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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: IT 000 on March 31, 2011, 09:35:24 pm

Title: =-~Corrosion~-= [UPDATING] ***43.x (thanks Evil Bunny)*** <<Infected>>
Post by: IT 000 on March 31, 2011, 09:35:24 pm
(http://vignette2.wikia.nocookie.net/fallout/images/b/b7/Deviantart-please-stand-by-by-gxmew.jpg/revision/latest?cb=20110627214918)

THIS MOD IS BEING COMPLETELY REBUILT

SEE THIS POST FOR DETAILS
http://www.bay12forums.com/smf/index.php?topic=81068.msg7452966#msg7452966 (http://www.bay12forums.com/smf/index.php?topic=81068.msg7452966#msg7452966)


In the mean time, please check out EVIL BUNNY's wonderful port to the latest version
Again, BIG THANKS to Evil Bunny for updating the mod! :)
http://www.bay12forums.com/smf/index.php?topic=81068.msg7207486#msg7207486 (http://www.bay12forums.com/smf/index.php?topic=81068.msg7207486#msg7207486)


=-~WELCOME TO CORROSION~-=
v1.1.13


Fight through Infected and Humans alike in the constant quest for survival. Beware the Infected bite, lest you join their ranks.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

FULL DOWNLOAD (http://dffd.wimbli.com/file.php?id=4101)
(With Custom Tileset and Graphics)

ASCII Graphics Download (http://dffd.wimbli.com/file.php?id=4650)
All versions are prepackaged.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Unsure whether to download or not? Read, watch or join these!

Watch this fantastic ongoing Let's Play by Abregado! 1 (http://www.youtube.com/watch?v=taB65YnnUaw&feature=youtu.be)  2 (http://www.youtube.com/watch?v=JI64Fmq3xB0&feature=youtu.be) 3 (http://youtu.be/hDP7OO5QDi4) 4 (http://www.youtube.com/watch?v=SOs_AUMYL1s&feature=youtu.be)
***If you are starting your own succession fortress/community fortress please send us a link and I'll post it here!***

Better yet read what other Bay12 members have to say!
Spoiler (click to show/hide)

And check out this fort made by Shintaro Fago! Glazedtheater (http://mkv25.net/dfma/map-10529-glazedtheater)




Spoiler: Story (click to show/hide)





XXThe GoodXX
Spoiler (click to show/hide)

!!The Bad!!
Spoiler (click to show/hide)

FEATURES
<The Guides goes into the exact changes>

# Increased FPS
# Infected that Infect your humans, turning them into one of the horde!
# Multiple Castes for both friends and foes! Each Caste is unique and requires a different approach to manage.
# New metals, each one unique in some way.
# Simplified creatures, and several new creatures.
# Removed most types of Clothes, reducing lag significantly.
# New workshops and industries!
# Paint logs different colors.
# New Way of making Steel
Spoiler (click to show/hide)
# Gather resources from the outside world to create new items.
# Batteries! A renewable fuel source!
Spoiler (click to show/hide)
# Training workshops
# Fun with mining
# New weapons!
# Completely new Armor and Weapons
# Nerfed Traps
# Improved Combat!
   Organs hurt a heck of a lot
   Eyes hurt
   Skin/fat/muscles no longer heal right after being cut open
   Blunt Weapons can be extremely deadly.
        Ribs cover organs better, sternum protects the heart.
# New Vermin to Replace several old ones
# New Food and more challenging to get
   Completely new Plants, very few plants can be brewed or eaten raw, process them further.
        Animals produce more meat when butchered.
        Animals produce one egg at a time
        Milking times are now based off of grazing times.
        Trap vermin and dissect them for cookable pickled/dried vermin.
        Husbandry and beekeeping is more efficient.
        Farming takes longer forcing you to consider your other options.

!!BUGS!!
(that aren't actually bugs)
Spoiler (click to show/hide)

SPECIAL THANKS

Spoiler (click to show/hide)
Title: Re: -~Corrosion~- Changelog
Post by: IT 000 on March 31, 2011, 09:35:56 pm
!!NEW FEATURES/FIXES FOR NEXT RELEASE!!

: GOALS IN PROGRESS :
***If You Wish to Add Anything, Please Post Your Ideas!***

[1]Revaluing of Items
100% Complete
[2]'Good' Biome Fun Stuff
0%
[3]Use to the Useless, Remove Unnecessary Repetitive* Redundancies
50%
[4]Another Metal Expansion
0%
[5]Creature Graphics
See Here (http://www.bay12forums.com/smf/index.php?topic=110941.0)
[=] = Misc objective
planned, but may be delayed

*Intentional Irony




1.1.14

* Added more Exposed Creatures.
* Copper is now worth 5.
* Fixed the magma gun bug.




Changelog
Spoiler (click to show/hide)
Title: Re: -~Corrosion~- A new Total Conversion Mod for 31.25
Post by: Jeoshua on April 01, 2011, 12:19:03 am
I love TCs, and this drug induced zombie world is probably the most realistic possibility I've seen put forward why zombies should exist...
Title: Re: -~Corrosion~- A new Total Conversion Mod for 31.25
Post by: Dutchling on April 01, 2011, 09:12:47 am
Looks promising, allthough nothing I would use.
(thanks Deon for that :p)
Title: Re: -~Corrosion~- A new Total Conversion Mod for 31.25
Post by: Deon on April 01, 2011, 09:16:51 am
You are free to take ghoul sprites (and other mutated animals if you need) from Wasteland mod. I can't work on it right now, but later we may collaborate (I mean I will add more animals and monsters and they could be useful for you too, at least graphics).
Title: Re: -~Corrosion~- A new Total Conversion Mod for 31.25
Post by: IT 000 on April 01, 2011, 09:38:00 am
Quote
I love TCs, and this drug induced zombie world is probably the most realistic possibility I've seen put forward why zombies should exist...

Glad to hear, and thanks for the compliment.  :)

Quote
Looks promising, allthough nothing I would use.
(thanks Deon for that :p)

Could always download another dwarf fortress :p

Quote
You are free to take ghoul sprites (and other mutated animals if you need) from Wasteland mod. I can't work on it right now, but later we may collaborate (I mean I will add more animals and monsters and they could be useful for you too, at least graphics).

Thanks a bunch, I've considered adding zombie animals myself, and may proceed to do so in the future. If I ever get around to adding graphics I would be eager to accept and help you.
Title: Re: -~Corrosion~- A new Total Conversion Mod for 31.25
Post by: Isa on April 01, 2011, 12:28:44 pm

Could always download another dwarf fortress :p

Quote
You are free to take ghoul sprites (and other mutated animals if you need) from Wasteland mod. I can't work on it right now, but later we may collaborate (I mean I will add more animals and monsters and they could be useful for you too, at least graphics).

Thanks a bunch, I've considered adding zombie animals myself, and may proceed to do so in the future. If I ever get around to adding graphics I would be eager to accept and help you.

If so could you also add sprites and graphics from phoebus mod? This mods is very promising, I will try to it!
Title: Re: -~Corrosion~- A new Total Conversion Mod for 31.25
Post by: IT 000 on April 01, 2011, 06:25:04 pm
Quote
If so could you also add sprites and graphics from phoebus mod? This mods is very promising, I will try to it!

Capital! Graphics will be in a future release. I would need to ask permission of the creator o the Phoebus Mod first, but I will give it a shot.
Title: Re: -~Corrosion~- A new Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on April 01, 2011, 10:31:47 pm
Before I download, what kind of technology is available to us?
Title: Re: -~Corrosion~- A new Total Conversion Mod for 31.25
Post by: IT 000 on April 01, 2011, 11:08:04 pm
Modern-ish technology. Weapon Trap Components are based off of Vietnam traps and are overall weaker then DF, there are a variety of guns and over a dozen different makeshift melee weapons such as sledge hammers and axes. Armor is restricted to leather or slabs of wood that don't cover everything. Shields exist as bracers that can be made of metal, but only protect 10% of hits.

Guns are more difficult to make. Requiring two workshops to put the things together as well as a lot of raw materials. But assuming you use Fortifications and elevated watch towers, are more effective.

Melee is not to be underestimated. In particular, Desert Devils with Light clubs have caused roughly 1/5 casualties in my test forts due to the Clubs speed and lack of armor.

Organics such as skin and bone have been reworked slightly too. Slower healing times on things like skin, and the most notable change, pierced organs hurt as much as a bone breaking, and can take down most beasts.

Digging is restricted, humans are not as adapted to caves as dwarves are. All stone layers expel poisonous gas which can be fatal, and one stone layer is undiggable (Hard Rock)

Overall, the combination of weak traps, crappy armor, and stronger weapons make this game a Funfest.
Title: Re: -~Corrosion~- A new Total Conversion Mod for 31.25
Post by: Acanthus117 on April 01, 2011, 11:18:42 pm
Looks interesting.

Posting to watch.
Title: Re: -~Corrosion~- A new Total Conversion Mod for 31.25
Post by: Jeoshua on April 02, 2011, 03:29:07 am
I wonder what would happen if I were to take the tissue definitinos from this mod and put them back into vanilla... would people die too easilly? Or could I finally choke people to death, instead of just "to the pain"
Title: Re: -~Corrosion~- A new Total Conversion Mod for 31.25
Post by: IT 000 on April 02, 2011, 09:18:07 am
They don't really die to 'easily' but they do die easier. The change in healing rates is barely noticeable. The biggest difference is organs. In vanilla you could pierce three organs and still be standing, in the mod most creatures except those with the highest willpower will succumb to pain with one organ pierced.

I didn't mess with the throat, so they still will go to the pain.
Title: Re: -~Corrosion~- A new Total Conversion Mod for 31.25
Post by: NightS on April 02, 2011, 09:25:30 am
I think this is a cool mod, but a total no-stone isnt cool for some things. Look for the black lung mod and do it like that, put small clusters of poisonous rock in normal rock. You just have to make it common and use the same tile that the normal rock has and it is done :D
Title: Re: -~Corrosion~- A new Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on April 02, 2011, 09:54:44 am
I agree with NightS. How do you get metal anyway?
Title: Re: -~Corrosion~- A new Total Conversion Mod for 31.25
Post by: Deon on April 02, 2011, 10:25:25 am
I wonder what would happen if I were to take the tissue definitinos from this mod and put them back into vanilla... would people die too easilly? Or could I finally choke people to death, instead of just "to the pain"
I've found a good balance for Genesis which may appear a bit hardcore to those who used to play vanilla only. But you could try copying and pasting tissue definitions (and metals if you dare, although it greatly rebalances the game, so you won't see too many kung-fu monks, they would have their hands and arms chopped off by an angry mob). I mentioned it because it's pretty easy to strangle someone to death there, as well as to snap their neck and cause the internal bleeding which makes them to bleed to death.
Title: Re: -~Corrosion~- A new Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on April 02, 2011, 12:32:38 pm
I got a smokee in early Autumn of my first year. Is this a bug? Seems a bit early, and most don't have a military by then. (An oversight on my part ended up with me having a rifleman with a crossbow and a swordsman with a machete) Luckily he's staying away from my town after he kill my crossbowman. He also seems to be burning himself alive.
Title: Re: -~Corrosion~- A new Total Conversion Mod for 31.25
Post by: IT 000 on April 02, 2011, 01:00:40 pm
Quote
I got a smokee in early Autumn of my first year. Is this a bug?

Yes, I'll have to fix that apparently I didn't add the attack_trigger. As far as him burning himself alive, I am unsure how to fix it and don't really see a reason to, he does what he is supposed to do. Show up, burn the grass, and die. But if there was any way to make him last longer I would be open to it.

Quote
I think this is a cool mod, but a total no-stone isnt cool for some things. Look for the black lung mod and do it like that, put small clusters of poisonous rock in normal rock. You just have to make it common and use the same tile that the normal rock has and it is done :D

Well thank you for the compliment. Yeah, the no-stone thing is a tad hardcore, but 1. I wanted the player to have Fun 2. it 'persuaded' the player to stay above ground or in soil above ground forts cause so much more fun :) . That said, I might add small clusters of useable stone inside the layers of deadly stone to make it bearable. and maybe an 'easy mode' that does what you suggested.

Quote
I agree with NightS. How do you get metal anyway?

I usually dig down to the last layer of soil, then dig down stairs in every direction. They reveal the tile under them. Then once you find a vein, dig an up/down stair and clean out the vein.

Or just use the soap makers and keep an experienced miner for the veins.
Title: Re: -~Corrosion~- A new Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on April 02, 2011, 01:03:56 pm
Luckily I didn't have much grass. Next time I won't fight it. Also, I suggest you put some information on the new workshops and plants on the OP.

Really good mod. Hope it keeps going.

EDIT: You have discovered an expansive cavern deep underground.

How, you may ask? Lots of luck. And iron. Each time you hit an ore vein, dig it out with down stairs and up/down stairs.
Title: Re: -~Corrosion~- A new Total Conversion Mod for 31.25
Post by: IT 000 on April 02, 2011, 03:59:06 pm
Quote
Luckily I didn't have much grass. Next time I won't fight it. Also, I suggest you put some information on the new workshops and plants on the OP.

I'll start working on it, I suppose the OP was a little vague.

Quote
EDIT: You have discovered an expansive cavern deep underground.

Now your getting the hang of it  :D

Good luck, there's only two beasties underground, [censored] but they are easy to kill and uh... made of ice cream. Go get them!
Title: Re: -~Corrosion~- A new Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on April 02, 2011, 04:02:36 pm
That's why I'm walling it off. My embark has tons of iron though.
Title: Re: -~Corrosion~- A new Total Conversion Mod for 31.25
Post by: IT 000 on April 02, 2011, 11:56:26 pm
1.0.1 is ready for download, it contains a number of bug fixes and an optional 'easy mode' that removes the deadly stone layers. I would like to hear whether people use the current deadly stone or the non-deadly stone (Suggested by NightS) There are no patches of deadly stone yet, but I will add them for the sake of fun.

Additionally grazers no longer trample grass, this makes your fields last slightly longer.

Also I am considering allowing the player to pick from a number of different cultures, all with advantages and disadvantages.

#American-like - Current Privations, a good balance of melee and ranged
#Far-East - Strong Melee, and actual melee weapons such as swords and armor, but lack powerful guns and the guns they can make take more parts.
#Russian-Like - Stereotypical WW1 russia. Will have more technology in combat related areas such as more efficient training, however some other smelting procedures, such as bronze and steel may not be possible. Guns can be built with less parts, but melee weapons will be heavily restricted.

Unfortunately my creativity ends there. Thoughts on this? Good idea/bad idea? More ideas?

By the way how are your forts coming along?
Title: Re: -~Corrosion~- [v1.0.1] A new Total Conversion Mod for 31.25
Post by: NightS on April 03, 2011, 03:48:00 am
I was going to say that only a caste of say... 10% of people should be alcohol dependant and more emotional, but that is just for flavour because everybody prefers to drink booze if there is enough. It would be more realistic IMHO and it would alliow you to manage a fort without alcohol that isnt as fast as a dead snail :D

Also, li'l bug in the safe stone file, some DEEP_SPECIAL tags are duped
Title: Re: -~Corrosion~- [v1.0.1] A new Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on April 03, 2011, 08:49:08 am
My fort's going along good. I started a new one after I discovered sawmills though. That's why I asked you to put up an explanation of the workshops in the OP.

Spoiler: Some Hints and Tips (click to show/hide)
Title: Re: -~Corrosion~- [v1.0.1] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 03, 2011, 05:30:51 pm
Spiced up the post. As requested, included workshop information on the first post. Also straightened up the readme, there is a serious formating error, and I fixed the Gunsmith Workshop's description.

Quote
I was going to say that only a caste of say... 10% of people should be alcohol dependant and more emotional, but that is just for flavour because everybody prefers to drink booze if there is enough. It would be more realistic IMHO and it would alliow you to manage a fort without alcohol that isnt as fast as a dead snail

A problem I've noticed is that people without the [ALCOHOL_DEPENDENT] tag tend to work until they are flashing a downward blue arrow, giving them a negative thought about being thirsty and it will reduce the quality items they make. I really would like to remove the tag because of realism, but the disadvantages of it outweigh the advantages. If you wanted to remove it I wouldn't mind.

Quote
Also, li'l bug in the safe stone file, some DEEP_SPECIAL tags are duped

The stone is deadly, I read somewhere that stones with [DEEP_SPECIAL] tag won't be brought by traders. If the traders show up with a 'Shallow Stone xx' it will blow up and expel dangerous gas, possibly killing the merchants.

Title: Re: =-~Corrosion~-= [v1.0.1] A new Total Conversion Mod for 31.25
Post by: SirAaronIII on April 03, 2011, 09:29:56 pm
I have a bug. Not really a bug, just more of a naming issue. On the manager screen, when you want to give an order to smelt iron, it says "Smelt iron ore Ore". Probably for the same reason as dead dead trees.
Spoiler: !!Cheap-ass Tip!! (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.0.1] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 04, 2011, 12:01:58 am
Quote
I have a bug. Not really a bug, just more of a naming issue. On the manager screen, when you want to give an order to smelt iron, it says "Smelt iron ore Ore". Probably for the same reason as dead dead trees.

 ??? Indeed, this is due to ores being named Iron Ore, Copper Ore Gold Ore, etc. It is easier to change then the tree problem, I'll just change everything to Native Iron, Native Copper, Native Gold etc.

Spoiler (click to show/hide)
Title: Re: -~Corrosion~- [v1.0.1] A new Total Conversion Mod for 31.25
Post by: NobodyPro on April 04, 2011, 12:09:05 am
The stone is deadly, I read somewhere that stones with [DEEP_SPECIAL] tag won't be brought by traders. If the traders show up with a 'Shallow Stone xx' it will blow up and expel dangerous gas, possibly killing the merchants.
It also causes that stone to be placed like 'cotton candy'. Good luck finding it in the first place.
Title: Re: =-~Corrosion~-= [v1.0.1] A new Total Conversion Mod for 31.25
Post by: kerlc on April 04, 2011, 07:48:58 am
i like the mod. but you have forgotten one main weapon.

THE CROWBAR

Gordon Freeman is going to kill you in hell for this

but in all seriousness, the crowbar is in real life quite a weapon.

EDIT: DAMN THE GOD!!!! or something
the arena woks great, and so does the adventure, but whenever I try to start the dwarf fortress mode, i can only play with  "the forgotten beasts" civ. i waited 200 goddamn years, and there were human hamlets, towns, and infected equals to those, but i could only play as a forgotten beast.

W T F ???
Title: Re: =-~Corrosion~-= [v1.0.1] A new Total Conversion Mod for 31.25
Post by: irdsm on April 04, 2011, 10:10:04 am
When I installed it I found that there was a duplicate entry issue. You need to completely replace your RAWs deleting the old ones.
Title: Re: =-~Corrosion~-= [v1.0.1] A new Total Conversion Mod for 31.25
Post by: Jeoshua on April 04, 2011, 10:21:40 am
GOOD NEWS EVERYBODY!

The tissue tweaks worked absolutely brilliantly in vanilla DF.  For shits and giggles I gave nerves and brains rediculously long healing times as well.  Nothing became pussified, but combat did, indeed, go much smoother once creatures could no longer ignore the SEARING PAIN of being cut into or having their kidneys smashed into tiny pieces.
Title: Re: =-~Corrosion~-= [v1.0.1] A new Total Conversion Mod for 31.25
Post by: SirAaronIII on April 04, 2011, 04:54:50 pm
I'm too much of a noob to put the new tissues in vanilla DF.  :-[
Title: Re: =-~Corrosion~-= [v1.0.1] A new Total Conversion Mod for 31.25
Post by: Deon on April 04, 2011, 05:09:04 pm
GOOD NEWS EVERYBODY!

The tissue tweaks worked absolutely brilliantly in vanilla DF.  For shits and giggles I gave nerves and brains rediculously long healing times as well.  Nothing became pussified, but combat did, indeed, go much smoother once creatures could no longer ignore the SEARING PAIN of being cut into or having their kidneys smashed into tiny pieces.
Yeah, vanilla creatures are walking terminators... until they get a painful bite on their finger or something and pass out. The values are definitely off :).
Title: Re: =-~Corrosion~-= [v1.0.1] A new Total Conversion Mod for 31.25
Post by: Jeoshua on April 04, 2011, 05:36:31 pm
I'm too much of a noob to put the new tissues in vanilla DF.  :-[

Step 1: Download Corrosion
Step 2: Put the tissue_template_default.txt file into your raw folder
Step 3: There is no step 3 (oooh you thought I would say...

PROFIT!

didn't you?)

Spoiler (click to show/hide)

Seriously everything in that file is vanilla except the pain tags.  Unless you're using another mod as well, like Genesis, it won't cause any problems to overwrite it.

Disclaimer: I am not responsible if you do break your game.  Seriuosly tho it's easy enough to fix by taking the same file back out of a freshly downloaded copy of DF so...
Title: Re: =-~Corrosion~-= [v1.0.1] A new Total Conversion Mod for 31.25
Post by: SirAaronIII on April 04, 2011, 06:09:50 pm
I'm not too noob to install it in (though I was before you posted, thanks!) I'm too noob to handle the heat !!FUN!!
Title: Re: =-~Corrosion~-= [v1.0.1] A new Total Conversion Mod for 31.25
Post by: Jeoshua on April 04, 2011, 06:15:27 pm
It's a "fair" mod tho.  Since both friend and enemy alike is now less "Terminator-like", battles simply don't take as long as they used to.

Unless you're fighting somehthing without organs or with [NO_PAIN]... like an aligator or *gulp* Bronze Colossus. 
Title: Re: =-~Corrosion~-= [v1.0.1] A new Total Conversion Mod for 31.25
Post by: SirAaronIII on April 04, 2011, 06:45:16 pm
I just got epic-pwned. Like 20 infected came and decided to mess up my guys. In less than 5 minutes:
"Your strength has been broken."
Guess I need moar bullets, weapons, and soldiers. Yeeeeah, that probably would've helped.
Title: Re: =-~Corrosion~-= [v1.0.1] A new Total Conversion Mod for 31.25
Post by: Jeoshua on April 04, 2011, 06:50:36 pm
Yeah uh.... infected have that whole [NO_THOUGHT] thing so you can't brain them, and [NO_PAIN] so they don't get ouchies.  Basically mini-colossi
Title: Re: =-~Corrosion~-= [v1.0.1] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 04, 2011, 08:06:54 pm
Quote
but in all seriousness, the crowbar is in real life quite a weapon.

Well I've been searching for a new Mace weapon. Might as well add it.

Quote
Yeah uh.... infected have that whole [NO_THOUGHT] thing so you can't brain them, and [NO_PAIN] so they don't get ouchies.  Basically mini-colossi

Well, they used to have the [NOTHOUGHT][NO_EXERT][NONAUSEA] and the [NOSTUN] tags during development. But it made the things impossible to kill. So the tags were removed. You can brain them, and it is the most effective way to kill them, gut shots slow them down, and at least they get tired after eating four or five humans.

Good to see that people are enjoying the new tissue system  :) thanks for the feedback.
Title: Re: =-~Corrosion~-= [v1.0.1] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 04, 2011, 08:47:36 pm
1.0.2 is up!

*Renamed Ores to Native x instead of x Ore, job manager screen would say 'smelt iron ore Ore'
*Sphalerite is now Native Zinc, bismutite is now Native Bismuth.
*Removed Soldier Tile from infected, they should appear as just U's now.
*Changed Wrestler and Thief titles to 'Infected' profession on infected.
*Decapatalized 'Smokee' causing trouble in the arena.
*A new megabeast 'Cruncher' has been added.
*Crowbar (Suggested by kerlc)

Enjoy! Thanks for your support and for downloading.
Title: Re: =-~Corrosion~-= [v1.0.1] A new Total Conversion Mod for 31.25
Post by: Acanthus117 on April 04, 2011, 11:34:52 pm
Ooooh.
Title: Re: =-~Corrosion~-= [v1.0.1] A new Total Conversion Mod for 31.25
Post by: Scaraban on April 04, 2011, 11:40:16 pm
>.>
<.<
Watching...
Title: Re: =-~Corrosion~-= [v1.0.1] A new Total Conversion Mod for 31.25
Post by: SirAaronIII on April 05, 2011, 01:13:13 am
Might wanna change the thread title, BTW.
Title: Re: =-~Corrosion~-= [v1.0.1] A new Total Conversion Mod for 31.25
Post by: bowie on April 05, 2011, 03:18:45 am
Nice mod
Posting for updates
  :D
Title: Re: =-~Corrosion~-= [v1.0.2] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 05, 2011, 09:48:49 am
Quote
Might wanna change the thread title, BTW.

Whoops, fixed now.
Title: Re: =-~Corrosion~-= [v1.0.2] A new Total Conversion Mod for 31.25
Post by: NightS on April 05, 2011, 01:07:46 pm
Why dont you put things like halberds and spears with this reactions:

Sawmill:

1 log -> 4 long poles (or 2)

Weapons workshop:

1 pole + 1 knife (any kind you want, i suggest large knifes)  +  1 (or 2) screw/s -> 1 spear

1 pole + 1 axe + 1 (or 2) screw/s -> 1 poleaxe

1 pole + 1 machete + 1 (or 2) screw/s -> 1 polearm

They are simple enough to be made by survivors and they are effective, why not make them?

Also, you can simplify that by changing the poles by logs and removing the poles altogeter, but i think it is good for flavour and it also gives sawmills another function. Oh, and sawmills should require a mechanism, but that is another story.

I will post my fort whenever i have time.

P.S.- Remove pus from the rotting skin syndrome, it only stains all the map and lags a lot when they come.

Title: Re: =-~Corrosion~-= [v1.0.2] A new Total Conversion Mod for 31.25
Post by: Scaraban on April 05, 2011, 03:59:09 pm
1 pole + 1 knife (any kind you want, i suggest large knifes)  +  1 (or 2) screw/s -> 1 spear

1 pole + 1 axe + 1 (or 2) screw/s -> 1 poleaxe

1 pole + 1 arm + 1 (or 2) screw/s -> 1 polearm
Fix'd
Title: Re: =-~Corrosion~-= [v1.0.2] A new Total Conversion Mod for 31.25
Post by: SirAaronIII on April 05, 2011, 06:15:40 pm
You may want to change the name of the Metalsmith Forge added by the mod. It's too similar to the Metalsmith's Forge, at least to me. But that might just be because I'm a blind old man.
Title: Re: =-~Corrosion~-= [v1.0.2] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 05, 2011, 06:28:14 pm
Quote
P.S.- Remove pus from the rotting skin syndrome, it only stains all the map and lags a lot when they come.

Yeah the pus is a problem, but no pus no rot (Unless somebody knows a better way). I recommend DFhack, you can use DFcleanmap to get rid of existing contaminants, and DFweather to prevent it from raining during sieges.

DFhack post http://www.bay12forums.com/smf/index.php?topic=58809.0 (http://www.bay12forums.com/smf/index.php?topic=58809.0)

Quote
1 pole + 1 knife (any kind you want, i suggest large knifes)  +  1 (or 2) screw/s -> 1 spear

1 pole + 1 axe + 1 (or 2) screw/s -> 1 poleaxe

1 pole + 1 machete + 1 (or 2) screw/s -> 1 polearm

Good idea, the lack of spears has always bugged me, but I didn't want to revert to medieval weapons. Makeshift weapons should be possible, they will end up taking the spear skill. Plus I could use it for a few other ideas I have. I will probably have the sawmills cut the logs up into polls.

Quote
Oh, and sawmills should require a mechanism, but that is another story.

I agree with you, but due to lack of stone and difficulties mining, mechanisms can be a pain to get.

Quote
You may want to change the name of the Metalsmith Forge added by the mod. It's too similar to the Metalsmith's Forge, at least to me. But that might just be because I'm a blind old man.

Face + palm I knew that was a bad idea. Blacksmith's Workshop would be a better name.
Title: Re: =-~Corrosion~-= [v1.0.2] A new Total Conversion Mod for 31.25
Post by: Savolainen5 on April 06, 2011, 12:14:41 am
I hereby watch this mod with interest.  Pics or it didn't happen! That is, screenshots, please?  Pretty please?
Title: Re: =-~Corrosion~-= [v1.0.2] A new Total Conversion Mod for 31.25
Post by: NightS on April 06, 2011, 02:16:29 am
mod pus to evaporate at very low temps? Easy and cheap solution!
Title: Re: =-~Corrosion~-= [v1.0.2] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 06, 2011, 06:20:29 pm
Quote
mod pus to evaporate at very low temps? Easy and cheap solution!

I'll try a multiple things like this later, I may just have an optional Rotless infected. In the mean time, DFcleanmap works wonders.

Quote
I hereby watch this mod with interest.  Pics or it didn't happen! That is, screenshots, please?  Pretty please?

(http://img21.imageshack.us/img21/5172/alonen.png)
A mason prepares to face the broken world before him.

Speaking of Pics, I've started working on graphics, I'll be uploading a few samples of professions in the coming days.
Title: Re: =-~Corrosion~-= [v1.0.2] A new Total Conversion Mod for 31.25
Post by: SirAaronIII on April 06, 2011, 07:10:18 pm
I need help choosing my weapons! My choices are machetes/kukris/army knives for slashing, sledgehammers/crowbars for blunt, and military/hunting rifles for ranged.
Title: Re: =-~Corrosion~-= [v1.0.2] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 06, 2011, 09:31:55 pm
Quote
mod pus to evaporate at very low temps? Easy and cheap solution!

I'll try a multiple things like this later, I may just have an optional Rotless infected. In the mean time, DFcleanmap works wonders.

The pus evaporates off, leaving constant clouds of smoke trailing the Infected.  :-\
I have developed a mod to remove the pus (and consequently the rot) if it proves to bothersome. Just paste this over the old creature_zombie_di raws
Spoiler (click to show/hide)

Quote
I need help choosing my weapons! My choices are machetes/kukris/army knives for slashing, sledgehammers/crowbars for blunt, and military/hunting rifles for ranged.

Each sword has it's own advantages and disadvantages. Kukri's are twice as fast, machetes are sort of in the middle but cannot stab, and army knives can stab really well, but their slash is mediocre. There is no 'best weapon'. Mixing it up would be the best option.

Sledgehammers and crowbars are entirely different, crowbars are maces, sledgehammers are hammers. Crowbars have both an edged attack, and blunt attack plus quick speed. I just added crowbars, they have proved to be effective weapons in the arena as they have both a blunt and an edged attack, sadly I could not test them as much as I would have liked. If your looking for a blunt only weapon, I would recommend light clubs, or sledgehammers. Light clubs are quick and deadlier then any blunt weapon in DF because of it, while a sledgehammer can massacre anything infected or not but end up being slow and two handed. Personal preference really.

Military rifles have a bayonet that causes a decent stabbing damage, but cost more to make, that's the only difference between the two. If you can make them, you probably should to make your riflemen effective at melee.
Title: Re: =-~Corrosion~-= [v1.0.2] A new Total Conversion Mod for 31.25
Post by: SirAaronIII on April 06, 2011, 11:00:46 pm
Thanks! By the way, there are duplicate hotkeys in the Gunsmith Workshop. [p] is for making pistols, military rifles, AND shotguns.
Plus, it seems a bit useless to make pistols at the Gunsmith Workshop when you can just make them at the regular Metalsmith's Forge.
Title: Re: =-~Corrosion~-= [v1.0.2] A new Total Conversion Mod for 31.25
Post by: Jeoshua on April 07, 2011, 06:13:01 am
The pus evaporates off, leaving constant clouds of smoke trailing the Infected.  :-\

Give them a long, grasping tongue they can choke you with... you know what I'm saying.

SMOKER!!!
Title: Re: =-~Corrosion~-= [v1.0.2] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 07, 2011, 04:29:01 pm
Thanks! By the way, there are duplicate hotkeys in the Gunsmith Workshop. [p] is for making pistols, military rifles, AND shotguns.
Plus, it seems a bit useless to make pistols at the Gunsmith Workshop when you can just make them at the regular Metalsmith's Forge.

Ehm... my bad, fixed. Enjoy your easy to make pistols until 1.0.3 which should be coming out soon once I get a few more things on the to do list done.

The pus evaporates off, leaving constant clouds of smoke trailing the Infected.  :-\

Give them a long, grasping tongue they can choke you with... you know what I'm saying.

SMOKER!!!

hehe I see what you did there...  8)

By the way, I've been making a few graphics over the last few days, and as always I would like your feedback

(http://img862.imageshack.us/img862/5387/tilesettest.png)

In order

Miner
Woodworker, Woodcutter, Carpenter
Fisherman (all jobs), fisherman (just fish), fish cleaner/dissector
All hunting/animal jobs, Hunter, Animal trainer/caretaker etc.
Infected Lumbering, Infected Scrawn
Title: Re: =-~Corrosion~-= [v1.0.2] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 07, 2011, 08:56:13 pm
This topic alerted me to a possible glitch in the Dojo building.

http://www.bay12forums.com/smf/index.php?topic=81325.msg2145231#msg2145231 (http://www.bay12forums.com/smf/index.php?topic=81325.msg2145231#msg2145231)

I'll fix it in 1.0.3, but in the mean time you probably should avoid using it.
Title: Re: =-~Corrosion~-= [v1.0.2] A new Total Conversion Mod for 31.25
Post by: SirAaronIII on April 07, 2011, 09:15:12 pm
I can't make any crowbars or hammers. When I try to make them, it says "needs steel bars" when I have plenty of steel bars sitting right next to the forge. It's weird because I can still forge other weapons just fine, like machetes, kukris, sledgehammers, light clubs, etc.
Title: Re: =-~Corrosion~-= [v1.0.2] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 08, 2011, 01:01:29 am
This topic alerted me to a possible glitch in the Dojo building.

http://www.bay12forums.com/smf/index.php?topic=81325.msg2145231#msg2145231 (http://www.bay12forums.com/smf/index.php?topic=81325.msg2145231#msg2145231)

I'll fix it in 1.0.3, but in the mean time you probably should avoid using it.
Thank you for looking at my zombies, now you get another download. I saved it now, and changed settings (like intro), and I'll play it in the morning. Wish me luck!
Title: Re: =-~Corrosion~-= [v1.0.2] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 08, 2011, 12:38:25 pm
 :o Err... bit of a stupid thing in legends.

I have about 20 zombies that became great leaders... you should probably fix that...

Mostly skulking infected.
Title: Re: =-~Corrosion~-= [v1.0.2] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 08, 2011, 04:41:48 pm
Oh...

I embarked, and the opening screen is still dwarven.

"After a journey from the Mountainhomes"

"Provide for your dwarves"
Title: Re: =-~Corrosion~-= [v1.0.2] A new Total Conversion Mod for 31.25
Post by: SirAaronIII on April 08, 2011, 06:12:19 pm
Also, the trader says "Greetings from the Mountainhomes!"
What mountainhomes? Aren't those mountains made out of explodium deadly crud?
Title: Re: =-~Corrosion~-= [v1.0.2] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 08, 2011, 06:18:45 pm
Also, the trader says "Greetings from the Mountainhomes!"
What mountainhomes? Aren't those mountains made out of explodium deadly crud?
lol.

Yup. That's confusing.
Spoiler (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 08, 2011, 07:23:11 pm
1.0.3 is out, the shear number of fixes and changes hastened the release time.

* Wrote a guide to the variety of fauna in Corrosion see the read me guide, or the Plant Guide file.
* Rye Seeds are now called rye seeds (used to be wheat seeds)
* Training Depot changed to Weapons Workshop, and one makeshift weapon was added (NightS), Wooden armorplates are now created here.
*Renamed the Metalsmith Forge (formally known as Metalsmith's Workshop) to Blacksmith's Forge. (Thanks to SirAaronIII for noticing)
*Doctor's Workshop - Trains all medical skills. Requires a training dummy for bone setting, diagnosing, and dressing wounds. But animal remains for surgery and suturing.
*Optional mod. Zombies will leak pus everywhere when it rains, without liberal use of DFcleanmap this can lag computers, the creature_zombie_nopus_di replaces the creature_zombie_di file and removes pus, and consequently the rotting effect. (NightS)
*Four plants with dyes, most of them cannot be cooked, or eaten raw.
     *Bloodroot - grows in temperate forests and shrubland, milled for red dye
     *Indigo - Temperate savannas and grasslands milled for expensive blue dye
     *Henna - Any Savanna, grassland, or shrubland, milled for black dye.
     *Turmeric - Any tropical, can be eaten raw, milled for cheap goldenrod dye
*Pistols no longer made at the Metalsmith's Forge (noticed by SirAaronIII)
*Guns in the Gunsmith's workshop have different shortcuts. (noticed by SirAaronIII)
*Dojo should increase skills now.

Also, the trader says "Greetings from the Mountainhomes!"
What mountainhomes? Aren't those mountains made out of explodium deadly crud?
Oh...

I embarked, and the opening screen is still dwarven.

"After a journey from the Mountainhomes"

"Provide for your dwarves"

Don't know how to fix either of these  :-\
I'll start a new topic to see if anyone knows how to fix it. In the mean time it's going under the acknowledged bugs section on the OP
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 08, 2011, 08:31:47 pm
1.0.3 is out, the shear number of fixes and changes hastened the release time.

* Wrote a guide to the variety of fauna in Corrosion see the read me guide, or the Plant Guide file.
* Rye Seeds are now called rye seeds (used to be wheat seeds)
* Training Depot changed to Weapons Workshop, and one makeshift weapon was added (NightS), Wooden armorplates are now created here.
*Renamed the Metalsmith Forge (formally known as Metalsmith's Workshop) to Blacksmith's Forge. (Thanks to SirAaronIII for noticing)
*Doctor's Workshop - Trains all medical skills. Requires a training dummy for bone setting, diagnosing, and dressing wounds. But animal remains for surgery and suturing.
*Optional mod. Zombies will leak pus everywhere when it rains, without liberal use of DFcleanmap this can lag computers, the creature_zombie_nopus_di replaces the creature_zombie_di file and removes pus, and consequently the rotting effect. (NightS)
*Four plants with dyes, most of them cannot be cooked, or eaten raw.
     *Bloodroot - grows in temperate forests and shrubland, milled for red dye
     *Indigo - Temperate savannas and grasslands milled for expensive blue dye
     *Henna - Any Savanna, grassland, or shrubland, milled for black dye.
     *Turmeric - Any tropical, can be eaten raw, milled for cheap goldenrod dye
*Pistols no longer made at the Metalsmith's Forge (noticed by SirAaronIII)
*Guns in the Gunsmith's workshop have different shortcuts. (noticed by SirAaronIII)
*Dojo should increase skills now.

Also, the trader says "Greetings from the Mountainhomes!"
What mountainhomes? Aren't those mountains made out of explodium deadly crud?
Oh...

I embarked, and the opening screen is still dwarven.

"After a journey from the Mountainhomes"

"Provide for your dwarves"

Don't know how to fix either of these  :-\
I'll start a new topic to see if anyone knows how to fix it. In the mean time it's going under the acknowledged bugs section on the OP
You're welcome  :)

It might be hardcoded, I'm not sure  :-\
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: Jeoshua on April 08, 2011, 11:10:04 pm
The intro blurb is stored within Data\Announcement\fortintro

There was a save tool that was able to decompress/recompress the files.  Let me look.

http://dffd.wimbli.com/file.php?id=3895

Download that and use undat to get to it, then redat it and viola.  Careful tho, theres a bit of binary in there you can't (and shouldn't) change.

You can also change a few other things in that folder, like diplomats and your fort crumbling.
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: Savolainen5 on April 09, 2011, 09:23:09 am
Hah, I just embarked and found a few sections of "Tattered Clothing Wall" and "Decomposed Trash Wall."  Impressive how that stuff's blended into the landscape over time!
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on April 09, 2011, 11:25:53 am
Could you add a reaction to make a wooden spade? It's really annoying to lose your only miner who has your only spade to the rock you didn't know was there.
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: Savolainen5 on April 09, 2011, 12:39:43 pm
Humm...  I made custom profession names, and now they've all disappeared... I don't know when that happened, though...  Strange.
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 09, 2011, 05:19:46 pm
Humm...  I made custom profession names, and now they've all disappeared... I don't know when that happened, though...  Strange.

For my game? Out of curiosity, what did you change?

Could you add a reaction to make a wooden spade? It's really annoying to lose your only miner who has your only spade to the rock you didn't know was there.

Isn't the spade still usable?

The intro blurb is stored within Data\Announcement\fortintro

There was a save tool that was able to decompress/recompress the files.  Let me look.

http://dffd.wimbli.com/file.php?id=3895

Download that and use undat to get to it, then redat it and viola.  Careful tho, theres a bit of binary in there you can't (and shouldn't) change.

You can also change a few other things in that folder, like diplomats and your fort crumbling.

Thank you, but I can't quite figure out how to use it, whenever I open the files zbex2, isra, redat2, and undat2 they instantly close.
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: Savolainen5 on April 09, 2011, 06:34:05 pm
Humm...  I made custom profession names, and now they've all disappeared... I don't know when that happened, though...  Strange.

For my game? Out of curiosity, what did you change?

Oh, no, I mean that I wrote in "Digger" for the profession name of my two spade-wielding humans (etc.), and some time later, I noticed that it had changed back.

Also, because it's hard to differentiate between all the different U's, would it be possible for the player-controlled humans to have the dwarf icons?  I mean, whenever there're scavengers (which is misspelled 'Scavanger' in the game), I always have to check to see which is a metal-worker and which is a scavenger...

Edit: Oh yeah, and whenever you [v]iew unit on an infected, it says "Scrawny Infected Infected" or something to that effect.  Reduplication, no biggie.
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 09, 2011, 07:03:47 pm
Humm...  I made custom profession names, and now they've all disappeared... I don't know when that happened, though...  Strange.

For my game? Out of curiosity, what did you change?

Could you add a reaction to make a wooden spade? It's really annoying to lose your only miner who has your only spade to the rock you didn't know was there.

Isn't the spade still usable?

The intro blurb is stored within Data\Announcement\fortintro

There was a save tool that was able to decompress/recompress the files.  Let me look.

http://dffd.wimbli.com/file.php?id=3895

Download that and use undat to get to it, then redat it and viola.  Careful tho, theres a bit of binary in there you can't (and shouldn't) change.

You can also change a few other things in that folder, like diplomats and your fort crumbling.

Thank you, but I can't quite figure out how to use it, whenever I open the files zbex2, isra, redat2, and undat2 they instantly close.
Hey, you should add the "I MAED A S0NG WITH ZOMB13S 1N IT1!!!1"  (http://ska-studios.com/files/epicopus.mp3)to the game! I'm going to add it to my thread about my custom zombies
 :D

ANd yes. That is the link to the download, not the download page.
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 09, 2011, 07:21:23 pm
Quote
Edit: Oh yeah, and whenever you [v]iew unit on an infected, it says "Scrawny Infected Infected" or something to that effect.  Reduplication, no biggie.

Fixed

Quote
Also, because it's hard to differentiate between all the different U's, would it be possible for the player-controlled humans to have the dwarf icons?  I mean, whenever there're scavengers (which is misspelled 'Scavanger' in the game), I always have to check to see which is a metal-worker and which is a scavenger...

Well, if somebody appears over the hill you don't know if they're infected until they get closer :)

That said, it should become easier once graphics are in. If it bugs you enough, just open up the creature_human_di and replace the

   [CREATURE_TILE:'U'][COLOR:3:0:0]
   [CREATURE_SOLDIER_TILE:154]

with

   [CREATURE_TILE:1][COLOR:3:0:0]
   [CREATURE_SOLDIER_TILE:2]

That will change it.

Quote
Hey, you should add the "I MAED A S0NG WITH ZOMB13S 1N IT1!!!1" to the game! I'm going to add it to my thread about my custom zombies

hehe that just made my day  :) To bad I'm trying to have a 'serious' atmosphere in my game, maybe I can plug it in as an Easter Egg somewhere.
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 09, 2011, 09:36:41 pm
Quote
Hey, you should add the "I MAED A S0NG WITH ZOMB13S 1N IT1!!!1" to the game! I'm going to add it to my thread about my custom zombies

hehe that just made my day  :) To bad I'm trying to have a 'serious' atmosphere in my game, maybe I can plug it in as an Easter Egg somewhere.
That'd be funny  :D

I'm putting up the download on my zombie thread, in a bit. Hope ya'll like it  :P
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on April 09, 2011, 09:55:41 pm
Could you add a reaction to make a wooden spade? It's really annoying to lose your only miner who has your only spade to the rock you didn't know was there.

Isn't the spade still usable?
Ahh, I see. The idea I got was that it was long term death. I wasn't here...
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: bowie on April 09, 2011, 10:09:40 pm
I'm loving this mod  :D
small problem: there is no "make cupronickel bars (use ore)" in the smelter
Keep up the good work!
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: SirAaronIII on April 10, 2011, 02:47:18 am
That may be intentional, as some alloys on vanilla DF don't have an ore option (rose gold, black bronze, bismuth bronze, and sterling silver, among others).
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 10, 2011, 04:52:13 am
small problem: there is no "make cupronickel bars (use ore)" in the smelter
Keep up the good work!

I couldn't find any mention of direct smelting from ores to bars. Then again, I probably should change it. Five things of coke is hardly worth the useable nickel. To balance it out, I'll have to have a different ratio, two bars of nickel, instead of three should do the trick.

Also I've changed Cupronickel's stats, it used to be based off of nickel. It should be better then copper now.

Thanks for your input.
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: Savolainen5 on April 10, 2011, 09:34:33 am
Once I get settled in, I'm going to build a megaproject monument to the tenacity of humanity!  Volcano rock, wood blocks, and gold!
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 10, 2011, 02:33:56 pm
Once I get settled in, I'm going to build a megaproject monument to the tenacity of humanity!  Volcano rock, wood blocks, and gold!

