dizzy, so you'd want mostly Ant Soldiers with a few Ant Drones.
Nvm, drones are medics :P
Title: Re: PlayableCiv+ (V. 0.04A)
Post by: jackbod on July 10, 2012, 05:17:39 pm
Glad to help! My mind is full of ideas I just struggle to put them onto dwarf fortress =)
Title: Re: PlayableCiv+ (V. 0.04A)
Post by: Toxicshadow on July 10, 2012, 05:29:45 pm
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
(I'd even take ideas for things unrelated to this mod, the more practice modding I can get, the better)
Title: Re: PlayableCiv+ (V. 0.04A)
Post by: Fishybang on July 10, 2012, 06:00:21 pm
What about High Elves?
Title: Re: PlayableCiv+ (V. 0.04A)
Post by: Toxicshadow on July 10, 2012, 06:32:03 pm
What about High Elves?
Ehhh this isn't really a TES mod. I don't think there's a big need for any more asshole hippies Elves...
Title: Re: PlayableCiv+ (V. 0.04A)
Post by: peregarrett on July 11, 2012, 02:04:46 am
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)  :D

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
Title: Re: PlayableCiv+ (V. 0.04A)
Post by: Toxicshadow on July 11, 2012, 09:17:50 am
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)  :D

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
lol Can I make it a bite attack too? lololol
Title: Re: PlayableCiv+ (V. 0.04A)
Post by: peregarrett on July 11, 2012, 09:26:48 am
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)  :D
lol Can I make it a bite attack too? lololol

lol!
"Nymph bites McDwarf in the upper body. Lust venom is injected into McDwarf's veins! McDwarf feels dizzy"

And hey, Nymphs shouldn't have horns and hooves! They have completely human bodies.
Title: Re: PlayableCiv+ (V. 0.04A)
Post by: Toxicshadow on July 11, 2012, 09:28:10 am
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)  :D

lol Can I make it a bite attack too? lololol
lol!
"Nymph bites McDwarf in the upper body. Lust venom is injected into McDwarf's veins! McDwarf feels dizzy"
lol Pretty much, also, lol quote fail
Title: Re: PlayableCiv+ (V. 0.04A)
Post by: peregarrett on July 11, 2012, 09:32:52 am
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)  :D

lol Can I make it a bite attack too? lololol
lol!
"Nymph bites McDwarf in the upper body. Lust venom is injected into McDwarf's veins! McDwarf feels dizzy"
lol Pretty much, also, lol quote fail
lol you ninja'd me!
Title: Re: PlayableCiv+ (V. 0.04A)
Post by: jackbod on July 11, 2012, 10:18:27 am
I have at on of lores for races floating round in my mind if you want me to write them up  :P
Title: Re: PlayableCiv+ (V. 0.04A)
Post by: Toxicshadow on July 11, 2012, 10:22:10 am
I have at on of lores for races floating round in my mind if you want me to write them up  :P
Please do :)
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 11, 2012, 11:07:29 pm
0.5 Out :P
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 12, 2012, 01:34:38 am
0.5 Out :P
Dude, 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!
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 12, 2012, 01:56:31 am
0.5 Out :P
Dude, 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!
Haha I'm glad you're using it:) Antmen aren't much right now, so don't feel bad about sticking to 0.04 :P
Antmen are missing some real racial features right now.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 12, 2012, 02:20:16 am
0.5 Out :P
Dude, 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!
Haha I'm glad you're using it:) Antmen aren't much right now, so don't feel bad about sticking to 0.04 :P
Antmen are missing some real racial features right now.
I want to start community game as elves, once mod is tested to be playable

And did you make Nymphs look nice? No horns and hooves? Not talking about "sexappeal aura" for now.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 12, 2012, 02:27:25 am
0.5 Out :P
Dude, 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!
Haha I'm glad you're using it:) Antmen aren't much right now, so don't feel bad about sticking to 0.04 :P
Antmen are missing some real racial features right now.
I want to start community game as elves, once mod is tested to be playable

And did you make Nymphs look nice? No horns and hooves? Not talking about "sexappeal aura" for now.
Ah crap. No sorry. I'll put it in my notes and make sure it's in the next update.
I promise, I'll get the Goblins/Humans playable in the next update. I know I need to get both of those working, I've accidentally put them off for awhile lol. Then I'm about to put up a poll on which of these few ideas I have the next race should be. And then in 3 days I'll have the results of the poll, and make that race. AND THEN I'm going to finish the installer, fully play test all races (I'll give you credit for lots of early playtesting peregarrett :P) and then put this mod in Beta. Once it's in Beta, all races that are present will be proven playable.

And also, Beta will be where I start introducing real updates, ones that are not minor bugfixes(unless absolutely necessary)  and they'll be lightly playtested. That's kindof how I did this update, except it still wasn't very big. I think 0.06A will be the first beta-like update. And hopefully there won't be a 0.07A, instead a 0.1B.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 12, 2012, 02:55:14 am
Ooookay.

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!
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 12, 2012, 03:03:13 am
Ooookay.

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!
Have you actually managed to get an addy plant? And I'll probably remove it yeah.
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)
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 12, 2012, 03:27:40 am
Ooookay.

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!
Have you actually managed to get an addy plant? And I'll probably remove it yeah.
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'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.

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"!
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 12, 2012, 03:35:50 am
Ooookay.

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!
Have you actually managed to get an addy plant? And I'll probably remove it yeah.
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'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.