You'll have to post pictures sometime :D

By the way, apparently one of my ancestors was a dwarf. They wrote a book about how to make wine, and even included recipes. There's all sorts of recipes in the book, blackberry, chokeberry, dandelion, onion, even pumpkin wine just to name a few. So I might be adding in a few more plants later. Specifically in tundra/taiga zones.
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: NightS on April 10, 2011, 03:58:09 pm
Could you please scam the book and post it for the good of dwarfkind (pretty please :3 i really want to see it)
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 10, 2011, 07:14:45 pm
Once I get settled in, I'm going to build a megaproject monument to the tenacity of humanity!  Volcano rock, wood blocks, and gold!

You'll have to post pictures sometime :D

By the way, apparently one of my ancestors was a dwarf. They wrote a book about how to make wine, and even included recipes. There's all sorts of recipes in the book, blackberry, chokeberry, dandelion, onion, even pumpkin wine just to name a few. So I might be adding in a few more plants later. Specifically in tundra/taiga zones.
I worship thee.
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: bowie on April 11, 2011, 03:48:53 am
Could you please scam the book and post it for the good of dwarfkind (pretty please :3 i really want to see it)

+1


PS. I am planning to create a succesion fort combining this mod and the classic "build a ship fort". It would actually make a lot of sense; Humans trying to escape the zombie horde by leaving them behind and trying to find a new world. If you're interested PM me, I will be creating a topic soon but would appreciate any more ideas/mod updates before I start it. 
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: NightS on April 11, 2011, 04:11:00 am
if you make that fort, i want to be the second or the third! I have always wanted to do one of those. Also, try to do it in a major river, it is easier
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: bowie on April 11, 2011, 04:37:40 am
Yay! it's good to have people who have a real interest in a succesion fort, helps to keep it going. Thanks NightS :)

PS again: If you want you could PM me some character details so I can "dorf" you and integrate you into the starting story more. just a suggestion.
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: kerlc on April 11, 2011, 06:53:09 am
FEAR MY GORDON FREEMAN ARMY!!!!!!!!!!!

just kidding, i have like 20 people wih crowbars and in red (i wish it was orange) armorplates.

just beaten like 2 sieges.

!!SCIENCE!! is much more !!FUN!! when you add crowbars to it.
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: TheDarkJay on April 11, 2011, 10:58:55 am
So I fought off two sieges in a row from infected with a lone sniper with a rifle and some clever "OPEN THE BRIDGE! NOW CLOSE IT! NOW OPEN IT AGAIN!" work. As my drones left to start clearing the debris and cutting trees again, they got ambushed by Desert Humans with pistols. I got everybody inside and shut the bridge before my sniper got back up to pick them off, but enough people got injured that a tantrum spiral was started and men and women started going berserk left right and centre. Amidst trying to contain it all I got sieged again, and people were too busy to pull the damn lever and raise the bridge. That...ended badly.

All in all, it was an awesome experience and that ending felt very George Romero. It wasn't the zombies that caused all those deaths...

Also I found a glitch: When deconstructing a steel cage I got from traders, it produced 150 steel bars. I think that may be a few too many? xD
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 11, 2011, 11:55:33 am
So I fought off two sieges in a row from infected with a lone sniper with a rifle and some clever "OPEN THE BRIDGE! NOW CLOSE IT! NOW OPEN IT AGAIN!" work. As my drones left to start clearing the debris and cutting trees again, they got ambushed by Desert Humans with pistols. I got everybody inside and shut the bridge before my sniper got back up to pick them off, but enough people got injured that a tantrum spiral was started and men and women started going berserk left right and centre. Amidst trying to contain it all I got sieged again, and people were too busy to pull the damn lever and raise the bridge. That...ended badly.

All in all, it was an awesome experience and that ending felt very George Romero. It wasn't the zombies that caused all those deaths...

Also I found a glitch: When deconstructing a steel cage I got from traders, it produced 150 steel bars. I think that may be a few too many? xD
Why do you say such nonsense?

Yeah, that is very badass/George Romero.
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: kerlc on April 11, 2011, 12:29:45 pm
so....hungry.....

my fortress was overrun. i retreated to the second barrier, but there were too many people for the fortress to sustain. i tried killing off some, but the tantrums began.

restarted the game and am in a pickle since there is no usable rock around me.

anyway, awesome game.
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: NightS on April 11, 2011, 02:14:27 pm
PS again: If you want you could PM me some character details so I can "dorf" you and integrate you into the starting story more. just a suggestion.

Sent, also, it is a human, not a dof :P
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: Savolainen5 on April 11, 2011, 04:44:20 pm
I'm having a difficult time keeping my grazers alive.  There's no grass for them to eat, so do they eat the shrubs that are gathered by herbalists?

PS- The proper verb to use for this succession is probably gonna be "I'd like to be hume'd as blah blah blah"
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 11, 2011, 09:41:06 pm
Could you please scam the book and post it for the good of dwarfkind (pretty please :3 i really want to see it)

+1

I'll have to, we're scanning it onto the computer to preserve it. I'll have to post some pictures of it.

Quote
PS. I am planning to create a succesion fort combining this mod and the classic "build a ship fort". It would actually make a lot of sense; Humans trying to escape the zombie horde by leaving them behind and trying to find a new world. If you're interested PM me, I will be creating a topic soon but would appreciate any more ideas/mod updates before I start it. 

Sounds great! Good luck, I would actually like to be hume'd. Heck, I might drop by for a round or two, I've never played a succession fort before. I would wait until 1.0.4 though or at least fix the bug that has been discovered below.

Quote
Also I found a glitch: When deconstructing a steel cage I got from traders, it produced 150 steel bars. I think that may be a few too many? xD

Oh carp... it's like geese laying iron chairs...

Fix'd, here's a new file. Just paste the entire thing over the old reaction_deconstruct txt file
Spoiler (click to show/hide)

---

Currently I am redeveloping steel, it won't be as strong as it used to be, and it will take more time and steps to create. One interesting and Fun change will be that you can develop Shear Steel, which will be perfectly useable for weapons and furniture and will be about 10% stronger then iron. Or you can add a flux and coal to make it 25% stronger then iron.

Once this is done (Perhaps some other minor things) I will release v1.0.4
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: NightS on April 12, 2011, 07:24:13 am
Hey, forget about the major river, we'll do the fort in the sea, ok?
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: TheDarkJay on April 12, 2011, 09:03:13 am
Sweet ever loving Jebus the sieges are evil. They always come chasing the caravans...I've took to just sacrificing the caravan but building the debot so I can simply have my marksmen become legendary by shooting the blood-and-corpse-filled miasma pit of a trade depot filled with 10-40 zombies xD Every time I try to save the caravan eventually something goes wrong and the fort gets overrun...

Seriously, I think I just lost five forts in as many houses of play time >.<

...maybe I need more than three soldiers for a 50+ fort? I've always sucked at getting an army ready xD
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: kerlc on April 12, 2011, 10:18:21 am
Hey, forget about the major river, we'll do the fort in the sea, ok?

yay! so. when does this start?

i have already signed up.
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: Savolainen5 on April 12, 2011, 10:34:27 pm
Hmm...  How will I get my military up to snuff with so little armour?  Danger rooms are a no-go, naturally...  Guess I'll just have to trap a bunch of Giant Badgers and set my military on them.
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: SirAaronIII on April 12, 2011, 11:17:42 pm
Targets are fine now that the whole "use these bolts bullets for training and not for combat" bug has been fixed.
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: Seriyu on April 13, 2011, 03:30:37 am
Is rigid rock not supposed to be fire safe? I can't make a smelter with it.
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: kerlc on April 13, 2011, 06:20:48 am
just one question: is the crowbar one handed? i am planing of having a team for cleanup armed with pistols and crowbars.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 13, 2011, 01:02:12 pm
1.0.4 is here! Just in time for the 100th post!  :D

* Fixed a typo in the scavenger name. (Savolainen5)
* Changed Cupronickel's stats, it is better then copper now.
* make cupronickel bars (use ore) reaction added (bowie)
* New Ore! Antimony
   -Found in Volcano Rock in Veins
   -Can be alloyed (1:1) with Lead to create Hard Lead, a mineral with a density similar to silver and should make it deadly with ranged combat.
   -Can be alloyed (1:1) with tin to create fine pewter
   -Both reactions can use bars or ore.
* Tuned up the Read Me. Nothing big
* Orthoclase is in Meta Stone small clusters, it can be used for ceramics.
* Doubled SHOOT_MAXVEL on military rifles. Should make them shoot faster (In theory)
* Fixed a bug where deconstructing any metal furniture will result in *ahem* massive amounts of Fun, potentially destroying your entire fortress in dangerous insta-kill gas. (noticed by TheDarkJay)
* Using Latin Language now (Brought to my attention by "Eldrick Tobin" from Bay12. Created by an ambiguous "DaveT")
* Steel is in, see the read me or post on the Modding forums for a guide to make it.

Steel is in as well. There are two different kinds of useable steel. Both are a tad difficult to make, but better then iron.

(http://img709.imageshack.us/img709/8397/steelguide.png)

just one question: is the crowbar one handed? i am planing of having a team for cleanup armed with pistols and crowbars.

Yes, it is one handed.

Is rigid rock not supposed to be fire safe? I can't make a smelter with it.

Ehm... now it is (1.0.4)

Hmm...  How will I get my military up to snuff with so little armour?  Danger rooms are a no-go, naturally...  Guess I'll just have to trap a bunch of Giant Badgers and set my military on them.

The enemies have worse armor. I just pick on the wildlife during times of peace and use a Dojo during sieges. Because Infected do not feel pain and such, they can make great pincushions for riflemen during a siege.
Title: Re: =-~Corrosion~-= [v1.0.3] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 13, 2011, 02:20:45 pm
just one question: is the crowbar one handed? i am planing of having a team for cleanup armed with pistols and crowbars.
GORDON FREEMAN.

That is all.

That is all that you need against zombies.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 13, 2011, 02:23:43 pm
Hmm...  How will I get my military up to snuff with so little armour?  Danger rooms are a no-go, naturally...  Guess I'll just have to trap a bunch of Giant Badgers and set my military on them.

The enemies have worse armor. I just pick on the wildlife during times of peace and use a Dojo during sieges. Because Infected do not feel pain and such, they can make great pincushions for riflemen during a siege.
:o

Idea! We could lock infected into a pit (doesn't matter how), and then have riflemen practice on them!  ;)
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: dorfstrom on April 13, 2011, 03:46:15 pm
I'm very new to Dwarf Fortress and I like the idea of your mod. At the moment I spend most of my time with the adventure mode and was wondering if your mod supports it.

Also I would like to ask if the graphic mods works together with it as well.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Seriyu on April 13, 2011, 04:26:20 pm
If I update this world in progress will I get the new reactions? Because as it ends up I'm currently on a site with tons of iron, coal, and rigid rock and if I do get the new steel reactions, well, that would be just lovely.   :D
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Savolainen5 on April 13, 2011, 05:07:19 pm
I'm really sad.  The first time I get an Infected or Skulking Infected ambush, my FPS drops from the 80s to the 30s.  :'( I use DFHack to cleanmap, to no avail...  What to do, what to do?

Also, I noticed that star spiders are being put into bee hives.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 13, 2011, 10:31:49 pm
I'm very new to Dwarf Fortress and I like the idea of your mod. At the moment I spend most of my time with the adventure mode and was wondering if your mod supports it.

Also I would like to ask if the graphic mods works together with it as well.

Adventurer works, but is a bit off, and it is beyond my control. I've been able to walk right into Infected cities and chat amongst them like we were drinking buddies. I was a shotgun wielding Desert Devil helping an Enlightened Lord slay a dragon. But right now everything is in the raws, it should be possible.

Currently I am developing my own graphics pack, as most other graphics are made for dwarves. It's going along slowly, but steadily, I have most humanoids/professions done, but it's going to take a while. I'm not sure if a different graphics pack will work.

If I update this world in progress will I get the new reactions? Because as it ends up I'm currently on a site with tons of iron, coal, and rigid rock and if I do get the new steel reactions, well, that would be just lovely.   :D

It should work. You would need to copy all the entity_default_di, the reaction_steel_di file, the building_custom_di file, and the inorganic_metal_di file in order for it to work.

I'm really sad.  The first time I get an Infected or Skulking Infected ambush, my FPS drops from the 80s to the 30s.  :'( I use DFHack to cleanmap, to no avail...  What to do, what to do?

Is it raining? You could use DFweather to shut off the rain, then use DFcleanmap to clean it all up.

Quote
Also, I noticed that star spiders are being put into bee hives.

Yeah, that's hardcoded, I wish there was a specific hive tag. Something like [HIVE:creature name] or [HIVE_CLASS:creature class] would bee nice, but probably not going to happen
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Seriyu on April 13, 2011, 10:41:47 pm
Okay, thanks.

I'm very new to Dwarf Fortress and I like the idea of your mod. At the moment I spend most of my time with the adventure mode and was wondering if your mod supports it.

Also I would like to ask if the graphic mods works together with it as well.

The graphical tilesets work with it, but most of them will likely have misplaced tiles. IE, my "active military" tiles is some wierd sideways.... thing in Phoebus. I still use it because it's easier for me to process on the fly.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: SirAaronIII on April 13, 2011, 11:05:07 pm
...would bee nice
I see what you did there.
Anyway, when I try to make crowbars, it says I need some obscene amount of bars. I know that 150 is equivalent to 1 bar item, but ~10574??
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: kerlc on April 14, 2011, 07:38:28 am
during my neverending search for WW1 and WW" era melee weapons i have found an incredibly awesome knife weapon.

the trench spike

it is a 7 inch (15 centimeters for all those with a metric system) spike on the end of a brass knuckles, designed to puncture helmets when charging into a trench.
actually found out, that my grandpa has one in a working condition (family heirloom) and tried to test it

the result?

it went 5 inches into the massive oak log that we have ready to be chopped,
did a hole into half an inch thick iron plate.

gentlemen (and dwarfs), i believe the CROWBAR has a competitor.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: NightS on April 14, 2011, 08:22:45 am
That weapon is eelevant to my interests.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: kerlc on April 14, 2011, 10:12:44 am
That weapon is eelevant to my interests.

why exactly?
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Scaraban on April 14, 2011, 11:07:40 am
That weapon is relevant to my interests.

why exactly?
think that's what he meant
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: NightS on April 14, 2011, 12:11:44 pm
That is exactly what i meant. Im writing this with a mobile phone, so it is normal to make some mistakes. Also, that weapon could be a cheap way to make a piercing weapon (that is not a screwdriver).
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: kerlc on April 14, 2011, 12:23:19 pm
That is exactly what i meant. Im writing this with a mobile phone, so it is normal to make some mistakes. Also, that weapon could be a cheap way to make a piercing weapon (that is not a screwdriver).
and a formidable one at that.

not to mention the punch power of the knuckles against humans
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: NightS on April 14, 2011, 02:08:22 pm
idea: new gem, garbage. What does it do? You can proccess it at a specialized workshop to get a random item/s. One item for this could be a golf club. Imagine the awesomeness of killing zombies while shouting FORE!
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Savolainen5 on April 14, 2011, 02:23:48 pm
Ah, Crucible Furnace and Sawmill have the same hotkey right now! C leads to the Crucible Furnace
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Scaraban on April 14, 2011, 02:48:07 pm
idea: new gem, garbage. What does it do? You can proccess it at a specialized workshop to get a random item/s. One item for this could be a golf club. Imagine the awesomeness of killing zombies while shouting FORE!
microcline seems like more of a large cluster stone, oh wait, ACTUAL garbage? that's a layer stone for sure just give it very low chances of producing anything useful make it put out random craft shit most of the time
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 14, 2011, 06:44:38 pm
Quote
idea: new gem, garbage. What does it do? You can proccess it at a specialized workshop to get a random item/s.

Well, I don't have Elves, but I do have elves to the second power. They are the Enlightened...

Oh wait, you mean stone! Then I have already added a decomposed trash stone. I really should make it show up in more environments. At the moment you can get rotten meat (edible with no ill effects), tattered cloth, tattered leather, rusty iron tools, and rusty copper tools. All of them are cleaned at the Cleaning workshop. Once again, I should make it more common though.

during my neverending search for WW1 and WW" era melee weapons i have found an incredibly awesome knife weapon.

the trench spike.

gentlemen (and dwarfs), i believe the CROWBAR has a competitor.
One item for this could be a golf club. Imagine the awesomeness of killing zombies while shouting FORE!

The Trench Spike is an awesome idea, and it has been added to the growing list of weapons I need to add to the Warlords. Golf Clubs will be added to the list, they will go slightly faster and have a slightly weaker attack. I'm thinking a mace skill would do nicely.

Ah, Crucible Furnace and Sawmill have the same hotkey right now! C leads to the Crucible Furnace

I'll fix that right away.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: SirAaronIII on April 14, 2011, 08:39:52 pm
Didn't we already have steel shotguns?  :P
Anyway, why do the warlords get all the cool melee stuff? All we have are crowbars.  :'(
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 14, 2011, 09:16:24 pm
Didn't we already have steel shotguns?  :P
Anyway, why do the warlords get all the cool melee stuff? All we have are crowbars.  :'(
Because their modern equivalents have golden AK-47's.

Besides, all we need are GORDON FREEMAN.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: SirAaronIII on April 14, 2011, 09:36:53 pm
Oh well. It's a good day to do what has tobe done and help my brother to defeat the enemys, anyway.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: kerlc on April 15, 2011, 06:15:38 am
are the instruments different? cuz i really haven't bothered.

and once again i have an idea!
it's for armor.
chainmail. suckish against bullets and stabbing weapons, but good vs bites and slashes.
totaly in the spirit of this !!FUN!! mod.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: NightS on April 15, 2011, 07:27:41 am
I think it is too complex to be made with crude methods IMO (how do you make steel/whatever wire?) :P, but we could use metal plates for armor. They would be heavy and crude, but effective i think...

Bah, nevermind, if we can make guns we can make that too i think
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: kerlc on April 15, 2011, 11:19:55 am
I think it is too complex to be made with crude methods IMO (how do you make steel/whatever wire?) :P, but we could use metal plates for armor. They would be heavy and crude, but effective i think...

Bah, nevermind, if we can make guns we can make that too i think

was that sarcasm?
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Deon on April 15, 2011, 11:37:31 am
I like your ironworks scheme a lot. Great job :).
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: TheDarkJay on April 15, 2011, 11:46:19 am
The kind of armour you'd see would probably look more like Metal Armour in fallout, just a collection of random metal parts that have been worked, smashed and pummelled into something resembling protective gear and probably held together by leather straps...

Presumably it'd fair it's own against bullets since it's hard to aim for the gaps though not great, and be good against bites and slashes (have you ever tried to bite through a frying pan? Exactly) but weapons like spears would be able to get into the gaps in the plating and do real damage...though I dunno if you could make armour like that in Dwarf Fortress ...yet.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 15, 2011, 11:55:47 am
The kind of armour you'd see would probably look more like Metal Armour in fallout, just a collection of random metal parts that have been worked, smashed and pummelled into something resembling protective gear and probably held together by leather straps...

Presumably it'd fair it's own against bullets since it's hard to aim for the gaps though not great, and be good against bites and slashes (have you ever tried to bite through a frying pan? Exactly) but weapons like spears would be able to get into the gaps in the plating and do real damage...though I dunno if you could make armour like that in Dwarf Fortress ...yet.
That's basically plate armor from vanilla DF.
 :P
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 15, 2011, 10:24:17 pm
Quote
I like your ironworks scheme a lot. Great job :).

Thanks Deon! Feel free to use it for your mods if you need to.

Quote
Didn't we already have steel shotguns?

Anyway, why do the warlords get all the cool melee stuff? All we have are crowbars.  :'(

That steel was just a placeholder. Now the real deal is in!

Warlords will generally get better weapons, and Enlightened will get better (currently nonexistent) armor. This will give you a reason to trade with them instead of just throwing them under the drawbridge until they get the hint.

Quote
are the instruments different? cuz i really haven't bothered.

I haven't changed the weapons or toys. I'd better do that though.

chainmail. suckish against bullets and stabbing weapons, but good vs bites and slashes.

I have given a lot of thought to Medieval Armor ever since I first created this Mod. Medieval armor is not going in for the same reasons that Medieval weapons aren't in. Medieval Armor and Weapons would be better then anything that the player can make now. I would like to have my armor and weapons relatively weak to produce Fun moments. Additionally, I am dealing with a relatively modern time, so ancient metalsmithing is a lost art.

Most armor is going to be restricted to WWI to present, but without the bulletproof stuff, which doesn't leave much left. I might add some improvised armor like hockey pads to protect hands and football helmets, but the biggest problem is that all armor takes the same amount of bars. It's the whole helmets and caps situation. Helmets and caps cost the same, but helmets are significantly better then caps. So all players will end up making helmets unless they are trying to challenge themselves.

The kind of armour you'd see would probably look more like Metal Armour in fallout, just a collection of random metal parts that have been worked, smashed and pummelled into something resembling protective gear and probably held together by leather straps...

This is basically what a metal Plate is, which is already in the game. It covers fifty percent of the body and isn't that thick. But it's metal, which beats leather any day. That's as close as I can get, because there is no way to make a specific armor weak to a certain attack.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 16, 2011, 12:52:36 pm
Quote
Didn't we already have steel shotguns?

Anyway, why do the warlords get all the cool melee stuff? All we have are crowbars.  :'(

That steel was just a placeholder. Now the real deal is in!

Warlords will generally get better weapons, and Enlightened will get better (currently nonexistent) armor. This will give you a reason to trade with them instead of just throwing them under the drawbridge until they get the hint.
I think the Enlightened should have better survival stuff (better crops, building materials, etc.) and then the War Lords are... well, War Lords.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: NightS on April 17, 2011, 09:11:05 am
should the zombies have some kind of spitter? it would be very annoying but it would make ranged encounters a bit more difficult, because if you have 3 guys in a guardtower with rifles they can take care of a normal zombie siege. Maybe just a mild paralysis-dizziness syndrome, ormaybe something more painful like swelling or blistering, idk...
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: kerlc on April 17, 2011, 12:15:11 pm
Quote
Didn't we already have steel shotguns?

Anyway, why do the warlords get all the cool melee stuff? All we have are crowbars.  :'(

That steel was just a placeholder. Now the real deal is in!

Warlords will generally get better weapons, and Enlightened will get better (currently nonexistent) armor. This will give you a reason to trade with them instead of just throwing them under the drawbridge until they get the hint.
I think the Enlightened should have better survival stuff (better crops, building materials, etc.) and then the War Lords are... well, War Lords.

yeah, i agree, the Enlightened should have some kind of underground crop, thatcan be eaten cooked and raw, but is not brewable, since the Enlightened prefer weed.

peace man. *smashes a zombie with his crowbar*
i said MAN.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: NightS on April 17, 2011, 02:16:49 pm
peace man. *smashes a zombie with his crowbar*
i said MAN.

It would be better like this:

peace man. *The iluminated merchant smashes the infected wrestler in the head with his +steel crowbar+ and the part sails off in a bloody arc!*
i said MAN.

(awesome beheading skills with a crowbar)
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 17, 2011, 02:31:30 pm
Quote
Didn't we already have steel shotguns?

Anyway, why do the warlords get all the cool melee stuff? All we have are crowbars.  :'(

That steel was just a placeholder. Now the real deal is in!

Warlords will generally get better weapons, and Enlightened will get better (currently nonexistent) armor. This will give you a reason to trade with them instead of just throwing them under the drawbridge until they get the hint.
I think the Enlightened should have better survival stuff (better crops, building materials, etc.) and then the War Lords are... well, War Lords.

yeah, i agree, the Enlightened should have some kind of underground crop, thatcan be eaten cooked and raw, but is not brewable, since the Enlightened prefer weed.

peace man. *smashes a zombie with his crowbar*
i said MAN.
It should have to be cookable, no plump helmets!  ;)
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 17, 2011, 04:48:59 pm
Quote
yeah, i agree, the Enlightened should have some kind of underground crop, thatcan be eaten cooked and raw, but is not brewable, since the Enlightened prefer weed.

As Necro 910 suggested, it should be cookable only just to prevent your entire fortress from relying on it. Perhaps it could only grow in the winter too. I will have to find a real life substitute (That won't be hard) if I was feeling particularly mean I could give it a contact syndrome to induce a small amount of dizziness or knock out the user after a few in game days. Not to imitate drugs, but just to make underground farming more trouble then it's worth.

should the zombies have some kind of spitter? it would be very annoying but it would make ranged encounters a bit more difficult, because if you have 3 guys in a guardtower with rifles they can take care of a normal zombie siege. Maybe just a mild paralysis-dizziness syndrome, ormaybe something more painful like swelling or blistering, idk...

Perhaps on the third tier, the first tier of zombies is just to make sure you built your fort right. The third tier is going to have mediocre (but still deadly) metal weapons. I suppose I could throw in a few rock slingers in there.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: kerlc on April 18, 2011, 06:23:14 am
yes, like some kind of mushroom.
that grows in winter and autumn.

you know, like REAL LIFE mushrooms
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: NightS on April 18, 2011, 07:46:56 am
yes, like some kind of mushroom.
that grows in winter and autumn.

you know, like REAL LIFE mushrooms

Here in dwarf fortress forum there are no REAL LIFE mushrooms, there are only plump helmets, dimple cups and some other shit.

(just corrected real)
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 18, 2011, 10:08:18 am
yes, like some kind of mushroom.
that grows in winter and autumn.

you know, like REAL LIFE mushrooms

Here in dwarf fortress forum there are no RAL LIFE mushrooms, there are only plump helmets, dimple cups and some other shit.
'Shrooms man dorf.

We gotta get da shrooooooooms!
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 18, 2011, 10:10:30 am
yes, like some kind of mushroom.
that grows in winter and autumn.

you know, like REAL LIFE mushrooms

Here in dwarf fortress forum there are no RAL LIFE mushrooms, there are only plump helmets, dimple cups and some other shit.
Wait... the underground crop should be slime mold or a fungus. That could work!  :D
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Jeoshua on April 18, 2011, 11:05:25 am
For the record, Morels grow in burnt down forests.

Sounds perfect for anything post apoc
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: JediaKyrol on April 18, 2011, 11:34:14 am
how about for armor...Tire-plate!  really a classic in pen & paper zombie games...you take strips of regular or steel-belt tires, punch holes in them and tie them together with coat-hangers...won't stop a bullet...but will keep infected muties from gnawing on your back.  Also...you are really underestimating human innovation...don't need to know metalsmithing to take an old car hood and beat it with a sledgehammer until you have a tower shield.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 18, 2011, 11:44:11 am
how about for armor...Tire-plate!  really a classic in pen & paper zombie games...you take strips of regular or steel-belt tires, punch holes in them and tie them together with coat-hangers...won't stop a bullet...but will keep infected muties from gnawing on your back.  Also...you are really underestimating human innovation...don't need to know metalsmithing to take an old car hood and beat it with a sledgehammer until you have a tower shield.
...
I can make toxic gas/fragmentation bombs from cleaning chemicals and tin.

Oxi-clean:
IT GETS THE TOUGH ZEDS OUT!
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: kerlc on April 18, 2011, 12:21:40 pm
meh, call me old-fashioned, but i believe that the best way to get zeds out of the way is to snipe some of them and then mop up the rest with the Freeman Method.


KEEEEEEELLLL!!!!!!!

edit.: just created a new world to start anew in.

guess what? miners don't throw away surface rock anymore!

my FUN level has dropped. you will see form my attorney.
>:(
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: NightS on April 18, 2011, 01:02:50 pm
Battery acid (H2SO4, also known as sulphuric acid if i splelt that right) + jam pot = Acid "grenade" !!! cool but not possible right now...
Wooden plank + Nail = The awesomest and more powerful weapon ever created by mankind

Give a person enough fre time and you'll be surprised of what he can do :P
Heck, look at this guy, he made a repeating crossbow with goddamn junk!
http://www.youtube.com/watch?v=RCBA2oNzoiU
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 18, 2011, 03:52:19 pm
Battery acid (H2SO4, also known as sulphuric acid if i splelt that right) + jam pot = Acid "grenade" !!! cool but not possible right now...
Wooden plank + Nail = The awesomest and more powerful weapon ever created by mankind

Give a person enough fre time and you'll be surprised of what he can do :P
Heck, look at this guy, he made a repeating crossbow with goddamn junk!
http://www.youtube.com/watch?v=RCBA2oNzoiU
Yeah? Well I can make a shotgun out of pipes.

Of course, then I need to make the rounds. I can use fragmented PVC pipes (or shot, if available) and gunpowder (charcoal, sulfur, and saltpeter) for ammo.

Necro looses a roaring laughter, fell and terrible!
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Savolainen5 on April 18, 2011, 04:22:30 pm
This is an artifact human bone crown.  On it there is a picture of humans cowering.  The picture relates to the 2011 loosing of the demon Necro910 upon the world.  On it there is a picture of Necro910.  Necro910 is wielding a junk shotgun.  Necro910 is striking a pose, laughing menacingly.

Owner: Necro910
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 18, 2011, 07:48:12 pm
This is a human bone crown. All craftsmanship is of the highest quality.  On it there is a picture of humans cowering.  The picture relates to the 2011 loosing of the demon Necro910 upon the world.  On it there is a picture of Necro910.  Necro910 is wielding a junk shotgun.  Necro910 is striking a pose, laughing menacingly.

Owner: Necro910
Fixed.

Yeah they better cower. And please tell me you mean garbage shotgun.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Savolainen5 on April 18, 2011, 08:38:30 pm
More, I'd say, a shotgun assembled from junk.  Would YOU throw out a perfectly good metal pipe?
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 18, 2011, 08:57:05 pm
More, I'd say, a shotgun assembled from junk.  Would YOU throw out a perfectly good metal pipe?
:-[

What I meant was:
Please tell me you were not referring to a human leather shotgun, if you know what I mean.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 18, 2011, 09:07:21 pm
Well I've had fun reading all of these posts. But for the sake of sanity let's not go into the leather shotgun bit :P
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 18, 2011, 09:11:23 pm
Well I've had fun reading all of these posts. But for the sake of sanity let's not go into the leather shotgun bit :P

How ironic.
Spoiler (click to show/hide)

But yes, this thread has gotten Fun.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: kerlc on April 19, 2011, 12:34:24 pm
yup. FUN is nevertheless FUN.

how about some new siege weapons.

Angst mein Maschinengewehr!! BWAHAHAHAHAHAHAHAHAHAHA!
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 19, 2011, 12:39:24 pm
yup. FUN is nevertheless FUN.

how about some new siege weapons.

Angst mein Maschinengewehr!! BWAHAHAHAHAHAHAHAHAHAHA!
Artillery  :D

How about modded wagons, that are cars/tanks? If they are tanks, you could add fire breath or dragon fire. It would probably only be an enemy siege unit though
 :-\
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: NightS on April 19, 2011, 01:21:57 pm
Zeds on tanks?What will be the next, monkeys with shotguns? Oh god. Oh god, what did i just
 say...
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 19, 2011, 01:47:30 pm
Zeds on tanks?What will be the next, monkeys with shotguns? Oh god. Oh god, what did i just
 say...
OOHA OOHA!
*headshot*


YOU FOOLS! EVIL MONKEY REDNECKS ARE TAKING OVER THE WORLD!

Well it can't possibly be an worse than our reptilian overlords  ::)
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: SirAaronIII on April 19, 2011, 02:01:03 pm
At least change the name (and appearance if possible) of ballistae. If we can't have full-body medieval armor, then we shouldn't be able to have ballistae.  :P
Maybe give the warlords tanks that they can sell you (operators and ammo included!! get it now for the low price of 900,000 urists!!) and kill you with if you make them mad.
And also, can wrought iron be used for bullets?
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 19, 2011, 02:07:24 pm
At least change the name (and appearance if possible) of ballistae. If we can't have full-body medieval armor, then we shouldn't be able to have ballistae.  :P
Maybe give the warlords tanks that they can sell you (operators and ammo included!! get it now for the low price of 900,000 urists!!) and kill you with if you make them mad.
And also, can wrought iron be used for bullets?
Yeah, ballista are low-tech, but are simple to make (compared to other medieval things).

Cannons/artillery would be in order here.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: NightS on April 19, 2011, 02:32:01 pm
Use arbalests that shoot broadhead javelins, another use for poles! (inclides severed limbs in the pack!)

2 handed extremely heavy crossbow with humungous ammo (3 javelins/ metal bar) (look for legends of forgotten realms, it has exactly what i mean)

Not high tech, heavy, impractical and awesome. Why not?
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 19, 2011, 11:30:20 pm
Zeds on tanks?What will be the next, monkeys with shotguns? Oh god. Oh god, what did i just

Forget that! Zeds with shotguns? We're all doomed!

Quote
And also, can wrought iron be used for bullets?

No, wrought iron and blister steel are not usable for anything other then the steel manufacturing process. And walls. But since they both have the same stats as Iron, there is no point in wanting to make Wrought Iron Bullets.

How about modded wagons, that are cars/tanks? If they are tanks, you could add fire breath or dragon fire. It would probably only be an enemy siege unit though
 :-\

There is a large problem with siege units and tanks is that you will need to have 'Wild' tanks wandering around so that the Warlords could capture and 'tame' them. Furthermore, you would not be able to ride them yourself as you cannot currently tell your military to mount animals. Finally, wagons are broken, if Toady can't fix them, I doubt a modder can :\

In the future once siege weapons are in and moddable I would be glad to add it though.

how about some new siege weapons.

Is this even possible? I've seen very little raws about it, so it might... I could try to fiddle around with some stuff. I've never seen any other mods do this.

Use arbalests that shoot broadhead javelins, another use for poles! (inclides severed limbs in the pack!)

2 handed extremely heavy crossbow with humungous ammo (3 javelins/ metal bar) (look for legends of forgotten realms, it has exactly what i mean)

Not high tech, heavy, impractical and awesome. Why not?

I've been pondering a ranged weapon that cannot be held by humans. Making it's only use a trap component with ammunition. Now that poles are in I will probably put them into the production of the ammo if I ever decide to add it or not. Still a very good idea.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: SirAaronIII on April 19, 2011, 11:39:23 pm
Well, I guess you could just say that the wild Tank creatures are rebels inside a stolen tank, but then the description would be the same for the "captured" tanks.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: kerlc on April 20, 2011, 07:11:34 am
well, if we're talking about low tech things that will be available after the apocalypse, then ballistae are a given siege weapon. easy to make, maintain and ammo is cheap.

oh, and another thing:

i have made a artifact weapon.

it is called "the Free Man" oh the irony.
it's a crowbar.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 20, 2011, 07:18:21 am
Quote
it is called "the Free Man" oh the irony.
it's a crowbar.

O.o that belongs in the Corrosion Hall of Fame.

Can I see the pics?
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: kerlc on April 20, 2011, 07:47:36 am
nope. dunno how to make a screenshot.
AND THOU SHALT NOT FEAST THY UNHOLY EYES UPON MY PICTURES!!!
THEY'RE ALL MINE!!!!!!!!!!! BWAHAHAHAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHAHAHA!!!!!!

Kerlc has grabbed an +iron shotgun+ and has gone berserk!
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 20, 2011, 09:43:18 am
Quote
it is called "the Free Man" oh the irony.
it's a crowbar.

O.o that belongs in the Corrosion Hall of Fame.

Can I see the pics?
That indeed belongs in a hall of fame.

"It is encrusted with steel, and menaces with spikes of infected bone."
:3
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: NightS on April 20, 2011, 10:46:38 am
i have made a artifact weapon.

it is called "the Free Man" oh the irony.
it's a crowbar.

Pics or it didn't happen.
As far as i know, humans dont have the [TRANCES] tag, so they can't get into martial trance nor get strange moods
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: SirAaronIII on April 20, 2011, 01:08:38 pm
So that's where Gorden Freechmant's crowbarb went, so he had to borro claymore soard instead.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Detonate on April 20, 2011, 01:52:20 pm
Is it just me or is star spider silk generating far too fast? For every web I harvest, it seems that another pops up in it's place in a few seconds.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Savolainen5 on April 20, 2011, 02:20:01 pm
It DOES come quite quickly, I agree.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 20, 2011, 05:10:20 pm
Is it just me or is star spider silk generating far too fast? For every web I harvest, it seems that another pops up in it's place in a few seconds.
It DOES come quite quickly, I agree.

Yeah I agree, they produce to much, both outside the hive and in. I can easily tone down the inside problem, but I may have to remove that they create silk outside the hive.

Quote
As far as i know, humans dont have the [TRANCES] tag, so they can't get into martial trance nor get strange moods

They don't. I don't think this effects strange moods.

EDIT

Quote
Dwarves are the only creatures which enter martial trances without modding, the RAW tag which determines this also causes strange moodsVerify. A dwarven adventure may also enter a martial trance in Adventurer mode. Fresh recruits can, when pressed to fight, go into martial trance as well.

According to the wiki it does. I'm sure that kerlc modded the tag in though. One of my friends did the same thing.

I will now make a creative caste with super high craft learning speed and has the [TRANCES] tag.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 20, 2011, 07:38:59 pm
Quote
Dwarves are the only creatures which enter martial trances without modding, the RAW tag which determines this also causes strange moodsVerify. A dwarven adventure may also enter a martial trance in Adventurer mode. Fresh recruits can, when pressed to fight, go into martial trance as well.

According to the wiki it does. I'm sure that kerlc modded the tag in though. One of my friends did the same thing.

I will now make a creative caste with super high craft learning speed and has the [TRANCES] tag.
Maybe something to do with OCD or lack of mental medication?
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 20, 2011, 09:45:51 pm
Just had the funnest and shortest fort ever. I started next to a volcano, a small section of rock collapsed and one of my humans flew into the volcano. He was friends with everyone in the expedition group and within five minutes everyone went into a tantrum spiral  :D

1.0.5 is out!

1.0.5

* Removed beards on army males.
* Made castes more common
* New Caste! Inspired Humans.
       A humanoid of great stature and potential. They seem to be inspired by unknown forces. Capable of inventing great things, and throwing themselves into trances during combat.
      --All learning rates in crafts have been increased to 200% they are less disciplined and efficient then even the laziest Privations. They never become angry.
* Sick Humans have been removed, replaced with Hill Humans
     A humanoid of great stature and potential. After years of living on their own against the infected, they are eager to help. But are slow and simple minded.
     --Overall they rivel military humans in strength, but they are slow to move, and their learning rate is reduced to 75%. The reason for the removal of Sickly humans was the lack of sickness to actually make sick humans sick. They still live a short age of 25-30, and are flamboyant as usual.
* Berzerkers now have Carnivore tag.
* A few small things.
* Made the standard Privations less efficient and disciplined.
* More Plants, especially some up in the Tundra/taiga areas
* Rice has been removed, replaced with Chokeberries, not edible, but brewable and can be processed into jam.
* Reduced the attack speed of picks.
* Reduced the Crowbar's strength slightly (don't kill me). It is still very deadly. Also corrected an error in it
* Lowered healing rate for internal organs.
* Star Spiders take longer to produce silk in hives.
* Added a MAXAGE tag on the Berserker, otherwise I think they live forever.
* Several more Warlord weapons
  - Trench Knife: Better then any dagger, except for the stabbing part, has a blunt attack as most examples were essentially a blade mounted on brass knuckles.
  - Trench Spike (kerlc): Lacks the slashing ability of the trench knife, but has a very deep stab. Also has the same bash attack as the trench knife.
* Enlightened Goodies
  - Buckler: Better protection then a bracer, still worse then anything in vanilla
  - Leather Robe: Covers the entire body.
  - Leather Hood: Has more coverage then a Helmet, but can only be made of leather.
* [REACTION_CLASS:DURABLE] added only 'durable' metals can be used to create gunparts and guns. The only metals that are not durable are
 Nickel
 Zinc
 Tin
 Lay Pewter
 Fine Pewter
 Trifle Pewter
 Bismuth
 Antimony
* Medical Training reactions should work.
* All large predators now have a [PRONE_TO_RAGE:x] at maximum 20 at minimum 5
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: kerlc on April 21, 2011, 07:20:52 am
just so we're clear, I DID mod the mod (nice set of words, lol) and added [TRANCES] to humans.

the battles have been..... messy.

anyway, NEW UPDATE!!!! HELLS YEAH!!!!
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: Rumrusher on April 21, 2011, 08:59:26 am
dang download this and end up seeing this is the second zombie conversion that removed Adventurer mode.
good thing Dfmode can fix that issue but I can't retire in the fort. I ask is why the removal of such a mode?
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 21, 2011, 09:48:44 am
just so we're clear, I DID mod the mod (nice set of words, lol) and added [TRANCES] to humans.

Chimney sweeps! Sorry about that.

dang download this and end up seeing this is the second zombie conversion that removed Adventurer mode.
good thing Dfmode can fix that issue but I can't retire in the fort. I ask is why the removal of such a mode?

Not good, I just thought it was my computer. Here I found out what was wrong. Add [INDIV_CONTROLLABLE] to any entity, then it will reappear. Thanks for noticing a rather major bug.
Title: Re: =-~Corrosion~-= [v1.0.4] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 21, 2011, 09:49:11 am
Just had the funnest and shortest fort ever. I started next to a volcano, a small section of rock collapsed and one of my humans flew into the volcano. He was friends with everyone in the expedition group and within five minutes everyone went into a tantrum spiral  :D

-snipity snip snip, snip!-
Dwarf Fortress:
Teaching why humans aren't any good either.

Anyways, nice! Now I can get the artifact I made earlier!  ;D

But one problem, now there are less beards! D:
And now "berserkers"  (not bezerker :3) only eat meat. Like the beef of cows that can't eat any grass any more :-\
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: kerlc on April 21, 2011, 10:21:32 am
there's no mention of the trench knife or spike in the readme. bug?

edit.: you forgot da shrooms, man!
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 21, 2011, 03:36:01 pm
Quote
there's no mention of the trench knife or spike in the readme. bug?

Added, can't believe I forgot about that.

Quote
edit.: you forgot da shrooms, man!

They are a rather high priority on plants I want to add. But my Cigar studies smegged everything up.

---

It's great to have adventurer mode working! Except the occasional bugs, the populations are off for some reason, I found one castle that had no one in it, and then I went to a huge city and found that every house was packed.
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: Spaghetti on April 21, 2011, 04:02:10 pm
derp
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 21, 2011, 04:31:40 pm
derp
Wise words, from a wise man.

I salute you, flying spaghetti monster!
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: Rumrusher on April 22, 2011, 04:20:32 am
oh and the lack of pants or clothes on every body.
only person who was suited up was the companion I pick up.(this was in the old version 1.04)
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: kerlc on April 22, 2011, 06:00:23 am
Quote
edit.: you forgot da shrooms, man!

They are a rather high priority on plants I want to add. But my Cigar studies smegged everything up.

cigars??? YES!
and add a plant to make cigars and thread. HEMP!

we could legalize weed, man.

peace.

edit.: almost forgot why i'm here for, sorry.

3 new suggestions!

1) WARLORD ONLY, ACCESIBLE WITH TRADE: riot shield, big and cumbersome, good against one zombie comming from one direction. can be made out of glass. it is big, heavy, takes one hand, and the weilder can get overrun.
2)WARLORD ONLY, ACCESIBLE WITH TRADE: chainsaw chain. because chainsaw fuel is too expensive buy this chain with razor sharp blades instead! order now!

3)MANUFACTURABLE: ceramic(or earthenware) armorplates. incredible against bullets and stabs, less so aginst blunt attacks and slashes.

whaddaya think?
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: Savolainen5 on April 22, 2011, 08:40:11 am

1) WARLORD ONLY, ACCESIBLE WITH TRADE: riot shield, big and cumbersome, good against one zombie comming from one direction. can be made out of glass. it is big, heavy, takes one hand, and the weilder can get overrun.

But they're made out of polycarbonate...  Glass is too easily broken.

2)WARLORD ONLY, ACCESIBLE WITH TRADE: chainsaw chain. because chainsaw fuel is too expensive buy this chain with razor sharp blades instead! order now!


I like it.  I guess this would go with, what Mace skill?

3)MANUFACTURABLE: ceramic(or earthenware) armorplates. incredible against bullets and stabs, less so aginst blunt attacks and slashes.

I dunno, mate, have you ever tried shooting ceramics with a gun?  Pretty frail.  It'd work well against edged weapons, I think...  And definitely would be a one-time, easily broken armour against blunt attacks...
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: BoomClap on April 22, 2011, 09:15:55 am
we need a graphic set for this mod
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: kerlc on April 22, 2011, 11:07:43 am

1) WARLORD ONLY, ACCESIBLE WITH TRADE: riot shield, big and cumbersome, good against one zombie comming from one direction. can be made out of glass. it is big, heavy, takes one hand, and the weilder can get overrun.

But they're made out of polycarbonate...  Glass is too easily broken.

2)WARLORD ONLY, ACCESIBLE WITH TRADE: chainsaw chain. because chainsaw fuel is too expensive buy this chain with razor sharp blades instead! order now!


I like it.  I guess this would go with, what Mace skill?

3)MANUFACTURABLE: ceramic(or earthenware) armorplates. incredible against bullets and stabs, less so aginst blunt attacks and slashes.

I dunno, mate, have you ever tried shooting ceramics with a gun?  Pretty frail.  It'd work well against edged weapons, I think...  And definitely would be a one-time, easily broken armour against blunt attacks...

okay, first one: yeah, i agree, but they could still be made out of metal, wood etc.

2nd one: the skill that chain (as it is now) uses.

3rd one: yes, i tried, but modern day armour is made out of ceramics. yes, they're made specially, some are even chemically mixed, but trust me, a thick plate of reinforced ceramic (or earthenware, this one is harder) can easily stop a bullet.

that's it from me.


oh, yeah, i can't seem to be able to make trench spikes or knives. bug?

or you did not update the file.
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 22, 2011, 11:53:08 am
2)WARLORD ONLY, ACCESIBLE WITH TRADE: chainsaw chain. because chainsaw fuel is too expensive buy this chain with razor sharp blades instead! order now!