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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 12, 2012, 04:39:56 am
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.

Another minor bug - elves lack PERMITTED_JOB:ANIMAL_TRAINER
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Tierre on July 12, 2012, 06:07:32 am
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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 12, 2012, 06:12:19 am
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?
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Tierre on July 12, 2012, 07:29:54 am
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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 12, 2012, 07:42:32 am
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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Tierre on July 12, 2012, 08:02:02 am
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:)
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 12, 2012, 08:18:46 am
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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Tierre on July 12, 2012, 08:30:35 am
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.
PS Суровая задачка блин.:( Не уверен что вообще возможно.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 12, 2012, 08:36:47 am
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.
PS Суровая задачка блин.:( Не уверен что вообще возможно.
Maybe BIOME:MOUNTAIN would work.
Quote from: magmawiki
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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Tierre on July 12, 2012, 09:01:01 am
Ok now it's time for magic then:)... Close your eyes and count tot three....one...two...three
HUGO, MEPH WE NEED YOUR HELP HERE:)
That should do it:)
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on July 12, 2012, 09:11:19 am
Could make a "green house" building that simulates "growing" a plant
pray at alter, get seeds
take seeds to GH + potash (and maybe some other magical/elf thing)
seeds are taken and now the plant is produced
process plant, make metal bars = profit

And since very skilled elves will do the process super fast, we can pretend they are more magically inclined then others.

Personally I have not much know how on plants other then BIOME [WET][DRY] will bite you in the ass if not used right.

EDIT:
Oh my Tierre :P
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 12, 2012, 09:14:06 am
Ok now it's time for magic then:)... Close your eyes and count tot three....one...two...three
HUGO, MEPH WE NEED YOUR HELP HERE:)
That should do it:)
Lol!

Toxic, you should add civ+_credits.txt with fanciful creatures Hugo The Dwarf, Meph and others who helped, so everyone will appear on engravings and decorations.

Edit: Holy Carp, it worked!!!!!!!
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Tierre on July 12, 2012, 09:18:38 am
It always works:) I leave it as a last resrt though:)
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 12, 2012, 09:38:56 am
Greenhouse will work, but farming them at open air would be much better for roleplaying. If anything else fails, then...

Is it possible to set how much the job should take, btw?
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on July 12, 2012, 09:46:23 am
Greenhouse will work, but farming them at open air would be much better for roleplaying. If anything else fails, then...

Is it possible to set how much the job should take, btw?
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.

But if say the Greenhouse takes alot of other reasources to "insta" grow these plants, then evens out right?
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 12, 2012, 12:44:12 pm
Damn. I knew sleeping was a bad idea. I go to sleep and you guys have a debate over those damn elves lol.
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)
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on July 12, 2012, 01:32:29 pm
I voted other, Lizardmen. And not just any lizardmen, Thorny Devil men http://en.wikipedia.org/wiki/Thorny_Devil.

A Desert dwelling race, with a special building to allow them to make water anywhere, for drinking or medical (plaster powder)
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 12, 2012, 01:35:04 pm
I voted other, Lizardmen. And not just any lizardmen, Thorny Devil men http://en.wikipedia.org/wiki/Thorny_Devil.

A Desert dwelling race, with a special building to allow them to make water anywhere, for drinking or medical (plaster powder)
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
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 12, 2012, 01:38:13 pm
Damn. I knew sleeping was a bad idea. I go to sleep and you guys have a debate over those damn elves lol.
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)
Have you tried to restrict it to mountain or tundra?

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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 12, 2012, 01:43:23 pm
Damn. I knew sleeping was a bad idea. I go to sleep and you guys have a debate over those damn elves lol.
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)
Have you tried to restrict it to mountain or tundra?

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.
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 "-----------"
To make finding a race easy, or just using different files
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on July 12, 2012, 01:44:56 pm
Damn. I knew sleeping was a bad idea. I go to sleep and you guys have a debate over those damn elves lol.
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)
Have you tried to restrict it to mountain or tundra?

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.
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 "-----------"
To make finding a race easy, or just using different files
Different files. Helps
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 12, 2012, 01:47:41 pm
Damn. I knew sleeping was a bad idea. I go to sleep and you guys have a debate over those damn elves lol.
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)
Have you tried to restrict it to mountain or tundra?

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.
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 "-----------"
To make finding a race easy, or just using different files
Different files. Helps
lol Alright
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Putnam on July 12, 2012, 04:47:40 pm
Underwater civs are impossible because water is always counted as dangerous terrain, even if the creature needs water to live.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 12, 2012, 05:13:32 pm
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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Meph on July 12, 2012, 06:36:56 pm
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 ?
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 12, 2012, 07:45:18 pm
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.

They all change in their own ways. Like for example playing as Elves, you can't mine. So you have to adjust to building outdoor structures, and training a sizable military to be able to fend off a seige before any BUILDING_DESTROYER's come in and wreck the whole town. However playing as Antmen, you can do everything Dwarves can do, but there are multiple castes, so you have to do a lot of micromanagement on who does what. You also can have larger squads, so you can get militarily-creative with that.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Meph on July 12, 2012, 08:56:18 pm
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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 12, 2012, 09:04:32 pm
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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Meph on July 12, 2012, 09:44:13 pm
I will ;) Or at least make the normal civs that already exist playable. But I really like your caste-idea for the antmen.