I like it.  I guess this would go with, what Mace skill?
Lasher. Lasher would be better. I mean, chains with blades? It's the modern cat o' nine tails!
we need a graphic set for this mod
Agreed. We need one now!  :D
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: SirAaronIII on April 22, 2011, 12:44:07 pm
oh, yeah, i can't seem to be able to make trench spikes or knives. bug?

or you did not update the file.
Trench spikes/knives are warlord-only.
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 22, 2011, 12:59:36 pm
oh, yeah, i can't seem to be able to make trench spikes or knives. bug?

or you did not update the file.
Trench spikes/knives are warlord-only.
Why? Because war lords are lords of war!

WAR! WAR! WAR! WAR! BOOZE! WAR! MAGMA! WAR! WAR! BOOZE! WAR!
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: django623 on April 22, 2011, 01:12:16 pm
This mod sounds amazing but whenever i tried adventure mode in 1.04 it would CTD after creating character and now in 1.05 i can't select adventure even after adding the [INDIV_CONTROLLABLE] tag to the default entity
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 22, 2011, 03:35:15 pm
This mod sounds amazing but whenever i tried adventure mode in 1.04 it would CTD after creating character and now in 1.05 i can't select adventure even after adding the [INDIV_CONTROLLABLE] tag to the default entity

Adventurer mode wasn't available in 1.0.4, so I suspect that you have duplicated the raws. the raw file in the corrosion folder replaces the raw file.

Quote
edit.: you forgot da shrooms, man!

They are a rather high priority on plants I want to add. But my Cigar studies smegged everything up.

cigars??? YES!

I'm quite excited to! I've been working on them here (http://www.bay12forums.com/smf/index.php?topic=81466.msg2208833#msg2208833) I'll get the reactions and whatnot done and they will be added along with tobacco in 1.0.6, there's still a few kinks to work out, like how the smoke from the spent cigars degrades wooden furniture.

Quote
1) WARLORD ONLY, ACCESIBLE WITH TRADE: riot shield, big and cumbersome, good against one zombie comming from one direction. can be made out of glass. it is big, heavy, takes one hand, and the weilder can get overrun.

Unfortunately I can only make non-player civs bring all wood weapons, or all metal weapons. Otherwise I would go for it.

Quote
2)WARLORD ONLY, ACCESIBLE WITH TRADE: chainsaw chain. because chainsaw fuel is too expensive buy this chain with razor sharp blades instead! order now!

 :o you are a genius... It will take the lasher skill, I'll have to do some tinkering to prevent it from being a lightsaber like the whips in vanilla. But I will add it.

Quote
3)MANUFACTURABLE: ceramic(or earthenware) armorplates. incredible against bullets and stabs, less so aginst blunt attacks and slashes.

I'm not sure how effective this would be, I can't make a certain armor weak to a certain type of weapon. But I enjoy the creativity.

Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: kilakan on April 22, 2011, 05:13:17 pm
Um quick question, is there supposed to be no form of cloth clothing what-so-ever?  i think It's a bit odd I can make any clothing and all my guys are stark naked.
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 22, 2011, 05:50:57 pm
The removal of clothing was intentional.

*Clothing is bugged where it rots off and dwarves/humans don't put on new ones. But they do claim the clothing on the ground. And that clothing cannot be moved except by the person who claimed it, causing problems when attempting to build something in the area.
*Additionally, it lags the game significantly as the dwarves/humans constantly check to see if they have clothing. And because invaders bring hundreds of articles of clothing with them.
*In general it's a hassle to keep track of, having to create huge stockpiles to hold useless clothing and having to get clothing that invaders left behind inside before the next invasion comes just makes the game tedious.

*The only advantage to clothing is the itty witty protection it provides. But that quickly becomes useless when a dozen zombies finally catch up with you.

So I opted to remove clothes altogether.
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: Rumrusher on April 22, 2011, 06:18:52 pm
after my third zombie wave I was hoping that I could test out my theory that I can sell corpses and other stuff if I shove them into a bag(in adventure mode). so far I got hit with another zombie wave and was prevented a chance to test so yeah.
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: kilakan on April 23, 2011, 10:42:51 am
hey dunno if i'm doing something wrong, but the doctors  workshop is broken, I have a large assortment of corpses of both vermin and human, and I can't prefor surgery or sutering.  I even have 4 rat corpses in the refuse pile beside the workshop.

Oh and interesting note that you might love.  My miner accidentally mined a single rock tile, and his heart rotted.  He has been working at half speed, occasionally coughing up blood, with a fully rotten heart, for 2 years now.  I love this mod despite the occasional bugs.
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: Deon on April 23, 2011, 11:19:19 am
Quote
edit.: you forgot da shrooms, man!

They are a rather high priority on plants I want to add. But my Cigar studies smegged everything up.

cigars??? YES!
and add a plant to make cigars and thread. HEMP!

we could legalize weed, man.

peace.

edit.: almost forgot why i'm here for, sorry.

3 new suggestions!

1) WARLORD ONLY, ACCESIBLE WITH TRADE: riot shield, big and cumbersome, good against one zombie comming from one direction. can be made out of glass. it is big, heavy, takes one hand, and the weilder can get overrun.
2)WARLORD ONLY, ACCESIBLE WITH TRADE: chainsaw chain. because chainsaw fuel is too expensive buy this chain with razor sharp blades instead! order now!

3)MANUFACTURABLE: ceramic(or earthenware) armorplates. incredible against bullets and stabs, less so aginst blunt attacks and slashes.

whaddaya think?
Yeah, I have hemp for some time too, it's awesome. You can get thread from it, brew it, mince it into salads and press its seeds for an oil (and turn that into plant soap). Now I just need to add blunts :P.
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 23, 2011, 01:32:31 pm
hey dunno if i'm doing something wrong, but the doctors  workshop is broken, I have a large assortment of corpses of both vermin and human, and I can't prefor surgery or sutering.  I even have 4 rat corpses in the refuse pile beside the workshop.

Thanks for catching that. New reactions below.

Spoiler (click to show/hide)

Quote
Oh and interesting note that you might love.  My miner accidentally mined a single rock tile, and his heart rotted.  He has been working at half speed, occasionally coughing up blood, with a fully rotten heart, for 2 years now.  I love this mod despite the occasional bugs.

Yeah I've noticed this lately. I'll have to switch over to 'Impair Function' instead of necrosis.

Quote
Yeah, I have hemp for some time too, it's awesome. You can get thread from it, brew it, mince it into salads and press its seeds for an oil (and turn that into plant soap). Now I just need to add blunts :P.

Well somebody was going to do it eventually. To bad you can't have positive syndromes, or syndromes that require a certain amount of uses before activating.

-----

Great news, I finally got my own copy of Photoshop. No more mooching off of my friends computer. I should be able to get the graphics done a lot quicker.
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: Jeoshua on April 23, 2011, 01:36:12 pm
Well somebody was going to do it eventually. To bad you can't have positive syndromes, or syndromes that require a certain amount of uses before activating.

Is that the old "won't get high the first try" myth?

Dude most people just get ripped off the first time.  I got high the first time I ever smoked.  REALLY high. I just didn't recognize it for what it was until I thought about it and found I had been babbling for 30 minuites about being Sean Connery and wanting a stapler.

There is also the question of technique.  People smoking for the first time don't usually inhale fully, and then don't hold it in properly.  If they're in a small enclosed area (as I was, hotboxing a traincar), this doesn't come into play.

But why would there be a positive syndrome for weed? If anything it should lower the user's mental abilities for a short time, while also lowering their stress level.
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: kilakan on April 23, 2011, 02:38:26 pm
oh another bug (or I'm doing something wrong.... more then possible) When attempting to make gunparts it requires durable rock blocks.  And as such is ignoring my iron, wrought iron, lead, silver, copper, and blister steel.  Can you only make shear steel guns?
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 23, 2011, 04:24:06 pm
Well somebody was going to do it eventually. To bad you can't have positive syndromes, or syndromes that require a certain amount of uses before activating.

Is that the old "won't get high the first try" myth?

Dude most people just get ripped off the first time.  I got high the first time I ever smoked.  REALLY high. I just didn't recognize it for what it was until I thought about it and found I had been babbling for 30 minuites about being Sean Connery and wanting a stapler.

There is also the question of technique.  People smoking for the first time don't usually inhale fully, and then don't hold it in properly.  If they're in a small enclosed area (as I was, hotboxing a traincar), this doesn't come into play.

But why would there be a positive syndrome for weed? If anything it should lower the user's mental abilities for a short time, while also lowering their stress level.

I was talking about cigarettes, which have a 'relaxing' or general happiness increase for using them would be nice. And the build-up was so you could address the many many diseases that come along with it. The closest you can get now is a 1% chance of it happening, but that means that even if it's your first cigarette you can still get cancer. Having something build up like after x many uses you get the syndrome would be realistic.

As far as drugs go I have no intentions of modding them into the game.

oh another bug (or I'm doing something wrong.... more then possible) When attempting to make gunparts it requires durable rock blocks.  And as such is ignoring my iron, wrought iron, lead, silver, copper, and blister steel.  Can you only make shear steel guns?

You should be able to make it out of all those materials. Do a quick check to make sure they are within reach and aren't being moved by another human. I've had no problems with this.
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: Jeoshua on April 23, 2011, 04:44:05 pm
ah...

Well it actually is the case that one cigarette can give you cancer.  It's just that it's a cumulative effect, and the individual change of one cigarette giving you cancer it the same chance of one free radical hitting a single gene of DNA... it's pretty small, but can happen.  The reason heavy smokers get lung cancer more often is merely because they have had more chances for those free radicals to hit the right gene.

Also, the whole thing with cigarettes and cancer is blown WAY out of proportion.  Smoking makes you 20 or 30% more likely to get lung cancer in your lifetime.  It's very statistically significant, but does not guarantee cancer by any means.
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: Bloogonis on April 24, 2011, 12:09:01 am
alright... whats wrong with this. I cant seem to get it working without everyone in the world being a forgotten beast.

There are several files that are free floating outside the raw file in the download that the read me doesn't explain what to do with them. Do I place the raw file from the download into the existing vanilla file(replacing)?
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 24, 2011, 06:17:09 am
Don't worry it's been happening a lot. You have duplicated the raws, the raws in the Corrosion File replace the raws in your DF file. The loose txt files are mods such as safe stone and aquifers, but there's a few guides in there like how to make steel and plants.

I guess I should clean up the read me later today and make this process more obvious.

By the way Post #200 :)
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 24, 2011, 06:38:37 pm
Quote
Also, the whole thing with cigarettes and cancer is blown WAY out of proportion.  Smoking makes you 20 or 30% more likely to get lung cancer in your lifetime.  It's very statistically significant, but does not guarantee cancer by any means.

Correct, but Lung Cancer just seems a little mean even for me :P

Currently it has a 10% chance of being contracted, and in five years gives the person mild dizziness. Not that bad for all but the heaviest smoking and the longest forts

-----

I'm going to get the 3rd tier of zombies done before the 1.0.6 release. I would also like to get some more creatures in, megabeast or wild animals. God-creatures will be restricted to the caverns but they must be beatable through military. Any suggestions?
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: Bloogonis on April 24, 2011, 11:05:24 pm
Alright got it working but I needed to remove the existing objects file and replace it with the one in the download.

Just wondering, is there any benefit at all from mining? Ive got a garbage mine running since the syndromes are less fatal,  in the hopes that I might find something. but as of yet have found only vomit and blood, and sleepy war dogs.

Edit: Just got my first siege. Nice! I thought I would be able to handle it, with my troops fully equipped with leather armor and a few bronze bits scatered around, and a handful of melee weapons. The line was supplemented by a pair of war dogs and their puppies and tactical drawbridge activation. Half the siege got in an the third run, and my soldiers dropped in 10 seconds, only managed to kill 1. they dished out the pain though cause the infected fell quite readily to my frequently enraged  civilians.
In the end my Expedition Leader and the last two war dogs and their brood slid down a side passage through the burial plots. but there was no way out. the last 5 infected spotted him and charged the dogs fell faster then expected buy reduced the number to 3. The shobel wielding Leader had taken out a pair of infected earlier and was ready for more, he struck down the first scrawn, but was overwhelmed by the speed of the last infected ending my game.
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: Seriyu on April 24, 2011, 11:50:26 pm
Benefit can be found, but it's pretty rare, and hard to get to most really good stuff, IE ore, without killing people.

And on some embarks downright impossible, due to the location of the hard rock layer.
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: irdsm on April 25, 2011, 03:28:35 am
I good way to prospect is to get on the last soil layer and designate a large block of downward stair cases on it. If there is ore under it you'll find out and you won't have to expose your men to any health issues. If there isn't any ore...  :-X
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: Dohon on April 25, 2011, 04:20:58 am
I just stumbled upon this thread and holy Undead Zed, this is looking like a real beauty. Zombies, guns and face-rotting-stone. Oh, the dilemma's. Oh, the possibilities for an RP-Community-Fort. Oh my, so many opt-

*Dohon cancels posting: Dazzled by mod*

EDIT: If genning a new world, should I try to disable caverns and the HFS? The readme alludes vaguely that one can "dig deeper" and find some more fun. So, caverns? Yes? No?
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 25, 2011, 09:33:35 am
Quote
EDIT: If genning a new world, should I try to disable caverns and the HFS? The readme alludes vaguely that one can "dig deeper" and find some more fun. So, caverns? Yes? No?

I don't have an HFS on my maps, most of the time you won't make it that deep. I usually have one cavern just giggles or for when I'm running out of water, but having more then one is redundant. Besides that, there's really no point in having caverns.
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 25, 2011, 09:55:04 am
Quote
Also, the whole thing with cigarettes and cancer is blown WAY out of proportion.  Smoking makes you 20 or 30% more likely to get lung cancer in your lifetime.  It's very statistically significant, but does not guarantee cancer by any means.

Correct, but Lung Cancer just seems a little mean even for me :P

Currently it has a 10% chance of being contracted, and in five years gives the person mild dizziness. Not that bad for all but the heaviest smoking and the longest forts

-----

I'm going to get the 3rd tier of zombies done before the 1.0.6 release. I would also like to get some more creatures in, megabeast or wild animals. God-creatures will be restricted to the caverns but they must be beatable through military. Any suggestions?
1. Try 2% chance of SEV:1 necrosis (cancer, tar, etc.) and a 1 to 4 chance of dizziness.

2. FLYING SPAGHETTI MONSTER! The "Tentacle" Monster from olden days? *giggle*
You could also use a "fatty" like in my zombie thread (in sig). Give it toxic blood and area dust attack (BOOMER!) so it will kill/"Infect" nearby enemies.
And of course, no zombie game would be complete with a Tank zombie the size of a truck  ::)


OOH! IDEA! You could add feral humans in the caverns, like survivors that stayed underground, but went insane from darkness and isolation!
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: kerlc on April 25, 2011, 10:04:07 am
NO! no feral humans! but there should be like some sort of vaults, like fallout.

and they could be goverments with their bodyguards and families (lol, politicians have families)

well equipped and stocked, they pose a great threat to your humans

writing this on my new Nokia c4 on VACATION!
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 25, 2011, 10:30:16 am
Quote
2. FLYING SPAGHETTI MONSTER! The "Tentacle" Monster from olden days? *giggle*
You could also use a "fatty" like in my zombie thread (in sig). Give it toxic blood and area dust attack (BOOMER!) so it will kill/"Infect" nearby enemies.
And of course, no zombie game would be complete with a Tank zombie the size of a truck  ::)


OOH! IDEA! You could add feral humans in the caverns, like survivors that stayed underground, but went insane from darkness and isolation!

Great ideas! Might as well have some 'tribe' down in the caverns. I'll probably make your zombies Mega/semimega beasts which I really need more of. Probably won't get around to adding this stuff until 1.0.7, since I want to release .6 as soon as I get the third tier of zombies up.

NO! no feral humans! but there should be like some sort of vaults, like fallout.

and they could be goverments with their bodyguards and families (lol, politicians have families)

well equipped and stocked, they pose a great threat to your humans

Another race of evil humans sounds like a lot of Fun! One that isn't so ambush/and stealing oriented as the Desert Devils.
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: kilakan on April 25, 2011, 10:35:22 am
I think a later game sieger like civ, sort of like the military humans.  Some type of purest type race that is able to use guns and some basic types of metal armors.  That siege you to destroy you from the earth so they can move forwards.  Maybe since they would have better armor then you could strip them to equip your men with better equipment.
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: NightS on April 25, 2011, 10:58:20 am
So... brotherhood of steel? xD
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: kilakan on April 25, 2011, 11:29:36 am
Well I was thinking more along the lines of Nazi's, but sort of.
edit* ANother bug, there's no material size on crowbars and when they are being forged the weaponsmith grabs hundreds of iron bars to make them.  My one grabbed 20 bars before I cancled the reaction.
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: IT 000 on April 25, 2011, 12:32:30 pm
Well I was thinking more along the lines of Nazi's, but sort of.
edit* ANother bug, there's no material size on crowbars and when they are being forged the weaponsmith grabs hundreds of iron bars to make them.  My one grabbed 20 bars before I cancled the reaction.

Fixed, and great idea for the Nazi-like civ!
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: Necro910 on April 25, 2011, 12:39:21 pm
Well I was thinking more along the lines of Nazi's, but sort of.
edit* ANother bug, there's no material size on crowbars and when they are being forged the weaponsmith grabs hundreds of iron bars to make them.  My one grabbed 20 bars before I cancled the reaction.

Fixed, and great idea for the Nazi-like civ!
Yup.
Neo-Nazi's and fascists would go nuts when there's no hate speech laws! That's why we must release a zombie virus repeal the laws! :P

Oh Armok, the ethic file would be epic.

Spoiler (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.0.5] A new Total Conversion Mod for 31.25
Post by: kilakan on April 25, 2011, 12:50:13 pm
hum infected are just a bit overpowered, 30 men, half wielding + or better pistols, and the other half carrying * or better machetes or sledge hammers, and trained above talented in most combat skills jsut got wiped out by 10 infected and only killed 4.  And they did shoot... alot
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on April 25, 2011, 01:15:54 pm
hum infected are just a bit overpowered, 30 men, half wielding + or better pistols, and the other half carrying * or better machetes or sledge hammers, and trained above talented in most combat skills jsut got wiped out by 10 infected and only killed 4.  And they did shoot... alot

Well you're in luck! I toned them down a tad in 1.0.6, I may continue to tone them down depending on how tough the Mutated Infected are. (They will be tough, I may need to tone them down to).

1.0.6 is out! Cigars for everyone!

Spoiler (click to show/hide)

Enjoy :D

Aside, bowie has been struck by a bad case of RL, the Deep Blue Escape won't be happening. :( So I'll be launching my own succession game entitled Oldblood sometime this week. We'll be occupying a Farmhouse and a number of other farm related buildings which will be prebuilt. While I'm putting together the plans, feel free to admire this banner.

(http://img571.imageshack.us/img571/1396/successiongamelittle.png)

Quote
Fully Endorses the Corrosion Mod.
Thanks a bunch :)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 25, 2011, 01:47:12 pm
hum infected are just a bit overpowered, 30 men, half wielding + or better pistols, and the other half carrying * or better machetes or sledge hammers, and trained above talented in most combat skills jsut got wiped out by 10 infected and only killed 4.  And they did shoot... alot

Well you're in luck! I toned them down a tad in 1.0.6, I may continue to tone them down depending on how tough the Mutated Infected are. (They will be tough, I may need to tone them down to).

1.0.6 is out! Cigars for everyone!

Spoiler (click to show/hide)

Enjoy :D

Aside, bowie has been struck by a bad case of RL, the Deep Blue Escape won't be happening. :( So I'll be launching my own succession game entitled Oldblood sometime this week. We'll be occupying a Farmhouse and a number of other farm related buildings which will be prebuilt. While I'm putting together the plans, feel free to admire this banner.

(http://img571.imageshack.us/img571/1396/successiongamelittle.png)

Quote
Fully Endorses the Corrosion Mod.
Thanks a bunch :)
All of this is epic, in epic proportions!

I'd do the succession game, but I'm not a pro  :(

That, and I can't handle the LSD ASCII  :'(
Once you get the graphics pack in, I might go play the mod again :D
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: NightS on April 25, 2011, 02:02:36 pm
I want to be second! or third, but better second :D
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on April 25, 2011, 02:45:44 pm
Oh I'm so in for thrid spot.
edit*May I suggest packaging dfcleanmap with this mod?  I personally don't have it and it can be hard to find sometimes.
edit2*Did you remove all the human castes or make them rarer?  i have yet to see a single thing other then the generic emo human on a 40 man fortress :(
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on April 25, 2011, 05:00:47 pm
This mod seems really pretty interesting.

Is there a chance I could do an LP on it?

Thank you
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on April 25, 2011, 05:29:07 pm
NightS is second, kilakan is third. I'll humie you guys once I launch the game.

Quote
Is there a chance I could do an LP on it?

If you don't mind me asking, what's LP mean?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on April 25, 2011, 05:31:11 pm
Lol it means a Let's Play. Me doing a recording of how I play a game, and commentating, for youtube, or other video sharing sites.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on April 25, 2011, 05:32:40 pm
Oh! Then go ahead! I'll be glad to link it to the OP when it's done.  :D
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on April 25, 2011, 05:36:16 pm
Start game -> Check
Embark -> Check
Get attacked by scavengers within first 30 seconds -> Check
Herbalist suffocates, causing unhappyness -> Check
Tantrum Spiral -> Waiting...
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 25, 2011, 05:45:13 pm
Start game -> Check
Embark -> Check
Get attacked by scavengers within first 30 seconds -> Check
Herbalist suffocates, causing unhappyness -> Check
Tantrum Spiral -> Waiting...

Dwarf Fortress:

Even modded it will still beat the crap out of you with a fluffy wambler, rape you, and then force you to give birth to a giant cave spider. When you're a man.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on April 25, 2011, 05:51:28 pm
Thank you very much IT 000. It is also a good way for u to find bugs that u may not have noticed before? If u watch it and read the comments ppl may point out things that you would never have noticed, things like minor bugs like - in Deons case - A kangaroo having a toe on their tail or summit. This is easily overlooked until u actually see it instead of modding and playing it
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on April 25, 2011, 06:49:23 pm
Thank you very much IT 000. It is also a good way for u to find bugs that u may not have noticed before? If u watch it and read the comments ppl may point out things that you would never have noticed, things like minor bugs like - in Deons case - A kangaroo having a toe on their tail or summit. This is easily overlooked until u actually see it instead of modding and playing it

Great! Can't wait to see it!

Start game -> Check
Embark -> Check
Get attacked by scavengers within first 30 seconds -> Check
Herbalist suffocates, causing unhappyness -> Check
Tantrum Spiral -> Waiting...

Dwarf Fortress:

Even modded it will still beat the crap out of you with a fluffy wambler, rape you, and then force you to give birth to a giant cave spider. When you're a man.

Heehee this has happened to many of my test forts. Savage areas are indeed savage.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on April 25, 2011, 08:10:10 pm
fought my first successful siege with this mod, basically I have found that a hall filled with a few hundred weapon traps filled to th brim with weapons, and 30 guys with masterwork shotguns can *just* deal with 3 squads of infected.  I lost 2 men to ones who clogged the traps and ran through, so I think they are balanced well now. :D haha.  Oh and an explosive type infected or one with a spit (do those work now?) would be a great addition.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Bloogonis on April 25, 2011, 08:14:26 pm
My first 0.6 world looks fun. There is one large island with only Enlightened on it, another smaller island with only Devils, then the main continent has everyone accounted for.

Im trying to decide whether to set up on the enlightened only island for a test run before taking a risk or should I just dive right in.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on April 25, 2011, 08:20:21 pm
Dude is there a way of putting this game into a graphics pack? Cause I tried it with the Ironhand pack and I got lots of Forgotten beasts as a civilization that may attack me??? :(
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Bloogonis on April 25, 2011, 08:24:55 pm
you have to remove the Objects file entirely and then put in the downloaded objects file. same thing happened to me.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 25, 2011, 08:43:38 pm
Dude is there a way of putting this game into a graphics pack? Cause I tried it with the Ironhand pack and I got lots of Forgotten beasts as a civilization that may attack me??? :(
Agreed. We need IT 0000 to finish the graphics pack  :D
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on April 26, 2011, 06:49:02 am
I have noticed 1 thing while recording this.

When the descriptions saying wat kind of human the person is. It does not tell us of wat caste they belong to. It just says A Humanoid of great stature. It would probably be better if we knew WAT they were instead of Wat they can do.

Thanks again

Ult1mara
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: irdsm on April 26, 2011, 06:59:02 am
When the descriptions saying wat kind of human the person is. It does not tell us of wat caste they belong to. It just says A Humanoid of great stature. It would probably be better if we knew WAT they were instead of Wat they can do.
You can easily infer what caste they belong to by what they can do. This is more of a general complaint since IT can't do anything about it but ever since the caste system showed up I've wished I could know their caste through the 'u'nit screen. I hate having to check every migrant to assign them the proper role.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on April 26, 2011, 07:01:20 am
When the descriptions saying wat kind of human the person is. It does not tell us of wat caste they belong to. It just says A Humanoid of great stature. It would probably be better if we knew WAT they were instead of Wat they can do.
You can easily infer what caste they belong to by what they can do. This is more of a general complaint since IT can't do anything about it but ever since the caste system showed up I've wished I could know their caste through the 'u'nit screen. I hate having to check every migrant to assign them the proper role.

There is a way to put the caste "name" in the "v"description as Deon does it in his Mod, like it tells u what kind of dwarf they are, say a steel dwarf, obsidian dwarf etc.

So there is a way :P I dont mind either looking in the "u"nit "v"description list each time I want to assign a job
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on April 26, 2011, 10:05:03 am
Well good news! For the 1.0.7 release I'll be focusing on Adventurer mode reactions and Graphics. Here's the Enlightened Graphics I have right now.

(http://img228.imageshack.us/img228/6943/enlightenedsamples.png)

For now, non-player civs are going to lack in depth civilian and military graphics. It shouldn't be noticeable except in adventurer mode. Once the basic set is out I'll start adding other jobs. Feel free to give me feedback on these.

The easiest way to tell castes apart is 'v' 'z' the creature description should say, "A humanoid of great stature and potential. x"

x being the basic characteristics of their castes. There's only four, I can't recall word for word right off hand, but I'll post it here and the OP to clear things up if that helps.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on April 26, 2011, 10:14:49 am
How about if u did "(Caste name) A humanoid of great stature?" that way we wouldnt have to look at the forum/manual each time to remember wat the castes are?

And nice a graphics pack for this game woot woot
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 26, 2011, 10:34:29 am
Well good news! For the 1.0.7 release I'll be focusing on Adventurer mode reactions and Graphics. Here's the Enlightened Graphics I have right now.

(http://img228.imageshack.us/img228/6943/enlightenedsamples.png)

For now, non-player civs are going to lack in depth civilian and military graphics. It shouldn't be noticeable except in adventurer mode. Once the basic set is out I'll start adding other jobs. Feel free to give me feedback on these.

The easiest way to tell castes apart is 'v' 'z' the creature description should say, "A humanoid of great stature and potential. x"

x being the basic characteristics of their castes. There's only four, I can't recall word for word right off hand, but I'll post it here and the OP to clear things up if that helps.
Oh dear Armok. There shall be BLOOD in your name! WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

Anyways, I'll go play once I'm not busy. Been crammed the past week, and it's not looking bright  :'(
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Savolainen5 on April 26, 2011, 11:07:02 am
I'm taking over the succession fort (http://www.bay12forums.com/smf/index.php?topic=83346.0).  Shall I wait for 1.0.7 to come out?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on April 26, 2011, 11:28:06 am
How about if u did "(Caste name) A humanoid of great stature?" that way we wouldnt have to look at the forum/manual each time to remember wat the castes are?

And nice a graphics pack for this game woot woot
There's only four, and it tells you what they do. You don't really need a manual/forum with that.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 26, 2011, 11:33:06 am
How about if u did "(Caste name) A humanoid of great stature?" that way we wouldnt have to look at the forum/manual each time to remember wat the castes are?

And nice a graphics pack for this game woot woot
There's only four, and it tells you what they do. You don't really need a manual/forum with that.
"V"iewing every immigrant is annoying. It's easy to find out, but it is still a pain in the beard.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on April 26, 2011, 12:31:39 pm
I do agree that having it visible in the 'U' menu would be nice, but not changing the 'v' -> 'z'.

EDIT: I am now having a joint attack of giant capybaras and scavengers. I think you should tone down the scavengers a bit.
EDIT2: I burrowed everyone into my dining hall/food stockpile and now the scavengers are looting me for all I'm worth.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 26, 2011, 12:35:32 pm
I do agree that having it visible in the 'U' menu would be nice, but not changing the 'v' -> 'z'.

EDIT: I am now having a joint attack of giant capybaras and scavengers. I think you should tone down the scavengers a bit.
And remove Giant Omega Derp Monsters. Maybe some mutated ones instead, such as fallout type creatures :)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on April 26, 2011, 02:57:52 pm
I'm taking over the succession fort (http://www.bay12forums.com/smf/index.php?topic=83346.0).  Shall I wait for 1.0.7 to come out?

I'm releasing the graphics for 1.0.7, so we had better wait until then. Glad to hear it's not dead in the water. Seeing as we already have a decent amount of people lining up we shouldn't keep them waiting to long. The biggest thing in 1.0.7 is going to be graphics, but that could take a few weeks to release. So go ahead and start when you're ready.

I do agree that having it visible in the 'U' menu would be nice, but not changing the 'v' -> 'z'.

EDIT: I am now having a joint attack of giant capybaras and scavengers. I think you should tone down the scavengers a bit.
EDIT2: I burrowed everyone into my dining hall/food stockpile and now the scavengers are looting me for all I'm worth.

I'll see what I can do, I suppose I could mess around with the caste names. As for the scavangers they're only really tough for beginning forts, after a few months they become no worse then buzzards. Flightless angry buzzards.

And remove Giant Omega Derp Monsters. Maybe some mutated ones instead, such as fallout type creatures :)

The only difficult creatures are down in the caverns. It's supposed to be a dark hole that you want to avoid :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 26, 2011, 03:32:24 pm
And remove Giant Omega Derp Monsters. Maybe some mutated ones instead, such as fallout type creatures :)

The only difficult creatures are down in the caverns. It's supposed to be a dark hole that you want to avoid :P
I detect a sex joke :))
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on April 26, 2011, 07:14:10 pm
And remove Giant Omega Derp Monsters. Maybe some mutated ones instead, such as fallout type creatures :)

The only difficult creatures are down in the caverns. It's supposed to be a dark hole that you want to avoid :P
I detect a sex joke :))
Well considering my fort is almost entirily in that 'dark hole' I suppose I am the master of deep dark hole plunging and claiming.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 26, 2011, 07:32:25 pm
And remove Giant Omega Derp Monsters. Maybe some mutated ones instead, such as fallout type creatures :)

The only difficult creatures are down in the caverns. It's supposed to be a dark hole that you want to avoid :P
I detect a sex joke :))
Well considering my fort is almost entirily in that 'dark hole' I suppose I am the master of deep dark hole plunging and claiming.
Gonna go get cave lobsters from that deep hole? Be careful, there's some deadly diseases in there! (FB's)
lol. In reality, everything is just one big sex joke.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on April 26, 2011, 07:58:10 pm
And remove Giant Omega Derp Monsters. Maybe some mutated ones instead, such as fallout type creatures :)

The only difficult creatures are down in the caverns. It's supposed to be a dark hole that you want to avoid :P
I detect a sex joke :))
Well considering my fort is almost entirily in that 'dark hole' I suppose I am the master of deep dark hole plunging and claiming.
Gonna go get cave lobsters from that deep hole? Be careful, there's some deadly diseases in there! (FB's)
lol. In reality, everything is just one big sex joke.
I had giant spitting ticks made of blood, so I left. :D
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on April 26, 2011, 09:02:07 pm
Wow did I really say that? This is the eighth or ninth time today something I've said could have been taken sexually. :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 26, 2011, 09:14:52 pm
Wow did I really say that? This is the eighth or ninth time today something I've said could have been taken sexually. :P
CIRCUS YEAH!

Everything is a sex joke. Everything
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Bloogonis on April 26, 2011, 10:21:31 pm
Well I just came in contact with a Gloomapeck... ya that was messed up. I wouldn't be complaining if it hadn't shown up before I got to summer. its now named Woodchop.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on April 27, 2011, 01:22:35 am
Ok IT here is my first video for my LP of this Mod

http://www.youtube.com/watch?v=x6eBsM41y00

If u want to check it out be my guest and anything u have to say would be appreciated ^_^
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Deon on April 27, 2011, 01:26:50 am
I watched it, it looks nice (I especially like the brown grass in that location), but trees look weird (like chairs and tubes).
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on April 27, 2011, 06:55:12 am
Also if u would like to know here is the link to the playlist my LP{ of this mod will be on

http://www.youtube.com/view_play_list?p=B428D5664C562B7B
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on April 27, 2011, 07:39:23 am
Game: A vile force of darkness has arrived!
Me: Bar the doors bar the doors!
Game: Carpenter cancels build wall, interrupted by scrawny infected.
Me: All seven of you attack attack attack!
Game: Recruit/axeman/rifleman has died x7.
Me: Nooooooo!
Game: Your strength has been broken.

I was in late summer of my second year but those scavengers just kept coming. Every time I got a migrant wave cavengers showed up and slaugtered about half of them, who made to my base and then were slaughtered again. One time I managed to lock them in my base and take it back with a crossbow and chop axes.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Savolainen5 on April 27, 2011, 09:12:29 am
Heh, Corrosion'll do that to you! The succession game will be VERY interesting!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Deon on April 27, 2011, 10:19:50 am
I watched it, it looks nice (I especially like the brown grass in that location), but trees look weird (like chairs and tubes).
If you didn't know, you need [DEAD_TREE_TILE:X] and [DEAD_TREE_COLOR:X:X:X] tokens to fix it.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on April 27, 2011, 01:52:05 pm
Does decomposed trash make your miners die? Cause mine is vomiting and nauseous.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Bloogonis on April 27, 2011, 04:05:27 pm
so far it just seems to cause fever and vomiting in  humans, and drowsyness in dogs. my animal trainer/miner went digging through the stuff with the entire towns compliment of unassigned war dogs and a short while later they were all asleep.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on April 27, 2011, 04:54:33 pm
Decomposed trash is not lethal. I figured if you were digging through trash that was punishment enough.

'
Game: A vile force of darkness has arrived!
Me: Bar the doors bar the doors!
Game: Carpenter cancels build wall, interrupted by scrawny infected.
Me: All seven of you attack attack attack!
Game: Recruit/axeman/rifleman has died x7.
Me: Nooooooo!
Game: Your strength has been broken.

I was in late summer of my second year but those scavengers just kept coming. Every time I got a migrant wave cavengers showed up and slaugtered about half of them, who made to my base and then were slaughtered again. One time I managed to lock them in my base and take it back with a crossbow and chop axes.

Scavengers are gray wild animals and do not siege. You we're just attacked by the first zombie horde :)

Ok IT here is my first video for my LP of this Mod

http://www.youtube.com/watch?v=x6eBsM41y00

If u want to check it out be my guest and anything u have to say would be appreciated ^_^

Fantastic, I'm watching it now!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on April 27, 2011, 04:57:56 pm
I know. Scavengers came and in the process of stealing my stuff destroyed.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Jimlad11 on April 27, 2011, 04:59:01 pm
This mod is sheer awesome. I now have a small band of grizzled humans living in a wooden shack, armed with machetes and crossbows. Blood everywhere. Fantastic  :D

The scavangers don't seem too bad. They've only killed my expedition leader (and that's partly because I sent him out with a copper machete alone. He took so many with him though... 8))

Also, quick question, one of my miners has the wound: Heart, heart tissue. Function totally impared. (From a rock wall a believe) Why is he still alive? Is this a quirk with the way DF handles bodyparts and organs? 

Ok IT here is my first video for my LP of this Mod

http://www.youtube.com/watch?v=x6eBsM41y00


Nice stuff  ;D
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on April 27, 2011, 05:12:37 pm
Quote
Also, quick question, one of my miners has the wound: Heart, heart tissue. Function totally impared. (From a rock wall a believe) Why is he still alive? Is this a quirk with the way DF handles bodyparts and organs? 

Yeah, not even a full heart rot will kill them.  :-\ There's always going to be a few quirks I guess. I suppose complete paralysis is the next step.

-----

I watched Ult1mara's LP, very nice :) so glad you didn't dig straight down. I'll post it on the OP right away.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Jimlad11 on April 27, 2011, 05:20:19 pm
Quote
Also, quick question, one of my miners has the wound: Heart, heart tissue. Function totally impared. (From a rock wall a believe) Why is he still alive? Is this a quirk with the way DF handles bodyparts and organs? 

Yeah, not even a full heart rot will kill them.  :-\ There's always going to be a few quirks I guess. I suppose complete paralysis is the next step.


Complete paralysis? I'll have to prepare another coffin...Thanks for the answer.  :)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on April 27, 2011, 05:25:23 pm
Thank You very much for putting me on the OP

Since U have it makes me want to concentrate more on ur mod now than the others ... meaning it makes me want to update it more than the others, except for the Genesis mod :P

Thanks Again
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on April 27, 2011, 05:32:26 pm
Quote
Also, quick question, one of my miners has the wound: Heart, heart tissue. Function totally impared. (From a rock wall a believe) Why is he still alive? Is this a quirk with the way DF handles bodyparts and organs? 

Yeah, not even a full heart rot will kill them.  :-\ There's always going to be a few quirks I guess. I suppose complete paralysis is the next step.

Complete paralysis? I'll have to prepare another coffin...Thanks for the answer.  :)


Sorry, he'll live.

I've run into this problem before in previous versions back when they rotted. My two options were complete paralyze or Impair function of major organs. Seeing as impairing functions didn't work, next release I will have to add complete paralyze.

Thank You very much for putting me on the OP

Since U have it makes me want to concentrate more on ur mod now than the others ... meaning it makes me want to update it more than the others, except for the Genesis mod :P

Thanks Again

Glad to hear! Keep me informed!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Savolainen5 on April 27, 2011, 05:37:33 pm
Please hurry with the next update! I wanna get started with Dawnboat!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: SirAaronIII on April 27, 2011, 05:42:13 pm
Grass is brown everywhere. All trees have the dead tree "bridge ends" tile.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on April 27, 2011, 06:29:08 pm
Grass is brown everywhere. All trees have the dead tree "bridge ends" tile.

Intentional, bridge ends can get a tad annoying, but once graphics are in they will become much clearer.

Please hurry with the next update! I wanna get started with Dawnboat!

Well the only thing important coming out is graphics, other tilesets appear to work well. So if it's not an issue you could start now :D
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: rellik242 on April 27, 2011, 06:57:44 pm
I installed the mod, gen'd a world, got a nice embark zone with a river, and first things first, an Alligator started attacking. I lost all 7 of my Dwarfs. Attempt two. I got sieged on the first Autumn ... I LOVE THIS MOD :3
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Savolainen5 on April 27, 2011, 06:58:33 pm
I installed the mod, gen'd a world, got a nice embark zone with a river, and first things first, an Alligator started attacking. I lost all 7 of my humans. Attempt two. I got sieged on the first Autumn ... I LOVE THIS MOD :3

FTFY
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: rellik242 on April 27, 2011, 07:09:20 pm
I wanted to know what was so bad about mining Stone ... My miner's lungs disintegrated and he ran out of the tunnel, and dropped to the ground. It was pretty funny.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 27, 2011, 07:46:38 pm
I wanted to know what was so bad about mining Stone ... My miner's lungs disintegrated and he ran out of the tunnel, and dropped to the ground. It was pretty funny.
Dwarf Fortress:

Teaching Sadism.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Savolainen5 on April 27, 2011, 07:59:32 pm
I wanted to know what was so bad about mining Stone ... My miner's lungs disintegrated and he ran out of the tunnel, and dropped to the ground. It was pretty funny.
Dwarf Fortress:

Teaching Sadism.

Sigging that stuff
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 27, 2011, 08:19:06 pm
I wanted to know what was so bad about mining Stone ... My miner's lungs disintegrated and he ran out of the tunnel, and dropped to the ground. It was pretty funny.
Dwarf Fortress:

Teaching Sadism.

Sigging that stuff
Alright, I'm in 5 sigs now  8)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on April 27, 2011, 08:28:26 pm
(http://img690.imageshack.us/img690/9791/allib.png)

Got all the civies done, there's a few repeats especially for the main professions guys (like the Metalworker has the same graphic as the Weaponsmith) It will do for now.

(Note the Furnace Operator and the Engraver are a tad blurry, this is because of a moving error. That's not how the graphic looks like)

Feel free to give feedback!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: rellik242 on April 27, 2011, 08:33:14 pm
I wanted to know what was so bad about mining Stone ... My miner's lungs disintegrated and he ran out of the tunnel, and dropped to the ground. It was pretty funny.
Dwarf Fortress:

Teaching Sadism.

Sigging that stuff

Hurray, I'm in ... One, sig. Now.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 27, 2011, 08:34:08 pm
(http://img690.imageshack.us/img690/9791/allib.png)

Got all the civies done, there's a few repeats especially for the main professions guys (like the Metalworker has the same graphic as the Weaponsmith) It will do for now.

Feel free to give feedback!
I'm fine with overlapping job graphics, I just want my eyes to not take LSD when I'm looking at the floor  :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Acanthus117 on April 27, 2011, 08:35:28 pm
*looks at graphics*
(http://insom.info/waprod/images/Reactions/datass.jpg)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: rellik242 on April 27, 2011, 08:38:26 pm
(http://img690.imageshack.us/img690/9791/allib.png)

Got all the civies done, there's a few repeats especially for the main professions guys (like the Metalworker has the same graphic as the Weaponsmith) It will do for now.

(Note the Furnace Operator and the Engraver are a tad blurry, this is because of a moving error. That's not how the graphic looks like)

Feel free to give feedback!
I like them, there so cute ... And then, a Alligator noms there heads off, or they get there lungs imploded for mining out an innocent looking rock. KEEP UP THE GOOD WORK :3
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 27, 2011, 08:43:44 pm
*looks at graphics*
(http://insom.info/waprod/images/Reactions/datass.jpg)
DAT GRASS!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Deon on April 28, 2011, 12:34:54 am
You seem to not notice the issue with dead trees and Ironhand I've posted. Don't forget them when you move into graphics field.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on April 28, 2011, 06:26:54 am
You seem to not notice the issue with dead trees and Ironhand I've posted. Don't forget them when you move into graphics field.

Thanks for the advice! I suppose I'll have to do a lot of fiddling with my mod to make it compatible with other graphics sets.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on April 28, 2011, 08:30:30 am
Is marble deadly? And the cigar reaction isn't working. It says it needs leaves and tobacco leaves. I've got tobacco leaves in bags sitting in my food stockpile.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Bloogonis on April 28, 2011, 01:00:12 pm
I'm having to much fun making my haulers lug this Gloomapeck corpse from one end of the fort to the other and all just to display it on the top of my wall. those things must be heavy, but their silk is so epic, I need to capture one and set up a Gloomapeck silk trade... but one thing scares me, they have genders... does this mean they can breed? *there needs to be a "filled with dread and terror" emote
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 28, 2011, 01:05:15 pm
I'm having to much fun making my haulers lug this Gloomapeck corpse from one end of the fort to the other and all just to display it on the top of my wall. those things must be heavy, but their silk is so epic, I need to capture one and set up a Gloomapeck silk trade... but one thing scares me, they have genders... does this mean they can breed? *there needs to be a "filled with dread and terror" emote
(http://fc00.deviantart.net/fs70/f/2010/164/9/6/_scared__by_CookiemagiK.gif)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Bloogonis on April 28, 2011, 03:31:21 pm
Oh god! they are trap avoid! my poor profesional cheese maker with no friends. you are the first to die here at Woodengleams, bring out the Green Glass Coffin!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 28, 2011, 03:36:19 pm
Oh god! they are trap avoid! my poor profesional cheese maker with no friends. you are the first to die here at Woodengleams, bring out the Green Glass Coffin!
*plays disco music*

Oh wait... coffin, right.
*changes to heavy metal glass*
 :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on April 28, 2011, 04:01:16 pm
God the skulking are a pain in the ass.  No where near as bad as the weapon using infected though, all I can say is thank god there was only 5 of them and 40 of us after the shotgun silo.  They still cracked 3 skulls and dealt out a bloody ton of broken bones and minor cuts.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Savolainen5 on April 28, 2011, 09:20:12 pm
Ugh, I've never tried playing with toxic stone.  This is SO HARD, heh. My miners mine one thing, get dizzy, sometimes suffocate, but never even produce a single usable stone!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: SirAaronIII on April 28, 2011, 09:32:58 pm
Because the stone explodes into !!FUN!!. Only hard rock, marble, gypsum, and kaolinite are safe to mine. If you need a fire-safe rock, then just go with clay (unless you don't have it).
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Savolainen5 on April 29, 2011, 12:48:31 am
Aye, it'll be interesting for the succession game...  I guess I'll have to embark with some clay or stone, if I can...
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: JediaKyrol on April 29, 2011, 09:08:09 am
oh...would it be possible to add in the option to make clay or wood slabs?  even though my fort survived an onslaught, enough people died to have it later swarmed with ghosts because none of the caravans had any marble.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on April 29, 2011, 09:13:20 am
Yeah, and wooden mechanisms would be nice.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Dohon on April 29, 2011, 10:10:43 am
Maybe allow both slabs and mechanisms to be made from metal too? I know, metal is a bit more rare (or at least, more FUN to extract), but since we have a metalsmith workshop now... :)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 29, 2011, 10:29:31 am
Maybe allow both slabs and mechanisms to be made from metal too? I know, metal is a bit more rare (or at least, more FUN to extract), but since we have a metalsmith workshop now... :)
THAT'S WHY WE SHOULD USE OUR WHOLE FORTRESS TO MINE! :))
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on April 29, 2011, 11:03:55 am
I don't know about you but vein hopping has let me get more then enough metal on my current fort, so much so that i'm actually building roads with native copper.  Also there are metal mechanisms (and if you de-forbid the ore you can use it to make rock crafts, objects, ect even slabs and coffins)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: JediaKyrol on April 29, 2011, 12:16:56 pm
I don't know about you but vein hopping has let me get more then enough metal on my current fort, so much so that i'm actually building roads with native copper.  Also there are metal mechanisms (and if you de-forbid the ore you can use it to make rock crafts, objects, ect even slabs and coffins)

...I guess that could work...I'll just need to get less smelt-happy...
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on April 29, 2011, 08:34:44 pm
I can easily add wooden and metal slabs. I'm a tad hesitant to add wooden mechanisms. On one hand, they would be really helpful. On the other hand they would be a little to helpful.