If you need any help with buildings designs or reactions, let me know :)
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 12, 2012, 09:47:55 pm
I will ;) Or at least make the normal civs that already exist playable. But I really like your caste-idea for the antmen.

If you need any help with buildings designs or reactions, let me know :)
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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on July 12, 2012, 09:50:30 pm
Personal slave you say? Sanure is gonna be jealous.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 12, 2012, 09:52:56 pm
Personal slave you say? Sanure is gonna be jealous.
If Sanure is gunna be jealous...
Oooooooooooooooooo I think there's some bromance goin' on back there x3
And btw, just to clarify things:
Quote
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
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on July 12, 2012, 10:09:24 pm
lol if Bromance means Regen Modding Buddy then yes :P
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 13, 2012, 06:07:00 am
Someone just has to suggest this. Can't resist!

Give male Satyrs huge phalluses with punching attack.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: jackbod on July 13, 2012, 05:16:31 pm
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 =)
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 13, 2012, 08:23:33 pm
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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 14, 2012, 07:18:47 am
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.
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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 14, 2012, 01:22:15 pm
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.
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.
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.

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
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on July 14, 2012, 01:37:53 pm
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.
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.
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.

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
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 lol
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 14, 2012, 01:42:35 pm
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.
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.
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.

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
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 lol
1, Idk what shapers are (Still haven't gotten around to playing Regen lol)
2, They won't be called the High Council(Nor will there be 9 of them)
3, Stop being so paranoid I'm stealing regen lol
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on July 14, 2012, 06:50:12 pm
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 :P

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?
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 14, 2012, 08:00:34 pm
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 :P

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?
Idk why you'd want to power breed Antmen, it'd most likely  result in a lot of fps !!FUN!!
...Well except for with your computer, 'cause your computer is just a god, but for a normal person's computer it would have a bad impact on FPS. But, yeah I thought they'd be auto appointed (Assuming there isn't another one already and you have above 65 pop) because of the [ELECTED] token. But then again I really don't know how [ELECTED] works, I just hope it's what I think.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on July 14, 2012, 10:44:34 pm
ELECTED is assigned by the most liked creature. so whoever has the most friends.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 14, 2012, 11:39:03 pm
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?
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: fire1666 on July 15, 2012, 04:53:26 am
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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on July 15, 2012, 11:59:27 am
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.

*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

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
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 15, 2012, 03:56:55 pm
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.
*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

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
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.

Also, it looks like the Poll came to a tie...
I'll work on the Elemental race first, then the Aquatic race. Since you can't actually build on water, I'm not sure how that race is going to work. If anyone can come up with some ideas, I'd greatly appreciate it.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on July 15, 2012, 04:41:41 pm
Someone just has to suggest this. Can't resist!

Give male Satyrs huge phalluses with punching attack.
Never ever accept a sword fight challenge with a satyer, it's not what you think.

Also cock fighting, don't place bets. Just. No.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 15, 2012, 04:49:48 pm
Someone just has to suggest this. Can't resist!

Give male Satyrs huge phalluses with punching attack.
Never ever accept a sword fight challenge with a satyer, it's not what you think.

Also cock fighting, don't place bets. Just. No.
xDD
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 16, 2012, 01:39:51 am
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.
Is it possible?
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Putnam on July 16, 2012, 01:55:58 am
Yep.

Well, actually... at least kinda.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 16, 2012, 02:15:08 am
Yep.

Well, actually... at least kinda.
Would that be an attack with a syndrome with CE_BODY_TRANSFORMATION?
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 16, 2012, 02:45:42 am
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.
Is it possible?
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.)
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
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 16, 2012, 04:21:20 am
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.
Is it possible?
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.)
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

Magma men could consume molten rock instead of food and magma instead of booze? Mud men would consume clay, blizzard men - ice boulders. And everyone would die out without their provisions. And also they quickly die out when magma and fire men exposed to any biome colder than scorching,blizzard men - to any biome hotter than cold, mud and water men - live only in warm, tenperate and cold biome. The only way for them to live in unapropriate biome is to build "supply pylons" - some building that heats/cools/waters surrounding tiles. Like zergs or protoss of Starcraft. This would give them their own weakness to balance them.

Not sure though if it's possible at all.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on July 16, 2012, 11:56:23 am
erm not really possible, unless you can somehow get those raised/transformed creatures to Join your civ (taming/hacking) they will just be more hostile zombie creatures.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: jackbod on July 16, 2012, 05:57:55 pm
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 think you get the picture =)

Please tell me what you think!
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 16, 2012, 06:28:56 pm
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 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. 
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: jackbod on July 16, 2012, 07:00:30 pm
Yes, with my limited knowledge of modding I do know of the issue, I dislike this solution but its the only one I can think of and that having two a download specifically for them with modified raws making the god creatures domestic and such, sadly (I think of got this right correct me if I am wrong is that interaction with the civ from another civs perspective will be incredibly limited and on the main download they will seem kind of.... pointless
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Putnam on July 16, 2012, 07:09:53 pm
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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 16, 2012, 07:44:26 pm
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.

Jackbod, would you mind coming up with more ideas for Gnomes? Like the names of their creatures and what these creatures produce?
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 17, 2012, 02:16:09 am
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.

Jackbod, would you mind coming up with more ideas for Gnomes? Like the names of their creatures and what these creatures produce?