Here's some more graphics. I think this is it for the player. I just have to get the basic tiles, and animals (Which I might skip for the sake of time)

Military
Regular guys are on the top row. Elites are on the bottom row.
(http://img837.imageshack.us/img837/128/militaryall.png)

More Misc Jobs
Drunk, Prisoner, Merchant, Thief, Master Thief
(http://img541.imageshack.us/img541/1208/newother.png)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 29, 2011, 08:46:17 pm
More Misc Jobs
Drunk, Prisoner, Merchant, Thief, Master Thief
(http://img541.imageshack.us/img541/1208/newother.png)
Hey there, buddy! I see we have the same profession :))
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: SirAaronIII on April 29, 2011, 09:29:33 pm
I notice the elite maceman has a little beard. All he needs now is to be clothed in orange and tiny glasses and he'll become GORDON FREEMAN!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 29, 2011, 09:36:46 pm
I notice the elite maceman has a little beard. All he needs now is to be clothed in orange and tiny glasses and he'll become GORDON FREEMAN!
:3

And some zombies.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on April 29, 2011, 09:45:47 pm
I notice the elite maceman has a little beard. All he needs now is to be clothed in orange and tiny glasses and he'll become GORDON FREEMAN!
:3

And some zombies.
Not zombies, backwards talking face crabs.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 29, 2011, 09:50:43 pm
I notice the elite maceman has a little beard. All he needs now is to be clothed in orange and tiny glasses and he'll become GORDON FREEMAN!
:3

And some zombies.
Not zombies, backwards talking face crabs.
AND SOME NINJAS! (http://www.youtube.com/watch?v=c1ey8EnVSiA)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on April 29, 2011, 10:04:03 pm
I can easily add wooden and metal slabs. I'm a tad hesitant to add wooden mechanisms. On one hand, they would be really helpful. On the other hand they would be a little to helpful.
Maybe you could make an 'easy' version with safe stones and wooden mechanisms and slabs.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 29, 2011, 10:33:53 pm
I can easily add wooden and metal slabs. I'm a tad hesitant to add wooden mechanisms. On one hand, they would be really helpful. On the other hand they would be a little to helpful.
Maybe you could make an 'easy' version with safe stones and wooden mechanisms and slabs.
Or he could make it so that there are no mechanisms, and you have to survive on hunting.

DO NOT ARGUE WITH THE ZOMBIE GODS!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: rellik242 on April 29, 2011, 11:19:29 pm
So what if a Ghost is Haunting you, and ripped your leg off? GET BACK TO WORK! Stupid Humans, no sense of urgency what-so-ever. I gave him a Crutch, Jezz ...
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on April 29, 2011, 11:31:31 pm
So what if a Ghost is Haunting you, and ripped your leg off? GET BACK TO WORK! Stupid Humans, no sense of urgency what-so-ever. I gave him a Crutch, Jezz ...
DO NOT ARGUE WITH THE ZOMBIE GODS OR ELSE THEY WILL RIP YOUR OTHER LEG OFF.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Dohon on April 30, 2011, 03:06:07 am
Is one of those elites wearing a traffic sign as a shield? That's sweet.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on April 30, 2011, 07:55:33 am
I can easily add wooden and metal slabs. I'm a tad hesitant to add wooden mechanisms. On one hand, they would be really helpful. On the other hand they would be a little to helpful.
Maybe you could make an 'easy' version with safe stones and wooden mechanisms and slabs.

Safe stone is already in. It's in the Optional Files folder. inorganic_stone_layer_safe_stone just replace the inorganic_stone_layer file already in the raws.

As for wooden Mechanisms I have decided to add them. They will take two screws and one log(or three blocks) to create (One metal bar makes 10 screws) Metal will still be required, but it should seriously cut back on how much metal you need. Now I just need a workshop to stuff wooden slabs and mechs in.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on April 30, 2011, 02:13:21 pm
Paint has been added! Now you can easily paint logs in many different colors using several different materials, including ores, clay, and bones. It adds a nice bonus to a log's value. Personally I am quite excited :D
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: rellik242 on April 30, 2011, 02:39:03 pm
Paint has been added! Now you can easily paint logs in many different colors using several different materials, including ores, clay, and bones. It adds a nice bonus to a log's value. Personally I am quite excited :D

Does this mean that Urist McStonner can get high off Paint fumes?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on April 30, 2011, 02:44:28 pm
No paint fumes, but the multi-colored logs will make my megaprojects look a lot better. :)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on April 30, 2011, 03:10:15 pm
do the wood logs, once painted, still work for beds and other wood items?  For instance can I make every bed I have color coded for paticular sectors?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on April 30, 2011, 06:31:07 pm
Paint has been added! Now you can easily paint logs in many different colors using several different materials, including ores, clay, and bones. It adds a nice bonus to a log's value. Personally I am quite excited :D

This sounds like a lot of fun ^_^ I cant wait to see multicoloured forts and bedrooms etc ^_^

OOOOOooooOOO Just think I could make a Black and White Spiral to play with ppls heads :P *Puts ppl under hypnosis*
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: SirAaronIII on April 30, 2011, 07:05:45 pm
I will build a towering yellow and black flag, to show that we are under quarantine. Not to protect those outside, but to protect us.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on April 30, 2011, 07:52:57 pm
do the wood logs, once painted, still work for beds and other wood items?  For instance can I make every bed I have color coded for paticular sectors?

Yep, once you paint them they are regular logs, you can cut them into blocks or make them into beds. Currently there is only 4 colors (besides the standard brown) but more will be added.

Also it is impossible to paint a board twice, this way you can safely have the painters shop on repeat without worrying about boards getting painted with the same color twice.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on April 30, 2011, 08:04:58 pm
Hey I never seem to be able to plant any of the dyes, or sugar cane.  I can embark with them, but no matter the location I embark in, I can't plant them, I've tried all temperature ranges, and most terrain types.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Jackledead on April 30, 2011, 09:30:54 pm
Whenever i start a fort, in fall or late summer, the infected come, does this ALWAYS happen?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Person on May 01, 2011, 12:33:32 am
It usually depends on how close you are to their civ. So that can happen, but you could also wait much longer based on where you embark.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: SirAaronIII on May 01, 2011, 12:56:21 am
Usually, though, they come before the first year is out.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on May 01, 2011, 08:45:02 am
Mine seem to come in the second year.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on May 01, 2011, 08:54:54 am
my god, desert men seem to take over after a few hundred years.  I just embarked on a new spot, and before year one was out, my archer squad had shot down 45 theifs, alot had escaped, and a bloody ton of stuff has been stolen.....
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 02, 2011, 07:17:17 pm
Hey I never seem to be able to plant any of the dyes, or sugar cane.  I can embark with them, but no matter the location I embark in, I can't plant them, I've tried all temperature ranges, and most terrain types.

Most of the dyes are tropical areas. Same with the sugar cane. I could plant sugar cane in my last embark. However, I really should add another sugar giving plant.

Whenever i start a fort, in fall or late summer, the infected come, does this ALWAYS happen?

Yeah, usually in the fall or in the summer. I've been able to stave it off for a year by keeping my fort value low. But at latest they get me by the second year.

-----

I've done some more balancing on the Infected, in general they are weaker and slower, especially the Skulking Infected. But they can still keep up with stragglers easily. The skulking siege slightly later. Allowing you to get prepared more.
Additionally, I have a fourth of the tileset done. It's slow going as there's 255 of them. But at earliest it should be sometime this week.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 02, 2011, 08:02:59 pm
I've done some more balancing on the Infected, in general they are weaker and slower, especially the Skulking Infected. But they can still keep up with stragglers easily. The skulking siege slightly later. Allowing you to get prepared more.
Additionally, I have a fourth of the tileset done. It's slow going as there's 255 of them. But at earliest it should be sometime this week.
Hurray! I'm going to go explode now, goodbye.

Bill: BOOMER!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Dohon on May 03, 2011, 01:32:54 am
Sweet! I'm gonna hold off on creating a new fort then. In the meantime, I'll prepare for the Infected using George A. Romero movies and the Zombie Survival Guide.  :D
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Interus on May 03, 2011, 01:52:10 am
Oh man, I should have read more of this thread, didn't notice you had paint too!  I finally developed a method that works for me, but I only have paints made from dyes.  Now I have to figure out if I want to look at what you did for ore or try to figure it out for myself.  I've been kind of obsessed with the painting idea for awhile, and I think I actually finished work on mine right around the time you added yours, not that I can prove it, since it's still only on my computer.  Even if I don't decide to check out your paint system, I'll probably have to try adventure mode in this.

It's interesting that you allow logs to be painted.  I went with just blocks because I didn't like the idea of a carpenter being able to take a log covered in red paint and somehow make a chair that's painted red out of it.  But when your options are "Don't allow everything to be painted, make a custom reaction for every single item that can be painted(or something like that), or just paint the logs and say that works" that last option starts looking preeetty good. 
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 03, 2011, 08:29:13 am
heyheyheyhey! it's KERLC!!!!

with new proposals for makeshift weapons!
(i have been out of internet for 5 days now....but had an epic siege of my fort!)

2 things:
sharp poles: needs a pole. nothing more. made where the dummies are made. uses the spearman skill.

Brick(or small stone(marble, rigid rock or ores) block) on a rope: basically a very primitive flail using either the lasher or maceman skill. built from any rope, a brick (or small stone block-made at mason's. yeah, you should add that reaction too) and presto. your new easy to use flail.

and about my siege. 3 zombie squads, 3 mine. mine second squad (chief-great master maceman. CROWBAR POWER!!!!!!!!!!) and some other pukes killed an entire squad, and crippled some of the other zed-heads, then only my marksman squad crippled zed-heads from my sniper bunker (using 3 artefact shotguns, and 2 masterwork ones), and then my biggest squad (led by a legendary swordman, second-in-command was a great master maceman) and some others FINISHED THE SURVIVORS UNSURVIVORS OFF!

the best siege ever. even made a little drawing wich i'll post some other day.

then my fortress penetrated into the caverns.

i feel sorry for the poor monsters there.

BLOOOOOOOOOOOOOOOOOOOOOOOOODFEST!!!!!!!!!!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on May 03, 2011, 08:56:34 am
OMG the next dwarf fortress release will make this mod unbelievably awesome, you'll be able to have humans actually turn into undead DURING THE GAME!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 03, 2011, 09:59:55 am
OMG the next dwarf fortress release will make this mod unbelievably awesome, you'll be able to have humans actually turn into undead DURING THE GAME!
I think that's only evil areas. But still, the magmatude of that win is massive. Time to flood the catacombs and wake up the hundreds  8)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on May 03, 2011, 10:01:21 am
Well if the 'curses' do work as syndromes, and they will be moddable as toady is claiming, you should be able to give undead a bite attack that inflicts a curse.  :D
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 03, 2011, 10:04:18 am
Well if the 'curses' do work as syndromes, and they will be moddable as toady is claiming, you should be able to give undead a bite attack that inflicts a curse.  :D
:o

Oh my glob. It's time for Left 4 Dorf.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Dohon on May 03, 2011, 10:18:10 am
Well if the 'curses' do work as syndromes, and they will be moddable as toady is claiming, you should be able to give undead a bite attack that inflicts a curse.  :D

This announcement is rated D for Dwarventastic.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 03, 2011, 10:24:51 am
Well if the 'curses' do work as syndromes, and they will be moddable as toady is claiming, you should be able to give undead a bite attack that inflicts a curse.  :D

This announcement is rated D for Dwarventastic.
I think it would be Dwarftastic or Dorftastic. Not 100% sure.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 03, 2011, 02:52:32 pm
Hey IT 000, I have an idea to speed up the graphics. Get rid off all the grass, and replace it with "grass". Not like apocalyptic drunks would be able to tell the difference between them anyway.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Dohon on May 03, 2011, 04:14:05 pm
Well if the 'curses' do work as syndromes, and they will be moddable as toady is claiming, you should be able to give undead a bite attack that inflicts a curse.  :D

This announcement is rated D for Dwarventastic.
I think it would be Dwarftastic or Dorftastic. Not 100% sure.

Oh aye, it could be one of those too. In any case, real zombies? Real infected? That's real D right there.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 03, 2011, 04:15:53 pm
Well if the 'curses' do work as syndromes, and they will be moddable as toady is claiming, you should be able to give undead a bite attack that inflicts a curse.  :D

This announcement is rated D for Dwarventastic.
I think it would be Dwarftastic or Dorftastic. Not 100% sure.

Oh aye, it could be one of those too. In any case, real zombies? Real infected? That's real D right there.
Yup. InDeed.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on May 03, 2011, 04:32:31 pm
OoooOOoooOOO I cant wait for the Infected to be able to "infect" others :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 03, 2011, 04:43:15 pm
OoooOOoooOOO I cant wait for the Infected to be able to "infect" others :P
Yup! That would be epic.

Then you can actually have a plague on your hands :))

FIRING SQUAD AT THE READY! AIM! FIRE!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: SirAaronIII on May 03, 2011, 05:21:13 pm
Ooh, look, a birdie!  :P
Anyway, zombies with actually infecting bites may be too much for me to handle because I'm a noob, but I'LL PLAY IT ANYWAY!!!!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on May 03, 2011, 05:54:50 pm
IT - - - - - Do u know my OP video? Do u think giving them the Playlist would be better?

http://www.youtube.com/view_play_list?p=B428D5664C562B7B

That way when I do make more vids they can see more without having to click on another vid or search for it?

Ooh, look, a birdie!  :P
Anyway, zombies with actually infecting bites may be too much for me to handle because I'm a noob, but I'LL PLAY IT ANYWAY!!!!

Lol Dude I aint all that great at the game either but I am REALLy looking forward to this, specially since I <3 and </3 Zombies at the same time :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 03, 2011, 06:06:08 pm
Ooh, look, a birdie!  :P
Anyway, zombies with actually infecting bites may be too much for me to handle because I'm a noob, but I'LL PLAY IT ANYWAY!!!!
I suggest building a wall first off. That'll keep out all the zombies. And remember to make a 2 part gate house, so you can atom smash enemies who try to sneak in.

Remember, use your advantages! You have range on your side. Dig a ditch, make some fortifications, stand on a wall, etc. Just don't let them touch you, and you're good.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on May 03, 2011, 06:34:42 pm
Ooh, look, a birdie!  :P
Anyway, zombies with actually infecting bites may be too much for me to handle because I'm a noob, but I'LL PLAY IT ANYWAY!!!!
I suggest building a wall first off. That'll keep out all the zombies. And remember to make a 2 part gate house, so you can atom smash enemies who try to sneak in.

Remember, use your advantages! You have range on your side. Dig a ditch, make some fortifications, stand on a wall, etc. Just don't let them touch you, and you're good.

First Thing I ever do is try and build a wall asap, summit I learned from playing Genesis mod a lot ^_^
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 03, 2011, 06:36:06 pm
Ooh, look, a birdie!  :P
Anyway, zombies with actually infecting bites may be too much for me to handle because I'm a noob, but I'LL PLAY IT ANYWAY!!!!
I suggest building a wall first off. That'll keep out all the zombies. And remember to make a 2 part gate house, so you can atom smash enemies who try to sneak in.

Remember, use your advantages! You have range on your side. Dig a ditch, make some fortifications, stand on a wall, etc. Just don't let them touch you, and you're good.

First Thing I ever do is try and build a wall asap, summit I learned from playing Genesis mod a lot ^_^
I learned it from Civilization II and III. So I had a head start  :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on May 03, 2011, 06:38:30 pm
Ooh, look, a birdie!  :P
Anyway, zombies with actually infecting bites may be too much for me to handle because I'm a noob, but I'LL PLAY IT ANYWAY!!!!
I suggest building a wall first off. That'll keep out all the zombies. And remember to make a 2 part gate house, so you can atom smash enemies who try to sneak in.

Remember, use your advantages! You have range on your side. Dig a ditch, make some fortifications, stand on a wall, etc. Just don't let them touch you, and you're good.

First Thing I ever do is try and build a wall asap, summit I learned from playing Genesis mod a lot ^_^
I learned it from Civilization II and III. So I had a head start  :P

Tbh i never actually built walls in Civ II and III untill late game ^_^. I normally just built Libraries and Granaries instead LOL
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 03, 2011, 06:41:11 pm
Ooh, look, a birdie!  :P
Anyway, zombies with actually infecting bites may be too much for me to handle because I'm a noob, but I'LL PLAY IT ANYWAY!!!!
I suggest building a wall first off. That'll keep out all the zombies. And remember to make a 2 part gate house, so you can atom smash enemies who try to sneak in.

Remember, use your advantages! You have range on your side. Dig a ditch, make some fortifications, stand on a wall, etc. Just don't let them touch you, and you're good.

First Thing I ever do is try and build a wall asap, summit I learned from playing Genesis mod a lot ^_^
I learned it from Civilization II and III. So I had a head start  :P

Tbh i never actually built walls in Civ II and III untill late game ^_^. I normally just built Libraries and Granaries instead LOL
I build granaries, and then I build walls. I build walls so I can take out everyone with my musketmen, even my own conquered towns. Not like their spearmen can do anything.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on May 03, 2011, 06:43:45 pm
Lol I was always bad for just going into the whole Science thing first then conquering so defence was second to last for me :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 03, 2011, 06:52:37 pm
Lol I was always bad for just going into the whole Science thing first then conquering so defence was second to last for me :P
Science is my first priority. Then military. After I have nukes, I vaporize their swordsmen.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: MASTER_PROGRAMMER on May 04, 2011, 11:46:18 am
Mr IT 000?

Do you know how i can make a weapon that hits multiple enemies at once?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Savolainen5 on May 04, 2011, 12:09:40 pm
What's the news with 1.0.7?  Have you been busy with RL stuff, IT 000?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 04, 2011, 06:43:38 pm
IT - - - - - Do u know my OP video? Do u think giving them the Playlist would be better?

http://www.youtube.com/view_play_list?p=B428D5664C562B7B

That way when I do make more vids they can see more without having to click on another vid or search for it?

I should do that shouldn't I. I'll change it right away.

Mr IT 000?

Do you know how i can make a weapon that hits multiple enemies at once?

It is not possible to do. You could make ammo that boils at blood temperature and carries a syndrome. Thus when it hits someone it expels dangerous gas. But making a weapon like an axe do it would just result in the axe vanishing after the attack.

What's the news with 1.0.7?  Have you been busy with RL stuff, IT 000?

Just a tad, nothing to serious. 255 graphics take a little while. Right now I am about 100/255. About a third of the way done. Heh, I should put a countdown on the OP :p
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 04, 2011, 07:28:21 pm
What's the news with 1.0.7?  Have you been busy with RL stuff, IT 000?

Just a tad, nothing to serious. 255 graphics take a little while. Right now I am about 100/255. About a third of the way done. Heh, I should put a countdown on the OP :p
like I said, change all the grass to one generic grass. Or "grass" for land, and "moss" for caverns.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 04, 2011, 08:59:28 pm
Mr IT 000?

Do you know how i can make a weapon that hits multiple enemies at once?

It is not possible to do. You could make ammo that boils at blood temperature and carries a syndrome. Thus when it hits someone it expels dangerous gas. But making a weapon like an axe do it would just result in the axe vanishing after the attack.



I posted this in master_programmer's thread, and I'm posting it here.

In real life, 12g shotguns can be loaded with gas grenades made for it. You could add poisonous rounds that cause dizziness, pain, etc. so it's like tear gas!

:))
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Deon on May 05, 2011, 09:30:08 am
It will happen only if the bullet "lodges into the wound". Also, careful with fire spitting enemies, hot climates and magma channels :D.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 05, 2011, 11:08:19 am
It will happen only if the bullet "lodges into the wound". Also, careful with fire spitting enemies, hot climates and magma channels :D.
Hey, those bombs can be defective you know  :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Deon on May 05, 2011, 11:16:29 am
Just make sure they are not defective all the time ;).
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 05, 2011, 11:17:20 am
Just make sure they are not defective all the time ;).
It's more Fun!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: SirAaronIII on May 05, 2011, 03:39:39 pm
Would a bunch of depressed alcoholic stressed refugees know how to make a tear gas canister that actually worked?  :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 05, 2011, 03:44:32 pm
Would a bunch of depressed alcoholic stressed refugees know how to make a tear gas canister that actually worked?  :P
It wouldn't have to be tear gas. I can make gas bombs that knock you out and cause extreme pain out of cleaning supplies! (*cough* alchemy? *cough*)

It would also explain why it would be defective in 90+ degree climates.

You could make the thing go off at body temperature, so you don't kill yourself as much  :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 06, 2011, 06:20:10 am
well, since my last post with proposals has been ignored, lemme copy it and add some more.

new proposals for makeshift weapons!
(i have been out of internet for 5 7 days now....but had an epic siege of my fort!)

25 things:
sharp poles: needs a pole. nothing more. made where the dummies are made. uses the spearman skill.

Brick(or small stone(marble, rigid rock or ores) block) on a rope: basically a very primitive flail using either the lasher or maceman skill. built from any rope, a brick (or small stone block-made at mason's. yeah, you should add that reaction too) and presto. your new easy to use flail.

cinamon: read about how it's produced and i believe we could repeat it in the zombie apocalypse.
SUMMER ONLY, TROPICAL FOREST ONLY
can be milled into cinamon powder (astronomical price) and that can be cooked (again high price) or from it you could extract cinamon oil wich can be cooked and sold (both high priced)

!!SCIENCE!! civ: incredible tech, high priced, but their weapons are really powerful (laserrifle: now making peasant into !!peasant!!) and so is their armour(fully armored exoskeletons, (insert metal here) interwowen !science! robe etc.) . the starting price i would set for about 10000 DBs. when they siege they send few people out, but their effects on your hamlets would be devastating.

add a breastplate for the nazi civ!

here's how the SHOULD LOOK:(http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1370173_99060105253_steellegionplasmagun_445x319.jpg)

and about my siege. 3 zombie squads, 3 mine. mine second squad (chief-great master maceman. CROWBAR POWER!!!!!!!!!!) and some other pukes killed an entire squad, and crippled some of the other zed-heads, then only my marksman squad crippled zed-heads from my sniper bunker (using 3 artefact shotguns, and 2 masterwork ones), and then my biggest squad (led by a legendary swordman, second-in-command was a great master maceman) and some others FINISHED THE SURVIVORS UNSURVIVORS OFF!

the best siege ever. even made a little drawing wich i'll post some other day.

then my fortress penetrated into the caverns.

i feel sorry for the poor monsters there.

BLOOOOOOOOOOOOOOOOOOOOOOOOODFEST!!!!!!!!!!

but at the end my fort lost and we were overrun.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 06, 2011, 07:24:27 am
Sorry kerl, I knew I forgot something but my Topic Summary didn't go back to your post.

Quote
sharp poles: needs a pole. nothing more. made where the dummies are made. uses the spearman skill.

I've thought of this idea myself, but the problem is that you can just zerg rush the enemy with weapon traps/upright spears. Even with the weak damage they are still able to deal quite a punch.

Quote
Brick(or small stone(marble, rigid rock or ores) block) on a rope: basically a very primitive flail using either the lasher or maceman skill. built from any rope, a brick (or small stone block-made at mason's. yeah, you should add that reaction too) and presto. your new easy to use flail.

Great original idea! I'll be glad to add it.

Quote
cinamon: read about how it's produced and i believe we could repeat it in the zombie apocalypse.

Sure, I am always open to new plant ideas, I'll look into it.

Quote
!!SCIENCE!! civ: incredible tech, high priced, but their weapons are really powerful (laserrifle: now making peasant into !!peasant!!) and so is their armour(fully armored exoskeletons, (insert metal here) interwowen !science! robe etc.) . the starting price i would set for about 10000 DBs. when they siege they send few people out, but their effects on your hamlets would be devastating.

Interesting Idea, but the weapon would have to ignite as soon as it got on the map. Causing fires and killing the entire siege. The full set of armor doesn't fit into the game, while they would get a 'better' thing of armor it wouldn't be anywhere near a full set. I also feel like this would be a lot of similarities to the Nazi-like civ. The Nazi-like civ is going to be the uber powerful fortress stopping non-zombie force.

The Nazi-like civ is going to be enemy warlords with their own unique weapons and armor. Unfortunately I won't be able to focus on them until after I get graphics out. I do like the look that you suggested, that will probably be their graphic.

I posted this in master_programmer's thread, and I'm posting it here.

In real life, 12g shotguns can be loaded with gas grenades made for it. You could add poisonous rounds that cause dizziness, pain, etc. so it's like tear gas!

:))

I'll have to look into this. This sounds like a very Fun and effective idea!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: NightS on May 06, 2011, 07:53:20 am
Just... Pole + rock block/earthenware block = BIG hammer?
A quick and simple idea :P think of a big sledgehammer
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 06, 2011, 09:11:00 am
thank you very much, IT 000

here's an idea for a weapon: SICKLE!
it is used for farming now, but it has some fierce cutting power. can't stab, and has the reach of a dunno, combat knife or something.
and then we'll be able to control the world with the HAMMER AND SICKLE! COMUNISM POWER, HUAGH! (just some history notes here: the egyptians(ancient ones) used a sickle shaped sword called a khopesh.and in times of the ninja, there were sickles called KAMAs. google both of the notes.)and a picture here:
(http://www.dfoggknives.com/copy_of_index/sickle.jpg)

and add potatoes!
growing in autumn and winter (i know this, since my family has a small farm plot (about 30 meters long and 20 wide) and we mostly grow potatoes) they can be cooked, and brewed (VODKA! for a perfect russian-themed fort) they grow in any land except tropical areas. they are very widespread, alot of the small garden owners plant them, so they would absolutely be in handy when the zombies hit.

and wild berries!
grow in any forest they can be brewed into wine, and processed into jam, cooked and eaten raw. grow in spring. ONLY. they also yield plenty, so that you'll suffer when thy do not grow. and they are cheap. so that you won't be able to sell them at a niffty price, PLUS other nations could be modded to dislike being offered them. BWAHAHAHAHAHAHAHAHAHA!

and melons.
grow in any deserts, are edible cooked and can be brewed. (just so that we clear this: melons that grow in the wilderness have a really hard shell. try biting through one. i did. broke my tooth. it was a primary tooth, so it had to go out anyway)

just so i can make my terms for my upcoming desert fort.

and just a quick thought, why not make a clothing item that covers upper torso and legs and name it "regular clothing"? i am sick and tired of having my people running around naked.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 06, 2011, 09:54:22 am
and add potatoes!
growing in autumn and winter (i know this, since my family has a small farm plot (about 30 meters long and 20 wide) and we mostly grow potatoes) they can be cooked, and brewed (VODKA! for a perfect russian-themed fort) they grow in any land except tropical areas. they are very widespread, alot of the small garden owners plant them, so they would absolutely be in handy when the zombies hit.
Also known as a Bloated Tuber.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 06, 2011, 10:30:56 am
just so that you know, potatoes HAVE SEEDS. the so called "eyes" on the potatoes serve for a reason. here's ho we do it.

1. how many potatoes we want
2. divide it by 4
3. get the potatoes that have the most "eyes"
4. cut them on quarters, each quarter has to have at least one "eye"
5. leave the potatoes overnight
6. plant them!

there.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 06, 2011, 11:18:28 am
just so that you know, potatoes HAVE SEEDS. the so called "eyes" on the potatoes serve for a reason. here's ho we do it.

1. how many potatoes we want
2. divide it by 4
3. get the potatoes that have the most "eyes"
4. cut them on quarters, each quarter has to have at least one "eye"
5. leave the potatoes overnight
6. plant them!

there.
I am aware of how to plant potatoes. My grandfather lived on a potato farm during world war II where they had to butcher cats because they would breed like crazy and slow movement.

Dwarf much?  :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 06, 2011, 12:43:01 pm
yup. too much.

just on the funny side here:

my grandfather lived in Ljubljana during WW2, and he had an illegal distillery there.

they drunk distilled rat.

hey, it was booze.

on the underground crops thing:
my research has discovered that the best shroom for underground farming would be champignon mushroom, wich can be cooked to be edible.
the other part came from playing metro 2033: MUSHROOM VODKA!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 06, 2011, 12:45:01 pm
yup. too much.

just on the funny side here:

my grandfather lived in Ljubljana during WW2, and he had an illegal distillery there.

they drunk distilled rat.

hey, it was booze.

on the underground crops thing:
my research has discovered that the best shroom for underground farming would be champignon mushroom, wich can be cooked to be edible.
the other part came from playing metro 2033: MUSHROOM VODKA!
Even in the event of a global apocalypse and having all resources obliterated, the Russians will drink Vodka.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 06, 2011, 12:47:10 pm
you will not deny the ancient slavic right to vodka!

BURN, TRAITOR!!!!

Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 06, 2011, 12:51:12 pm
you will not deny the ancient slavic right to vodka!

BURN, TRAITOR!!!!
You forget, I am a dwarf. And I have magma to destroy your booze.

MUHAHAHAHAHAHHAHAHAH
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 06, 2011, 12:53:35 pm
and the sheer power of the slavic ingineuity shall block magma with water. BY THE GALLONS!

and then my AK-wielding troops, supported by tanks that will not fail, even if encrusted in magma shall destroy you utterly!

BWAHAHAHAHAHAHA!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 06, 2011, 01:05:43 pm
and the sheer power of the slavic ingineuity shall block magma with water. BY THE GALLONS!

and then my AK-wielding troops, supported by tanks that will not fail, even if encrusted in magma shall destroy you utterly!

BWAHAHAHAHAHAHA!
Then I must apply more magma!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 06, 2011, 01:24:22 pm
and then i deploy the general winter, freezing your magma. ALL THE MAGMA IN THE WORLD!!!! BWAHAHAHAHAHAHAHAHHAHAHA!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Rumrusher on May 06, 2011, 01:35:55 pm
destilled rat is what I'm using for food and booze right now that and making wooden rat bone logs to make the barrels for the rat meat and rat bone logs.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 06, 2011, 01:49:01 pm
and then i deploy the general winter, freezing your magma. ALL THE MAGMA IN THE WORLD!!!! BWAHAHAHAHAHAHAHAHHAHAHA!
That would just encase you in stone and metal  :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Bloogonis on May 06, 2011, 02:06:02 pm
Looking at the miniature in the above post got me thinking. there are no gas-masks in this game. what self respecting post-apoc game doesn't have gas-masks? Using the same/similar mask set up as in Df maybe? Warlords have leather gas-masks, and the possible "Crazy Nazi" Civ would have metal ones?

Also weapon idea for the Nazis: Fuel Rod gun - Give them a stuck in syndrome that causes severe nausea and make the ammo itself be highly dense and very heavy. In order to slow down the user and do ridiculous amounts of damage. on sites where the ambient temperature is enough to set of the ammo on its own, its explained away as the high temperature agitating the unstable ammunition.

Or can you not set for a single material to make the fuel rods from? cause it would be sort of wonky to have them shooting -Copper Fuel Rods- at you.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 06, 2011, 02:23:57 pm
Looking at the miniature in the above post got me thinking. there are no gas-masks in this game. what self respecting post-apoc game doesn't have gas-masks? Using the same/similar mask set up as in Df maybe? Warlords have leather gas-masks, and the possible "Crazy Nazi" Civ would have metal ones?

Also weapon idea for the Nazis: Fuel Rod gun - Give them a stuck in syndrome that causes severe nausea and make the ammo itself be highly dense and very heavy. In order to slow down the user and do ridiculous amounts of damage. on sites where the ambient temperature is enough to set of the ammo on its own, its explained away as the high temperature agitating the unstable ammunition.

Or can you not set for a single material to make the fuel rods from? cause it would be sort of wonky to have them shooting -Copper Fuel Rods- at you.
Gas masks would be great for fighting against the stone sickness. Albeit it would kinda kill the fear of mining  :-\
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: SirAaronIII on May 06, 2011, 06:54:44 pm
It's possible to make fuel rods only be made of a special, combusting "fuel rod" metal, using a custom reaction. But since they're ammo, then it probably won't work, as the option to make bone, weapons-grade metal, and wooden fuel rods will appear at the craftsman and metalsmith workshops. Kind of like how you can make a bone pistol at a bowyer shop.
On the overpoweredness of gas masks, they should only have a chance to block syndromes, if that's even doable.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: EuchreJack on May 06, 2011, 07:25:38 pm
Dunno if this has been posted, but I noticed corn isn't brewable.  WTF?

Modder must not be American, or must not have heard of the famous Whisky Rebellion, where farmers protested the tax of whisky, the fermented version of corn.

Corn whisky doesn't even need to age (sit around for a while in order to be drinkable).  Awesome stuff, a truly American drink.

Other than this flaw, great mod!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 06, 2011, 07:28:29 pm
Dunno if this has been posted, but I noticed corn isn't brewable.  WTF?

Modder must not be American, or must not have heard of the famous Whisky Rebellion, where farmers protested the tax of whisky, the fermented version of corn.

Corn whisky doesn't even need to age (sit around for a while in order to be drinkable).  Awesome stuff, a truly American drink.

Other than this flaw, great mod!
AMERICAAAAA!

Where literally everything is made of corn. Everything.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: SirAaronIII on May 06, 2011, 07:39:32 pm
Gas, clothes, food (duh), and drink! Here's to America!   :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 06, 2011, 07:40:42 pm
Gas, clothes, food (duh), and drink! Here's to America!   :P
Don't forget meat. We make our meat out of corn too  :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 06, 2011, 10:28:12 pm
Quote
here's an idea for a weapon: SICKLE!
it is used for farming now, but it has some fierce cutting power. can't stab, and has the reach of a dunno, combat knife or something.
and then we'll be able to control the world with the HAMMER AND SICKLE! COMUNISM POWER, HUAGH! (just some history notes here: the egyptians(ancient ones) used a sickle shaped sword called a khopesh.and in times of the ninja, there were sickles called KAMAs. google both of the notes.)and a picture here:

Wonderful idea! Perhaps I'll move the kukri over to Warlords (Since it is a police weapon used asian/middle eastern countries). The sickle will be available to the player.

Just... Pole + rock block/earthenware block = BIG hammer?
A quick and simple idea :P think of a big sledgehammer

Great idea!

Quote
and add potatoes!
growing in autumn and winter (i know this, since my family has a small farm plot (about 30 meters long and 20 wide) and we mostly grow potatoes) they can be cooked, and brewed (VODKA! for a perfect russian-themed fort) they grow in any land except tropical areas. they are very widespread, alot of the small garden owners plant them, so they would absolutely be in handy when the zombies hit.

Hehe, I can picture someone playing a russian themed fortress right now :D

Quote
and wild berries!
grow in any forest they can be brewed into wine, and processed into jam, cooked and eaten raw. grow in spring. ONLY. they also yield plenty, so that you'll suffer when thy do not grow. and they are cheap. so that you won't be able to sell them at a niffty price, PLUS other nations could be modded to dislike being offered them. BWAHAHAHAHAHAHAHAHAHA!

Personally I like the specific plant species. Having a generic 'Wild Berry' would seem off when there's four or five berries currently in the game. Additionally, planting should be difficult, simply because it's Fun.

Quote
and melons.
grow in any deserts, are edible cooked and can be brewed. (just so that we clear this: melons that grow in the wilderness have a really hard shell. try biting through one. i did. broke my tooth. it was a primary tooth, so it had to go out anyway)

Great idea! I need another desert plant. Is there a specific species or should I just say 'Melon' as there is no other melon in the game?

Quote
my research has discovered that the best shroom for underground farming would be champignon mushroom, wich can be cooked to be edible.
the other part came from playing metro 2033: MUSHROOM VODKA!

Wonderful!

Quote
Dunno if this has been posted, but I noticed corn isn't brewable.  WTF?

Yes, I am aware that many plants in the game can be brewed in life, but cannot in the game. Virtually everything can be wined or fermented into alcohol. Some plants are not brewable simply to limit the amount of brewable plants in the game.

Quote
Looking at the miniature in the above post got me thinking. there are no gas-masks in this game. what self respecting post-apoc game doesn't have gas-masks? Using the same/similar mask set up as in Df maybe? Warlords have leather gas-masks, and the possible "Crazy Nazi" Civ would have metal ones?

They should be added shouldn't they. Of course it wouldn't work like a real gas mask in real life, but i would be an effective helmet, and add to the atmosphere

Quote
they drunk distilled rat.

hey, it was booze.

Well, this is a use for live vermin!

-----

I'm really liking the ideas that are being posted!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 07, 2011, 12:00:49 am
Progress on the tileset?

Anyways, I have a suggestion. Machetes! (If they are in the game, sorry. I stopped playing because my eyes can't handle ASCII with so many different types of grass >_<)

They are common in jungles and marshes, as they are useful for getting through the thick plants and are used for harvesting some crops like a sickle. There are two things machetes are good for: Cutting down plants by the dozen, and cutting down people by the dozen.

I think you said you were going to add a kukri, which is not the same thing! It drives me nuts when someone calls a kukri a machete or vice versa.

Also, molotov cocktails. Every apocalypse needs 'em.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: SirAaronIII on May 07, 2011, 12:15:27 am
Machetes are in. They're one of the weapons the Privation can actually make, instead of buying it off the warlords like all the cool stuff.
Also, can guns be made in a mood?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Dohon on May 07, 2011, 04:38:52 am
Have you ever read "Zombie Survival Guide" by Max Brooks, IT? Gives plenty of inspiration regarding weapons.  ;D Then again, those weapons are "recommended" for zombie-slaying and you do have most of them already in the mod, but it is a good read (if suffering a bit from an acute case of typoism).

Also, since you have removed clothing, won't this make the survivors freeze in glacier biome's? Maybe you can add something like a survival suit? Covers the body, but just thin enough to keep from freezing and thus not a good idea to protect yourself from getting bitten?

Also, would it be possible to have something like a flamethrower? I'm not sure that you can add "breath" effects to weapons, so this might be a longshot. But it would be FUN. !!FUN!! actually.

As for the tileset: you guys can use the "art" set from other graphic sets. While this won't give you full graphics, it will make the grass look like graphical grass. Just get Ironhand or Phoebus and use their ASCII set. It will make the waiting more bareable and so IT doesn't have to rush the next release. :) Mind, just a suggestion!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 07, 2011, 07:41:40 am
as far as tileset is concerned, can someone please use the phoebus one? ironhand's look..... well weird, with balls of yarn as plants.

and melons are....melons. not watermelons, but melons.

the underground mushrooms should only be able to be acquired via enlightened.

and the miniature is from games workshop.

PLUS, the whiskey from corn is known i europe, thank you very much (you just shown me, why i don't like america, EuchreJack. it's not that i am alergic to corn, but the one time i was in america, i got really sick of corn.) it's called bourbon.

and the nazis should have trench coats to that gasmask, please.

and why use fuel rod guns, when they can be used for melee? (sorry, got RPed away. is that even possible?)

and another stone, found in the decomposted garbage: plastic! it can be melted, and then used to make quivers, waterbottles, crafts and such. nifty price, though.

AND ANOTHER ONE! kevlar: extract strands, then make into kevlar leather. by making it into leather, it removes the "stone", so your nobles can't demand goblets, coins and such.
it's lightweight, good against ranged, but sucks at melee.

edit: i am in favour of changing peas into beans. for 3 reasons:
1.: the peas are small.
2.: beans are more widespread, and more people like them
3.: my favourite camp song:
tacos, tacos, tacos, burritos,
tacos, tacos, tacos, burritos, burritoos!
tacos, tacos, tacos, burritos,
tacos, tacos, tacos, burritos, burritoos!

2nd edit:
i just noticed this, but i suggested chainsaw CHAINS not BLADES.

3rd edit:
about the riot shields. found this on games workshop site.
(http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1252054_99110599138_NecroEnforcerTeamMain_445x319.jpg)
METALIC RIOT SHIELDS!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on May 07, 2011, 12:53:21 pm
Hey can I request maybe a seperate package in the mod that includes some basic types of clothing, and metal crafts.  I just find it really odd that everyone is stark naked, and some pants, shirts, shoes, socks, gloves.  and gold earrings, braclets and stuff would allow me to use the insane amount of cloth, and (currently) useless gold ore I;m getting.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: SirAaronIII on May 07, 2011, 03:10:33 pm
Just make bags. Sand, dyes, and flour, anyone?
Yeah, melons like melon melons, like the ones you eat in Yoshi's Story to get power-ups. (Yay N64!)
Plus the clothes cause lag. IT 000 said that's why he removed them. They're not even needed, because you don't get frostbite in Fortress Mode.
It's unfortunately impossible to make only Enlightened have them, I think, because for them to get it, they have to appear SOMEWHERE so that they can "harvest" it and sell it to you. If it's in the caves, then it'll be in the caves everywhere. At least that's what he said about tanks.
Just don't rush the next release, IT, and you'll be golden. In my opinion, graphics are 2nd priority to new stuff.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on May 07, 2011, 03:38:25 pm
ya I know the reason they were removed, and that's why I asked for a sperate packadged file, you'd only need to modify one r two things I think, I jsut don't know what.
Also bug:
The hard lead reaction is broken, I have galena, antimony, and charcoal all right beside my smelters and nothing.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on May 07, 2011, 04:05:42 pm
I agree with SirAaronIII about taking ur time IT, mainly due to the fact that I wanna finish my fort in this LP before I have to update :P. Ne ways keep up the good work and I CANNOT wait to see all these new weapons and such it seems incredibly interesting ^_^

Keep up the good work IT I rated ur mod 9/10 on my "reviews" ^_^
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: EuchreJack on May 07, 2011, 09:50:39 pm
Wow, Warlords are awesome!  I picked up three Warlord Peasants, and they each dual-wielded knives!

We were jumped by desert bandits, outnumbered two-to-one, but we tore them up!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 08, 2011, 01:44:48 am
i totally agree that graphics should only be second to new stuff.

as for the wild berries:

i checked a encyclopedia, and there are 3 candidates:

blueberries

wild strawberries

raspberries

take your pick.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 08, 2011, 03:09:56 am
Quote
Progress on the tileset?

About half way done. About 7/16 rows. Plus a few misc graphics.

Quote
Have you ever read "Zombie Survival Guide" by Max Brooks, IT? Gives plenty of inspiration regarding weapons.  ;D Then again, those weapons are "recommended" for zombie-slaying and you do have most of them already in the mod, but it is a good read (if suffering a bit from an acute case of typoism).

It was a while ago, but I've looked into it. So I don't remember everything, but I enjoyed it a lot!

Quote
Also, would it be possible to have something like a flamethrower? I'm not sure that you can add "breath" effects to weapons, so this might be a longshot. But it would be FUN. !!FUN!! actually.

You cannot add breath effects to weapons, I think a modified grenade thrower might work, but then again it will probably explode in your !!ALPACA LEATHER QUIVER!!, additionally flamethrowers make horrible weapons against zombies, as they do not feel pain they just transform into a !!zombie!! until they burn to death.

Quote
As for the tileset: you guys can use the "art" set from other graphic sets. While this won't give you full graphics, it will make the grass look like graphical grass. Just get Ironhand or Phoebus and use their ASCII set. It will make the waiting more bareable and so IT doesn't have to rush the next release. :) Mind, just a suggestion!

I have considered borrowing from a few graphics sets, problem is that none of them 'fit' my current style, so they will look like out of place placeholder graphics. I might use the animals though, but as far as the tileset is concerned it will be very noticeable.

Quote
and the nazis should have trench coats to that gasmask, please.

Of course, what's a nazi without trench coats?

Quote
and another stone, found in the decomposted garbage: plastic! it can be melted, and then used to make quivers, waterbottles, crafts and such. nifty price, though.

Interesting idea, adding soon.

Quote
AND ANOTHER ONE! kevlar: extract strands, then make into kevlar leather. by making it into leather, it removes the "stone", so your nobles can't demand goblets, coins and such.

Seems a tad advanced for the civ, but I really need a use for strand extractors (as if they had a use in vanilla) I'll look into it.

Hey can I request maybe a seperate package in the mod that includes some basic types of clothing, and metal crafts.  I just find it really odd that everyone is stark naked, and some pants, shirts, shoes, socks, gloves.  and gold earrings, braclets and stuff would allow me to use the insane amount of cloth, and (currently) useless gold ore I;m getting.

Alright, I'll stick that on the list.

Quote
Keep up the good work IT I rated ur mod 9/10 on my "reviews" ^_^

Great! Thanks you very much! Can't wait to see if you're going to have any more LP's.

Quote
blueberries

wild strawberries

raspberries

take your pick.