And they have to be subjectable to gnomeblight!!! That's for sure!
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Fishybang on July 17, 2012, 09:28:31 am
I alwise imagin gnomes like mini dwarves on meth. 7foot great axes and the like :P
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: jackbod on July 17, 2012, 10:37:16 am
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.

Jackbod, would you mind coming up with more ideas for Gnomes? Like the names of their creatures and what these creatures produce?


Gladly I have a notepad document on my desktop for any brainstorms so... let the brainstorming begin  :P
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: jackbod on July 17, 2012, 02:23:24 pm
Just brainstormed more Lore

As the gods granted only there weakest of creatures to the gnomes the gnomes used certain creatures more than others the gods thathad gifted the lesser creatures grew jealous and sent stronger beasts, before long this became a competition to the gods and the gnomes worshipped them less and less now the gods grant the beasts to the gnomes with very little worship and some gods creatures can only be obtained thru sacrifice! (Were-Beast reactions turning cats to razorbacks  :P )
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 23, 2012, 01:25:35 pm
Sorry about the death of this thread. Life happened :/
Anyways, I can assure you, this thread isn't dead, I'm not abandoning it. I was just simply busy with real-life stuff. So yeh, either V0.06A or V0.1B(beta) should be out soon enough. Again, sorry for the delay in updates.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 24, 2012, 02:18:52 am
Good, I'm done with my turn of successsion game too and ready to go on testing and improving elves.

Plans:
- add extra processing of metal plants - metallic leaves that are to be smelted into bars.
- special elixir that hardens wood
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 24, 2012, 09:16:59 am
Well. I'm able to process plant into bag with leaves, but reaction says the reagent is inavailable.
The plant:
Spoiler (click to show/hide)
The reaction:
Spoiler (click to show/hide)

Item info of leaves got by dfhack:
type: LEAVES
subtype: NONE
quality:Basic
material: PLANT:IRON:LEAF

DF smelter screen says it needs METAL_LEAVES_MAT-producing leaves to produce METAL_LEAVES_MAT bars

So, the problem I think is that leaves definition somehow drops out the MATERIAL_REACTION_PRODUCT:METAL_LEAVES_MAT tag... I tried to put it under LEAF material definition, but it didn't work either.

Still working on it... have one idea in mind to test.

Side question - why clay lumps are considered as economic? I take them as fire-safe material, but can't build from them, have to transform them into simple stone by dfhack
EDIT: simple Clay is allowed, fire clay and such - not.

My idea failed. I wanted to make leaves pure iron and smelt them as usual metal item, but no.
[LEAVES:iron plant leaf:iron plant leaves:6:7:0:0:0:0:1:INORGANIC:IRON] results in "(iron  Bag (rope reed fiber))" with "iron  [15]" inside, that can't be melted

The last idea I have is to make a shitload of reactions "smelt iron leaves" taking iron plant leaves and produces a bar, then same for copper, silver and so on... But that smells bad.
Any suggestions?
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on July 24, 2012, 11:23:17 am
Reason why the Leaves to Metal fails is:

The container is not included, drop this under the [REAGENT:leaves]
   [REAGENT:container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:leaves]
      [PRESERVE_REAGENT]

Should work now, Custom reactions cannot target a reagent if it is in a container, and double layered containers are impossible to retrieve your reagent without strange side effects like everything becoming [PRESERVE_REAGENT] by some will of IDK, I have not done too much testing with that

Clay issue is probally from a REACTION_CLASS somewhere, strange but I've only used normal Clay. Never the other clays.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Henny on July 24, 2012, 01:05:58 pm
Quote
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...

(If the vanilla DF raws are anything to go by drones are male in this mod as well, just found this a bit amusing.  :P )
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 24, 2012, 02:28:29 pm
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.
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?
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on July 24, 2012, 02:35:01 pm
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.
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?

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
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 24, 2012, 02:48:09 pm
How many leaves are made from the processing?

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
5 leaves from each plant of stack, so net gain is from 5 to 25 leaves in bag
I though about setting reagent inputs higher. But if I have different plants producind copper, iron, silver, etc leaves, setting input to 20 leaves would result in smelting four bags of different types of leaves, but producing single bar of first metal type. That is what I try to avoid, as well as making different reactions for iron, copper etc leaves.

So, either fractional output or metal glob thing...
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 24, 2012, 04:01:54 pm
Quick !!spoiler!! on what the next update is to include:
Spoiler (click to show/hide)
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 25, 2012, 04:35:25 am
Still working on reducing output of leaves to metal reaction.
I made two reactions:
Code: [Select]
[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]

First (Bar) reaction can be set to require 5 leaves and produce 1 bar. So from single plant we're getting from 1 to 5 bars, depending on planter's skill. Setting that higher (10 or 20) doesn't work as supposed - bags containg varying values of leaves, so getting 20 could need from 4 to 1 bags, while reaction requires single bag of 20 leaves. So, the best plant:bar ratio here is from 1:1 to 1:5

Second (Glob) produces globs of iron, that are allowed to smelted and stored at food stockpile, but then those stupid elves got "Clean" job and destroy those globs I'm making so hard! sometimes I can designate them for melting and they do melt it, but I think the output is too small to notice.
So, in this case I can get a workaround with making some "rough iron" instead of globs. If dwarves can cut granite, them elves can have rough metal gems, I think!

EDIT:
Aha!
this reaction produces "rough <metal>" that are stored at gem stockpile, but can't be cut at jeweller workshop.
Code: [Select]
[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.