I might have all three if they're different enough (most without wine of course) I'll look into it

-----

Sorry if my comments appear more terse then usual. It's three AM and I have to go to work in two hours, shows you how my weekends going  :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ahra on May 08, 2011, 06:56:27 am
the nazis sound like krieg stormtroopers
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 08, 2011, 07:50:32 am
the nazis sound like krieg stormtroopers

actually, what i imagined was more like the steel legion of the world of armageddon.

here's some pics from the games workshop site!
(http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1280585_99110105148_IGSteelLegionSquadMain_873x627.jpg)
a squad of nazis!
(http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1370164_99060105248_steellegionofficerpowerswordboltpistol_873x627.jpg)
you dare tell me this guy does not look like a nazi?
(http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1280285_99060105251_IGSteelLegionSergeantMain_873x627.jpg)
nazi with an ork's head!
(http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1241940_99060105252_Col40kSteelLegionGrenadeMain_873x627.jpg)
nazi with a grenade launcher!


and for the russian themed game i will start (not a succsession one, sorry) when the 1.0.7. comes out:
RUSSIANS!
(http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1280300_99060105256_IGValhallanSergeantMain_873x627.jpg)
FOR POTATOES, VODKA, AND AK-74!
(http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1440170_99060105259_IGValhallanCommsMain_873x627.jpg)
Vodka supplies running low. requesting additional potatoes.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ahra on May 08, 2011, 08:38:03 am
god i hate vallhallans, but i have to admit they are badass.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 08, 2011, 12:32:25 pm
why exactly hate them? THEY USE FLAMETHROWERS AND MORTARS!

AND ARE SPACE RUSSIANS!


anyway: a suggestion for those who start in an area with very little to no wood. why do you not make sleeping bag/bedroll(yes, YOU choose the name)? you could mod it to be made from 2 cloth. ANY cloth. (by that i mean star spider silk, since it is the only thing that is omnipresent source of cloth)

and a bug: when i order my weapons workshop to make baseball bats they instead make wooden training weapons. W.T.F.
this has happened AFTER the next post. i accidentaly removed the raw file.

and PLEASE make the baseball bat A BIT MORE POWERFUL. 6 wild dogs killed 3 competent macemen armed with baseball bats. then the tantrum spiral began. i mean HELLO? the baseball bat makes an excellent weapon in RL, but i understand it has to be weaker in-game. BUT W.T.F.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 08, 2011, 02:41:22 pm
Quote
anyway: a suggestion for those who start in an area with very little to no wood. why do you not make sleeping bag/bedroll(yes, YOU choose the name)? you could mod it to be made from 2 cloth. ANY cloth. (by that i mean star spider silk, since it is the only thing that is omnipresent source of cloth)

I can't mod furniture. Otherwise beds would take cloth to begin with.

Quote
and a bug: when i order my weapons workshop to make baseball bats they instead make wooden training weapons

I just tried to make baseball bats, my computer froze for four seconds and then I ended up with a +larch chainsaw blade+, additionally, makeshift spears will grab any weapon! I lost a masterwork shear steel chop axe for a -oaken makeshift spear- :(
Fixed now.

Quote
and PLEASE make the baseball bat A BIT MORE POWERFUL..

Wild dogs are also very aggressive in real life. Additionally, wood is a bad material in general. I should make them more powerful though.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 08, 2011, 02:53:28 pm
Quote
and PLEASE make the baseball bat A BIT MORE POWERFUL..

Wild dogs are also very aggressive in real life. Additionally, wood is a bad material in general. I should make them more powerful though.
Correct. Wood is a generally "Soft" material, so it is strong. It bends more, so it absorbs energy from the impact leaving less pain on the bad guys face.

If you used aluminum bats of the other hand...
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 08, 2011, 03:04:17 pm
Alright I did a few quick tests with the baseball bat.

Three regular Privation humans Competent in Fighter, Maceman, Dodger, Armor user, and Shield user. Armed only with a oaken baseball bat against six war dogs.

Test A: One human dead, one human unconscious, one human alive.
Test B: All humans alive with minor cuts and bruises
Test C: *Turned Dodging skill to Adequate, removed armor user and shield user skills, facing 8 wild dogs* All humans still alive with moderate wounds.

Now looking over the plant raws I found out that every wood has a different density, Oak has 700, which from a quick glance is relatively high. So I used alder instead (410) Again humans won every time, resulting in one death on test C, but a noticeable increase in wounds over all.

-----

I'm going to amp them up a tad bit because I feel like they should be slightly better.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 08, 2011, 04:14:10 pm
Alright I did a few quick tests with the baseball bat.

Three regular Privation humans Competent in Fighter, Maceman, Dodger, Armor user, and Shield user. Armed only with a oaken baseball bat against six war dogs.

Test A: One human dead, one human unconscious, one human alive.
Test B: All humans alive with minor cuts and bruises
Test C: *Turned Dodging skill to Adequate, removed armor user and shield user skills, facing 8 wild dogs* All humans still alive with moderate wounds.

Now looking over the plant raws I found out that every wood has a different density, Oak has 700, which from a quick glance is relatively high. So I used alder instead (410) Again humans won every time, resulting in one death on test C, but a noticeable increase in wounds over all.

-----

I'm going to amp them up a tad bit because I feel like they should be slightly better.
You could just increase the velocity to make it more realistic, and/or increase wood density.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on May 08, 2011, 04:24:05 pm
velocity would be good, that's where all the damage comes from in baseball bats in real life, and increasing wood desnsity would have odd effects like making arrows, crossbows, and armor better too.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 09, 2011, 06:45:05 am
i had mine only competent macemen (thanks, dojo!)

and was "ambushed" by wild dogs. at first there were only 2, but then 4 more appeared.

you REALLY should fix the thing with the makeshift spears.

and i wondered where my "avoco defigo, an artefact machete" went.

edit:
Quote
anyway: a suggestion for those who start in an area with very little to no wood. why do you not make sleeping bag/bedroll(yes, YOU choose the name)? you could mod it to be made from 2 cloth. ANY cloth. (by that i mean star spider silk, since it is the only thing that is omnipresent source of cloth)

I can't mod furniture. Otherwise beds would take cloth to begin with.
then why don't you make a NEW piece of funiture? or is that something that can't be done? just asking, since i suck at modding.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 09, 2011, 09:51:23 am
edit:
Quote
anyway: a suggestion for those who start in an area with very little to no wood. why do you not make sleeping bag/bedroll(yes, YOU choose the name)? you could mod it to be made from 2 cloth. ANY cloth. (by that i mean star spider silk, since it is the only thing that is omnipresent source of cloth)

I can't mod furniture. Otherwise beds would take cloth to begin with.
then why don't you make a NEW piece of funiture? or is that something that can't be done? just asking, since i suck at modding.
I'm pretty sure beds are hard-coded to be sleepable.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Savolainen5 on May 09, 2011, 10:44:57 am
Wow, I had no idea that non-safe stone would be such a game-changer.  I had a healthy fortress of 40ish, and an invasion of one squad of mixed Lumbering and Scrawn Infecteds destroyed me.  And I only killed about half of them, most of those being from the warlord caravan that was in.  So, the question is, how do you make a defensible entrance without stone?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Jimlad11 on May 09, 2011, 10:51:26 am
Get Wood!

I tend to have to completely deforest the local area to create my mini-fort. I know you can take away lethal stone by replacing the raws but...I just can't...so...much...humour...

I just hole up and use hunting rifles. Going toe to toe with the walking dead seems to be suicide for my humans, despite having decent armour and weapons. (Quite realistic I imagine  :D)   
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: NightS on May 09, 2011, 10:51:47 am
just make beds able to be made with cloth :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Bloogonis on May 09, 2011, 11:25:42 am
I use Ice.

about the fuel rods, you wouldn't give the reaction to the player, it would be a weapon imported by war. I don't think attackers bring wood or bone ammo.

another item idea. Headscarf or veil. Theives clothing item. this way there will be more items to have but not full sets of clothing. I get what your going for. The characters arn't naked, the standard clothing items are simply a given, everyone has them so they arn't represented. But then you can still have a handful of non-standard clothing items.

Vail/Headscarf: Theives
Poncho: Warlords
Gardeners Gloves: Enlightened
Ratty T-shirt: Zombies
Tattered Pants: Evasive infected

This way you wont have 40 full sets of clothing but there is still something gained from the encounter.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 09, 2011, 11:30:58 am
I use Ice.

about the fuel rods, you wouldn't give the reaction to the player, it would be a weapon imported by war. I don't think attackers bring wood or bone ammo.

another item idea. Headscarf or veil. Theives clothing item. this way there will be more items to have but not full sets of clothing. I get what your going for. The characters arn't naked, the standard clothing items are simply a given, everyone has them so they arn't represented. But then you can still have a handful of non-standard clothing items.

Vail/Headscarf: Theives
Poncho: Warlords
Gardeners Gloves: Enlightened
Ratty T-shirt: Zombies
Tattered Pants: Evasive infected

This way you wont have 40 full sets of clothing but there is still something gained from the encounter.
So let me get this straight:

Theives are Muslims.
Warlords are mexican druglords.
Enlightened are plant lovers (Makes sense)
Zombies are zombies
Zombies are zombies.

Makes sense, actually, but kinda kills the feel.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Bloogonis on May 09, 2011, 11:51:26 am
Headscarves aren't only worn by Muslims, many peoples who live out in the elements, typically desert environments, adapted some form of head scarf to block particles driven by high winds and to protect as much skin as possible from the sun. Ponchos are used for pretty much the same reason, thats why spaghetti westerns use them so much it shows that the main character is tough. I couldnt think of one for the player race, and I'm not entierly convinced their isn't a better idea for the warlords.

Also I have noticed a total lack of gloves in the game, so maybe fingerless gloves for the player race? (name of race) Uniform for the Nazis? I was also thinking may eyepatch for the warlords. but then most all warlords would appear to have little to no depth perception.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Savolainen5 on May 09, 2011, 11:51:27 am
Get Wood!

I tend to have to completely deforest the local area to create my mini-fort. I know you can take away lethal stone by replacing the raws but...I just can't...so...much...humour...

I just hole up and use hunting rifles. Going toe to toe with the walking dead seems to be suicide for my humans, despite having decent armour and weapons. (Quite realistic I imagine  :D)

Oh, don't get me wrong, I was good and wooded up.  With walls and stuff.  But the only way for me to get caravans was to leave an opening in my wall, and I never got it closed in time when an ambush or invasion showed up...

I also have the problem of not having enough stuff to trade.  Normally, I just make dozens of bins of stonecrafts.  But now that I can't, I make a couple of wood, because it's usually at a premium, and then butcher animals.  In this game, I almost had cotton production up and running, but then I got owned.

In any case, I'm trying different stuff out for the succession game, and hoping beyond hope that I can find an embark that has both lots of wood AND will let me grow useful crops.  Because forests have awful ones.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 09, 2011, 11:58:39 am
Get Wood!

I tend to have to completely deforest the local area to create my mini-fort. I know you can take away lethal stone by replacing the raws but...I just can't...so...much...humour...

I just hole up and use hunting rifles. Going toe to toe with the walking dead seems to be suicide for my humans, despite having decent armour and weapons. (Quite realistic I imagine  :D)

Oh, don't get me wrong, I was good and wooded up.  With walls and stuff.  But the only way for me to get caravans was to leave an opening in my wall, and I never got it closed in time when an ambush or invasion showed up...

I also have the problem of not having enough stuff to trade.  Normally, I just make dozens of bins of stonecrafts.  But now that I can't, I make a couple of wood, because it's usually at a premium, and then butcher animals.  In this game, I almost had cotton production up and running, but then I got owned.

In any case, I'm trying different stuff out for the succession game, and hoping beyond hope that I can find an embark that has both lots of wood AND will let me grow useful crops.  Because forests have awful ones.
Giggity.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 09, 2011, 12:07:07 pm
Get Wood!

I tend to have to completely deforest the local area to create my mini-fort. I know you can take away lethal stone by replacing the raws but...I just can't...so...much...humour...

I just hole up and use hunting rifles. Going toe to toe with the walking dead seems to be suicide for my humans, despite having decent armour and weapons. (Quite realistic I imagine  :D)

Oh, don't get me wrong, I was good and wooded up.  With walls and stuff.  But the only way for me to get caravans was to leave an opening in my wall, and I never got it closed in time when an ambush or invasion showed up...

I also have the problem of not having enough stuff to trade.  Normally, I just make dozens of bins of stonecrafts.  But now that I can't, I make a couple of wood, because it's usually at a premium, and then butcher animals.  In this game, I almost had cotton production up and running, but then I got owned.

In any case, I'm trying different stuff out for the succession game, and hoping beyond hope that I can find an embark that has both lots of wood AND will let me grow useful crops.  Because forests have awful ones.

i for one get the most ore i can, make that into mechanisms and then make cage traps, so that the infected are busy while the caravan happily enters and the doors are sealed. it also helps if you channel out a 3 tile (maybe less) path to the doors, and post your riflemen to help stall the zed-heads additionally.

heres the layout.
ground Z-level:    (++)-bridge, +++-road (put those cage traps on it!), =0- wall with a pillar, - Z channel drop, _-tile (ground
=0(++)0=
_-(++)-_
_-+++-_
_-+++-_
_-+++-_
_-+++-_
_-+++-_

1 Z-level up: []-fortifications (i make my fortress out of clay. hey, it's carveable!) +-floor (for the soldiers)
+++
[][]
----

1 Z-level down: ~-ground, - undug ground (prefferably soil), 0-walled off entrance (for the miners to remove the ramps)
~~~~~0
~-----~
~-----~
~-----~
~-----~
~-----~

clear?

of course if you can't build this in time, you can let one enlightened caravan  have an "accident" *wink, wink*

plus, embark with 3 stones and 2-3 blocks, for a bridge and mechanisms.

edit: make that 4, so that you can make a kiln for clay collection.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Savolainen5 on May 09, 2011, 02:27:52 pm
Oh, of course!  I never considered embarking with stone, hah!  Thanks!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on May 09, 2011, 05:36:20 pm
I finally survived an undead invasion. By wallingin 10 out of my 18 survivors in my shack, which contains all stockpiles, a farm, several workshops, a dining room, and a dorm. The undead are chasing the est of my populace around the map.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on May 09, 2011, 06:18:07 pm
Just don't embark with one of the poison stones like I did, fastest fort death ever.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 09, 2011, 06:24:50 pm
Just don't embark with one of the poison stones like I did, fastest fort death ever.
Why? But it's Fun!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 10, 2011, 07:33:19 am
it is really fun! just like me, my miners with rotten hearts could not even finish the primitive burrows for my people to live in, when the undead came. and then there were none. and a whole lot of blood too.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: rellik242 on May 10, 2011, 08:03:19 am
... I accidentally deleted this, so I downloaded it again, and loaded it up and genned a new world and everything ... My Humans are Forgotten Beasts. All the Vermin are Animals .... And all the materials are messed up ... WTF
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: rellik242 on May 10, 2011, 08:05:20 am
The games is considering them peasants, and they can't even work ... I can slaughter them :3, but no one will do the slaughtering.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 10, 2011, 09:37:27 am
Quote
This way you wont have 40 full sets of clothing but there is still something gained from the encounter.

Kilakan has already suggested an optional clothing mod, I support this. But in standard Corrosion I'd rather not add clothing, it's almost relieving to trade something useful instead of random bits of useless crap that you've thrown together.

... I accidentally deleted this, so I downloaded it again, and loaded it up and genned a new world and everything ... My Humans are Forgotten Beasts. All the Vermin are Animals .... And all the materials are messed up ... WTF

Duplicated raws, you must delete all preexisting raw files.

Quote
Also I have noticed a total lack of gloves in the game, so maybe fingerless gloves for the player race?

Gloves as armor are in the game, but they aren't working correctly, I've fiddled with them a little bit, but I'm still looking for a fix.

-----

I've been able to get a lot of modding done yesterday, I have decided that blueberries, strawberries, and raspberries (etc there will be more) will be more common when gathering plants, but will not yield any seeds.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 10, 2011, 10:30:12 am
here's my RED FORT in nice commie colours. top to bottom!

(http://img805.imageshack.us/img805/592/dfforttop.png)

(http://img840.imageshack.us/img840/4933/dffortsleeproom.png)

(http://img838.imageshack.us/img838/1774/dffortdining.png)

(http://img198.imageshack.us/img198/7903/dffortfood.png)

(http://img834.imageshack.us/img834/1949/dffortstoreroom.png)

(http://img683.imageshack.us/img683/4821/dffortgraveyard.png)

(http://img705.imageshack.us/img705/2075/dffortclay.png)
this is where my lovely fort gets its clay, ladies and gentelmen!

(http://img703.imageshack.us/img703/2453/dffortmine1.png)

(http://img5.imageshack.us/img5/7541/dffortmine2.png)

questions?

i learned how to take screenshots! :D
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 10, 2011, 11:22:28 am
Nice fort. I'll probably make a catwalk of my own when I get the tileset version.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 10, 2011, 12:42:43 pm
whoops! i forgot the clay area!

edited!

and are you gonna make a catwalk with 100% more cat?

BWAHAHAHAHAHAHAHAHA!

catsplosive!

and, IT, could you make red colour plant grow only in taiga and tundra?
communism power! (until it crashes down)

pweeeeaaseee :3
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 10, 2011, 01:38:55 pm
whoops! i forgot the clay area!

edited!

and are you gonna make a catwalk with 100% more cat?

BWAHAHAHAHAHAHAHAHA!

catsplosive!

and, IT, could you make red colour plant grow only in taiga and tundra?
communism power! (until it crashes down)

pweeeeaaseee :3
Look something up that grows in the cold, I'll help. Then you can live out your state socialist dreams  :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Lovechild on May 10, 2011, 02:27:12 pm
How about lingonberries?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 10, 2011, 02:52:36 pm
How about lingonberries?
That'll work! Red cabbage might work too.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: NightS on May 10, 2011, 03:42:39 pm
Potatoes :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 10, 2011, 03:57:25 pm
Potatoes :P
Potatoes are normally brown, but it depends on the soil and species.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: TomiTapio on May 10, 2011, 04:27:38 pm
Feel free to add my Finnish language file to this mod. Some of the words are pretty long, but it will be exotic.
http://dffd.wimbli.com/file.php?id=2921
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: EuchreJack on May 10, 2011, 04:43:36 pm
My latest adventurer just settled down as a peasant in an infected hamlet.  He couldn't speak to them, but apparently they don't recognize him as food.   :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Savolainen5 on May 10, 2011, 07:40:32 pm
whoops! i forgot the clay area!

edited!

and are you gonna make a catwalk with 100% more cat?

BWAHAHAHAHAHAHAHAHA!

catsplosive!

and, IT, could you make red colour plant grow only in taiga and tundra?
communism power! (until it crashes down)

pweeeeaaseee :3
Look something up that grows in the cold, I'll help. Then you can live out your state socialist dreams  :P

Hello?  Beets!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 10, 2011, 08:29:27 pm
whoops! i forgot the clay area!

edited!

and are you gonna make a catwalk with 100% more cat?

BWAHAHAHAHAHAHAHAHA!

catsplosive!

and, IT, could you make red colour plant grow only in taiga and tundra?
communism power! (until it crashes down)

pweeeeaaseee :3
Look something up that grows in the cold, I'll help. Then you can live out your state socialist dreams  :P

Hello?  Beets!
OH HERP A DERP.

How could I have forgotten beats? The central part of any Russian meal! Borscht, duh!  :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 10, 2011, 11:06:44 pm
Quote
and, IT, could you make red colour plant grow only in taiga and tundra?

The red pigment comes from clay. Making it very accessible, and cheap.

Very happy to see your screenshots :D if anyone else wants to post a few I'd like to see them to!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 11, 2011, 07:07:27 am
no, i meant for armor and stuff like that. how is the 1.0.7 going on? 40% done? perhaps more?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: BoomClap on May 11, 2011, 09:50:41 am
I'm literally dieing to get a hand on 1.0.7

I know you have you're own life going

and I know It ain't easy drawing all the sprites.

Just try your best to save a poor innocent soul dieing because of your mod.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 11, 2011, 10:27:32 am
I'm literally dieing to get a hand on 1.0.7

I know you have you're own life going

and I know It ain't easy drawing all the sprites.

Just try your best to save a poor innocent soul dieing because of your mod.
That could be taken as

A) You have no life and you are lying whilst over exaggerating.
B) He is murdering the innocent, and should stop.
C) OMG I GOTZ TO HURREH TEH SPRITES!

Great job  :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Dohon on May 11, 2011, 01:10:24 pm
Come on folks, let IT do it at his own pace. I rather have it take longer and let IT have some fun while doing it instead of him rushing like a madman and burning himself out trying to push the release. He's doing it in his spare time afteral. And I rather have a version 1.0.8 in the future than a 1.0.7. now. :)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 11, 2011, 01:15:14 pm
Come on folks, let IT do it at his own pace. I rather have it take longer and let IT have some fun while doing it instead of him rushing like a madman and burning himself out trying to push the release. He's doing it in his spare time afteral. And I rather have a version 1.0.8 in the future than a 1.0.7. now. :)
[OMINOUS_FORESHADOWING]
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 11, 2011, 06:51:13 pm
I spent a good chunk of my free time modding in all the great ideas. No Nazi civ yet, but I'm over the half way point on the tileset. Progress should go a lot faster as most of the tiles ahead of me are not used.

Thanks for your patience by the way, I understand it can be brutal waiting.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Savolainen5 on May 11, 2011, 07:46:23 pm
We love you, IT 000!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: BoomClap on May 11, 2011, 08:20:16 pm
Sorry about the whining.
But I don't think it's a reason to insult me like that
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 11, 2011, 08:59:38 pm
I spent a good chunk of my free time modding in all the great ideas. No Nazi civ yet, but I'm over the half way point on the tileset. Progress should go a lot faster as most of the tiles ahead of me are not used.

Thanks for your patience by the way, I understand it can be brutal waiting.
I could help with the Nazi civ. Just tell me what you want and I'll go throw it in! ^-^
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 11, 2011, 09:26:52 pm
We love you, IT 000!

Thanks for your support Savolainen5! :D

Sorry about the whining.
But I don't think it's a reason to insult me like that

I wouldn't worry about it BoomClap, people joke a lot around here :p

I could help with the Nazi civ. Just tell me what you want and I'll go throw it in! ^-^

All I have at the moment is a general list of things they need. Gas Masks, trench coats, a few unique weapons. Nothing in raw format. I don't even have a name. Nazi civ just doesn't have a ring to it. So you will have to start from scratch if you really want to do it. Otherwise, I can probably get them in by 1.0.7
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 11, 2011, 09:41:26 pm
I could help with the Nazi civ. Just tell me what you want and I'll go throw it in! ^-^

All I have at the moment is a general list of things they need. Gas Masks, trench coats, a few unique weapons. Nothing in raw format. I don't even have a name. Nazi civ just doesn't have a ring to it. So you will have to start from scratch if you really want to do it. Otherwise, I can probably get them in by 1.0.7
[SAD]

Anyways, I'm not good with clothing yet. I could do the basic entity (Ethics and such), though.
You could do Purist or Purger for the name. I think Purist sounds nicer though.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: EuchreJack on May 12, 2011, 02:18:13 am
OOH, what about "Reinheit"?  That is german for "purity".
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: BoomClap on May 12, 2011, 02:25:20 am
OOH, what about "Reinheit"?  That is german for "purity".
this
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 12, 2011, 07:17:11 am
JA! das ist sehr gut, schon sehr gut. Reinheit über alles!

as for the weapons, submachineguns anyone?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on May 12, 2011, 07:46:35 am
DF can't handle automatic weapons. No miniguns for you!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 12, 2011, 09:28:15 am
Snipers would be good for them. KAR and all that. Those Germans and their masterfully-made Karbines, what will they do next?  :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 12, 2011, 01:41:48 pm
just so that we are clear, nazi germani had the first assault rifle ever the legendary stg 44, or MP 44 aka "noobgun" for CoD2 multiplayers. EVER.

i like the KAR idea. you also should add a panzerfaust-style weapon that fires LEAD GLOBS!

EVER!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 12, 2011, 01:44:41 pm
just so that we are clear, nazi germani had the first assault rifle ever. EVER.

i like the kar idea.

EVER!
I already knew that. I'm infamous among my peers as a WWII fanatic  :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: EuchreJack on May 12, 2011, 04:05:40 pm
While the Germans in WWII did in fact have advanced automatic weapons, most infantry were armed with bolt-action rifles, despite what you may have seen on TV.  However, their rifles were excellent at range.  Too bad they were incredibly slow, bulky, and awkward in urban settings.

So the sniper rifle would be perfect.

One thing I've read is that because only one projectile from each weapon can be on-screen at the same time, the way to simulate different firing speeds is to change the speed of the projectiles.  So, a machine gun would have a fast projectile, and a slow rifle would have a slow one.

Below is my attempt to make corn both brewable and millable, as it is in real life.  Whiskey for all!

Code: [Select]
[PLANT:CORN]
[NAME:corn][NAME_PLURAL:corn][ADJ:corn]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:1000][VALUE:1]
[DRY]
[BIOME:ANY_SAVANNA]
[BIOME:ANY_GRASSLAND]
[PICKED_TILE:231][PICKED_COLOR:6:0:1]

[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen corn whiskey]
[STATE_NAME_ADJ:LIQUID:corn whiskey]
[STATE_NAME_ADJ:GAS:boiling corn whiskey]
[MATERIAL_VALUE:1]
[DISPLAY_COLOR:0:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:corn flour]
[STATE_COLOR:ALL_SOLID:WHITE]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]

[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:10]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:corn kernels:corn kernels:2:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:100]
[CLUSTERSIZE:1]
[PREFSTRING:sweet taste]
[SHRUB_TILE:34]
[DEAD_SHRUB_TILE:34]
[SHRUB_COLOR:6:0:0]
[DEAD_SHRUB_COLOR:0:0:1]

I tested the modified corn, and it is indeed brewable.  Dunno about millability, as I generally don't mill crops.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 12, 2011, 09:07:43 pm
While the Germans in WWII did in fact have advanced automatic weapons, most infantry were armed with bolt-action rifles, despite what you may have seen on TV.  However, their rifles were excellent at range.  Too bad they were incredibly slow, bulky, and awkward in urban settings.

So the sniper rifle would be perfect.

One thing I've read is that because only one projectile from each weapon can be on-screen at the same time, the way to simulate different firing speeds is to change the speed of the projectiles.  So, a machine gun would have a fast projectile, and a slow rifle would have a slow one.
That's what I suggested.

KAR 98k stands for Karbine 98 Kurz. Anyways, make it an uber weapon that only the Nazi civ has.

Also, make the Nazis have fewer troops, but are armed to the teeth. That makes it more realistic! :))
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 14, 2011, 01:10:33 am
yes, but you could still add a panzerfaust-style weapon. just make it fire projectiles the size of a sledgehammer (just in contact surface, not lenght etc.)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 14, 2011, 12:54:37 pm
yes, but you could still add a panzerfaust-style weapon. just make it fire projectiles the size of a sledgehammer (just in contact surface, not lenght etc.)
Nah, that wouldn't matter. It'd be a pain to make, and every nation has a decent AT weapon now. America has the LAW and its derivatives. EU has their high-tech TOWs. 3rd and 2nd world countries have RPGs.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on May 14, 2011, 08:14:37 pm
@ Sniper rifle. It's currently impossible to make weapons that increase accuracy.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 14, 2011, 08:18:09 pm
OOH, what about "Reinheit"?  That is german for "purity".

^this

Also, make the Nazis have fewer troops, but are armed to the teeth. That makes it more realistic! :))

I'm 99% sure this is possible, but I don't know how it is done.

I've given the Reinheit a little thought on weapons and armor.

Chain Trench Coat - Protects lower and higher then metal plates, but only protects against 50% of shots.
Gas Mask - 75% coverage, but thinner.

Luger - Pistol weapon, better then your pistol, but different ammo.
Carbine Rifle - Better Rifle, has a bayonet, different ammo.
Harpoon Gun - Self explanatory.
Falcata - A significantly better Machete
Combat Crowbar - Just as great as it sounds
Trench Mace - Better then a light mace, but slower.
Along with standard weapons that you can make. Maybe sprinkle some Warlord weapons in there.

Being human, they feel pain, which is a major disadvantage, but as you can see they have a greater arsenal then you do.

-----

The biggest amount of graphics I have left is the text. I found a pretty good block font Stone Sans ITC TT. So I'll be able to complete large amounts of graphics in a relatively short time.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on May 14, 2011, 08:44:54 pm
Something u may like to know IT atm on my Dwarf Fortress Reviews Thread ur mod seems the most popular and ppl want me to do more on that ^_^ and I have to agree with them.

Sorry I havent been able to chat much of late I have been rather busy with work, the gf and monetary problems :(.

Ne ways I will get back into stride soon enough ^_^
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 15, 2011, 12:59:36 am
hey there ult1mara!

anyway, good weapons, maybe add them a trench knife and a trench gun (superior shotgun with a bayonet and different ammo)

then they'll be all the trenchyer!

das gefällt mir sehr. ich liebe diese idea.

REINHEIT ÜBER ALLES!

*gets crushed under a T34/85 tank*
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Neyvn on May 15, 2011, 01:43:09 am
So tell me, whats worth looking into as a New person in this mod.
Whats needed the most, whats the difference between spades and pick?
Why does the seeds cost more then the plant?
Why did my miner just get a Cyan Blue Heart wound after mining Marble? I had a quick look at the raws, the thing don't have any syndromes there.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 15, 2011, 03:04:43 am
at the fourth question:

you probably mined meta stone, it happened to me about 13 times.

it's because they look the same.

at the second one:
and i believe the pick is ONLY a weapon.

at the 3rd one:
some plants are cookable and brewable only, so the seeds get lost alot. that's why.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Neyvn on May 15, 2011, 04:32:28 am
at the fourth question:

you probably mined meta stone, it happened to me about 13 times.

it's because they look the same.

at the second one:
and i believe the pick is ONLY a weapon.

at the 3rd one:
some plants are cookable and brewable only, so the seeds get lost alot. that's why.
Yeah I made a Pick, I was mining with it...
I think it was Meta Stone now that I look at it...
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ahra on May 15, 2011, 06:24:03 am
too bad you cant make stick grenades  :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: BoomClap on May 15, 2011, 06:25:36 am
what say revamping armor system? Obviously even if the world collapses I don't think people would be running around with iron and steel armor. how about removing all the metal armor except for those like metal armor in fallout 3, and replacing them all with stacks of leather armors?

Oh, and adding kevlar wouldn't be so bad idea. as long as it is not accessible to Human civ. Only for warlords and making them stone layers only appearing below hard stone layer. That way we could have bullet proof vests!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ahra on May 15, 2011, 06:34:09 am
shark suits.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 15, 2011, 07:42:39 am
what say revamping armor system? Obviously even if the world collapses I don't think people would be running around with iron and steel armor. how about removing all the metal armor except for those like metal armor in fallout 3, and replacing them all with stacks of leather armors?

Oh, and adding kevlar wouldn't be so bad idea. as long as it is not accessible to Human civ. Only for warlords and making them stone layers only appearing below hard stone layer. That way we could have bullet proof vests!

it's WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY easier to just bang together some plates and put that on your torso than hardening and (probably) studdening the leather. like a brigandine vest! it needs a leather armour and it is reinforced with small iron/steel plates or studs (like those on top of lego bricks) to better defend against melee attacks.

look, kevlar is NOT HARD TO GET. take a boat, cayac (hope i said it right) and you'll find that it is reinforced with kevlar strands. those strands or full patches of it can be easily removed. then you somehow get more of kevlar, stack it together and booyah! you got yourself an armour plate. (this is NOT a fulproof method, as the cayacs are sometimes also made from plastic on the inside, while others are COMPLETELY MADE FROM KEVLAR.)

AND HAS ANYONE EVEN NOTICED MY SUGGESTION OF TRENCH GUNS (better shotgun with a bayonet, weaker than obrez, more powerful than shotgun) FOR THE RAINHEIT?


shark suits.

i doubt that would be made, since they are HARDER TO MAKE THAN CHAINMAIL.

i am writing all that i have writtten in UPPER CASE LETTERS on purpose, since i find that people somehow MANAGE TO OVERSEE WHAT I AM SAYING.
M'KAY?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: BoomClap on May 15, 2011, 07:50:51 am
snip

TYPING EVERY STUFF IN UPPER CASE LETTER DOESN'T MAKE YOUR WORD MORE RELIABLE, EASY TO UNDERSTAND.
WELL TYPING IN UPPER CASE LETTER SURELY WOULD GET ATTENTION, BUT FIRST THING CAME TO MY MIND READING YOUR POST WAS
'OH SHIT WHY'S THAT GUY SHOUTING AT ME'

well if kevlar is that easy to get, we could salvage stuff made of kevlar in form of DF gems.
but what I recall from IT's post was that kevlar wouldn't be implemented because he thinks kevlar is way to advanced for those refugees
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 15, 2011, 07:59:41 am
yeah, i know it is OMG HE SHOUTS!!!!

but i found from my 4 years of forum experience that this indeed makes my post seen, and people give a thought of what i am saying.


trench gun anyone?

edit.: IT 000, have you got any reinheit graphics?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 15, 2011, 12:04:33 pm
Quote
Something u may like to know IT atm on my Dwarf Fortress Reviews Thread ur mod seems the most popular and ppl want me to do more on that ^_^ and I have to agree with them.

Great to hear! Can't wait! :D

So tell me, whats worth looking into as a New person in this mod.
Whats needed the most, whats the difference between spades and pick?
Why does the seeds cost more then the plant?
Why did my miner just get a Cyan Blue Heart wound after mining Marble? I had a quick look at the raws, the thing don't have any syndromes there.

Well it's a one of a kind mod. There's no other mod out there that's quite like it, Wasteland comes close, but that's Fallout leaning with mutants and such. Corrosion is just good ol' fashion Z-Day.

The differences between pick and spade are minimal, besides combat capabilities (spades are better at slashing while picks pierce organs) both of them can be used to dig.

For the seeds, at embark you may need to sell a few in order to bring everything you need. In the future I may up the price, but it's not very high up on my to do list.

For your miner, as said above you probably dug into Meta stone. It looks just like marble.

Have Fun!

Quote
what say revamping armor system? Obviously even if the world collapses I don't think people would be running around with iron and steel armor. how about removing all the metal armor except for those like metal armor in fallout 3, and replacing them all with stacks of leather armors?

The plates of metal armor are just that, a half in thick plate of metal. I'm sure a survivor could pull that off. In fact, metal armor protects the least, it only covers the upper body and only blocks 50% of the shots. But yes, I would like to see more types of armor in general. Perhaps studded leather or something.

Quote
Oh, and adding kevlar wouldn't be so bad idea. as long as it is not accessible to Human civ. Only for warlords and making them stone layers only appearing below hard stone layer. That way we could have bullet proof vests!

I've decided to add Kevlar, but it is in the works right now. Now that I've looked into it it doesn't seem that hard to find but it takes a chemist to make. Which is beyond the refugees, the Enlightened should have some of it laying around. If I allow the player to make it, the Gem idea that Boomclap suggested sounds like the way to go.

Quote
trench knife and a trench gun (superior shotgun with a bayonet and different ammo)

Trench Knives are in the game, the Trench Guns intrigue me. Obviously that list of items they have is a small unfinished one. I'm pretty sure that Obrezes have bayonets, but I would like to see them have better weapons.

Quote
edit.: IT 000, have you got any reinheit graphics?

No, everything I have on them is on paper only. But once I start putting them into the raws I'll make graphics for them to.

shark suits.

Interesting idea, but chain mail is just to tedious and advanced for most survivors to know how to make. Plus super armor wouldn't fit the game.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: noob on May 15, 2011, 07:40:35 pm
what happens when you spawn as a forgotten beast?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: BoomClap on May 15, 2011, 08:03:05 pm
It happens if you don't delete the original raws

BTW I developed some more ideas.
In a lot of zombie films and games, there's always a zombie lost and cut out from the horde. So adding additional zombies as wild animals can be interesting, as you will be facing simultanous threats, aside from ambushes and sieges. It would cause some problems though, like prepared infected brain showing up in caravans etc.

and putting some use on valuable metals would be nice. like gold rings.

Oh, and I noticed some problems playing this mod. I noticed in above ground fort, it is absurdly hard moving vermin corpse to refuse stockpile. This may break balancing, but can removing all the tags that enables vermin to eat food be done? I think that would solve the problem. as it removes the need for cats.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on May 15, 2011, 08:25:15 pm
Go to (o)rders, and go to (r)efuse, then hit dwarves gather refuse from (o)utside.

Side Note about guns:
Shotgun: DF cannot make multiple bullets fly out in one shot.
Automatic Weapons: Unless bullets are superspeed, no.
Sniper Rifles: Only weapon skill can affect gun accuracy.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: BoomClap on May 15, 2011, 08:51:25 pm
Go to (o)rders, and go to (r)efuse, then hit dwarves gather refuse from (o)utside

and my farmers will run across the god damn map and get killed by ambush.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Bloogonis on May 16, 2011, 01:27:45 am
Um that's the trade off. you don't want to risk it then don't. otherwise it sort of defeats the purpose of having a vermin hunter in the first place. you don't want one then don't bring any cats. an option would be simply forbid any vermin your cats kill outside your safe zone.

Kerlc, you could use Bold tags to get the result you are looking for without looking like someone who is out of control screaming at everyone. also if what you say is not immediately the single topic of the discussion it does not mean we are ignoring you, it just means something else was more interesting or pertinent it does not mean you should start yelling "Look at me! I said something Look! Look!". The thread isn't so large that posts get lost...

Sorry if that was rant-y but Ive been bumping into a lot of people who feel the caps lock key is acceptable forum etiquette and tend to lay into the caps all the more when people ask them to cool it.

About the armor situation, how about scale mail Mint coins -> scale Mail?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: BoomClap on May 16, 2011, 02:44:17 am
edit.

already in place. sorry.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 16, 2011, 06:28:42 am
Kerlc, you could use Bold tags to get the result you are looking for without looking like someone who is out of control screaming at everyone. also if what you say is not immediately the single topic of the discussion it does not mean we are ignoring you, it just means something else was more interesting or pertinent it does not mean you should start yelling "Look at me! I said something Look! Look!". The thread isn't so large that posts get lost...

Sorry if that was rant-y but Ive been bumping into a lot of people who feel the caps lock key is acceptable forum etiquette and tend to lay into the caps all the more when people ask them to cool it.

trust me, i have been around on alot of different forums in the past 4 years, so i know what works.

and usually just adding bold just does not cut it. and trust me, if you WANT your proposition to be seen by other people who post on the forum, not just the guy who develops it, since he usually just checks all posts.

or sometimes he is tired or something and does not check everything, just the thing everyone has been talking about.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 16, 2011, 09:26:30 am
I attempt to check every post. No need to argue about bolding or going capslock crazy. I'll see it that's all that really matters  :)

Quote
In a lot of zombie films and games, there's always a zombie lost and cut out from the horde. So adding additional zombies as wild animals can be interesting, as you will be facing simultanous threats, aside from ambushes and sieges. It would cause some problems though, like prepared infected brain showing up in caravans etc.

Sort of already in with the scavengers. When the next version of DF comes out you'll see plenty of zombies invading your fortress :D Yes I am excited.

what happens when you spawn as a forgotten beast?

Duplicate raws, you must replace all raws with the new Corrosion raws.

Quote
About the armor situation, how about scale mail Mint coins -> scale Mail?

An entire vest would weigh a ton, and probably wouldn't protect against all but the smallest bites. Doesn't seem like a great idea against zombies.

I have been thinking about the armor situation though.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Neyvn on May 16, 2011, 10:02:36 am
Atm, I am at my second year, Started on a Savanna near the Ocean, lost some of my Crops due to Season Change removing them due to their seasonal time being not the one I am in. Caught me off guard to begin with.
Started with a smallish Square of space and slowly making it bigger.
Each season I let the Woodcutters out maybe once or twice depending on how quick they churn through the wood supplies refilling my stocks before locking everyone back into the Shelter, the Sawmill is a lovely thing, One whole Migrant wave is just Woodcutters.
Built my Appartment Block from scratch, holds so far 26 folk, but I guess I will need to make another or add two floors to it, 16 each floor, 13x13 in space and every room has a bed, chest and cabinet.
Been building as if I was there so Workshops have roofs over them and if they need it they have full walls otherwise just pillers.
Have the Bottom floor of the Storage Room where I store all the wooden blocks and later the Crafts shops.
Got a Trading Depo behind the gate in a small room with two doors on either side, planning to make that a look out tower above it.
Start of the Food Processing area, its got a brewing room, threshers room and an area for a few Millstones when I get that Koalinite mined up.
Also starting up the Bar, got a few tables and chairs down but I am not really liking how it looks, might change it or something. Prob gonna be a big L shape.
Got me a Well, pumped some Water from the nearby Brook to where I had set up an area where it won't be salty anymore.
No Military yet, but lots of Idle Humans when they ain't building, so maybe I will look into that.
Only lost one so far, a Miner. Thought I was still on the Sand Level below the Ocean, but I miss guessed and there was Surface Rock for one more Z, she took a lung full of the Stonedust and died after mining 5 blocks and walking 5 steps. Poor thing. I built the Graveyard outside for now, will be bringing it back in as I build up the area...
Almost everyone is Female, limited on Males so no births yet...
http://mkv25.net/dfma/map-10412-clanburials
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: BoomClap on May 16, 2011, 10:07:32 am
just lost an entire fort by zombie siege on first winter. This mod is so much fun
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 16, 2011, 11:52:23 am
wow, neyvn, really great description!

i really like the pictures of your mod, and trust me, you can make a military, arm them with crossbows and then let them onto the walls. they'll learn much from blankly shooting zeds from there.
got my  grand master rifleman that way.

progress on the 1.07. =^.^= pweeeeeeaseeeeeee :3

Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 16, 2011, 11:58:31 am
progress on the 1.07. =^.^= pweeeeeeaseeeeeee :3
Same. As I've said before IT, make there be only one grass type. Get rid of all the grasses, and then make one "Grass" that is everywhere.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on May 16, 2011, 06:23:44 pm
U should have some fun.

Do you know when a miner mines into dangerous stone you should make the game go "LOL I IS KILLING UR MINERS LOL"

<3 Just done another Vid now man .... will upload later
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 16, 2011, 11:02:50 pm
U should have some fun.

Do you know when a miner mines into dangerous stone you should make the game go "LOL I IS KILLING UR MINERS LOL"
LOL I IS KILLING UR MINERS IN UR FORT
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on May 17, 2011, 04:46:14 am
U should have some fun.

Do you know when a miner mines into dangerous stone you should make the game go "LOL I IS KILLING UR MINERS LOL"
LOL I IS KILLING UR MINERS IN UR FORT

LOL I IZ KILLING UR MINERS SNEAKING AROUND UR BASE
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 17, 2011, 07:41:00 am

LOL I IZ KILLING UR MINERS BY META STONE AND ZOMBEESH
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 17, 2011, 04:29:58 pm
LOL IZ SAPPIN UR SENTREH
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Scaraban on May 17, 2011, 04:33:19 pm
LOL IZ SAPPIN UR SENTREH
modded TF2 where a spy voice saying that instead of engineer sound clip, it is needed.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 17, 2011, 04:44:21 pm
LOL IZ SAPPIN UR SENTREH
modded TF2 where a spy voice saying that instead of engineer sound clip, it is needed.
Win.

It must be done! :))
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: noob on May 17, 2011, 09:35:06 pm
tobacco is missing from the plant guide

the doctors workshop is completely black. it blends in with the background

there is no manager. without one we cant assign dojos to the military, allowing the public to train military skills
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: BoomClap on May 17, 2011, 11:48:42 pm
tobacco is missing from the plant guide

the doctors workshop is completely black. it blends in with the background

there is no manager. without one we cant assign dojos to the military, allowing the public to train military skills

there is one. just with different name. which I can't recall
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 18, 2011, 02:57:14 am
http://mkv25.net/dfma/map-10412-clanburials

Great fort! Couldn't have done it better myself! Please keep us posted :D

progress on the 1.07. =^.^= pweeeeeeaseeeeeee :3
Same. As I've said before IT, make there be only one grass type. Get rid of all the grasses, and then make one "Grass" that is everywhere.

I'm not dead, just bogged down that's all. :P I am intrigued, how will changing the grass tiles ease my workload?

U should have some fun.

Do you know when a miner mines into dangerous stone you should make the game go "LOL I IS KILLING UR MINERS LOL"

<3 Just done another Vid now man .... will upload later

Great! I'll watch it as soon as I can!

tobacco is missing from the plant guide

the doctors workshop is completely black. it blends in with the background

there is no manager. without one we cant assign dojos to the military, allowing the public to train military skills

I'll look into both bugs right away, as for the Manager it's called the Enforcer (or work enforcer?) now. He takes care of justice as well. Making a sheriff-less fort a little harder now.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 18, 2011, 06:11:44 am
thanks for the note of you not dead, it.

i have just gotten my hands on DoW 2 collection, so i'll probably be less active about my fort now.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Neyvn on May 18, 2011, 07:01:16 am
I built a Doctors Workshop after accidentally causing a Cavein while expanding on the Makeshift Moat that is used for the front door, the Quickly Hired Doc did his job and my Miner is on Her feet again, but I thought that I should prob keep him at it, so I built the Workshop to train his skills. I can only see 3 of the 5 skills to train. Diagnosis and Wound Dressing is not there...

EDIT:: GAH NO WONDER I WASN'T GETTING ATTACK!!! I Embarked on what I thought was the corner of a larger Island (part of the main thing) but it wasn't. Only the humans could reach me...
Regardless I pondered that after a Cyclops attacked when the 12 Migrant wave arrived. All but one got into the Fort before I was forced to shut the gates, Archers were scrambled (well one) but we missed saving the Migrant....
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: BoomClap on May 18, 2011, 09:46:56 am
I... I'm not so sure the Cyclops attack was supposed to happen. unless those drugs did some serious blow on human's DNA.

BTW few more ideas. !!Breads!! like from genesis mod. Real name firearms just for moody humans. ( so that we could shoot zombie's head off with mosin nagants )
More types of firearms and assorted ammunition. Sniper rifles( yea yea I know the accuracy stuff is impossible, but what I'm proposing is.. something like a bastard-child between military rifle and shotgun. so It will be like.. medium bullet speed and superior stopping power. )
higher tier rifles for warlords (BATTLE RIFLES FTW! like g3a3)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 18, 2011, 12:36:05 pm
or FN FAL!

or AR-10!

or M-14!

OR AK-47!

OR VALMET-SAKO r.65!

OR TYPE 56!

OR...... i can go on like this for the WHOLE DAY.

i really like the mosin idea (Lee enfield! Gewher 98! steyr-manlicher 1895! etc.). and my own addition of FN FAL
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 18, 2011, 03:26:33 pm
M-14!
HOORAH!

Have a whole army of Vietnam Vets  :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on May 18, 2011, 03:47:02 pm
OR AK-47!

ME WANTS YESTERDAY!!!!!!

In Soviet Russia AKs own U ^_^
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 18, 2011, 03:54:56 pm
OR AK-47!

ME WANTS YESTERDAY!!!!!!

In Soviet Russia AKs own U ^_^
AK-47 OWN YOU ANYWAY.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on May 18, 2011, 04:27:45 pm
OR AK-47!

ME WANTS YESTERDAY!!!!!!

In Soviet Russia AKs own U ^_^
AK-47 OWN YOU ANYWAY.

LOL yes yes it does ALWAYS owns you EVERY TIME <3 AK
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 18, 2011, 05:12:03 pm
OR AK-47!

ME WANTS YESTERDAY!!!!!!

In Soviet Russia AKs own U ^_^
AK-47 OWN YOU ANYWAY.

LOL yes yes it does ALWAYS owns you EVERY TIME <3 AK
I swear, the AK is the best Assault Rifle ever. Powerful, cheap, easy to maintain, simple, and indestructible.

:))
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: SirAaronIII on May 18, 2011, 05:34:02 pm
 I approve of this "mood weapons" idea, like in the LFR mod. Don't really have any ideas though.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 18, 2011, 06:27:37 pm
I approve of this "mood weapons" idea, like in the LFR mod. Don't really have any ideas though.
A gun gun?

It's a gun that shoots guns!  :P
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on May 18, 2011, 06:40:42 pm
I approve of this "mood weapons" idea, like in the LFR mod. Don't really have any ideas though.
A gun gun?

It's a gun that shoots guns!  :P

No way that could back fire :P

Me - HAHA lols I shoot u with ma gun that fires guns
Enemy - HAHA lols U missed I shoot u with the gun u just gave me and use real Bullets to shoot ur face offs
Me - O S**T
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: SirAaronIII on May 18, 2011, 06:46:10 pm
I approve of this "mood weapons" idea, like in the LFR mod. Don't really have any ideas though.
A gun gun?

It's a gun that shoots guns!  :P

No way that could back fire :P

Me - HAHA lols I shoot u with ma gun that fires guns
Enemy - HAHA lols U missed I shoot u with the gun u just gave me and use real Bullets to shoot ur face offs
Me - O S**T
Me - Well that gun actually shoots guns too so by doing that you are giving me more guns with which to kill you.
Enemy - Poppycock! No possible alterations should be possible to such weaponry!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 18, 2011, 07:15:36 pm
I approve of this "mood weapons" idea, like in the LFR mod. Don't really have any ideas though.
A gun gun?

It's a gun that shoots guns!  :P

No way that could back fire :P

Me - HAHA lols I shoot u with ma gun that fires guns
Enemy - HAHA lols U missed I shoot u with the gun u just gave me and use real Bullets to shoot ur face offs
Me - O S**T
Me - Well that gun actually shoots guns too so by doing that you are giving me more guns with which to kill you.
Enemy - Poppycock! No possible alterations should be possible to such weaponry!
Me- Wait... wouldn't it be more efficient to just beat the crap out of eachother?
Enemy-...
Me-...
Both- RRRRRRRRAAAAAAAAAAAAAGGGGGGGHHHHHHHHHHHHHHH
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 19, 2011, 07:16:09 am
OR AK-47!

ME WANTS YESTERDAY!!!!!!

In Soviet Russia AKs own U ^_^
AK-47 OWN YOU ANYWAY.

LOL yes yes it does ALWAYS owns you EVERY TIME <3 AK
I swear, the AK is the best Assault Rifle ever. Powerful, cheap, easy to maintain, simple, and indestructible.

:))

amen to that. and AK-74 is the best of them ALL.

FN FAL is also AWESOME.
just a little fallout fanatic, me.

ZDRAVSTVUITE!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Rumrusher on May 19, 2011, 07:36:20 am
I... I'm not so sure the Cyclops attack was supposed to happen. unless those drugs did some serious blow on human's DNA.
I guess the Cyclops was living peacefully through out the dawn of time on that island before the age of humans kick in.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Savolainen5 on May 19, 2011, 12:04:24 pm
ZDRAVSTVUITE!

Zdravstvuite? Pochemu ty pishesh' po-russki?  Kalashnikovy?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 19, 2011, 05:51:11 pm
OR AK-47!

ME WANTS YESTERDAY!!!!!!

In Soviet Russia AKs own U ^_^
AK-47 OWN YOU ANYWAY.

LOL yes yes it does ALWAYS owns you EVERY TIME <3 AK
I swear, the AK is the best Assault Rifle ever. Powerful, cheap, easy to maintain, simple, and indestructible.

:))

amen to that. and AK-74 is the best of them ALL.

FN FAL is also AWESOME.
just a little fallout fanatic, me.

ZDRAVSTVUITE!
FAL is meh. It's cool, but not exactly "Good".
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Scaraban on May 19, 2011, 09:59:37 pm
ZDRAVSTVUITE!

Zdravstvuite? Pochemu ty pishesh' po-russki?  Kalashnikovy?
Spoiler (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 19, 2011, 10:42:12 pm
ZDRAVSTVUITE!

Zdravstvuite? Pochemu ty pishesh' po-russki?  Kalashnikovy?
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Teehee, obscure video game references are Fun :3
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: _DivideByZero_ on May 19, 2011, 11:40:27 pm
Forgive me if this has been stated already, but doesn't wrought iron have a relatively low carbon content?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Neyvn on May 20, 2011, 12:27:29 am
I have started a Community Fort with this Mod on, lets see how it goes...
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 20, 2011, 06:00:48 am
OR AK-47!

ME WANTS YESTERDAY!!!!!!

In Soviet Russia AKs own U ^_^
AK-47 OWN YOU ANYWAY.

LOL yes yes it does ALWAYS owns you EVERY TIME <3 AK
I swear, the AK is the best Assault Rifle ever. Powerful, cheap, easy to maintain, simple, and indestructible.

:))

amen to that. and AK-74 is the best of them ALL.

FN FAL is also AWESOME.
just a little fallout fanatic, me.

ZDRAVSTVUITE!
FAL is meh. It's cool, but not exactly "Good".

i fired an semi-auto version. it kicks hard, but it's accurate.

it's good, but not VERY good or GREAT!

so no masterwork FALs for you.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Savolainen5 on May 20, 2011, 08:21:22 am
I have started a Community Fort with this Mod on, lets see how it goes...

Oh good!  The one Bowie/I started is waiting until either 1.0.7 or 31.26.  I'll join yers!  Will you post a link?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 20, 2011, 08:34:05 am
Forgive me if this has been stated already, but doesn't wrought iron have a relatively low carbon content?

It has not been stated, but yes you are right. At the moment Wrought Iron and Blister Steel materials are just copied from Iron. I may change it, I may not. Seeing neither can be used to make weapons, it isn't a very high priority.

I have started a Community Fort with this Mod on, lets see how it goes...

Oh good!  The one Bowie/I started is waiting until either 1.0.7 or 31.26.  I'll join yers!  Will you post a link?

Please post a link! I'll be happy to add it to the OP!

-----

I've managed to complete a little more of the graphics, I'm almost at 200 now. However, I want to go back and rework my wall design. So it could take a little bit longer.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 20, 2011, 08:38:31 am
yes, post a link here, i'm dying to see a community fort here.

and so taht you know, FN FAL is known to jam only in deserts, not jungles/swamps/marshes, so the vietnam-war australians trusted it more than the M16.

yay, i gots meself a "gunfreak" achievement.

Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 20, 2011, 11:52:29 am
Great news! I'm about 250/255 done. I just need to do a few more sparse graphics, redo a few, then stick them all together! Here's a few that I have right now.

(http://imageshack.us/m/4/2600/tilesetexample.png)

I won't get around to sticking them until Monday, as about 27 are on a separate computer. Currently there are many blank spaces, and a few repeats, this is just because I didn't think it was necessary to create them if they weren't in the game in the first place, or only showed up once or twice.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 20, 2011, 12:03:03 pm
Great news! I'm about 250/255 done. I just need to do a few more sparse graphics, redo a few, then stick them all together! Here's a few that I have right now.

(http://imageshack.us/m/4/2600/tilesetexample.png)

I won't get around to sticking them until Monday, as about 27 are on a separate computer. Currently there are many blank spaces, and a few repeats, this is just because I didn't think it was necessary to create them if they weren't in the game in the first place, or only showed up once or twice.
[SPHERE:WIN]

I can't wait until Monday! It shall be a glorious day indeed.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 20, 2011, 12:08:54 pm
thee shalt be praised indeed, for thou art is WINning indeed.

monday. tis a glorious day today, 3 days shalt stand in my way till the graphics are outte.

praise thee IT000!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Dohon on May 20, 2011, 12:24:51 pm
I was gonna start a new fort, but I'll hold off till next week.  8)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 20, 2011, 01:23:42 pm
soo... one question, dohon, you seem to be a GW liker, so i will ask you:

what if there'd be a way to make exploding bullets (like that of a bolter)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 20, 2011, 01:28:22 pm
soo... one question, dohon, you seem to be a GW liker, so i will ask you:

what if there'd be a way to make exploding bullets (like that of a bolter)

Nope, never heard of it. But you should be able to make 'exploding' bullets by having the bullets ignite at blood temperature.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 20, 2011, 03:13:59 pm
soo... one question, dohon, you seem to be a GW liker, so i will ask you:

what if there'd be a way to make exploding bullets (like that of a bolter)

Nope, never heard of it. But you should be able to make 'exploding' bullets by having the bullets ignite at blood temperature.
Laser gun: THE LIGHT! IT BUUUUURNS

Anyways, that'd be neat.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Dohon on May 20, 2011, 03:46:02 pm
soo... one question, dohon, you seem to be a GW liker, so i will ask you:

what if there'd be a way to make exploding bullets (like that of a bolter)

I would love to have Bolters, Autocannons, Plasma Guns and ofcourse, "Flashlights"! But, the survivors in this mod simply wouldn't have the technology to reproduce those weapons. Sad, but true.

Still, gotta love .50 calibre exploding rocket-propelled-grenades, fired in 3-round bursts.  :D
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 20, 2011, 03:53:15 pm
soo... one question, dohon, you seem to be a GW liker, so i will ask you:

what if there'd be a way to make exploding bullets (like that of a bolter)

I would love to have Bolters, Autocannons, Plasma Guns and ofcourse, "Flashlights"! But, the survivors in this mod simply wouldn't have the technology to reproduce those weapons. Sad, but true.

Still, gotta love .50 calibre exploding rocket-propelled-grenades, fired in 3-round bursts.  :D
A lot of people could make stuff like that out of junk. Or whatever "Junk" would be 300 years in the future.

Potato batteries anyone?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on May 20, 2011, 03:57:21 pm
I think something like super-weapons would be great for moods, it could almost be like the guy was walking along, reminissing about the time before the infected when he suddenly realizes how to reproduce an electron cannon, or plasma thrower.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 20, 2011, 03:59:46 pm
I think something like super-weapons would be great for moods, it could almost be like the guy was walking along, reminissing about the time before the infected when he suddenly realizes how to reproduce an electron cannon, or plasma thrower.
AAATTTTOOOOOMMMMIIIIICCCC HHHHOOOOOLLLLOOOOOCCCCAAAAAAUUUUUSSSSSTTTTT

Anyways, the Nazis could use them. In Vanilla, dwarves will make foreign weapons. Artifact blowguns? MORE LIKE ARTIFACT PLASMA!

For plasma, just use the "Flame" template. It's hotter than magma!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Ult1mara on May 20, 2011, 04:24:02 pm
soo... one question, dohon, you seem to be a GW liker, so i will ask you:

what if there'd be a way to make exploding bullets (like that of a bolter)

I would love to have Bolters, Autocannons, Plasma Guns and ofcourse, "Flashlights"! But, the survivors in this mod simply wouldn't have the technology to reproduce those weapons. Sad, but true.

Still, gotta love .50 calibre exploding rocket-propelled-grenades, fired in 3-round bursts.  :D

IT could always introduce the Tech Tree thing that eventually allows you to build things like Junker Bolters, Laser guns etc????
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 20, 2011, 04:26:19 pm
soo... one question, dohon, you seem to be a GW liker, so i will ask you:

what if there'd be a way to make exploding bullets (like that of a bolter)

I would love to have Bolters, Autocannons, Plasma Guns and ofcourse, "Flashlights"! But, the survivors in this mod simply wouldn't have the technology to reproduce those weapons. Sad, but true.

Still, gotta love .50 calibre exploding rocket-propelled-grenades, fired in 3-round bursts.  :D

IT could always introduce the Tech Tree thing that eventually allows you to build things like Junker Bolters, Laser guns etc????
That seems more like a pain in the ass than anything.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Neyvn on May 20, 2011, 04:33:06 pm
http://www.bay12forums.com/smf/index.php?topic=84991.0

But I am Regenning for the 3rd time after the WHOLE Ocean froze at Winter which in turn Froze my PC. Why are Oceans freezing, I don't remember them doing that before...

Also is there a new Edition coming out soon???
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 20, 2011, 04:46:41 pm
http://www.bay12forums.com/smf/index.php?topic=84991.0

But I am Regenning for the 3rd time after the WHOLE Ocean froze at Winter which in turn Froze my PC. Why are Oceans freezing, I don't remember them doing that before...

Also is there a new Edition coming out soon???
The graphics version is coming out on Monday :))
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Neyvn on May 20, 2011, 05:09:21 pm
http://www.bay12forums.com/smf/index.php?topic=84991.0

But I am Regenning for the 3rd time after the WHOLE Ocean froze at Winter which in turn Froze my PC. Why are Oceans freezing, I don't remember them doing that before...

Also is there a new Edition coming out soon???
The graphics version is coming out on Monday :))
What does that mean for my Game, New stuff???
Also we do know about the Doctors Workshop only showing 3/5 Skills to train right???
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 20, 2011, 06:25:11 pm
http://www.bay12forums.com/smf/index.php?topic=84991.0

But I am Regenning for the 3rd time after the WHOLE Ocean froze at Winter which in turn Froze my PC. Why are Oceans freezing, I don't remember them doing that before...

Also is there a new Edition coming out soon???
The graphics version is coming out on Monday :))
What does that mean for my Game, New stuff???
Also we do know about the Doctors Workshop only showing 3/5 Skills to train right???

You could still play it. Truth be told, Monday is when I'm sticking the graphics together. It's probably going to take a few weeks to tinker with them and get them just right. I'm still a little bit iffy on a few of my graphics. There's still plenty of time to get a succession fort done. Additionally, you should be able to pop in graphics relatively quickly. Besides graphics not a lot is being updated.

As for the doctor's workshop. Do you have vermin remains? And are your orders set to gather vermin remains?

soo... one question, dohon, you seem to be a GW liker, so i will ask you:

what if there'd be a way to make exploding bullets (like that of a bolter)

I would love to have Bolters, Autocannons, Plasma Guns and ofcourse, "Flashlights"! But, the survivors in this mod simply wouldn't have the technology to reproduce those weapons. Sad, but true.

Still, gotta love .50 calibre exploding rocket-propelled-grenades, fired in 3-round bursts.  :D

IT could always introduce the Tech Tree thing that eventually allows you to build things like Junker Bolters, Laser guns etc????
That seems more like a pain in the ass than anything.

I'd rather avoid advanced Sci-Fi stuff. It really doesn't fit well with the stuff that's already in the game.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 20, 2011, 09:14:57 pm
So the graphics aren't coming on Monday? <:(
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Neyvn on May 21, 2011, 12:36:57 am
As for the doctor's workshop. Do you have vermin remains? And are your orders set to gather vermin remains?
When I last used it, there was no Diagnosing or Bandaging choices available (Not even there in Red) while the other three were available (With Dummies and Remains available
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 21, 2011, 01:18:44 am
and just for the side mention: bolters are 75. cal, and yes, you gotta love them.

sooo... the graphics and 1.0.7 (hopefully) come out about friday i guess, right? right?
pweeeeeeeeeeeeeaseeeeeeeeeeeeeeeeeeeeeeee.

edit.: also enlightened should get rapiers. basically swords wich can just stab, pommel strike and flat side strike.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Neyvn on May 21, 2011, 03:32:46 am
Found the problems when I looked into the Raws.
Spellings and Wrong words...

From the entity_default_di
[PERMITTED_REACTION:PRACTICE_DIAGNOSE_PATIENT]
[PERMITTED_REACTION:PRACTICE_DRESS_WOUND]

From the reaction_training_di
[REACTION:PRACTICE_DIAGNOSE_WOUND]
[REACTION:PRACTICE_DRESS_WOUNDS]

Can you spot the difference???

Also to note that the Doctor's Workshop is terribly coloured, its barely visible unless your querying or looking for it...
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 21, 2011, 03:58:02 am
dunno bout that, i just know that i usually build my doctors workshop INSIDE a paved building (actually floored, but whatever) so it's visible, but i agree that it should look differently.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: BoomClap on May 21, 2011, 06:38:28 am
and you forgot to add ] to the weapon size value for pistol.

and why no M4, AK47 and shit for artifacts?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 21, 2011, 07:21:59 am
and you forgot to add ] to the weapon size value for pistol.

and why no M4, AK47 and shit for artifacts?

i doubt M4 would even be made, since the handle requires plastic, and (although it is a formiddable weapon) it jams WAY too much and requires cleaning on the daily bases. but i aproove of the AK-47 to be artefact only. i also would approve M14 (american design, little jamming), IMI galil (Israel design, copy of a copy of AK47), Valmet r.62 (copy of the AK47, galil copied this rifle)
and Zastava arms M70 (again, AK47 with increased accuracy, the rifle of yugoslavia(still used in reserve, and i believe bosnia and albania still use them) incredibly rugged, reliable and accurate up to 300 meters (about 900 feet), the first gun i ever shot on full auto. EPIC RIFLE!)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: BoomClap on May 21, 2011, 07:57:59 am
edit.

nvm. I just failed to see the point to argue.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 21, 2011, 09:19:37 am
and you forgot to add ] to the weapon size value for pistol.

and why no M4, AK47 and shit for artifacts?

Fix'd

I am willing to add artifact only weapons to the game. Currently there are already artifact only weapons.  I'll see what I can do for guns. The biggest problem with artifact guns is that without unique bullets, their shots won't be much better then any other rifle.

Found the problems when I looked into the Raws.
Spellings and Wrong words...

From the entity_default_di
[PERMITTED_REACTION:PRACTICE_DIAGNOSE_PATIENT]
[PERMITTED_REACTION:PRACTICE_DRESS_WOUND]

From the reaction_training_di
[REACTION:PRACTICE_DIAGNOSE_WOUND]
[REACTION:PRACTICE_DRESS_WOUNDS]

Can you spot the difference???

Also to note that the Doctor's Workshop is terribly coloured, its barely visible unless your querying or looking for it...

Fix'd nice catch there.

I also fixed the doctor's workshop graphic. For some reason I was missing some very important numbers there. Here's the updated raws if it continues to bug you.

Spoiler (click to show/hide)

sooo... the graphics and 1.0.7 (hopefully) come out about friday i guess, right? right?
pweeeeeeeeeeeeeaseeeeeeeeeeeeeeeeeeeeeeee.

No guarantees. I would like to get it out by then, so that the succession games can start vamping up. It would be great if I could get it out before Neyven starts his. Then he can update too. From the sounds of it the embark area's still up in the air.

One thing that I am personally pleased about is that bamboo no longer has a jarring f graphic anymore. That's always bugged me.

Quote
edit.: also enlightened should get rapiers. basically swords wich can just stab, pommel strike and flat side strike.

Good idea, but I'll have to nail down the Enlightened's tech level before I add it or not. They are sort of like passive aggressive monks, and I've never made it clear whether or not they are better then the player.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on May 21, 2011, 09:28:03 am
edit.: also enlightened should get rapiers. basically swords wich can just stab, pommel strike and flat side strike.
I could help outline these actually, there's
sabre's-which are like rapairs but do have a the blade on the side made for opening arteries and blinding opponents, so replace flat side strike with shallow slashing attack
fencing rapiers:Which are the more common stab/parry type, there is no pommel to strike, and trust me if you slapped with one of these you'd break the blade, so they'd only really have a stabbing attack, that would be deep and quick but with very little entry point.
lastly
dueling Gun-grips:A newer type of rapier, which is a cross of sabres and fencing rapiers, they have a triagonal blade, which has 3 shallow cutting surfaces, a cut that's about half as deep as a fencing rapier but due to the shape of the blade inflicts far more damage, and they have a strong hand guard for really vicious hit's, backhands, and to protect the hand, but since you can't have weapons work as armor too, just give them a good bashing attack about akin to a solid punch.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 21, 2011, 09:38:17 am
edit.

nvm. I just failed to see the point to argue.

what? i did not see your first post. and why argue? i just said the facts and my opinion.

edit.: also enlightened should get rapiers. basically swords wich can just stab, pommel strike and flat side strike.
I could help outline these actually, there's
sabre's-which are like rapairs but do have a the blade on the side made for opening arteries and blinding opponents, so replace flat side strike with shallow slashing attack
fencing rapiers:Which are the more common stab/parry type, there is no pommel to strike, and trust me if you slapped with one of these you'd break the blade, so they'd only really have a stabbing attack, that would be deep and quick but with very little entry point.
lastly
dueling Gun-grips:A newer type of rapier, which is a cross of sabres and fencing rapiers, they have a triagonal blade, which has 3 shallow cutting surfaces, a cut that's about half as deep as a fencing rapier but due to the shape of the blade inflicts far more damage, and they have a strong hand guard for really vicious hit's, backhands, and to protect the hand, but since you can't have weapons work as armor too, just give them a good bashing attack about akin to a solid punch.

actually sabres are NOT a type of rapier (or is it similar to it.), although the famous pirate cutlass is a sabre. hey! make a cutlass! it's basically a weaker machete with the option to stab!
and i was not talking about the fencing one, i talked about the so called "gentleman's sword" basically a harder rapier that was in use *trying to remember* i think through the renessaince era, when shakespeare was still alive. it is a REAL rapier, not the shit that now passes around as "fencing foil" it was hard, tough, and you could pommel slap someone, or at least HILT HIT them. and they actually could flat slap people. it was not guaranteed to work, but most often it felt like a whip... a very HEAVY WHIP. made from STEEL or SLADE. D for Dorf!

edit: some RPing from my fortress.

Kel athelkist was bored. it was his turn for guard duty. he just got his hands on this great new military rifle. it was an FN FAL with a scope he got himself from a binocular. he also noticed that it was well-crafted, and that the wood handle was engraved, surely Elana's handyjob. he'll have to thank her someday, maybe give her a gift. Agish has certainly made some fine goblets, bracelets and rings. yes. perhaps an engagement ring was to be the next gift he will give to his lover. he heard  the sound of boots on the clay of the catwalk. he turned. it was Yuri. he had in his hands a superiorly crafted mosin-nangant with a sniper scope. the wooden furniture was engraved. there was a name engraved in the furniture. it read "Mary". Yuri was VERY attached to his gun.
"some cold night,eh?" said Yuri
"dunno, since i got this robe, it did not matter if the night was cold or hot, i always felt pleasant." replied Kel
"lucky bastard. i still have this dog leather armor. trade?" proposed Yuri.
Kel laughed.
"you just laugh, bastard. hey, guess what i've got!"
Kel stopped laughing, the smile still on his face "what, you vodka-drinking son of a bitch?"
Yuri grinned. "some cigars, the best vintage."
"gimme!" said Kel out loud and grabbed a cigar.
Yuri smiled. "need a light?" and pulled his lighter from his pocket.
Kel took the lighter, laughed a bit and lit the cigar. "ooooohhh, yeah, that's the stuff."
"yup, we sure make some fine...." the rest of the sentence was silenced by the loud BANG of a firearm, and Yuri's head was no more.
Kel stood there for a second, shocked. then he dived to the ground. he then crawled into the fort, sounding the alarm.