So, the metal production tree for elves should look like:

BuildingMaterialJobOutput
FarmMetal plant seedsGrowMetal plant (1 to 5)
Farmer WorkshopMetal plant stack[1-5], BagProcess to bagMetal leaves (5 to 25)
SmelterMetal leaves[5] in bag, CoalSmelt leavesRough metal (1)
SmelterRough metal M, CoalMelt objectBar (0.20)

Ain't I awesome?  :D
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 25, 2012, 07:25:36 am
Next stage planned - get rid of wood burning, get fuel through plant processing. By the way, is it possible to spawn water or magma pool by reaction or something? Would be cool to fill pool with 7/7 of magma...
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: fire1666 on July 25, 2012, 11:55:08 am
Hi there i would like to make a request for a playableCIV, would it be possible to code a race that have not got a very large population. BUT they are rediclously powerful with technology far beyond that of other races (im not talking about hand-held-death-stars, possibly a type of crossbow that fires projectiles far more powerful then a normal Dorf crossbow [a bit like a weaker but faster javaline thrower from the masterwork mod] or mabe more advance reactions {energy condenser to make void energy and a workshop that takes said void energy and uses it to make food or ammo?}).
i would like to hear your thoughts on this, thank you for your time.
note i have little / no modding experance so i cant do much and i dont know if this is possable.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: fire1666 on July 25, 2012, 12:26:40 pm
sorry for the double post (DONT HIT ME D:) but to add on the the suggestion i ask kindly of, possability for a unorthodox / unconventional / suppernatural race ( relies on spiritual powers, but in combact without said power they fall like flies in a Blend-tec blender [But will this mod blend... that is the question])
thank you for your time reading this comment and my previous comment, also great mod BTW.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 25, 2012, 01:05:52 pm
LOL Will it blend!?!?! XD *gets the reference*

Anyways, it's a nice suggestion, but, I can't really limit population. Migrant wave sizes are hardcoded. But I can change how many people a civ starts out with on world gen, as in the generated civs, not your own fortress. A supernatural race would be interesting, like a race of Shades or something?
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: fire1666 on July 25, 2012, 01:44:11 pm
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.
damn near ASploded :D.
for the shades idea i like that idea alot :D a race of shadowy people who rely on spiritual or in this case a slightly more sinister/darker/higher power to be effective in combact, BUT if they do ahev acess to this they can EASALY win against a dorf in 1 V.S 1 combact but otherwise is very fragile.
which comes to a new point, dark powers and summoning riturals, liek summoning the dead to fight again *code as work animals*[This is{sparta}possible, ill try to find the forum thread that states this for yah.]
I'll tell you what if you do decide to make this race, its gona be preety epic since i dont think there is a mod that does that so far.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 25, 2012, 01:51:42 pm
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.))

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
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: fire1666 on July 25, 2012, 01:58:55 pm
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.))

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
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.
also if you want some help with making workshops feel free to ask, ill try to help you out with that.
EDIT 1: how about capturing enemys, using reaction to make then a work animal, then sacrifice altar???
can imagin this playing in the background while playing as shades http://www.youtube.com/watch?v=l764pHITqJ8 :D
oh its goooooooooooooooooood being evil, sadly i dont get the referances but i still keep my cookies behind steel military grade walls :D
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 25, 2012, 02:04:17 pm
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.))

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
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.
also if you want some help with making workshops feel free to ask, ill try to help you out with that.
Nah its fine, I have a program for workshops(Yet my aesthetic skills are lacking, thus the workshops look like shit)

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....

Edit:
Quote
but i still keep my cookies behind steel military grade walls
Are they cookies from the dark side? (http://www.youtube.com/watch?v=tK7G3YrhsX8)
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: fire1666 on July 25, 2012, 02:12:59 pm
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.))

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
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.
also if you want some help with making workshops feel free to ask, ill try to help you out with that.
Nah its fine, I have a program for workshops(Yet my aesthetic skills are lacking, thus the workshops look like shit)

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....
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???
Spoiler (click to show/hide)
"Are they cookies from the dark side?" holy shet referance LEVEL UP your Toxicshadow is now LEVEL 9001 chose your new upgrade :)
1:Epic counter strike for kids narator voice
2:apperance in the next epic rap battle of history
3:...
4:profit?
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 25, 2012, 02:22:22 pm
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.))

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
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.
also if you want some help with making workshops feel free to ask, ill try to help you out with that.
Nah its fine, I have a program for workshops(Yet my aesthetic skills are lacking, thus the workshops look like shit)

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....
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???
Spoiler (click to show/hide)
"Are they cookies from the dark side?" holy shet referance LEVEL UP your Toxicshadow is now LEVEL 9001 chose your new upgrade :)
1:Epic counter strike for kids narator voice
2:apperance in the next epic rap battle of history
3:...
4:profit?
1: My voice is already smooooooooth enough (Gotta love Dr. Pepper ;) )
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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: fire1666 on July 25, 2012, 02:47:40 pm
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.))