Then all the hell broke loose. there was a loud crack of gunfire, as if someone fired an AK in full-auto. Kel put the bayonet on the barrel of his rifle, expecting it to be needed. then he realized something. the screaming came from inside the fortress aswell. they couldn't. they could not breach the first line of defense without some heavy ordnance. Kel ignored his squadleader's order and ran for the command centre. and there he saw Bjorn. the bastard has pulled the levers and destroyed them. Bjorn suddenly became aware of his presence and has pulled out a weird looking pistol. he yelled "FOR REINHEI-" but was silenced by the bang of Kel's FAL. then kel ran to the second gate. although it was open it was better fortified, with a catwalk above from wich the soldiers could shoot. the path was littered with corpses, both those of civilians and those of the minutemen. Kel dived for cover behind a wall. and then he saw. in the lake of blood next to him lay Elana. he stared into her face. so beutiful, so gentle. and now it was pale, her bright eyes open and staring blankly at him. Kel bursted into tears. he cried for couple of seconds. then he straightened his face. and his feelings changed from misery to anger. he closed Elana's eyes, and kissed her hands for the last time. he pšeeked around the corner and saw some of the invaders cautiosly approach his position. they wore gasmasks, trench coats, helmets and heavy iron-clad boots. Kel closed his eyes. then he opened them and charged into the enemy. in a sort of trance he dealed headshot after headshot, killing his foes. he had recieved some very serious wounds, but he did not care. he than saw an invader, clearly the leader equipped with a bracer and a trench mace. Kel shot blindly towards him, but was out of ammo. the enemy saw that, and took his opprotunity to charge. Kel raised his weapon, bayonet ready in defyiance and charged towards his enemy. he missed. he only ripped the fabric of the asailant's trench coat. his enemy roared "REINHEIT OVER ALL!!!" and struck Kel over his head. Kel fell to the floor, the cold of the clay brick on his cheeks. He made one last defyiant act and stabbed the Reinheit captain with his bayonet. directly in his groin. the attack has opened an artery. Kel closed his weary eyes, eager to join Elana in the afterlife.

==================================================0-o-0=====================================================================

this is how i imagine a reinheit assault!
BOO YEAH!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Neyvn on May 21, 2011, 10:00:45 am
Ok just a quick note of reference.
The Rapier was the Sword used in the Renaissance.
The Epee is the sword used in the fencing arena of moden day.

The difference between two swords is that the Epee is designed to bend when pressed against something solid, granted that putting a point on it will allow it to piece flesh and being thin enough could strike through and past someones bones and into their organs (fatal blow), the epee needs to be weilded by someone of great skill to even do so, striking with a poor form will not give the blade enough 'thrust' to piece through far.

To be more set in stone...

http://en.wikipedia.org/wiki/%C3%89p%C3%A9e
http://en.wikipedia.org/wiki/Rapier
http://en.wikipedia.org/wiki/Dueling_sword
http://en.wikipedia.org/wiki/Smallsword
http://en.wikipedia.org/wiki/Sabre_%28fencing%29
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 21, 2011, 10:33:15 am
thanks for clearing things up.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on May 21, 2011, 10:44:58 am
thank's neyvn I forgot about the epee, and and thanks for proving my point about the fencing sabre.  *glares at kerlc*
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 21, 2011, 11:45:27 am
well, my point was about the rapier, so no hard feelings, right? right? *tries to come out as a winner, but fails*

ok, you've prooven your point. has anyone noticed my story yet?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: SirAaronIII on May 21, 2011, 12:05:36 pm
How could a Nazi Reinheit guy get into the fortress unnoticed? But that does sound like a Nazi Reinheit-ish tactic to use. Great story, I especially liked the dialogue between the two guys at the beginning.
On a side note, heheh. Proven his POINT. Heheh.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 21, 2011, 12:31:18 pm
How could a Nazi Reinheit guy get into the fortress unnoticed? But that does sound like a Nazi Reinheit-ish tactic to use. Great story, I especially liked the dialogue between the two guys at the beginning.
On a side note, heheh. Proven his POINT. Heheh.

well this has been inspired by the fall of my fortress, in wich i got bored, and wanted to liven up the action a bit. lowered the bridge, destroyed the lever, killed the dwarves who did it (JUSTICE!) and then stopped the invading infected. with about 30 out of 45 casualities.

FUN!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 21, 2011, 08:20:30 pm
Great news everybody! The Rapture has not delayed the development of this mod!

Great story kerlc.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 21, 2011, 11:20:35 pm
thank you. i actually thought i'd start a story, but i just can't seem to get started. and my fortress is currently very tense, there is a residential area above the cliff, above the river. it took AGES to build.

edit: and it took exactly 1 second to be destroyed. i was too cocky, let the infected too close to my gates, and they were in and killed the lever operator before i could order him to pull the lever again. my squads were outnumbered, albeit they took many infected with them (2 out of 4 squads, i believe) and i retreated into the residential area, lock the door and watch the slaughter on the outisde. unfortuneatly, a dog led a lumbering infected to the doors, and the infected destroyed them. then i pulled the "FUCK YOU" lever that dropped the whole building into the river. the last thing i saw was the sign: you succumbed to the invasion.

oh well, it was FUN.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 22, 2011, 06:04:59 pm
Ok good. The end of the world has not stalled the end of the world for the end of the world people who are ending their world.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: SirAaronIII on May 22, 2011, 07:51:10 pm
Ok good. The end of the world has not stalled the end of the world for the end of the world people who are ending their world.
But it means I'll have to end my world to make another world to have another end of the world!
Spoiler: Translation (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 22, 2011, 08:00:14 pm
Question of the day! I would like new names for the baron, count, and duke. Anyone got any ideas?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Neyvn on May 22, 2011, 08:02:49 pm
Question of the day! I would like new names for the baron, count, and duke. Anyone got any ideas?
Baron :: Foreman
Count :: Boss
Duke :: Camp Master
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: SirAaronIII on May 22, 2011, 08:45:27 pm
Baron: ???
Count: Vizier
Duke: Chancellor
These are kind of lame.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 22, 2011, 08:47:07 pm
Question of the day! I would like new names for the baron, count, and duke. Anyone got any ideas?
You could put in another language, so it's pseudo-original. Dutch? Latin? German? Japanese?

I need a better history of the Privations before I can suggest noble names. Are they dictators? Monarchs? Presidents?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: SirAaronIII on May 23, 2011, 12:33:10 am
They want to restore the old empire, according to the readme. So how about these?
Baron: Vizier
Count: Chancellor
Duke: Emperor-Elect
Okay, that was even worse.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: BoomClap on May 23, 2011, 01:15:08 am
Baron : Rich a**hole who doesn't have to work
Count : Even richer a**hole
Duke : Richest douchebag alive

oh, and how about renaming accountant into Quartermaster?

ooh, and even more ideas. in some maps bullets are very scarce due to rarity of lead.
or you may have a pile of bullets for your men to swim in.

how about making a ammo press workshop, moving all the assorted reactions there,
make it available to make several stacks of bullets into a ammunition crate, and vice versa.

It would be much easier to sell / buy tons of ammos for your people. and it would make sense for using ammo as currency
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 23, 2011, 06:54:33 am
Baron: baron
Count: dracula (bloodsucker reference) but for real; feudal Lord (i believe feudalism would be pretty much the sistem we'd run after the Z-Day)
Duke: Vice Chieftan
and also
King: Chieftan

edit.: is the makeshift spear one handed?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 23, 2011, 10:00:47 am
We need to know the government system of the Privations. Are they the oh-so-common Feudal lords? Kings? Chancellor? Dictators?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 23, 2011, 11:15:55 am
We need to know the government system of the Privations. Are they the oh-so-common Feudal lords? Kings? Chancellor? Dictators?

no, the dictators are warlords. i believe that every privation has another type of goverment.

basically what we have now is this:
nobles slack off while peasants work their arse off. that sounds like feudalism to me.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 23, 2011, 11:18:13 am
We need to know the government system of the Privations. Are they the oh-so-common Feudal lords? Kings? Chancellor? Dictators?

no, the dictators are warlords. i believe that every privation has another type of goverment.

basically what we have now is this:
nobles slack off while peasants work their arse off. that sounds like feudalism to me.
...
That's every government  :P

Anyways, I'd like to hear IT's opinion.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 23, 2011, 11:19:54 am
well, my question has went unanswered, so let me do it agin:

ARE MAKESHIFT SPEARS ONE HANDED?

come to think of it....

ARE PITCHFPRKS ONE HANDED TOO?

that would be EPIC.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 23, 2011, 11:21:34 am
well, my question has went unanswered, so let me do it agin:

ARE MAKESHIFT SPEARS ONE HANDED?

come to think of it....

ARE PITCHFPRKS ONE HANDED TOO?

that would be EPIC.
They can be used either way, but are best used 2-handed. But you can use them one handed as well.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 23, 2011, 11:28:33 am
well, my question has went unanswered, so let me do it agin:

ARE MAKESHIFT SPEARS ONE HANDED?

come to think of it....

ARE PITCHFPRKS ONE HANDED TOO?

that would be EPIC.
They can be used either way, but are best used 2-handed. But you can use them one handed as well.

soooo... double wielding is possible? epic.
simply epic.
EPICTASTIC!
EPICAWESOMERIFFIC!
EPICBLODFORTHEBLOODGODTASTIC!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 23, 2011, 11:35:27 am
Dual wielding is possible, but single wielding is more efficient.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 23, 2011, 11:41:45 am
Dual wielding is possible, but single wielding is more efficient.

well, duh, but efficiency is for the non-russian beardless bitches of a nation!

WE DEMAND LESS EFFICIENCY! MORE RELIABILITY WITHOUT EFFICIENCY! WAIT! IS THAT EVEN POSSIBLE?

YES IT IS! NOW BLOOD FOR THE BLOOD GOD AND MIKHAIL KALASHNIKOV!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: rellik242 on May 23, 2011, 04:24:59 pm
Umm ... Is v1.0.7 almost out yet? It's been a while.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Alkhemia on May 23, 2011, 05:17:38 pm
Dual wielding is possible, but single wielding is more efficient.

well, duh, but efficiency is for the non-russian beardless bitches of a nation!

WE DEMAND LESS EFFICIENCY! MORE RELIABILITY WITHOUT EFFICIENCY! WAIT! IS THAT EVEN POSSIBLE?

YES IT IS! NOW BLOOD FOR THE BLOOD GOD AND MIKHAIL KALASHNIKOV!

You pretty hyper... ::)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Scaraban on May 23, 2011, 09:03:09 pm
meth in your cereal this morning?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 23, 2011, 09:04:16 pm
meth in your cereal this morning?
PART OF EVARY DELICIOUS BREAKFACE!

ARRRARARARARARARAR
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Neyvn on May 23, 2011, 09:17:20 pm
Hey I am still looking for folk that want to be humied for the Community game. 3 slots left, Backstories fully welcome.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: SirAaronIII on May 23, 2011, 11:02:47 pm
Guys, it says in the OP and readme:
Quote
You are part of the Privations, a small sect of humans, a spurn of the democratic free thinking parts of the world. Hell bent on reestablishing the old great empire. They have been through the most horrifying experiences, and they have many more to go through.
I guess that means they're democratic, but also empirical.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 24, 2011, 12:39:53 am
well, my question has went unanswered, so let me do it agin:

ARE MAKESHIFT SPEARS ONE HANDED?

come to think of it....

ARE PITCHFPRKS ONE HANDED TOO?

that would be EPIC.

Both are one handed.

We need to know the government system of the Privations. Are they the oh-so-common Feudal lords? Kings? Chancellor? Dictators?

They are a democracy  instead of a Monarch they have a President that is elected. I sort of picture them as a desperate democracy. In desperate times laws and rules start being clamped down, things like martial law and the draft start getting put into place. That explains mandates and beatings somewhat. As for laziness, when's the last time you saw a president drive a car? Or cook his own dinner?  ;) Empire was just a  literary reference to the vast expanses of democracy beforehand, and it's rapid crumble. I have looked at all the ideas, they are very good ideas and I like where they are going. But they aren't quite there yet.

While I was boggling around this question myself I thought about something along the lines of district -> county -> state, thoughts?



Umm ... Is v1.0.7 almost out yet? It's been a while.

Patience Moghopper, in due time....

Quote
oh, and how about renaming accountant into Quartermaster?

Accountant is a more modern term, but quartermaster probably is more correct. Still, I like accountant for simple atmosphere.

Quote
ooh, and even more ideas. in some maps bullets are very scarce due to rarity of lead.

You can make bullets out of many metals not just lead. Copper, Iron, shear steel, crucible steel, brass, bronze, and cupronickel to name a few. Basically any metal that can make a weapon can make a bullet.

Quote
how about making a ammo press workshop, moving all the assorted reactions there,
make it available to make several stacks of bullets into a ammunition crate, and vice versa.

When I was designing this mod bullets were meant to take 2 or 3 different workshops, but produce significantly more (3 stacks of 25). This would give crossbows an amazing advantage of less time to make and keep loaded. However, this idea was dropped because I thought it would be to much of a clusterfrak. But I still have the plans lying around (somewhere). I can dig them up and post them if people are interested. Then I could let you guys decide whether I should add it or leave it as is.

Quote
and it would make sense for using ammo as currency

It would, but I can't mod it in that way.

-----

Sadly I was not able to spend as much time as I would have liked on graphics today. I made a few more noble graphics, but focused on other things like balancing husbandry. Milking times are different based off of rate of grazing (I'll get specifics later), birds only lay one egg, no more pig milk, and overall most domestic creatures give more meat. Save cats, dogs, cavy's, and I think something else.

I've also been looking over at castes a little more, I've decided to listen to Ult1mera and made descriptions a little clearer on advantages/disadvantages. Furthermore, I have renamed most of them. Nothing big, just 'Army human' to 'Soldier' for example. This makes the game more fluid when your doing adventurer mode or reading legends. I've replaced the standard privations with 'Office Worker' they learn military skills slightly slower. Additionally, current castes have been kneecapped in their bonuses, formally 200% percent bonuses in learning has been dropped down to 125%

I also plan to add a number of castes to reflect modern jobs. For example, a Farmer who has increased learning on farming, but decreased learning on crafts. Or a salesman, who has an increased learning on social skills and 'noble' job skills but decreased learning on farming. The increased/decreased learning is only 25% so it won't be a fort stopper, but it will make you look out for the best candidates. I'd also like to add a few castes that can greatly hinder the player. Such as a coward who learns military skills 75% slower but is extremely agile. These castes will be rare, but you should still keep an eye out for them.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Dohon on May 24, 2011, 08:51:37 am
I'm digging the ideas of new castes. But it would be hard to put a "limit" on it. Afteral, there are several thousand jobs you could add in. ;) Will you be using archetypes then? Farmer, Trader, Soldier, ... something like that. Also, won't it be hard to have the old castes (beserker and such) too? Or will those disappear.

I'm also in favour of harder ammo-making. It ain't no picknick to make bullets. Especially compared to making bolts for a crossbow. Just shave something sharpish from a piece of wood and presto, instant bolt. It's a shame we can't mod weaponspeed though. Crossbows should be one-shot weapons.

As for a "lore" question: The current Infected became so by using the Immortality pill. But, with the upcoming release of DF, we should be able to have bitten victims turn into zombies. Do you intend to add that to the mod, IT? If so, what is the "reason" that the Infection is transferable? Some sort of mutation?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Neyvn on May 24, 2011, 09:11:36 am
I would think the infection is transferable because it entered the blood and saliva, like 'normal' zombie reasons for turnings. When you get bitten or bleed on (think 28dayslater) it enters your bloodstream and then boom, you have a high chance of becoming one of them. Though I would say to be fairish, Soap would be useful then...
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on May 24, 2011, 09:49:12 am
Maybe the immortality pill has the side effect of causing the people who take it to begin synthesizing the chemicals in their livers and pancreas, making them walking drug factories for the immortality pill, thus any bites/scratches and eating their flesh, will transfer the effects to the unfortunate individual.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 24, 2011, 10:10:07 am
Quote
I'm digging the ideas of new castes. But it would be hard to put a "limit" on it. Afteral, there are several thousand jobs you could add in. ;)  Will you be using archetypes then? Farmer, Trader, Soldier, ... something like that. Also, won't it be hard to have the old castes (beserker and such) too? Or will those disappear.

Old castes will stay in. Perhaps be renamed slightly. Berserker -> Criminal or something. Not every single carrier field will be introduced to the game, but there will be a wide enough variety to spawn common grudges and make you keep an eye out for likely candidates.

Quote
I'm also in favour of harder ammo-making. It ain't no picknick to make bullets. Especially compared to making bolts for a crossbow. Just shave something sharpish from a piece of wood and presto, instant bolt. It's a shame we can't mod weaponspeed though. Crossbows should be one-shot weapons.

Alright, I'll dig up my old plans and give you guys a look at them.

Quote
As for a "lore" question: The current Infected became so by using the Immortality pill. But, with the upcoming release of DF, we should be able to have bitten victims turn into zombies. Do you intend to add that to the mod, IT? If so, what is the "reason" that the Infection is transferable? Some sort of mutation?

Yes, if it is possible zombies will infect your humans. A bite from a lumbering/scrawn will take a few months to kick in and possibly bring along visible signs of infection (fever or drowsiness) while a mutated Infected would act much faster and with no warning. A bite from a scavenger would not likely result in zombie-ism as they are not as well developed, but it will involve things like nausea and coughing blood.  I especially like Kilakan's idea as an explanation, and the backstory will be altered if Infected can spread.

The bite probably won't be instant 100% chance of zombism. but rather a decent chance to be worried, but still not atomsmash every minuteman that is in a fight.

The infection should only spread by a bite, not by blood like in many lores.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 24, 2011, 11:43:36 am
IT, I agree with everything you said in that last post, except for the berserker thing.

The whole synthesizing thing I thought of already, but there wasn't an appropriate time (Sorry, not trying to usurp). It could be the brain, as that's the kill point. Besides, if you shatter their livers, they'll still infect. But the brain is there always.

"GOTTA SHOOT 'EM IN DAH 'EAD!"
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 24, 2011, 12:44:26 pm
meth in your cereal this morning?

nah, i was high off vodka that night. with some herbs of couse.

and ammo making should be like this: case + gunpowder + bullet (i think it's called that way) tip
and for shells: Shell+ gunpowder + pellets

although for gunpowder, it would be nice if you'd give us just charcoal to make it.
or add two stones that appear in EVERY STONE LAYER AND ARE NOT RARE called "brimstone" and probably "saltpeter"

making them rare would mean VERY hard bullet making. in that case, crossbows should be made more efficient, maybe you could add bows, to train the pistol skill.
i believe bows and crossbows would be VERY common as they are easy to make, and in trained hands very lethal. (did you know that a normal kevlar police vest lets down to the crossbow bolt and the bow arrow also. stab vests are WAYYYYY better)

also compact the size to the bulletsmiths workshop or something
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on May 24, 2011, 01:23:16 pm
well considering stones kill us as-is, if we are gonna have to mine to get guns, the guns in question will need to be way more powerful, atm I find it takes a legendary archer 25 or so shots to take down one infected unless he gets lucky.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Jimlad11 on May 24, 2011, 02:12:38 pm
Yeah, the infected's pain tolerance means they just seem to stand there taking the shots. Just standing there...staring...staring and moaning...while absently-mindedly chewing on my guard puppies.

Quick question. I haven't been able to use the shotguns yet. How do they fare compared to rifles? The readme says that they can remove limbs, so they sound a lot more devastating. And because they have no spread...limb removing rifle? I am just curious. And hopeful. Very Hopeful.  :D

 
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Darion on May 24, 2011, 03:43:42 pm
Nvm.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on May 24, 2011, 05:06:25 pm
I use shotguns, and only shotguns, they can actually kill in a fe hits since they tend to massivily cripple or remove limbs, and occasionally bi-sect the infected, meaning that if they don't kill, they atleast make the infected easy to deal with for melee troops.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 24, 2011, 07:31:42 pm
Okay, as promised, here's the specifics on animal milking time.

* Milkable animals now have different milking times. The milking rate is determined by grazing rate x 100 from most frequently milkable to least freqently: Water Buffalo (60) - Yak (85) - Cow (100) - Horse (120) - Donkey (200) - Llamma (333) - Reindeer(461) - Alpaca (857)- Sheep (1200) - Goat (1200)
To give you an idea of time. 200 is the standard DF milking time. 1000 is about a month.

Quote
IT, I agree with everything you said in that last post, except for the berserker thing.

Yeah that's probably not going to be the name, it was just the first idea on the list.

well considering stones kill us as-is, if we are gonna have to mine to get guns, the guns in question will need to be way more powerful, atm I find it takes a legendary archer 25 or so shots to take down one infected unless he gets lucky.

Yeah, if I could tell my men to aim at their eyes I would. That's the only reason why they are so bad. However, it does adds to the Fun. Do you sacrifice resources with bullets or do you sacrifice lives with melee? Once I implement a more complicated way to make bullets, their yield will be significantly more to balance it out.

Quote
add bows, to train the pistol skill.

Well, no, crossbows train rifle skill because it's literally, hold like a rifle. Point, and shoot. Granted there are some very stark differences, but bows and pistols are a long shot at best.

Quote
Quick question. I haven't been able to use the shotguns yet. How do they fare compared to rifles? The readme says that they can remove limbs, so they sound a lot more devastating. And because they have no spread...limb removing rifle? I am just curious. And hopeful. Very Hopeful.  :D

Compared to rifles, shotgun's only disadvantage (currently) is that the guns themselves take more resources to produce. Other then that they are more effective then regular rifles. When a more complicated ammo system is set in (see below) they will produce ~half as much as bullets.

-----

Found my old plans.

There are two ways of making bullets:
(1) Cast Lead Bullets: Simple one lead bar, one charcoal = 25 bullets much more time efficient then the other methods
(2) To Make other bullets, you need fuel, a metal bar, and gunpowder = 4 stacks of 25 bullets (might change to 3 stacks 100 bullets seems a tad much)
To make Shotgun shells you need fuel, metal bar, gunpowder, and pellets = creates 2 stacks of 25 bullets

My prior notes say that to make Gunpowder you need one thing of charcoal, and one thing of saltpeter. Saltpeter is difficult to come by though. However, during my research, I have found out that Potassium Nitrate works as a substitute. Guess what! It's mostly just Potash and Ammonia. Since Ammonia comes from animal droppings and animal droppings aren't in the game. So to make Potassium Nitrate, you will just use Potash and fuel.

To make gunpowder, you need one batch of Potassium Nitrate and one unit of charcoal.

Pellets could be made at the Metalsmith's forge. Shotgun Shells will be made out of whatever pellets they use. Simply because it's easier to control then a random metal bar.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on May 24, 2011, 07:38:58 pm
I like the slightly more complicated ammo route, it jsut seems better to me, and as long as you are in a moderatly forested area, gunpowder should be no problem to make, and it gives the ash burner skill some use.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: SirAaronIII on May 24, 2011, 08:38:10 pm
Potash making is less useless now! Plus you can use surplus potash for fertilizing the fields due to slow crop grow time (wait does fertilization affect grow time or yield? either way it's just better)
I approve of this idea.  :)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 24, 2011, 09:25:09 pm
You can make ammonia from potatoes ya know :3

I'm doing for my upcoming "Dorf Space" mod!  ;D
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 25, 2011, 07:39:51 am
ok, IT, i agree with your idea.

though mine is harder. and more real, but whatevs, we cah just pretend that caseless ammunition has been invented (wich it has been) and  that it is bloody useful (wich it is not, currently).

and modern bows are held like pistols, some custom made even have grips that resemble pistol grips. the only difference? well, you have to pull.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 25, 2011, 09:41:02 am
You can make ammonia from potatoes ya know :3

I'm doing for my upcoming "Dorf Space" mod!  ;D

I did read somewhere that some plants had ammonia, but my sources did not divulge specific info on specific plants.

Quote
though mine is harder. and more real, but whatevs, we cah just pretend that caseless ammunition has been invented (wich it has been) and  that it is bloody useful (wich it is not, currently).

Well, the metal bar was for the case of the ammo.

Quote
and modern bows are held like pistols, some custom made even have grips that resemble pistol grips. the only difference? well, you have to pull.

Got any images/link to them? I actually do some recreational archery from time to time and I've never heard of this, but if it does exist I might add them.

-----

I will begin adding the more complicated ammo creation right away.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 25, 2011, 09:54:08 am
Yeah, you can get nitrogen (And therefor ammonia) from a few plants, but potatoes are rich in it.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Jimlad11 on May 25, 2011, 11:03:52 am
I like this new ammo-producing idea. A way to use potash to kill things? I'm in.  8)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 25, 2011, 11:54:57 am
here's some pics from the wikipedia and various sources
Spoiler (click to show/hide)
and there's the alternative: the pistol crossbow!

Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 25, 2011, 11:59:24 am
One word.

SPOILERS.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 25, 2011, 12:06:38 pm
another word:
NEVER

and another one!

FIX'D
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: BoomClap on May 25, 2011, 06:10:36 pm
or you could just remove pistols, as they do nothing. and add carbon recurve bow or composite bows

P.S.
I just got invaded by 48 scrawny infected. and they failed to murder any of my men but they did kill my FPS. It dropped to 18.
thus making nearly unplayable.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 26, 2011, 06:39:13 am
flax should grow everywhere. my ancestors back in the prehistoric ages have planted flax in a SWAMP, on MOUNTAINS (where there was enough ground, and the trees still grew) and on PLAINS and FORESTS. so flax should be everywhere-growing fiber plant.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: BoomClap on May 26, 2011, 08:15:15 am
flax should grow everywhere. my ancestors back in the prehistoric ages have planted flax in a SWAMP, on MOUNTAINS (where there was enough ground, and the trees still grew) and on PLAINS and FORESTS. so flax should be everywhere-growing fiber plant.

speaking of flax, I can't seem to plant it. I looked over raws and flax seed doesn't do anything.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Jimlad11 on May 26, 2011, 12:00:52 pm
Hmm, is the cigar reaction broken at the moment? I just checked the Changes/Fixes page and it said something about fixing some issues with cigars. At the moment it wants "leaves" and tobacco leaves. Is this the doubling issue mentioned?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 26, 2011, 12:29:57 pm
one question, IT, how much plants per square does barley have? i really haven't gotten into the cereals thing, but now my fortress is hungry, and it is the beginning of the season? also, can you also tell that for wheat and rye?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 26, 2011, 12:31:42 pm
one question, IT, how much plants per square does barley have? i really haven't gotten into the cereals thing, but now my fortress is hungry, and it is the beginning of the season? also, can you also tell that for wheat and rye?
Read the RAWs.

It's the [CLUSTERSIZE:x], where x is the amount of plants per square.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 26, 2011, 12:37:36 pm
thanks for the tip. now i know that i WONT use cereals, since their plants are [CLUSTERSIZE:1] for everything.

ok, part of me gets it, but let's say that 1 tile in DF is 1 square foot (90 cm square), m'kay? on that square foot at least 50 or so plants will grow. i'm not saying that the plants should be that size, but give us at least 3 per square, or maybe 5, or else i will mod it myself.

otherwise, just remove the cereals, cause they do not pay up, except you're into the flour seller thing.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 26, 2011, 12:45:30 pm
thanks for the tip. now i know that i WONT use cereals, since their plants are [CLUSTERSIZE:1] for everything.

ok, part of me gets it, but let's say that 1 tile in DF is 1 square foot (90 cm square), m'kay? on that square foot at least 50 or so plants will grow. i'm not saying that the plants should be that size, but give us at least 3 per square, or maybe 5, or else i will mod it myself.

otherwise, just remove the cereals, cause they do not pay up, except you're into the flour seller thing.
The default for vanilla DF is 5 crops per tile.

Hmm...
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Patchouli on May 26, 2011, 01:24:58 pm
Necro, CLUSTERSIZE only affects plants gathered via herbalism, not farming.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 26, 2011, 01:26:19 pm
Necro, CLUSTERSIZE only affects plants gathered via herbalism, not farming.
Ah shit.

What changes the farming size then?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Darion on May 26, 2011, 01:46:52 pm
So...I'm kinda lost, could you answer some questions?

1- What is the easiest way to get metal?
2- Is there any rock safe to be mined?
3- Is the dojo not working, or the experience gain os way too slow?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 26, 2011, 04:47:46 pm
flax should grow everywhere. my ancestors back in the prehistoric ages have planted flax in a SWAMP, on MOUNTAINS (where there was enough ground, and the trees still grew) and on PLAINS and FORESTS. so flax should be everywhere-growing fiber plant.

speaking of flax, I can't seem to plant it. I looked over raws and flax seed doesn't do anything.

Done + fixed

Quote
and there's the alternative: the pistol crossbow!

Oh I see! I could add that. Great find!

or you could just remove pistols, as they do nothing. and add carbon recurve bow or composite bows

I actually enjoy the pistol, it adds some variety to the game. Plus they come in handy, especially early on. I suppose I am willing to put all guns in a 'firearm' skill and then all bows/crossbows into a 'Marksman' skill. But that's a little detail that can go unnoticed until well into 1.0.8

Quote
P.S.
I just got invaded by 48 scrawny infected. and they failed to murder any of my men but they did kill my FPS. It dropped to 18.
thus making nearly unplayable.

Was it raining? dfcleanmap helps.

Hmm, is the cigar reaction broken at the moment? I just checked the Changes/Fixes page and it said something about fixing some issues with cigars. At the moment it wants "leaves" and tobacco leaves. Is this the doubling issue mentioned?

No, the doubling issue came from cigar smoke being called cigar smoke smoke. The reaction is just fine and works as expected, despite the weird wording.

one question, IT, how much plants per square does barley have? i really haven't gotten into the cereals thing, but now my fortress is hungry, and it is the beginning of the season? also, can you also tell that for wheat and rye?

After a quick glance at the wiki Patchouli is right
Spoiler (click to show/hide)
Did not know that...

Quote
otherwise, just remove the cereals, cause they do not pay up, except you're into the flour seller thing.

Cereals are staying in. If I removed everything because it didn't pay up half the game would be gone :p Additionally, flour is actually very handy. One thing of cereal creates multiple things of flour, which can be used in meals. Easily sustaining a fort.

So...I'm kinda lost, could you answer some questions?

1- What is the easiest way to get metal?
2- Is there any rock safe to be mined?
3- Is the dojo not working, or the experience gain os way too slow?

1- The easiest way to get metal is to dig down to the bottom soil layer, and dig out with down stairs. This way you can see the rock layer below you and you can just dig down again once you find metal.

2- In regular Corrosion safe rock is rare. Rigid Rock can be mined out, but is only in small clusters. You could use the Safe Stone mod that makes all stone layers safe.

3- It works, it's just as useful as a workshop (aka not very). Using Army Humans maximizes the effectiveness, but besides that all you can do is make a carp load of dummies and hit the repeat button.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on May 26, 2011, 05:57:32 pm
I just got downloaded this mod and it's pretty neat. My first fort didn't go so well, I embarked in an area that said it had trees but it didn't and there was too much Hard Rock to really dig into the earth. I got a few migrations before I realized that I'd be attacked soon. So with no trees to makes wall or even structures, and the looming threat of being eaten alive, I had no choice. . .
Spoiler (click to show/hide)
I could have, alternatively, used Ash bars to build what I needed. But that would have took too long and I wouldn't have had enough time to really build up a parameter. I also lost my first crop of peas because I failed to realize it was too late into the season to plant >.<

Long story short, awesome.
When do you think you'll be releasing the next update/version/etc?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 26, 2011, 06:58:33 pm
Good to hear we have a new fan! And thanks for your support!

Quote
When do you think you'll be releasing the next update/version/etc?

Honestly, my predictions thus far have been no better then NASA. I would like to say I am 80% done. Time is based off of how much free time I have lying around and how many problems I run into, but I'll only be letting people down if I give an exact date.

-----

Speaking of problems the Tileset is in, I would like to remake the brick tiles as soon as I saw them, however I've run into a bit of a rut. See this post (http://www.bay12forums.com/smf/index.php?topic=85407.0) for more details.

Special thanks to Ironhand for solving this problem! The tileset is working perfectly now! I'll post screenshots soon!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on May 26, 2011, 07:35:52 pm
Good to hear we have a new fan! And thanks for your support!

Quote
When do you think you'll be releasing the next update/version/etc?

Honestly, my predictions thus far have been no better then NASA. I would like to say I am 80% done. Time is based off of how much free time I have lying around and how many problems I run into, but I'll only be letting people down if I give an exact date.

-----
-Circumcision(AKA: Snip)-
Yeah. I enjoy lots of FUN, so this mod seemed like a logical choice :3
And I wasn't asking for an exact date, more or less a rough estimation which your "80%" has done. (And by rough estimation, I mean like Neil's estimations. The Creator of Dead Frontier xD)
Too bad. I kinda felt like I should have stuck it out and made a fort out of ash :p
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: BoomClap on May 26, 2011, 08:06:52 pm
Take your time, IT.
We have waited this long, we can wait a few more days.
But a quick suggestion.
Vanilla DF cows eat truck loads of grass.
I think we should trim the value down for !!FUN!! and !!PROFIT!!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 26, 2011, 09:02:04 pm
Good to hear we have a new fan! And thanks for your support!

Quote
When do you think you'll be releasing the next update/version/etc?

Honestly, my predictions thus far have been no better then NASA. I would like to say I am 80% done. Time is based off of how much free time I have lying around and how many problems I run into, but I'll only be letting people down if I give an exact date.

-----
-Circumcision(AKA: Snip)-
Yeah. I enjoy lots of FUN, so this mod seemed like a logical choice :3
And I wasn't asking for an exact date, more or less a rough estimation which your "80%" has done. (And by rough estimation, I mean like Neil's estimations. The Creator of Dead Frontier xD)
Too bad. I kinda felt like I should have stuck it out and made a fort out of ash :p
Bonus points if you have an epic riflemen army on the walls.

THEY SHALL RISE FROM THE ASHES!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on May 27, 2011, 05:21:45 am
Good to hear we have a new fan! And thanks for your support!

Quote
When do you think you'll be releasing the next update/version/etc?

Honestly, my predictions thus far have been no better then NASA. I would like to say I am 80% done. Time is based off of how much free time I have lying around and how many problems I run into, but I'll only be letting people down if I give an exact date.

-----
-Circumcision(AKA: Snip)-
Yeah. I enjoy lots of FUN, so this mod seemed like a logical choice :3
And I wasn't asking for an exact date, more or less a rough estimation which your "80%" has done. (And by rough estimation, I mean like Neil's estimations. The Creator of Dead Frontier xD)
Too bad. I kinda felt like I should have stuck it out and made a fort out of ash :p
Bonus points if you have an epic riflemen army on the walls.

THEY SHALL RISE FROM THE ASHES!

Aha! Nawh. That, and my second, didn't turn out too well. But that would have been an ides! I don't know if the infected would be able to break down the ash walls or not, that's another part why I didn't try it :p
Damnit, who do I have so much trouble getting rid of quotes on message boards? >.<
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 27, 2011, 05:59:27 am
i still haven't got my answer: how many cereals grow per tile?

otherwise:

yay! pistol crossbow!

yay! tileset progress!

ÜBERYAY!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on May 27, 2011, 06:21:34 am
i still haven't got my answer: how many cereals grow per tile?

otherwise:

yay! pistol crossbow!

yay! tileset progress!

ÜBERYAY!

I think it was one? I'm not sure if that was this mod, or Necro's. Cba to look around though. But I suppose if it was mentioned in this mod then you would have known, so it must have been Necro's. That being said, it still might be the same.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 27, 2011, 08:25:41 am
yes, i asked that in this thread. necro then made a new thread about it.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 27, 2011, 10:14:19 am
5 crops per farm tile always, apparently.

CLUSTERSIZE only affects wild shrubs  :'(
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on May 27, 2011, 11:10:41 am
5 crops per farm tile always, apparently.

CLUSTERSIZE only affects wild shrubs  :'(

Quote
Urist McHerbalist has found a Giving Tree!
Urist McHerbalist Cancels forage; Tree being cut By Urist McGeorge Washington. "MUST! CHOP! WOOD!"
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: TomiTapio on May 27, 2011, 11:15:24 am
5 crops per farm tile always, apparently. CLUSTERSIZE only affects wild shrubs  :'(
Well... change all dwarves' farming skill to progress real slow and decay quickly.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 27, 2011, 11:20:05 am
5 crops per farm tile always, apparently.

CLUSTERSIZE only affects wild shrubs  :'(

Quote
Urist McHerbalist has found a Giving Tree!
Urist McHerbalist Cancels forage; Tree being cut By Urist McGeorge Washington. "MUST! CHOP! WOOD!"
http://www.youtube.com/watch?v=MFR5oI9wdow (http://www.youtube.com/watch?v=MFR5oI9wdow)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 27, 2011, 11:42:56 am
i think in meals the jerky should be removed and replaced with soup.

you can add a reaction "make jerky" that requires 2 meat (or 1 meat).

cause "pea jerky", "[insert name of milkable animal] cheese jerky" and "turnip jerky" sound stupid.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on May 27, 2011, 12:26:17 pm
5 crops per farm tile always, apparently.

CLUSTERSIZE only affects wild shrubs  :'(

And that's based off of the highest skill level?

Edit: And if that's the case, then you could you not go into the RAWS find the amount that a dwarf human can harvest and edit that to the desired number? Mind you I know nothing aboot modding DF, or even in general. But I think I'd like to know how someday, as I wish to be making my own  master pieces, and modding is just like doing so in a way.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on May 27, 2011, 07:10:21 pm
One normal winter day resulted in a human expedition sent out to a very normal place. Plagued by dogs, desert scum and soon by zombies, they moved underground where they could hold out against zombie invasion. This is their story fort.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on May 27, 2011, 10:13:43 pm
just so that we are clear, nazi germani had the first assault rifle ever the legendary stg 44, or MP 44 aka "noobgun" for CoD2 multiplayers. EVER.

i like the KAR idea. you also should add a panzerfaust-style weapon that fires LEAD GLOBS!

EVER!

Necroing an old post. Me and my friend would play Nazi Zombies on WaW and whenver we got the gun we'd be like "Shit... I have an STD" It was golden xD
One normal winter day resulted in a human expedition sent out to a very normal place. Plagued by dogs, desert scum and soon by zombies, they moved underground where they could hold out against zombie invasion. This is their story fort.
Get with the times! Or... What I usually do in Deon's Wasteland mod is I start to produce steel for my vault, and when I have enough I dig an additional layer of wall all around and replace it with steel walls. Looks super sweet. So you could do the same, but use concrete to make like a bomb shelter kind of thing. Because we all know we'd rather a cozy library filled with windows the infected could break through rather than a dank, dark, dug in cave under the earth xD
Cool none the less though, hope it goes well for ya :3
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 28, 2011, 12:15:40 am
One normal winter day resulted in a human expedition sent out to a very normal place. Plagued by dogs, desert scum and soon by zombies, they moved underground where they could hold out against zombie invasion. This is their story fort.

neat. i like it. it can be easily blocked off. what will you use? hatches? bridges? walls?

and also, jerky could be replaced with dried. like so: +dried peas+ or +dried [insert name of an animal, preferrably cat] meat+
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 28, 2011, 01:25:50 am
Quote
i still haven't got my answer: how many cereals grow per tile?

I suppose I answered it a tad subtitle. Long story short, I can't give you an exact number right now. I thought that CLUSTERSIZE had an effect on farming plants. However if Patchouli and the wiki are up to date I am wrong, and the farm plants will yield the same as vanilla plants. It's going to go under some !!SCIENCE!! soon. Then I can get back to you.

Spoiler (click to show/hide)
[/quote][/spoiler]

Not that it matters, all plants have the same clustersize and either way would give you the same amount of food as the next plant.

Quote
i think in meals the jerky should be removed and replaced with soup.

Good catch.

Quote
and also, jerky could be replaced with dried. like so: +dried peas+ or +dried [insert name of an animal, preferrably cat] meat+

Can't, it would show up as +peas dried+

One normal winter day resulted in a human expedition sent out to a very normal place. Plagued by dogs, desert scum and soon by zombies, they moved underground where they could hold out against zombie invasion. This is their story fort.

Great fort JacenHans! :D
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on May 28, 2011, 01:39:11 am
How the hell does bee keeping work? >.<
I thought that any hive would do? D:

Edit: I think I'm going to document my newest fort :3
Make a neat little story and all that. Of course my writing skills aren't the best, but I'm sure it could keep someone entertained xD
I'll put a thread in the RP section when I finish the first part. Just so I don't clog this thread up with all of it :3

Edit edit:
Spoiler (click to show/hide)
The first post is up! Get it while it's hawt!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on May 28, 2011, 08:21:49 am
One normal winter day resulted in a human expedition sent out to a very normal place. Plagued by dogs, desert scum and soon by zombies, they moved underground where they could hold out against zombie invasion. This is their story fort.
neat. i like it. it can be easily blocked off. what will you use? hatches? bridges? walls?
I have an aboveground palisade/farm that I wall off in case of an invasion. The only thing I depend on caravans for is weapons and armor. And I have copper, iron and coal.

And what's the difference between Daunting and Spitting infected?

And I just got a skulkinginfected riding a camel.

And the enlightened are battling some scrawn infected who got across the river. I love this mod!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on May 28, 2011, 06:20:03 pm
Alright, I put a few finishing touches on the tileset, I'm still not happy with the sand and the walls need some touches. However, it's still quite a sight compared to the old roguelike graphics.

A few notable places.

An Oasis (http://img31.imageshack.us/img31/7240/oasism.png) from the terrors surrounding it.

A Privation Stronghold (http://img856.imageshack.us/img856/2826/privationhome.png) Hidden behind lines and lines of steep mountains.

Tundra (http://img850.imageshack.us/img850/6650/swonder.png) in the southern hemisphere of the world. No colder then the rest of the world.

A new Embark is launched (http://img191.imageshack.us/img191/984/embark.png) Between a haunted marsh and a peaceful forest.

A member of the Expedition team (http://img821.imageshack.us/img821/245/randomguy.png) and beautiful text to.

A New Land (http://img594.imageshack.us/img594/4099/embarkpic.png) will it bring life? Death? Riches and Glory or Failure and Death? Only one way to tell.

-----

All I have to do is create a few more profession tiles and add them. Other then that everything is done. Animals don't have any tiles yet, they will be added in 1.0.8
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Savolainen5 on May 28, 2011, 09:03:47 pm
Oh, Armok, it's beautiful!  So beautiful!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on May 28, 2011, 10:07:33 pm
The fort I posted: Mutated infected happened. Fort afterwards: Scavengers. Reclaim: Desert human ambush leaves one ecstatic human locked in the food stockpile. Luckily, she had no firends. Only a baby and a husband. Hopefully the warlord caravan will help.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 28, 2011, 10:42:20 pm
Alright, I put a few finishing touches on the tileset, I'm still not happy with the sand and the walls need some touches. However, it's still quite a sight compared to the old roguelike graphics.

A few notable places.

An Oasis (http://img31.imageshack.us/img31/7240/oasism.png) from the terrors surrounding it.

A Privation Stronghold (http://img856.imageshack.us/img856/2826/privationhome.png) Hidden behind lines and lines of steep mountains.

Tundra (http://img850.imageshack.us/img850/6650/swonder.png) in the southern hemisphere of the world. No colder then the rest of the world.

A new Embark is launched (http://img191.imageshack.us/img191/984/embark.png) Between a haunted marsh and a peaceful forest.

A member of the Expedition team (http://img821.imageshack.us/img821/245/randomguy.png) and beautiful text to.

A New Land (http://img594.imageshack.us/img594/4099/embarkpic.png) will it bring life? Death? Riches and Glory or Failure and Death? Only one way to tell.

-----

All I have to do is create a few more profession tiles and add them. Other then that everything is done. Animals don't have any tiles yet, they will be added in 1.0.8

it's... it's ...*sniff* beautiful! a really good tileset!. *cries*
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on May 29, 2011, 12:11:39 am
Nice IT, can't wait to use it :3
You've done a good deal with this, and it's really awesome. I remember embarking in a sinister jungle. . . Everything was moving! It was like "Oh gawd D:" But I dunno if that was because of some weird stuff I did while replacing files(because God only knows I could only screw up the most simplest things) but it still looks like I'm using some pseudo-graphics from Phobeus.

Also, I found a glitch I do believe. While Re-embarking into my story point for the furking third or fourth time, the last time there was a siege. And when I re-embarked there were still infected there. My first thought was that I was just going to be instantly brutalized. But I checked the units list and they were marked as friendly until the next siege came. At that point they became Hostile, but the newer infected starting killing the older infected. Was amazing to watch my job get that much easier =D
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: SirAaronIII on May 29, 2011, 12:38:25 am
Maybe the old zombies didn't like the new ones. 8)
IT, this is the 1st tileset I am considering using out of my own volition. Nice work. :)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 29, 2011, 01:30:45 am
*cries like hell* it's so beutiful! i MUST PLEASE THE BLOOD GOD!!! *sacrifices all the kittens in his fort (namely 32 of them)*

is THIS enough to make you at least shadily predict the date of 1.0.7 release, IT? kittens are dying because of you!
and are made into *kitten jerky*!


*the user got suspended for 13 nanoseconds for this post. reason: being high*
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Bdthemag on May 29, 2011, 02:02:34 am
*cries like hell* it's so beutiful! i MUST PLEASE THE BLOOD GOD!!! *sacrifices all the kittens in his fort (namely 32 of them)*

is THIS enough to make you at least shadily predict the date of 1.0.7 release, IT? kittens are dying because of you!
and are made into *kitten jerky*!


*the user got suspended for 13 nanoseconds for this post. reason: being high*
What.

Anyways this is one of my favorite DF mods, and you sir great creator of this mod are awesome.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on May 29, 2011, 02:04:43 am
*cries like hell* it's so beutiful! i MUST PLEASE THE BLOOD GOD!!! *sacrifices all the kittens in his fort (namely 32 of them)*

is THIS enough to make you at least shadily predict the date of 1.0.7 release, IT? kittens are dying because of you!
and are made into *kitten jerky*!


*the user got suspended for 13 nanoseconds for this post. reason: being high*

You should be banned from your own fort for letting the cat population hit that high! I have one wild cat. ONE! And it's got nards to keep from having the filthy wild male spores reach its depths. Alternatively, I have some dogs and pigs. Unfortunately, pigs don't seem to reproduce in large numbers =/
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 29, 2011, 02:36:39 am
i was planning on doing a thermonuclear catsplosion, but then read on the wiki that it ain't possible anymore. serves me right for not reading the article till the end.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kilakan on May 29, 2011, 09:29:21 am
that is a really nice tileset, probably the first one I'm ever going to use.  Anyways lookng good so far, and the new df release seems not too far of, so you should have plenty to do soon, haha.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Neyvn on May 29, 2011, 09:38:25 am
Take 4. This time for real...
http://www.bay12forums.com/smf/index.php?topic=84991.msg2308616#msg2308616
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on May 29, 2011, 11:21:17 am
Take 4. This time for real...
http://www.bay12forums.com/smf/index.php?topic=84991.msg2308616#msg2308616

Nice =D
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 29, 2011, 12:52:33 pm
you know what? i just realised. theese past few days... i have been just watching this post. not playing DoW2 (although i finished retribution (kind of a dissapointment) couple of days ago), or Fallout 2 and New Vegas, just sitting here. watching. for a new post about the new version. sitting...

watching....


sitting.....


waiting......
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on May 29, 2011, 01:27:18 pm
you know what? i just realised. theese past few days... i have been just watching this post. not playing DoW2 (although i finished retribution (kind of a dissapointment) couple of days ago), or Fallout 2 and New Vegas, just sitting here. watching. for a new post about the new version. sitting...

watching....


sitting.....


waiting......

Play some corrosion? Make a story? Create suicide lever to the most epic Compound eva? :3
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Urist Mcinternetuser on May 29, 2011, 06:08:36 pm
I like the story at the beginning. Sounds like an awesome mod.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 30, 2011, 06:26:25 am
you know what? i just realised. theese past few days... i have been just watching this post. not playing DoW2 (although i finished retribution (kind of a dissapointment) couple of days ago), or Fallout 2 and New Vegas, just sitting here. watching. for a new post about the new version. sitting...

watching....


sitting.....


waiting......

Play some corrosion? Make a story? Create suicide lever to the most epic Compound eva? :3

i am playing corrosion. there's no idea running through my head (gotta install a cave spider webbed trap) for a story, did that suicide lever (4 Z level drop, into a river.), pulled the lever.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on May 30, 2011, 01:59:05 pm
you know what? i just realised. theese past few days... i have been just watching this post. not playing DoW2 (although i finished retribution (kind of a dissapointment) couple of days ago), or Fallout 2 and New Vegas, just sitting here. watching. for a new post about the new version. sitting...

watching....


sitting.....


waiting......

Play some corrosion? Make a story? Create suicide lever to the most epic Compound eva? :3

i am playing corrosion. there's no idea running through my head (gotta install a cave spider webbed trap) for a story, did that suicide lever (4 Z level drop, into a river.), pulled the lever.

(8)Now to do it all again! (8) xD
Be patient, and sacrifice virgins. That always works. ;3
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 30, 2011, 06:02:10 pm
you know what? i just realised. theese past few days... i have been just watching this post. not playing DoW2 (although i finished retribution (kind of a dissapointment) couple of days ago), or Fallout 2 and New Vegas, just sitting here. watching. for a new post about the new version. sitting...

watching....


sitting.....


waiting......

Play some corrosion? Make a story? Create suicide lever to the most epic Compound eva? :3

i am playing corrosion. there's no idea running through my head (gotta install a cave spider webbed trap) for a story, did that suicide lever (4 Z level drop, into a river.), pulled the lever.

(8)Now to do it all again! (8) xD
Be patient, and sacrifice virgins. That always works. ;3
Better yet, sacrifice non-virgins infront of their kids!

BLOOD FOR THE BLOOD ZOMBIE GOD!
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on May 31, 2011, 10:43:17 am
you know what? i just realised. theese past few days... i have been just watching this post. not playing DoW2 (although i finished retribution (kind of a dissapointment) couple of days ago), or Fallout 2 and New Vegas, just sitting here. watching. for a new post about the new version. sitting...

watching....


sitting.....


waiting......

Play some corrosion? Make a story? Create suicide lever to the most epic Compound eva? :3

i am playing corrosion. there's no idea running through my head (gotta install a cave spider webbed trap) for a story, did that suicide lever (4 Z level drop, into a river.), pulled the lever.

(8)Now to do it all again! (8) xD
Be patient, and sacrifice virgins. That always works. ;3
Better yet, sacrifice non-virgins infront of their kids!

BLOOD FOR THE BLOOD ZOMBIE GOD!

have you tried KITTEN VIRGINS?? BLOOD FOR THE ZED GOD!

and, also, IT, can you remove the bracer, and replace it with a piece of hand armour just as tough, and name it bracer? it's kinda stupid for 2H weapons to be affected by a shield that actually COVERS your forearm. like so:
Spoiler (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on May 31, 2011, 06:38:59 pm
Lul. Why not just sacrifice the entire household? Along with the house...

I think I foundeth a bug. I reclaimed a lost fort that was under siege when I abandoned it, and when I re-embarked all the hostile zombehs were "friendly" until the next siege came and they switched to "hotstile". They also attacked the newer invading zombies. It was strange. I don't know if this is a general game bug, or if its a bug for you mod.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Necro910 on May 31, 2011, 06:42:50 pm
Lul. Why not just sacrifice the entire household? Along with the house...

I think I foundeth a bug. I reclaimed a lost fort that was under siege when I abandoned it, and when I re-embarked all the hostile zombehs were "friendly" until the next siege came and they switched to "hotstile". They also attacked the newer invading zombies. It was strange. I don't know if this is a general game bug, or if its a bug for you mod.
It's a general bug. Goblins do it in vanilla, apparently.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: noob on June 01, 2011, 12:53:57 am
Are zombies meant to be at peace with the desert humans?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: IT 000 on June 01, 2011, 01:32:57 am
Quote
I think I foundeth a bug. I reclaimed a lost fort that was under siege when I abandoned it, and when I re-embarked all the hostile zombehs were "friendly" until the next siege came and they switched to "hotstile". They also attacked the newer invading zombies. It was strange. I don't know if this is a general game bug, or if its a bug for you mod.

Necro910 answered it. It's been around since 40d.

Spoiler: Necro910 (click to show/hide)

Are zombies meant to be at peace with the desert humans?

No, if desert humans are spotted by the zombies they will get attacked. Desert Humans just have a habit of sneaking past.

Quote
and, also, IT, can you remove the bracer, and replace it with a piece of hand armour just as tough, and name it bracer? it's kinda stupid for 2H weapons to be affected by a shield that actually COVERS your forearm. like so:

Yeah, I do agree there, maybe just a Heavy Metal Glove or something. We'll see.

-----

Question: RL is rearing it's ugly head again. Pressing matters are coming up and I really need to put most of my effort into RL. Now the tileset is done. The only thing I don't have installed is the custom profession tiles (They are about 90-95% done) But I doubt I'll have time to get them finished within the next few of weeks. Would it be okay if I released 1.0.7 without the custom profession tiles? Then I could release them with 1.0.8, this way you can get some time before the next release of DF.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on June 01, 2011, 06:02:11 am
yes, taht would be okay.

Quote
Heavy Metal Glove

HEAVY METAL!

nah, just add gaunlets or something, and make them cover the entire forearm, but not hands and name them "bracers"
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: ShoesandHats on June 01, 2011, 11:17:08 pm
When I download it and follow the instructions for setting it up, it works as if I had duplicated the raws. I can play as forgotten beasts and nurse sharks for some reason, but whenever I start to embark or start an adventurer, it crashes. Does anyone else have this problem, and if so, how do I fix it?
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: kerlc on June 02, 2011, 07:35:35 am
it's simple: first remove the old raws and then COPY IN THE NEW ONES.


IT000, add some installation instructions to the readme, or on dffd.

and just give us the 1.0.7. with what graphics you have, i can suffer some U's for the custom proffesions.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Dohon on June 02, 2011, 08:17:22 am
I agree with kerlc, just release what you have. The rougher edges (aka, the bughunt) can be taken care of by your disci ... I mean, fans.
Title: Re: =-~Corrosion~-= [v1.0.6] A Total Conversion Mod for 31.25
Post by: Replica on June 02, 2011, 12:00:37 pm
Go for it.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 03, 2011, 12:43:03 am
*cuts red ribbon*

1.0.7 is here  :D

Paint for everybody!

Spoiler (click to show/hide)

:::IMPORTANT:::

reread the installation instructions! There are two additional steps now that the tileset is installed!
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Neyvn on June 03, 2011, 02:16:03 am
Oh dear, I doubt that I can just continue with my current Community Game can I... Sigh...

Oh well I didn't get far due to King Arthur's Gold butting in...
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 03, 2011, 06:13:19 am
CHEERS!

and have you added the wooden mechanisms?

otherwise, cheers! (drinks the fortress's yearly storage of vodka)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 03, 2011, 07:12:28 am
CHEERS!

and have you added the wooden mechanisms?

otherwise, cheers! (drinks the fortress's yearly storage of vodka)

Yeah sorry to hear that. I just got two of my forts blown to the opposite side of the moon.

CHEERS!

and have you added the wooden mechanisms?

otherwise, cheers! (drinks the fortress's yearly storage of vodka)

Both are in :D
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 03, 2011, 08:37:56 am
wheeeeeeeeeeeeeeeeeeeee!!!!!!!!!!!!!!!!!!!!!!!!!

now where to make 'em?

*blows up his fortress's supplies of vodka* NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!


edit: for the 1.0.8, you could make the "heavy bullets", that are used by the reinheit KARs, lugers and artefact weapons.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Necro910 on June 03, 2011, 11:19:10 am
for the 1.0.8, you could make the "heavy bullets", that are used by the reinheit KARs, lugers and artefact weapons.
AKA slugs.

Oh and Kerlc, you'll enjoy this lil bit. I'm making Dwarkuta  ;D
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: NightS on June 03, 2011, 12:00:14 pm
Just an easy idea for another whip related weapon: COMBAT CHAIN!

Reaction:
Chain (duh)
Metal bar (for spikes?)