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
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.
also if you want some help with making workshops feel free to ask, ill try to help you out with that.
Nah its fine, I have a program for workshops(Yet my aesthetic skills are lacking, thus the workshops look like shit)

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....
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???
Spoiler (click to show/hide)
"Are they cookies from the dark side?" holy shet referance LEVEL UP your Toxicshadow is now LEVEL 9001 chose your new upgrade :)
1:Epic counter strike for kids narator voice
2:apperance in the next epic rap battle of history
3:...
4:profit?
1: My voice is already smooooooooth enough (Gotta love Dr. Pepper ;) )
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.
for every level i am i gain 1 doller then how high am i
answer: http://www.youtube.com/watch?v=l91ISfcuzDw
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: fire1666 on July 26, 2012, 01:32:42 am
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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 26, 2012, 02:17:58 am
Holy crap, this mode is descending into the madness! More races! Even more races!
Races for the Racist God!!!
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: SirAaronIII on July 26, 2012, 02:22:23 am
Looks interesting, posting to watch so hard.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 26, 2012, 03:13:27 am
Holy crap, this mode is descending into the madness! More races! Even more races!
Races for the Racist God!!!
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

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
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 26, 2012, 07:32:30 am
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
Only ASCII, only hardcore!!!
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: fire1666 on July 26, 2012, 08:10:56 am
Holy crap, this mode is descending into the madness! More races! Even more races!
Races for the Racist God!!!
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

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
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.

OR they could not be able to use any form of non shade weapons or armour...
possible no traps or percent chance of failure in reactions.
also art work, I can TRY but it wont be the best stuff in the world, and how do these sprites work BTW ive never made them before D:.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 26, 2012, 01:35:17 pm
so, the final version of elven growng crap (names and colors are changed):
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?
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: fire1666 on July 26, 2012, 02:00:05 pm
so, the final version of elven growng crap (names and colors are changed):
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?
sounds very good :D elves are getting epic for once :D
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 26, 2012, 02:42:35 pm
so, the final version of elven growng crap (names and colors are changed):
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?
So...did you write this for me to use? I think it's pretty awesome, 'cause I did halfass that part of Elves ._.
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
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: fire1666 on July 26, 2012, 02:54:27 pm
so, the final version of elven growng crap (names and colors are changed):
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?
So...did you write this for me to use? I think it's pretty awesome, 'cause I did halfass that part of Elves ._.
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
JESUS CHRIST NO NEED TO SHOUT ABOUT THINGS PLEASE CALM DOWN EVERYONE INCLUDING MY SELF
thank you for reading...
also i have no idea sadly...
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 26, 2012, 02:57:36 pm
So...did you write this for me to use? I think it's pretty awesome, 'cause I did halfass that part of Elves ._.
Actually, I halfassed most of the Elves.... I'll need to fix that.

You did them what? [BODY:HUMANOID:...:0.5ASS] or kind of?  :D :D :D :D

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


Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 26, 2012, 03:14:39 pm
So...did you write this for me to use? I think it's pretty awesome, 'cause I did halfass that part of Elves ._.
Actually, I halfassed most of the Elves.... I'll need to fix that.

You did them what? [BODY:HUMANOID:...:0.5ASS] or kind of?  :D :D :D :D

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
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 26, 2012, 03:23:05 pm
So...did you write this for me to use? I think it's pretty awesome, 'cause I did halfass that part of Elves ._.
Actually, I halfassed most of the Elves.... I'll need to fix that.

You did them what? [BODY:HUMANOID:...:0.5ASS] or kind of?  :D :D :D :D

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
Okay, then I'll take them.
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...
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 26, 2012, 03:29:45 pm
So...did you write this for me to use? I think it's pretty awesome, 'cause I did halfass that part of Elves ._.
Actually, I halfassed most of the Elves.... I'll need to fix that.

You did them what? [BODY:HUMANOID:...:0.5ASS] or kind of?  :D :D :D :D

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
Okay, then I'll take them.
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...
That sounds like !!FUN!!....
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Meph on July 26, 2012, 09:12:40 pm
New thread needed, if you want to remove the poll. It will always be there.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 26, 2012, 10:09:06 pm
New thread needed, if you want to remove the poll. It will always be there.
FUUUUUUUUUUUUUUUUUUUUU-
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: fire1666 on July 27, 2012, 01:52:11 am
ok i tryed to make some sprites but it failed epicly so sadly i deleted them D:.
anyone else here good at pixle art because i know im not DX
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on July 27, 2012, 10:48:50 am
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... Lol

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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: fire1666 on July 27, 2012, 12:23:23 pm
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... Lol

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.
thank 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...
NO really BAD
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on July 27, 2012, 03:37:27 pm
You should have seen my art when I started :P A kindergardener could have bested me :P

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
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: fire1666 on July 28, 2012, 01:45:53 am
You should have seen my art when I started :P A kindergardener could have bested me :P

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
ok ill try some more :-) hopefuly ill get remotly better D:
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 31, 2012, 10:12:05 am
I'm here again with reactions question
I have a material:
Spoiler (click to show/hide)

a plant producing extract:
Spoiler (click to show/hide)

and the reaction:
[REACTION:ELVEN_ENCHANT_WOOD_WEAPON]
   [NAME:enchant wood weapon]
   [BUILDING:ELF_WOOD_PROCESSING:CUSTOM_E]
   [REAGENT:weapon:1:WEAPON:NONE:NONE:NONE]
      [ANY_PLANT_MATERIAL]
      [PRESERVE_REAGENT]
      [NOT_IMPROVED]
   [REAGENT:elixir:1:LIQUID:NONE:NONE:NONE]
      [HAS_MATERIAL_REACTION_PRODUCT:ELIXIR_TRANSMUTATION_MAT]
   [REAGENT:vial:1:NONE:NONE:NONE:NONE]
      [CONTAINS:elixir]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:1:WEAPON:???:INORGANIC:ELVEN_MAGIG_WOOD]


Here I want to take wooden spear/axe/sword and make it to be of magic wood. Is it possible to change item's material in-place?

I'd like to avoid different reactions that takes and destroys wooden weapon and produces another one made of magic wood - first, it nullifies it's quality (though it may improve it!), and second I don't like several reactions doing same actions.

Also it is possible to transform wooden log to magic wood log and then make a weapon of it... but this seems wrong for me. Magic wood should not be processed same way as usual wood, because it's magic, and I don't want to make special reactions of 'make sword of usual wood', 'make sword of magic wood' etc...
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Putnam on July 31, 2012, 03:06:21 pm
Nope.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: wolfwood296 on July 31, 2012, 03:14:17 pm
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)
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 31, 2012, 03:41:54 pm
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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: wolfwood296 on July 31, 2012, 03:44:37 pm
really? i was only able to play ants, dwarves, and the goat-men.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on July 31, 2012, 03:50:36 pm
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")
Spoiler: Image of Step 1 (click to show/hide)
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.
But I want to play as Humans, so I hit the 'TAB' key

Step 2, the neighbour menu.
Spoiler: Step 2 image (click to show/hide)
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.
But I still want to be Humans so, I hit the 'TAB' key once again

Step 3, Picking a civ
Spoiler: Step 3 Image (click to show/hide)
I 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.

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.

Should help if you've never used the "tab" key during the embarking process.

EDIT:
Also sometimes a civ dies out in worldgen.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on July 31, 2012, 03:54:50 pm
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.
I'm looking for 'i's at the world map. Check them to be elven retreats, not satyr's.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: wolfwood296 on July 31, 2012, 04:00:18 pm
wrong both (hugo said something about never haveing used the tab key... which is wrong if i had played as a goatman or antman)

and i played a fort as goatmen (can't spell the acually name) and then adv mode as an elf, but the elf civs didn't show on embark.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on July 31, 2012, 05:21:54 pm
Give me a moment, I'll throw together a quick video on how to pick a civ in fortress mode, there are 2 methods.
:P

I'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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: fire1666 on August 02, 2012, 04:47:25 am
Give me a moment, I'll throw together a quick video on how to pick a civ in fortress mode, there are 2 methods.
:P

I'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.
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.
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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on August 02, 2012, 07:06:34 am
I'm still stuck with magic wood thing.
Now I'm doing this:
added new template:
Spoiler (click to show/hide)
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)

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?
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on August 02, 2012, 02:56:53 pm
Give me a moment, I'll throw together a quick video on how to pick a civ in fortress mode, there are 2 methods.
:P

I'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.
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.
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.
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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on August 02, 2012, 06:25:04 pm
I'm still stuck with magic wood thing.
Now I'm doing this:
added new template:
Spoiler (click to show/hide)
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)

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?
You sure you enabled the reaction in entity_default.txt?
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on August 02, 2012, 11:31:19 pm
I'm still stuck with magic wood thing.
Now I'm doing this:
added new template:
Spoiler (click to show/hide)
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)

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?
You sure you enabled the reaction in entity_default.txt?
Yes, I see it in the list, but it's red colored like there are no enough reagents.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on August 03, 2012, 03:00:43 am
aha, the problem wass that DF don't see logs having MATERIAL_REACTION_PRODUCT. The position of that tag is important!
I just moved MATERIAL_REACTION_PRODUCT under WOOD template and it worked:
Spoiler (click to show/hide)

(http://img542.imageshack.us/img542/3602/scimitar.png) (http://imageshack.us/photo/my-images/542/scimitar.png/)
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on August 03, 2012, 03:58:23 am
Toxic, since we're both working on this, should we move it into some version control system? like git or whatever.

EDIT:
Same problem was with wooden mechanisms.
Plant(Note the REACTION_CLASS moved into STRUCTURAL material section):
Spoiler (click to show/hide)
reaction:
Spoiler (click to show/hide)

(http://img593.imageshack.us/img593/9899/magicwoodmechanism.png) (http://imageshack.us/photo/my-images/593/magicwoodmechanism.png/)

I'm still not like having both generic ELVEN_MAGIC_WOOD material and ENCHANTED_WOOD_TEMPLATE material template, but at least it works.

EDIT2: New brilliant idea of enchanted wood - add different syndromes to any enchanted wood. Say, enchanted featherwood will destroy undeads in one strike, blood thorn causes bleeding, an so on... Just need a table what syndromes would suit their trees - so, off to study celtic legends!
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on August 03, 2012, 11:37:06 am
Looks like I will have a contendor to the Reaction PhD lol :P
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on August 03, 2012, 01:09:22 pm
Looks like I will have a contendor to the Reaction PhD lol :P
Can I get an Entity PhD? They're easy.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on August 03, 2012, 01:36:01 pm
Looks like I will have a contendor to the Reaction PhD lol :P
Can I get an Entity PhD? They're easy.
Haha probally a Certificate :P
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on August 03, 2012, 01:37:18 pm
Looks like I will have a contendor to the Reaction PhD lol :P
Can I get an Entity PhD? They're easy.
Haha probally a Certificate :P
Where's the modding college?
I want to attend this school just so I can say that I have. Because I can.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Putnam on August 03, 2012, 01:56:10 pm
It's right here (http://www.bay12forums.com/smf/index.php?topic=100707.0).

Hugo, i2amroy and I are the full-time professors :P
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on August 03, 2012, 02:06:57 pm
It's right here (http://www.bay12forums.com/smf/index.php?topic=100707.0).

Hugo, i2amroy and I are the full-time professors :P
lol When and how long are the courses?
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Putnam on August 03, 2012, 02:10:11 pm
It's walk-in
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on August 03, 2012, 02:11:53 pm
It's walk-in
Interesting, any enrollment fee?
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on August 03, 2012, 02:12:21 pm
It's walk-in
Interesting, any enrollment fee?
YOUR SOUL!
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on August 03, 2012, 02:13:17 pm
It's walk-in
Interesting, any enrollment fee?
YOUR SOUL!
Too late for that one, already taken :/
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: fire1666 on August 12, 2012, 12:24:35 pm
QUICK RESURRECT THE THREAD!!!!!!!!!!!!!!!!!!!!!!!!!!!!
about the shades race i chould work on there plants and buildings for you, but reactions and bodys im hopeless , also spend loads of time with sprites wtill wont work D:.
i hope this isnt dead......
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on August 13, 2012, 03:58:06 am
It isn't, though I didn't do much.

Latest changes -
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on August 16, 2012, 12:33:18 pm
Here's the current finalized version of elves.
Will make a few games with that, to test if it's ok. Maybe will start succession

EDIT: Forgot the link, dumbass!
http://dffd.wimbli.com/file.php?id=6780
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Putnam on August 19, 2012, 10:42:27 pm
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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on August 19, 2012, 11:16:24 pm
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.
But then they won't do jobs.
Anyway, plans changed, they are impossible to make as I'd like.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Putnam on August 20, 2012, 12:32:06 am
You could always make all the intelligent creatures a caste of every single playable creature.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on August 20, 2012, 01:50:48 am
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

I got new ideas instead:

- Add Ents from Elf Retreat Mod (http://www.bay12forums.com/smf/index.php?topic=88869).
- Elf berserker caste from there also. With some drawbacks that balances their superior fight skills, but make them really badass
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on September 01, 2012, 03:31:53 pm
Oh, finally I made through berserker thing.
Actually, it works as follows: anyelf touched/ate/drank blood of carnivore beast becomes a great fighter, but also transforms into a werebeast each month.
wolf's blood syndrome:
Code: [Select]
[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]

werewolf's castes:
Code: [Select]
[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.

Still need a reliable way to make creature bleed. For now it's just a spike with lever, but that's too dwarfy for elves.

Test casualties: 10 wolves to flood floor with blood, and two to feel the wraith of transfirmed werewolf! Sadly, no elves were caught by werewolf
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on September 03, 2012, 09:55:26 am
A lot monkey work. Crawling through creatures files, added blood curse to these animals:
standart: unicorn, dragon, ice wolf, roc
temperate: wolf, grizzly, black bear, fox, raccoon, cougar, alligator, panda, badger, boar, coyote, kangaroo, bobcat, skunk, dingo
tropical: elephant, warthog, lion, leopard, jaguar, tiger, cheetah, chimpanzee, gorilla, orangutan, saltwater crocodile, rhinoceros, honey badger, giant desert scorpion
tundra: polar bear
ocean: walrus, leopard seal, elephant seal, harp seal
riverlake: hippo
mountain: wolverine
cave: blind cave bear, cave dragon, cave crocodile, giant toad, giant olm, giant bat, giant rat, mole dog, giant cave spider

Please shoot me.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on September 09, 2012, 04:17:42 pm
-snip-
Please shoot me.
(http://3.bp.blogspot.com/-k1WrxEMrIHo/UAo9BsHoYoI/AAAAAAAABFY/fa5KYAva1kk/s640/meme-impossibru.jpg)
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on September 10, 2012, 03:26:08 am
Oh, completely forgot about this thread.
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.
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Toxicshadow on September 13, 2012, 10:55:59 pm
Oh, completely forgot about this thread.
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.
(http://fc01.deviantart.net/fs71/f/2012/257/3/1/stop_necro_ing_threads__by_toxicshadow1-d5eqas4.jpg)
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on September 14, 2012, 08:24:05 am
This thread belongs to Elves now!  :D
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: Hugo_The_Dwarf on September 14, 2012, 12:08:14 pm
Haha then this calls for a new thread :P
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on September 14, 2012, 01:01:20 pm
Okay, I'll make new one when release version 02. Hope this won't take too long
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: peregarrett on September 23, 2012, 03:15:47 pm
...
Meanwhile I was trying that cloth wall stuff.

Several facts I discovered while experimenting:
1) Doors and windows made of cloth by reaction can be sewn with images. What a relief.
2) A workshop 1x1 with impassible tile can be build if you set working location outside it's borders. Ie. at 2:1 or 1:2, haven't tried 0:1 and 1:0
3) cloth window counts as gem window.
4) windows don't  count as walls when building the door.

so, now I have such choices:
- use cloth door as doors. drawback is that you have to build wall sections to set a door between them, bonus is that you can lock it.
- use 1x1 workshop as doors. no parasite wall sections, but can't lock and no room borders then.

also, I'd like to see them as rope reed curtains and rope reed screens instead of 'door' and 'window'. Any ideas?
Title: Re: PlayableCiv+ (V. 0.05A) [Antmen]
Post by: The Scout on September 23, 2012, 04:18:45 pm
....Ants have no racial traits.