???
PROFIT!!!

Maybe something like a scourge... or just remove the spikes part and make it blunt, chains hurt quite a bit
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Savolainen5 on June 03, 2011, 02:09:18 pm
Dang, despite this update, I don't have time to start the succession fort I'd taken over from bowie.  Shoot.  If someone else starts it, I'd be happy to be humed and will follow it when I can!
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Necro910 on June 03, 2011, 05:01:13 pm
I officially love the machete.

I started a fort on a tundra/taiga with a machete, and gave it to my soldier. I told him to chase a reindeer so that the herd would go away (You know the stories of hoofs to the face).
He cut off its feet, then its legs, and then cut it in half.

Also, there is a frozen river floating 3 tiles in the air. No idea what happened, but its a good thing it won't thaw  :P

EDIT: The soldier worships "The Sunken Glacier Of Raptors". He's such a badass!
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Replica on June 03, 2011, 05:14:31 pm
For some reason my Yak Bull, Yak Cow and their Yak Child have recently engaged in wrestling and kicking and I have no idea why.

Edit: Now my Yak Bull strangled his own calf to death. I don't even...
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Judarud on June 03, 2011, 05:15:35 pm
i downloaded corrosion but there is a problem i cant resize the screen and it is always bigger than my monitor so parts o the game are cut of my view
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Necro910 on June 03, 2011, 05:27:13 pm
i downloaded corrosion but there is a problem i cant resize the screen and it is always bigger than my monitor so parts o the game are cut of my view
Go into the init and set [RESIZABLE:NO] to [RESIZABLE:YES]
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Judarud on June 03, 2011, 05:28:00 pm
thank you
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Vendayn on June 03, 2011, 06:32:25 pm
Every time I embark...the game client freezes and then it crashes to desktop.I deleted the raw folder and moved the mod raw folder in its place. Set up the graphics things correctly...just like instructions said. Only thing I did different was put in the aquifer file.

I removed: inorganic_stone_soil_NOAQUIF

replaced it with: inorganic_stone_soil_aquifer

Now maybe it is because I edited the aquifer part to NOAQUIF? I may try renaming it back to aquifer...but I thought I had to rename it to the original file. But that could be now that I think of it.

I get the civilization names all correct, no weird things like "sharks" or whatever the other guy posted...game is normal right up until the embark. Not sure why it crashes unless it has to do with the aquifer file.

(edit)

Renaming it didn't do anything.

Hmm...got the raw folder correct...transferred the graphics stuff to the right places. Not sure why it keeps crashing. I'm using the correct DF version too.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 03, 2011, 08:06:55 pm
For some reason my Yak Bull, Yak Cow and their Yak Child have recently engaged in wrestling and kicking and I have no idea why.

Edit: Now my Yak Bull strangled his own calf to death. I don't even...

That's DF for you, :P not my mod.

Give them a larger pasture, or separate them into separate pastures.

Quote
Reaction:
Chain (duh)
Metal bar (for spikes?)
???
PROFIT!!!

Well that's basically what the chainsaw blade is. But keep up the good ideas!

Quote
edit: for the 1.0.8, you could make the "heavy bullets", that are used by the reinheit KARs, lugers and artefact weapons.

Probably not artifact weapons. However the Reinheit will be getting their own ammo for each of their guns. Mostly for Fun.

Quote
Every time I embark...the game client freezes and then it crashes to desktop.I deleted the raw folder and moved the mod raw folder in its place. Set up the graphics things correctly...just like instructions said. Only thing I did different was put in the aquifer file.

Strange. Does the game run fine with no aquifers? Anything in the errorlog?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Vendayn on June 03, 2011, 08:18:38 pm
I'll try running it without the aquifers once I get some time to play DF.

Only two lines in the error log and both are the same...no idea what they mean, but maybe you'll have an idea.

Spoiler (click to show/hide)

(edit)

Crashes without aquifers too.

However, I narrowed my starting position from 10 by 10 to the smallest and that solved the crashes. I kind of like a larger starting area, but ah well. Maybe this mod has more stuff in it compared to vanilla DF that doesn't allow bigger starting positions. In any case, that solved the problem.

(edit)

Appears anything even slightly bigger than the smallest, tiniest start location crashes the game. The 2x2 I think it is. My PC is high end, so not sure why its doing that.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 03, 2011, 08:46:41 pm
I'll try running it without the aquifers once I get some time to play DF.

Only two lines in the error log and both are the same...no idea what they mean, but maybe you'll have an idea.

Spoiler (click to show/hide)

That's a rather frequent error and should have no effect on your game.

-----

By the way here's a few misc notes of what is going to happen to Corrosion in 31.26 granted it's a while away and I don't know if all of these are possible, but many of them appear to be.

* Zombism Spreads
* A cure for zombism (if possible) extremely hard to make, but well worth it if you have to save a Legendary Metalsmith.
* Toady Mentioned positive syndromes being associated with food. Perhaps a Pharmacy that can make medicine. This medicine will have both positive and negative effects. Click the spoiler for a few items I have in mind. Don't get your hopes to high, as many of these might not be possible.
Spoiler (click to show/hide)
No illegal drugs will be added into the game, I prefer to avoid that as it is a hot button issue.

Looks like a lot of Fun :D
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: darkflagrance on June 03, 2011, 09:08:34 pm
For some reason my Yak Bull, Yak Cow and their Yak Child have recently engaged in wrestling and kicking and I have no idea why.

Edit: Now my Yak Bull strangled his own calf to death. I don't even...

You put them too close together in one area. Not only that, but yaks tend to be extremely aggressive animals, from anecdotal accounts.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Necro910 on June 03, 2011, 09:40:45 pm
I'll try running it without the aquifers once I get some time to play DF.

Only two lines in the error log and both are the same...no idea what they mean, but maybe you'll have an idea.

Spoiler (click to show/hide)

That's a rather frequent error and should have no effect on your game.

-----

By the way here's a few misc notes of what is going to happen to Corrosion in 31.26 granted it's a while away and I don't know if all of these are possible, but many of them appear to be.

* Zombism Spreads
* A cure for zombism (if possible) extremely hard to make, but well worth it if you have to save a Legendary Metalsmith.
* Toady Mentioned positive syndromes being associated with food. Perhaps a Pharmacy that can make medicine. This medicine will have both positive and negative effects. Click the spoiler for a few items I have in mind. Don't get your hopes to high, as many of these might not be possible.
Spoiler (click to show/hide)
No illegal drugs will be added into the game, I prefer to avoid that as it is a hot button issue.

Looks like a lot of Fun :D
Awesome! It will indeed be Fun.

Also, heres a few renames for you to think about:

Stimulant: Adrenaline
Hibernation Pill: Cryonics Pill
Suicide Pill: Cyanide
Strength Pill: Hormone Pill

Also, why have a pill to kill in Dwarf Fortress?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 03, 2011, 11:31:43 pm
Quote
Stimulant: Adrenaline
Hibernation Pill: Cryonics Pill
Suicide Pill: Cyanide
Strength Pill: Hormone Pill

I like your names better then mine :D great job!

Quote
Also, why have a pill to kill in Dwarf Fortress?

I think it would make a great ending. One man left, stuck in the panic room. Kills himself rather then becoming a zombie. Plus if you just use it to kill off migrants, imagine the Fun that could happen if you forgot to lock the room and Urist McLovedbyall goes in to chow down for a snack.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Necro910 on June 03, 2011, 11:38:48 pm
Quote
Stimulant: Adrenaline
Hibernation Pill: Cryonics Pill
Suicide Pill: Cyanide
Strength Pill: Hormone Pill

I like your names better then mine :D great job!

Quote
Also, why have a pill to kill in Dwarf Fortress?

I think it would make a great ending. One man left, stuck in the panic room. Kills himself rather then becoming a zombie. Plus if you just use it to kill off migrants, imagine the Fun that could happen if you forgot to lock the room and Urist McLovedbyall goes in to chow down for a snack.
Ok. Now I understand: Story reasons.  ;)

I suggest a workshop (Doctor's Shop maybe?) to have plants and rocks ground up to create the medicines  :)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 03, 2011, 11:57:42 pm
Just an easy idea for another whip related weapon: COMBAT CHAIN!

Reaction:
Chain (duh)
Metal bar (for spikes?)
???
PROFIT!!!

Maybe something like a scourge... or just remove the spikes part and make it blunt, chains hurt quite a bit
actually we have that, it's called chainsaw blade (for some reason), BUT IT SHOULD BE CALLED THE CHAINSAW CHAIN, IT!!!!!! (and yes, that was yelling at you, IT000)

but your reaction could be used to make a makeshift whip (just without teh spikes)


and

AKA slugs.

Oh and Kerlc, you'll enjoy this lil bit. I'm making Dwarkuta  ;D

no, actually i though about light bullets (9mm, 5,56 NATO, 223. remington)
and heavy bullets (7,51 NATO, 7,45x39 etc)

what's dwarkuta ???
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Necro910 on June 04, 2011, 12:09:56 am
what's dwarkuta ???
Two words:

Victor Reznov. (http://df.magmawiki.com/index.php/Stupid_dwarf_trick#Dwarven_Labor_Camp_.28aka_Dwarkuta.29)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 04, 2011, 12:25:20 am
what's dwarkuta ???
Two words:

Victor Reznov. (http://df.magmawiki.com/index.php/Stupid_dwarf_trick#Dwarven_Labor_Camp_.28aka_Dwarkuta.29)

>: )

me like.
you gonna rebel against the zed-heads?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Necro910 on June 04, 2011, 12:33:15 am
what's dwarkuta ???
Two words:

Victor Reznov. (http://df.magmawiki.com/index.php/Stupid_dwarf_trick#Dwarven_Labor_Camp_.28aka_Dwarkuta.29)

>: )

me like.
you gonna rebel against the zed-heads?
Step 1: Secure the keys. Make weapons.
Step 2: Ascend from darkness. Get out of the safety bunker and start the next steps.
Step 3: Rain Fire. 'Nuff said.
Step 4: Unleash the horde.
Step 5: Skewer the winged beast. Are there flying boss zombies?
Step 6: Wield a fist of iron. TO THE FACE!
Step 7: Raise hell. M-M-M-M-MAAAGGGGMMMAAAAA
Step 8: Freedom! Now get back to work.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: NightS on June 04, 2011, 02:20:18 am
Stimulant: Adrenaline
Hibernation Pill: Cryonics Pill
Suicide Pill: Cyanide Magma Pill
Strength Pill: Hormone Pill


You could also make paint drinkable... with a syndrome... it would be hillarious xD
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 04, 2011, 02:39:52 am
my bonecarver has been up to something.....

(http://img844.imageshack.us/img844/4140/dfspinalchain.png)

oh my.....

well, the first ingredient was bone, i guess it was a spine  :P

SPINAL CHAIN!

edit: is it normal that all the military guys look the same, only different colors?
cause i saw some pretty nice military designs couple of pages back.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 04, 2011, 10:26:48 am
Quote
edit: is it normal that all the military guys look the same, only different colors?

No profession tiles are in at the moment. So yes, they are all just the same tile different color.

Quote
actually we have that, it's called chainsaw blade (for some reason), BUT IT SHOULD BE CALLED THE CHAINSAW CHAIN, IT!!!!!! (and yes, that was yelling at you, IT000)

Both names are correct. I've always called it Blade, if you want to change it I have no qualms about it.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 04, 2011, 11:39:20 am
why don't YOU change it?

i mean, really. it sounds like you ripped the blade part out of the chainsaw, or that you took one of the blades on the chain.

so...why is it called chainsaw blade?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Patchouli on June 04, 2011, 01:22:33 pm
I've also heard people use both blade and chain.

It's a small enough thing that we can just chill and change it in the game if it bothers us that much. It's not even really a "fix" as much as a preference choice. Chain may be the more popular usage, but IT000 uses blade, so it's not that big of a surprise that he would stick to what terminologically familiar to him.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: NightS on June 04, 2011, 02:22:00 pm
I just played day of defeat and thought you could make combat shovels, like, heavier and sharper maybe? or more penetration? i dont know, but it would be hillarious to beat the zombies with shovels xD

(bash attack with lots of surface and cut attack with the edge)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: ShoesandHats on June 04, 2011, 02:59:05 pm
How exactly would I go about putting bullets in a quiver?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Seriyu on June 04, 2011, 03:29:21 pm
The same way you put everything else in a quiver. :p

Not that quiver can be changed anyway. One of the wierd random hardcoded things.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: ShoesandHats on June 04, 2011, 03:37:02 pm
And how exactly do I usually put stuff in a quiver?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Replica on June 04, 2011, 05:52:44 pm
And how exactly do I usually put stuff in a quiver?

Ammuntion is automaticaly placed in quivers.




Also, ideas since i've lost two diggers to poison and disease.

1. A warning when you hit poisonus rock? Like "Surface Rock detected! Digging Cancelled" or something in that order (people shouldn't mind it, is redesignating one tile to much to save the life of your only miner?).
It just seems kinda funny to just look away for half a minute and suddenly getting "UristMiner has suffocated!".

2. A cure against these crazy poisons and dust clouds?
Perhaps something to add to the Hospital?
No idea if that is at all possible but I saw you guys talking about medication and whatnot...

3. Some sort of Gas Mask or tool to protect against rock poisoning?
Yeah, its true that this mod isn't about digging underground and collecting rich minerals, but we all know that it is easier to just store everything underground than build huge wooden structures, heck, it took me almost an entire year just to build the 1z high perimiter wall and half a year to build the building housing the trade depot and barracks.
If you want to prevent digging through a certain layer you could always add an unminable stone layer just 5z from the surface, right?


Other than this everything is perfectly fine, except that Yak Bull of mine ended up strangling my small herd of 4 animals and my mentaly challenged butchers and haulers didn't butcher the fresh corpses fast enough so I lost more or less 100-200 units of meat.
I seriously doubt this is the mods fault, but still, god damnit.
I can see the Fun jogging around the corner already.
I hate and love this at the same time, it just seems un-hardcore-survialist to mod the game back to "normal" yet I hate the idea of losing everyone to freaking rocks.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: SirAaronIII on June 04, 2011, 09:34:06 pm
Announcements are hardcoded, I think. So no changes, although they would be really helpful. But it's kind of like real life where you have to pay attention to miners or else something bad could happen.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: BoomClap on June 04, 2011, 11:53:47 pm
I don't know which is correct, Chainsaw blade or Chainsaw chain,

one thing I'm sure is that they are very deadly if wielded by trained hands.

I've tested on arena, and It literally one-hitted every single creature with brains

if got hit on the head.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 05, 2011, 01:38:16 am
I just played day of defeat and thought you could make combat shovels, like, heavier and sharper maybe? or more penetration? i dont know, but it would be hillarious to beat the zombies with shovels xD

(bash attack with lots of surface and cut attack with the edge)

actually, the military entrenchment tool can be sharpened (if it's made out of metal. (here, in slovenia it is, with a plastic retractable handle)), wich was used in WW1 as a trench raid tool.

I've also heard people use both blade and chain.

It's a small enough thing that we can just chill and change it in the game if it bothers us that much. It's not even really a "fix" as much as a preference choice. Chain may be the more popular usage, but IT000 uses blade, so it's not that big of a surprise that he would stick to what terminologically familiar to him.
meh, okay, i'll change it myself. but, yeah it is A POWERFUL AND POTENT WEAPON, MY APPRENTICE *breathes like darthvader*


Ammuntion is automaticaly placed in quivers.




Also, ideas since i've lost two diggers to poison and disease.

1. A warning when you hit poisonus rock? Like "Surface Rock detected! Digging Cancelled" or something in that order (people shouldn't mind it, is redesignating one tile to much to save the life of your only miner?).
It just seems kinda funny to just look away for half a minute and suddenly getting "UristMiner has suffocated!".

2. A cure against these crazy poisons and dust clouds?
Perhaps something to add to the Hospital?
No idea if that is at all possible but I saw you guys talking about medication and whatnot...

3. Some sort of Gas Mask or tool to protect against rock poisoning?
Yeah, its true that this mod isn't about digging underground and collecting rich minerals, but we all know that it is easier to just store everything underground than build huge wooden structures, heck, it took me almost an entire year just to build the 1z high perimiter wall and half a year to build the building housing the trade depot and barracks.
If you want to prevent digging through a certain layer you could always add an unminable stone layer just 5z from the surface, right?


Other than this everything is perfectly fine, except that Yak Bull of mine ended up strangling my small herd of 4 animals and my mentaly challenged butchers and haulers didn't butcher the fresh corpses fast enough so I lost more or less 100-200 units of meat.
I seriously doubt this is the mods fault, but still, god damnit.
I can see the Fun jogging around the corner already.
I hate and love this at the same time, it just seems un-hardcore-survialist to mod the game back to "normal" yet I hate the idea of losing everyone to freaking rocks.

1. maybe it could be changed to warm stone somehow? then it pauses the game.

2. he's gonna add cures and pills in the next version.

3. that can't be done in DF, but there will be gas mask for appearance for reinheit, maybe like some head armor.
and the unminable just spoils all the fun of mining. you can embark to a biome with very deep soil.
as for building: build a sawmill then cut logs into planks (1 log=4 planks)
hell, if i could do it in a desert biome with scarce trees.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Replica on June 05, 2011, 02:51:15 am
Thats the funny part, I AM using the sawmill to create planks, its as much a matter of resources as it is manpower.
Most are busy hauling items, producing trade goods or peforming activities to help sustain the compound.

Also, this is my first time playing Corrosion (hence losing miners to poisoning in the first place) so I genned and embarked on a typical area without knowing what to expect. ;P
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 05, 2011, 03:24:31 am
Thats the funny part, I AM using the sawmill to create planks, its as much a matter of resources as it is manpower.
Most are busy hauling items, producing trade goods or peforming activities to help sustain the compound.

Also, this is my first time playing Corrosion (hence losing miners to poisoning in the first place) so I genned and embarked on a typical area without knowing what to expect. ;P

here's a hint: use dwarf therapist ;)

it helps SOOOOO much. just remove the hauling job from your carpenter, and he'll do it until you run out of logs.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 05, 2011, 08:31:49 am
Quote
1. A warning when you hit poisonus rock? Like "Surface Rock detected! Digging Cancelled" or something in that order (people shouldn't mind it, is redesignating one tile to much to save the life of your only miner?).
It just seems kinda funny to just look away for half a minute and suddenly getting "UristMiner has suffocated!".

I would like to do something like this. However I only have a limited ability to mod announcements. So this is not possible.

Quote
2. A cure against these crazy poisons and dust clouds?
Perhaps something to add to the Hospital?
No idea if that is at all possible but I saw you guys talking about medication and whatnot...

We'll have to see, most of the medicine I have proposed is pure speculation. But I will need to wait until .26 before I can be certain.

Quote
3. Some sort of Gas Mask or tool to protect against rock poisoning?
Yeah, its true that this mod isn't about digging underground and collecting rich minerals, but we all know that it is easier to just store everything underground than build huge wooden structures, heck, it took me almost an entire year just to build the 1z high perimiter wall and half a year to build the building housing the trade depot and barracks.
If you want to prevent digging through a certain layer you could always add an unminable stone layer just 5z from the surface, right?

At this moment, helmets cannot protect the user from deadly fumes. Personally, I use soil layers for storage, it helps conserve space. As for the unminable stone layer, I cannot specifically say "Okay at -5 I have hard rock". There is already an undiggable stone layer in the game called Hard Rock, most of the time it's deep enough that it doesn't cause any problems unless your trying to get to the caverns.

Quote
I just played day of defeat and thought you could make combat shovels, like, heavier and sharper maybe? or more penetration? i dont know, but it would be hillarious to beat the zombies with shovels xD
Quote
actually, the military entrenchment tool can be sharpened (if it's made out of metal. (here, in slovenia it is, with a plastic retractable handle)), wich was used in WW1 as a trench raid tool.

Fair enough, since it was used for military purposes, the warlords should probably get it.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Jimlad11 on June 05, 2011, 09:50:24 am
Shovels seem pretty lethal in  the game already. Chunks go flying whenever one of my miners encounter a scavenger  8)

A combat shovel that the warlords bring could be useful, but a little unnecessary IMO. 
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kilakan on June 05, 2011, 09:53:38 am
My god, I just played the best year of corrosion yet, I actually managed to mine down all the way to the magma sea using veins, got all the way there without hitting a single poisonous rock.  I am now building pumps to pump the magma back through the veins, and within a year or two I hope to have magma defenses for my pretty little humans, hahahaah.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: NightS on June 05, 2011, 09:57:24 am
Well, normal shovels made of crucible steel are pretty hardcore, but... well... i guess it is not the same, the combat one can only be bought from the warlords and is better, so you can make a miner combat squad (sappers?)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: JediaKyrol on June 05, 2011, 10:15:43 am
Quote
1. A warning when you hit poisonus rock? Like "Surface Rock detected! Digging Cancelled" or something in that order (people shouldn't mind it, is redesignating one tile to much to save the life of your only miner?).
It just seems kinda funny to just look away for half a minute and suddenly getting "UristMiner has suffocated!".

I would like to do something like this. However I only have a limited ability to mod announcements. So this is not possible.

you could change [STRUCK_MINERAL:A_D:D_D] to [STRUCK_MINERAL:A_D:D_D:P:R]  that should pause and recenter when you first expose stone through dirt.  However...it will likely do so for everything you dig.
alternatively...change [STRUCK_ECONOMIC_MINERAL:A_D:D_D] to [STRUCK_ECONOMIC_MINERAL:A_D:D_D:P:R]...but then you will have to be in-game to mark stones as economic or not...
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 05, 2011, 11:48:01 am
Well, normal shovels made of crucible steel are pretty hardcore, but... well... i guess it is not the same, the combat one can only be bought from the warlords and is better, so you can make a miner combat squad (sappers?)

well, i think somewhere along the lines of the "lobo" from world war Z (READ THE BOOK! IT IS VERY GOOD! READ IT NOW!), a sharpened shovel taht (if possible) is used for digging, but uses the axeman skill in-military.

My god, I just played the best year of corrosion yet, I actually managed to mine down all the way to the magma sea using veins, got all the way there without hitting a single poisonous rock.  I am now building pumps to pump the magma back through the veins, and within a year or two I hope to have magma defenses for my pretty little humans, hahahaah.

You are epic. :bow:

i also had my best years of corrosion, made a hermit, his proffession is called "vault dweller" and he uses an (aboveground, walled off 1 z level up) farm to farm potatoes and barley.

say, does hitting a cavern make grow underground trees?


and IT, where are the underground shrooms?
we need da shroom!
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kilakan on June 05, 2011, 02:59:28 pm
there are no underground plants or trees at the moment, just lots of really gross goop, and two really nasty creatures.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: NightS on June 05, 2011, 03:47:21 pm
Another idea: Lost technology as gem clusters, if you proccess that gem, it might give you an awesome weapon, some crap or just blow up in a toxic cloud. Insert here chainswords, very high power pistols or whatever you want, but it should be hard to come by and hard to transform (say, 5% of weapon, 30% garbage and 65% it blows up)

Also: Relics as a gem cluster too, might give you an ancient weapon (two handed sword, war axe...) or armor (breastplate, chainmail...)
of a good (steel) average (iron) or bad (copper), but, hey, free metal!
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Replica on June 05, 2011, 05:10:17 pm
@ IT 000

Oh, thats a shame, guess i'll just have to be more carefull when digging, gotta supervise my miners more, luckily underground storage is just temporary and if someone managed to dig all the way down to magma then it can't be all that bad.

Thats the funny part, I AM using the sawmill to create planks, its as much a matter of resources as it is manpower.
Most are busy hauling items, producing trade goods or peforming activities to help sustain the compound.

Also, this is my first time playing Corrosion (hence losing miners to poisoning in the first place) so I genned and embarked on a typical area without knowing what to expect. ;P

here's a hint: use dwarf therapist ;)

it helps SOOOOO much. just remove the hauling job from your carpenter, and he'll do it until you run out of logs.

I'd have to be stupid not to use Dwarf Therapist, micromanaging dwarves in DF seems almost impossible without it, I used that little fun utility to assign Carpenter and Mason job to ALL my non essential subjects so I can construct things faster.
But even then the work never ends there, when I am done constructing a wall I immediately afterward want my dwarves slaves survivors to build a huge structure or monument to how awesome we are, so there is ALWAYS something to do and everything is of equal importance (How to balance food vs trade goods vs defence), because that is like the point of the game, surviving is fun but surviving whilst building a huge monument is Fun!!

I began construction of my wooden skyscraper today and things are going better than ever. :)
Maybe in three years i'll be able to move EVERYTHING on top of a huge wooden platform and use the tower for defence?
Oh the possibilities...

Also, I accidentaly upset a caravan of Enlightened by offering 34 Crucible Steel bolts in exchange for everything they owned.
Is this bad? Will I be expecting a vile force of sneaking monks armed with laser rifles?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Necro910 on June 05, 2011, 08:13:04 pm
I read this earlier in the thread, but where do you make wooden mechanisms? Or is that not in yet...
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 05, 2011, 09:55:39 pm
Shovels seem pretty lethal in  the game already. Chunks go flying whenever one of my miners encounter a scavenger  8)

A combat shovel that the warlords bring could be useful, but a little unnecessary IMO. 

Noted, I will now do my own arena tests to see how effective the shovel is. Then I will decide on the combat shovel.

Quote
My god, I just played the best year of corrosion yet, I actually managed to mine down all the way to the magma sea using veins, got all the way there without hitting a single poisonous rock.  I am now building pumps to pump the magma back through the veins, and within a year or two I hope to have magma defenses for my pretty little humans, hahahaah.

Wow! Can't say I've ever seen that done before! You'll have to post screenshots sometime!

you could change [STRUCK_MINERAL:A_D:D_D] to [STRUCK_MINERAL:A_D:D_D:P:R]  that should pause and recenter when you first expose stone through dirt.  However...it will likely do so for everything you dig.
alternatively...change [STRUCK_ECONOMIC_MINERAL:A_D:D_D] to [STRUCK_ECONOMIC_MINERAL:A_D:D_D:P:R]...but then you will have to be in-game to mark stones as economic or not...

That only works for minerals such as veins or clusters. Not layers of stone.

Quote
and IT, where are the underground shrooms?
we need da shroom!

Yeah I have a tile for them already, I'll probably go on another plant adding fey mood soon. They're at the top of my list.

Another idea: Lost technology as gem clusters, if you proccess that gem, it might give you an awesome weapon, some crap or just blow up in a toxic cloud. Insert here chainswords, very high power pistols or whatever you want, but it should be hard to come by and hard to transform (say, 5% of weapon, 30% garbage and 65% it blows up)

Also: Relics as a gem cluster too, might give you an ancient weapon (two handed sword, war axe...) or armor (breastplate, chainmail...)
of a good (steel) average (iron) or bad (copper), but, hey, free metal!

This idea intrigues me. Gems are currently lacking in the game. Plus giving them a more useful purpose would be nice.

Quote
Also, I accidentaly upset a caravan of Enlightened by offering 34 Crucible Steel bolts in exchange for everything they owned.

They are mostly based off of elves, one bad year doesn't usually piss them off. You should be fine.

I read this earlier in the thread, but where do you make wooden mechanisms? Or is that not in yet...

Yes, Metalsmith's Forge, takes two screws and a wooden log.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Replica on June 05, 2011, 11:47:39 pm
I just found a small town in adventure mode populated by friendly infected that can't be spoken to.
They all have job classes ie Animal Dissector, Trapper, etc
Seems like the enlightened human civ I am part of is allied with a scrawny infected civ.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: NightS on June 06, 2011, 02:33:49 am
Force-attack them. Problem solved :)

Oh, hell, i forgot, put also advanced armor on the lost tech clusters :P Think of warhammer 40k caparace armor or something (servoarmor is overkill...)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 06, 2011, 05:55:38 am
Oh, hell, i forgot, put also advanced armor on the lost tech clusters :P Think of warhammer 40k caparace armor or something (servoarmor is overkill...)
nah, that would be overkill. or overdefend. what about some sort of (almost) biteproof BDU, like the one they used in World war Z (READ THE BOOK! IT IS AWESOME! IT HAS POLITICAL, SOCIAL, AND TECHNOLOGICAL COMMENTARIES ON TEH MODERN WORLD)
or maybe flak armor.....

Another idea: Lost technology as gem clusters, if you proccess that gem, it might give you an awesome weapon, some crap or just blow up in a toxic cloud. Insert here chainswords, very high power pistols or whatever you want, but it should be hard to come by and hard to transform (say, 5% of weapon, 30% garbage and 65% it blows up)

Also: Relics as a gem cluster too, might give you an ancient weapon (two handed sword, war axe...) or armor (breastplate, chainmail...)
of a good (steel) average (iron) or bad (copper), but, hey, free metal!

chainswords=approved (just a little bit WH40K fan, me)
 maybe some sort of weapon whose ammo ingites upon hitting (or at infected blood temperature) see this  thread (http://www.bay12forums.com/smf/index.php?topic=69205.0)
or maybe not garbage, but plastic (similar to wood), gunparts (you find an awesome gun, but when you try to fix it, you destroy, and recover the part(s)), and chainsaw chain (blade) (if you find a messed up chainsword and get out the chain) and the same for mechanisms. (CHAINSWORDS!)

as for the artefacts, i don't think it can be done. good suggestions. MAKE THESE GEMS IN THE HARD ROCK LAYER! >:D
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: NightS on June 06, 2011, 06:41:24 am
Yea. Also thunder hammers. FOR THE EMPRAH!
But it should be VERY rare to come by imo, if not it would totally break the balance of the game.
What would be awesome would be to get an adamantine 2-handed sword. Or better, an adamantine 2 handed chainsword *drools*
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 06, 2011, 07:33:51 am
Yea. Also thunder hammers. FOR THE EMPRAH!
But it should be VERY rare to come by imo, if not it would totally break the balance of the game.
What would be awesome would be to get an adamantine 2-handed sword. Or better, an adamantine 2 handed chainsword *drools*

adamantine is out...but titanum....or unobtanium.....

Kerlc, bay watcher has suffocated in his own droll!
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Replica on June 06, 2011, 07:53:02 am
What, no chain axes?

I am so disapoint guys.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 06, 2011, 08:07:21 am
What, no chain axes?

I am so disapoint guys.

we're talking humans here, not space dwarwes.

sword is an elegant weapon, but it ain't effective.

axes are for orcs and dwarves.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: NightS on June 06, 2011, 08:15:31 am
Yea... We need chainfists... Yea... And a rifle with a chainsaw bayonet... *insert maniatical laughter here... Laughter or slaughter?  :D)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Replica on June 06, 2011, 08:17:24 am
What, no chain axes?

I am so disapoint guys.

we're talking humans here, not space dwarwes.

sword is an elegant weapon, but it ain't effective.

axes are for orcs and dwarves.

Aw you are not a real wh40k fan </3
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Necro910 on June 06, 2011, 10:00:01 am
We need chainfists...
FAAALLLLCCCOOOONNNN.....
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Ahra on June 06, 2011, 11:49:16 am
We need chainfists...
FAAALLLLCCCOOOONNNN.....
nonono for FAAALLLLCCCOOOONNNN..... you need an power fist.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Necro910 on June 06, 2011, 11:51:22 am
We need chainfists...
FAAALLLLCCCOOOONNNN.....
nonono for FAAALLLLCCCOOOONNNN..... you need an power fist.
FFFFFFFFAAAAAAAAALLLLLLCCCCCCCCCOOOOOOOOOOOONNNNNNNNNN...
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 06, 2011, 11:51:50 am
Aw you are not a real wh40k fan </3

why? i like imperial guards, space wolves (SPACE WOLVES!), eldar and tau.

sooo......why exactly?

also: CHAINFISTS!
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Dohon on June 07, 2011, 05:03:46 am
While the Warhammer fan in me is smiling broadly at all the references, I'm sure that IT doesn't want his mod to be called "Warhammer with zombies". ;)

Spoiler: Warhammer Weapon Rant (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Abregado on June 07, 2011, 06:18:52 am
@IT000

Downloaded and played your mod. Its really quite enjoyable! Lost my first 3 forts, which in vanilla hasent happened for AAAAAGES. Probbaly to do with most of my humans having Depression above 80!

Suggestions:
Keep it up!! To anyone who is looking to try this mod out DO IT (but install the zombie pus removal thing, as currently they SERIOUSLY GIMP your fps)!!



Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: NightS on June 07, 2011, 06:52:56 am
Hey, i was just joking, but dont tell me it wouldnt be awesome :D
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 07, 2011, 06:55:10 am
@IT000
Suggestions:
  • Any chance you can list in the readme WHICH LABOURS the new jobs use? I cant seem to get one survivor to Build Ammo, and another to build weapons.
YES, IT000, DO THAT!
  • Use more of the abnormal labours. Who cares what its called, just being able to tick the box that says "Burn Vermin" OFF would be nice. Maybe Alchemy for Gunpart MFG, ect.
dunno bout that, but o believe that metalcrafter should be sufficient
  • Infected climbing (limited flying)
no. zombies (infected) can't climb. maybe IT000 should add some new castes or something
  • A way to keep your miners from dying, but not indefinitely. Respirator, Bed Rest to remove the immediate effect, but long term effects still will kill them(maybe Medicine that can only be traded from Enlightened
medicine will be added in the next version of DF, respirators are not possible in DF
  • List which stockpiles the new items use and exactly what skills the new weapons use
it's in the readme. it says IT IS A SWORD. so it's logical it uses the hammer skill. ;)
  • Put the name of the Caste in the description, or make some other way to tell!
i believe that is already at the end of description: a humanoid who is slow minded, but eager to help, etc.
[/list]

all my answers are in.

While the Warhammer fan in me is smiling broadly at all the references, I'm sure that IT doesn't want his mod to be called "Warhammer with zombies". ;)

Spoiler: Warhammer Weapon Rant (click to show/hide)
yes, we are well aware. STOP RUINING MY DREAMS, YOU MONSTER! :cries:
and IT said that he does not want to make a hi-tech mod.

chainsaws on teh other hand..... nah, too fuel expensive.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 07, 2011, 07:26:48 am
Quote
Any chance you can list in the readme WHICH LABOURS the new jobs use? I cant seem to get one survivor to Build Ammo, and another to build weapons.

Understandable, I'll stick something together.

Quote
Use more of the abnormal labours. Who cares what its called, just being able to tick the box that says "Burn Vermin" OFF would be nice. Maybe Alchemy for Gunpart MFG, ect.

I agree with you, abnormal/seldom used jobs need to have more jobs. Especially Strand Extractor, he's unemployed now that Adamantine doesn't exist. For the automatic 'burn vermin' order go to 'o' 'w' 'auto other' something like that. As for the increased difficulty to make the Gunpart, the gunparts are just the things like triggers and mechanical parts etc. However if I cannot find a way around my current problem with increased steps for bullets I will likely add this.

Quote
Infected climbing (limited flying)

Not possible, Toady has mentioned climbing in the future (And overall more difficult sieges), but for now we'll have to wait.

Quote
A way to keep your miners from dying, but not indefinitely. Respirator, Bed Rest to remove the immediate effect, but long term effects still will kill them(maybe Medicine that can only be traded from Enlightened

I have played around with this idea. Currently it's not moddable as you described, but DF .26 looks promising. I don't want to make any promises until I know it's possible.

Quote
    List which stockpiles the new items use and exactly what skills the new weapons use

I could stick this into the readme, I don't see why not.

Quote
Put the name of the Caste in the description, or make some other way to tell!

I could include an optional file that makes the descs more blunt for new players, but once you play eight or nine forts you begin to memorize it  ;D
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Abregado on June 07, 2011, 08:44:07 am
thanks for the fast reply!

The stockpile issue was mostly about Planks. Lord knows how i get them to be stored!

Another suggestion would be to make "trash" plants. So you send your guy out with plant gathering and he collects all the Plastic Bottles (barrels), Old auto parts (melt into iron/steel), Tinned Food (non-edible but cookable food). These plants could just not regrow, or maybe only regrow in the Landfill biome :D I would think this will increase my feeling that I am scavenging for items at the start rather than just digging everywhere in the clay until i hit some metals.

Oh and for something ridiculous put in a way to get -*Depleted Uranium Bullets*- :D:D

My current survivor camp has a swarm of infected sitting outside under my draw bridge with no way in. Good training for my Riflemen! :D
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 07, 2011, 11:03:15 am
planks are blocks

that is in the decomposed trash layer. there is no plastic, but IT wil (probably) add it in the next version.

here's the list:
Old auto parts (melt into iron/steel) - rusty copper/iron tool
tinned food - rotten meat
and also:
tattered leather/clothing
use the cleaning shop to get the things that are described in the readme.

and depleted uranium bullets? SYNDROME TIME!!!!!!!!
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Necro910 on June 07, 2011, 11:04:57 am
and depleted uranium bullets? SYNDROME TIME!!!!!!!!
Live uranium is more likely.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 07, 2011, 11:13:16 am
and depleted uranium bullets? SYNDROME TIME!!!!!!!!
Live uranium is more likely.

well, duuuh. depleted uranium is armor piercing, muc good it will do to us in the zedpocalypse, when the zeds are unarmored. why waste uranium on the few well stocked humans when hard lead, or full metal jacket (copper or iron) will do just the same?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Necro910 on June 07, 2011, 11:24:44 am
and depleted uranium bullets? SYNDROME TIME!!!!!!!!
Live uranium is more likely.

well, duuuh. depleted uranium is armor piercing, muc good it will do to us in the zedpocalypse, when the zeds are unarmored. why waste uranium on the few well stocked humans when hard lead, or full metal jacket (copper or iron) will do just the same?
What does that have to do with what I said?

I just was saying we probably aren't getting any depleted uranium lying around, when live uranium is everywhere and can be mined.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 07, 2011, 11:26:14 am


i am saying, that depleted uranium isn't really useful, except if you give it some kind of a syndrome.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Jimlad11 on June 08, 2011, 03:38:05 am
A quick question here.

Are the infected's teeth larger than your average humans? Because whenever I get a siege, my gunners open fire and, lo and behold, nearly all of the zombies have fractured or broken teeth! I don't remember this happening in vanilla, so is it to do with making the infected's bite stronger? Or is it a huge coincidence? Or do all zombies use massive dentures when attacking human outposts?  ???   
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Koji on June 08, 2011, 04:31:25 am
all of the zombies have fractured or broken teeth!

They are trying to eat the bullets.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Necro910 on June 08, 2011, 09:52:19 am
all of the zombies have fractured or broken teeth!

They are trying to eat the bullets.
"MMMmm... Iron"

Plump Helmet and Cat tallow roast with syrup if you get the reference!  ;D
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 08, 2011, 12:40:22 pm
blockedlance?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Abregado on June 08, 2011, 07:51:53 pm
Quick Survey:

In Corrosion Mod, How do YOU get enough food?
Farming, Hunting, Gathering, Trading, Livestock, Fishing, Combination?

Most of my early forts suffered a lack of food. I'm not a fan of trading for food. Farming has been gimped (deliberately i know), Hunting + Fishing seems ineffective for some reason, Livestock are a massive risk and you need ALOT to be sustainable.

The current fun truth is that when migrants arrive I find it easier to put a bullet in the brainpan of any who are useless, rather than let them into my town. Best do make a clean kill BEFORE they make friends in the fort :D

Also. Does the metal used in rifle construction make them do more damage?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: SirAaronIII on June 08, 2011, 08:14:22 pm
Fishing, with a little farming/gathering with a side serving of turkey eggs. Leave a couple eggs so that you can have turkey meat too!
And no, I think it only affects melee attacks with the rifle. Bullet material determines the damage.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 09, 2011, 12:19:08 am
the Mutated Infected should have lawnmower blades instead of the broken ones. or the broken ones should be used like a dagger.

or "looted chopaxe" (deals less damage, due to being dented and/or partialy blunted)

keep the axe heads.

Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Abregado on June 09, 2011, 02:36:25 am
I think it only affects melee attacks with the rifle. Bullet material determines the damage.

Good to know. My most recent successful embarks have ALOT of coppertin on the wagon. Seems to be working out ok. Also started to build some quickfort alias' and designs for above ground defences. Haven't seen any spitting infected yet. Its very interesting indeed.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 09, 2011, 11:43:24 pm
screenshots? pweeeease? :3
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 10, 2011, 01:17:50 pm
the Mutated Infected should have lawnmower blades instead of the broken ones. or the broken ones should be used like a dagger.

or "looted chopaxe" (deals less damage, due to being dented and/or partialy blunted)

keep the axe heads.

Sure! I'm always open to new ideas for Mutated Infected weapons.

A quick question here.

Are the infected's teeth larger than your average humans? Because whenever I get a siege, my gunners open fire and, lo and behold, nearly all of the zombies have fractured or broken teeth! I don't remember this happening in vanilla, so is it to do with making the infected's bite stronger? Or is it a huge coincidence? Or do all zombies use massive dentures when attacking human outposts?  ???   

Their teeth are larger then humans, this gives them a significantly stronger bite. Teeth also frequently got bashed out in vanilla, it was just less common as most animals had less teeth.

Quote
uranium/depleted uranium

Perhaps, I'm hesitant to add 'just another ammo metal' but I could cook a syndrome related bonefire like workshop together. We'll call it a maybe.

Quote
Another suggestion would be to make "trash" plants. So you send your guy out with plant gathering and he collects all the Plastic Bottles (barrels), Old auto parts (melt into iron/steel), Tinned Food (non-edible but cookable food). These plants could just not regrow, or maybe only regrow in the Landfill biome :D I would think this will increase my feeling that I am scavenging for items at the start rather than just digging everywhere in the clay until i hit some metals.

I have been fiddling with the same idea for a while. It's met a few stumbling blocks and detours. But it still seems like a very promising idea. However the plants will regrow no matter what. Things like autoparts, discarded clothing, piles of ash, and old bullets seem very likely.

-----

A new way of making bullets is in. Shells are created in 4 stacks of 15. Bullets are created in 4 stacks of 25. Potash is now useful!
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Jimlad11 on June 10, 2011, 04:33:20 pm
Quote
A new way of making bullets is in. Shells are created in 4 stacks of 15. Bullets are created in 4 stacks of 25. Potash is now useful!

Huzzah! And thanks to you, I can only picture the infected with huge, dazzling smiles now.  :D Makes for a terrifying image...
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 11, 2011, 01:24:23 am
neato! now i can REALLY get down to buisiness!

also, make underground trees. together with a new cavern race, called "Vault survivors", wich are equipped with some sort of underarmor (like the chainmail in vanilla) and are armed with Slings, crossbows and primitive weapons (daggers, crude swords, makeshift axe etc.)

and add the "sling" to the mutated infected. make the ammo (stones) slow, with a big contact area.

make it use the throwing skill.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Abregado on June 11, 2011, 07:16:14 am
I have been fiddling with the same idea for a while. It's met a few stumbling blocks and detours. But it still seems like a very promising idea. However the plants will regrow no matter what. Things like autoparts, discarded clothing, piles of ash, and old bullets seem very likely.

They arnt regrowing. The winds of the apocalyptic landscape are constantly unearthing new discarded treasures
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 11, 2011, 08:27:20 am

I have been fiddling with the same idea for a while. It's met a few stumbling blocks and detours. But it still seems like a very promising idea. However the plants will regrow no matter what. Things like autoparts, discarded clothing, piles of ash, and old bullets seem very likely.

They arnt regrowing. The winds of the apocalyptic landscape are constantly unearthing new discarded treasures


ummmmm... i did not say that.

i actually don't know who said the last part.

watch it with quotes. ;)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 12, 2011, 10:39:42 am
Quote
also, make underground trees. together with a new cavern race, called "Vault survivors", wich are equipped with some sort of underarmor (like the chainmail in vanilla) and are armed with Slings, crossbows and primitive weapons (daggers, crude swords, makeshift axe etc.)

I have experimented with trees before 1.0.0 and decided not to use them. Trees only being outside gives you a reason to risk your humans in woodchopping.

The Vault Survivors idea is a great idea and I plan on adding them. Under a different name, and with the same technology level as the Privations for Maximum Fun. I've also been brainstorming some more cavern tribes and critters lately and I have a number of ideas. Sentient masses of mold. Giant Cockroaches, tiny cockroaches as vermin.

Quote
and add the "sling" to the mutated infected. make the ammo (stones) slow, with a big contact area.

make it use the throwing skill.

Mutated Infected already have Spitters. I may add some sort of weapon like the sling, but I would say that the zombies would not be agile or smart enough to use the sling and probably would just whip you with the sling.

Quote
They arnt regrowing. The winds of the apocalyptic landscape are constantly unearthing new discarded treasures

That is an amazing reason, I salute you. But still there are a number of hurdles I have to jump over. It's still possible though.

-----

Plastic is causing some major issues. I've exhausted a half dozen ways to make it work. Having plastic in individual reactions clutters up the workshop. Having plastic go from Plastic -> Thread -> Cloth adamantine style is basically useless without clothes. I have to scrap this project so that I can move onto Kevlar.

-----

QUESTION OF THE POST

How's the tileset look? Any tiles your not happy with?

-----
ESSENTIAL PLANS FOR 1.0.8
Spoiler (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 12, 2011, 01:01:50 pm
the only thing i'd change in the graphics is....pause for drammatic effect.... water. and remove the punctuation.

i get it with the sling and all that.

new idea for TFB!

the FLAMEMASTER,

description: has some gizmos from the old days, a high tech steel/anyotherepicmetalyou'dlike, but during his experiments with the flamethrower (that turns air (and water) into gas) he burned his skin onto the armor, becomig as one with it and the flamethrower. (you can remove this next part if you like) AND CAN FLY DUE TO THE JETPACKS IN THE ARMOR! HOW COOL IS THAT!?(end of removal-if-you-want) because the armor also gives him doses of "the cure" regulary, he can not die. his brain is intact, so he is more inteligent than you think. also, he can fling fireballs. (a trick he learned in his many years?)

in Modding:
skin out of steel/anyotherawesomemetalyou'dlike, FIREBREATH, FIRE_IMMUNE, etc.
oh, with a high damblock!
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Ahra on June 12, 2011, 02:35:04 pm
the Abominatio alpha:
an huge vile fiend incapable of telling friend fron foe, gives of an fluid that causes extreme blistering, pain and puking, beware its teeth.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Draxis on June 12, 2011, 04:40:29 pm
Semimegabeast - the Armored Infected (bad name)
A huge, very strong, mutated infected that has bony armor and spikes, and maybe a blade arm.

Cave Creature - the Deep Bane
Basically like the flesh ball, but giant, and with a very powerful blunt attack called Engulf
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 13, 2011, 07:37:48 am
Semi/megabeast: Hobo with a shotgun. nuff said.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Necro910 on June 13, 2011, 10:03:56 am
Semimegabeast - the Armored Infected (bad name)
A huge, very strong, mutated infected that has bony armor and spikes, and maybe a blade arm.

Cave Creature - the Deep Bane
Basically like the flesh ball, but giant, and with a very powerful blunt attack called Engulf
Meh on the first one, agreed on the second.

The Cave Blob will work well, just don't make it secrete blood  :P
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 14, 2011, 10:07:42 am
all of those who like rocket propelled bullets, read this (http://en.wikipedia.org/wiki/Gyrojet) and cry, cause you do not have one.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Necro910 on June 14, 2011, 10:57:33 am
all of those who like rocket propelled bullets, read this (http://en.wikipedia.org/wiki/Gyrojet) and cry, cause you do not have one.
That's something you can show off ("I have I gun that fires mini-rockets faster than the speed of sound!"), but isn't really practical...

$100 a pop? Really?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Trapezohedron on June 14, 2011, 11:55:01 am
A large, highly destructive robot with a corrupted IFF called "Prometheus Mk IV"

It sports a large close range cannon capable of propelling objects at great speeds, often splattering them if they were made of flesh, a minigun (which uses high density materials for ammo to compensate for speed.), optional giant blade (either taken seriously, or defined differently in castes.) and a freeze/fire ray.

It's body structure is not humanoid, rather, it runs on drill tank treads, like the Shagohod (http://metalgear.wikia.com/wiki/Shagohod) from the Metal Gear series.

Due to the fact that it's mostly old, abandoned and broken, it should have some kind of weakness, like brain parts sticking outside of the tank itself, made out of glass.

Of course, I doubt that this will get submitted, as this is quite overkill and !!FUN!!.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 14, 2011, 01:40:42 pm
Semimegabeast - the Armored Infected (bad name)
A huge, very strong, mutated infected that has bony armor and spikes, and maybe a blade arm.

Cave Creature - the Deep Bane
Basically like the flesh ball, but giant, and with a very powerful blunt attack called Engulf

Great ideas! I played around with a giant blob when I used to play vanilla, it was nigh unstopable even though it was only human size. As for the first one, perhaps the name Cutter to follow the trend of current megabeast names.

the Abominatio alpha:
an huge vile fiend incapable of telling friend fron foe, gives of an fluid that causes extreme blistering, pain and puking, beware its teeth.

Wonderfully Fun! What should it look like? Quadruped? Humanoid?

Semi/megabeast: Hobo with a shotgun. nuff said.

I can't give creatures weapons. But if I could I would.

Quote
the FLAMEMASTER,

description: has some gizmos from the old days, a high tech steel/anyotherepicmetalyou'dlike, but during his experiments with the flamethrower (that turns air (and water) into gas) he burned his skin onto the armor, becomig as one with it and the flamethrower. (you can remove this next part if you like) AND CAN FLY DUE TO THE JETPACKS IN THE ARMOR! HOW COOL IS THAT!?(end of removal-if-you-want) because the armor also gives him doses of "the cure" regulary, he can not die. his brain is intact, so he is more inteligent than you think. also, he can fling fireballs. (a trick he learned in his many years?)

in Modding:
skin out of steel/anyotherawesomemetalyou'dlike, FIREBREATH, FIRE_IMMUNE, etc.
oh, with a high damblock!

I like the idea, perhaps he's some failed anti-zombie experiment. I'll see if I can get him partly covered in armor and partly covered in flesh. Jetpacks seem a bit overkill for an already epic and deadly creature, additionally jetpacks are iffy technology today. If it was created by humans I want it to sort of be within the realms of possibilities. Seems a little tricky to mod in, but I'll probably do it.

Quote
A large, highly destructive robot with a corrupted IFF called "Prometheus Mk IV"

It sports a large close range cannon capable of propelling objects at great speeds, often splattering them if they were made of flesh, a minigun (which uses high density materials for ammo to compensate for speed.), optional giant blade (either taken seriously, or defined differently in castes.) and a freeze/fire ray.

I could make it some rogue cavern killing tank that can't tell the difference between human and Gloomapeck. However there are still a number of problems. Miniguns are not possible, but I can make it 'spit' shots. Rays are not possible, Firebreath is, but it won't fire it's 'gun' and it's firebreath at the same time. I am hesitant to add it because it seems a bit to sci-fi for the game, but on the other hand caverns are supposed to be Fun Houses. A strong maybe.

-----

I have been experimenting with non-alcoholic beverages. In theory, I could create a plant that once collected you could extract plant essence to gain a barrel of 'water' which could be used to drink or be used in a concrete reaction. Turns out concrete can be done with just crushed up rocks. I'll try to get a RL plant, but if I can't find one a 'plant' with a barrel graphic will do.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Person on June 14, 2011, 10:25:20 pm
The tileset is kinda iffy. Ocean tiles just look plain weird, and sand floor looks like I designated a wall for digging. I can't tell if the stairs are up and down, but I think that's just my eyes being dumb. My brain is kinda wired for ASCII at this point. Stockpiles seem like they turn whole tiles black. Most of the tiles seem pretty good though. I can tell what most of everything else is, but I haven't played long enough to see the infected yet(Did see them in previous versions, just that it was in ASCII. Also, Fun was had.). The mod so far is pretty great.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 15, 2011, 12:23:42 am
all of those who like rocket propelled bullets, read this (http://en.wikipedia.org/wiki/Gyrojet) and cry, cause you do not have one.
That's something you can show off ("I have I gun that fires mini-rockets faster than the speed of sound!"), but isn't really practical...

$100 a pop? Really?

well, duuh. it's out of production for quite a while now. and, no, it isn't really practical, BUT IT IS ONE STEP CLOSER TO THE BOLTER (http://wh40k.lexicanum.com/wiki/Boltgun)!!!!!!!

Quote from: IT 000

I can't give creatures weapons. But if I could I would.


too bad, but you can give ita ranged attack, firing globs, can't you? or am i thinking about the wizard tower mod (http://www.bay12forums.com/smf/index.php?topic=59311.0)? (mages shoot mageec missileeaasssesss!!!!!)

we could justify by making an item called "shotgun" on his body (prefferebly on the hands) and make it (almost) indestructible!!!!! BWAHAHAHAHAHAHAHAHA! (is that even possi-YES IT IS, NOW SHUT UP! i'm just not sure....)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Necro910 on June 15, 2011, 10:28:49 am
all of those who like rocket propelled bullets, read this (http://en.wikipedia.org/wiki/Gyrojet) and cry, cause you do not have one.
That's something you can show off ("I have I gun that fires mini-rockets faster than the speed of sound!"), but isn't really practical...

$100 a pop? Really?

well, duuh. it's out of production for quite a while now. and, no, it isn't really practical, BUT IT IS ONE STEP CLOSER TO THE BOLTER (http://wh40k.lexicanum.com/wiki/Boltgun)!!!!!!!
Am I the only sci-fi/fantasy nerd that does not play D&D or Warhammer?  :P
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 16, 2011, 12:27:53 am
pretty much.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Necro910 on June 16, 2011, 11:29:01 am
pretty much.
That's why I am irritated over at the website "Nationstates". I have a nation of DF dwarves, and I even have a link to the df.wiki article on dwarves in the sig, and every week I get, "Oh, you're dwarves? AWESOME! We should play [Generic pen&paper game here] sometime!"

Ugh. Why can't I just be the magma obsessed dwarf? Why do I have to have steampunk crap?  :'(
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 16, 2011, 11:41:13 am
STEAAAAAAAAAAAAAAAAAAAAAAMMMMMMMMPUUUUUNNNNNNNNNNNNK (said in a parody of the zombie moan)


but on the serious side, i only play warhammer 40k, warhammer (don't have figures, expect them shortly, till then... Cousin's figures!)

D&D? i got acquainted to it via Order of the stick (http://www.giantitp.com/) (read it, awesome comic, great narrative, great jokes)

sooo... i'm more of the computer game geek.

and guns geek. (my uncle got an M16A2, going to test it tommorow at the range)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kilakan on June 16, 2011, 11:46:49 am
You're not alone Necro, I don't play DnD or warhammer either, now RTD's I like, but not the insanely complicated rules ones like DnD, who needs an entire book to tell you not to do something obviously impossible?  As for steampunk, I don't really like it, I've seen it done good sometimes like in Morrowind, but for many games it kinda fails when everyone is riding around in tanks that run on soul power or something........
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Necro910 on June 16, 2011, 11:56:23 am
You're not alone Necro, I don't play DnD or warhammer either, now RTD's I like, but not the insanely complicated rules ones like DnD, who needs an entire book to tell you not to do something obviously impossible?
Agreed.

As for steampunk, I don't really like it, I've seen it done good sometimes like in Morrowind, but for many games it kinda fails when everyone is riding around in tanks that run on soul power or something........
You have no idea how much I agree with you on this. NO IDEA AT ALL
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: NightS on June 16, 2011, 12:22:16 pm
You're not alone Necro, I don't play DnD or warhammer either, now RTD's I like, but not the insanely complicated rules ones like DnD, who needs an entire book to tell you not to do something obviously impossible?
You don't know GURPS, am i right?  8)

Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 16, 2011, 12:23:33 pm
Kerlc has been estatic lately. he is going to test a new gun tomorrow. he has been dissapointed by the lack of cyberpunk games lately.

he likes cyberpunk, zombie apocalypse books, post-apocalypse books, WH40k, RTS games, half-life series, Dr. Who, Fallout series (every one of them, except BoS), C&C series (except TT (4th one)), DF and its mods, and guns. GUNS!
he absolutely detests steampunk (toothbrush the size of a combine harvester, hello!), twilight series (GAAAAAAAAAAAAAAAAAAAHHHHHHHAAAAAAAAAAAAAAAA!!! MY BRAIN!!!!!) bad games and movies, and licence games (except maybe some).


the last post was a joke on my brother, who LOVES steampunk. STEEEEEAMPUUNK.... it's quite annoying.

Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kilakan on June 16, 2011, 12:25:59 pm
You're not alone Necro, I don't play DnD or warhammer either, now RTD's I like, but not the insanely complicated rules ones like DnD, who needs an entire book to tell you not to do something obviously impossible?
You don't know GURPS, am i right?  8)
actually I don't.
Now to roll this train back on the tracks:
Hows the addition of gunpowerder coming ITT, I remeber reading awhile ago that you had something going with lye.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 16, 2011, 10:57:08 pm
You're not alone Necro, I don't play DnD or warhammer either, now RTD's I like, but not the insanely complicated rules ones like DnD, who needs an entire book to tell you not to do something obviously impossible?
You don't know GURPS, am i right?  8)
actually I don't.
Now to roll this train back on the tracks:
Hows the addition of gunpowerder coming ITT, I remeber reading awhile ago that you had something going with lye.

Potash actually, and it is done.

Potash - Charcoal = Potassium Nitrate

Potassium Nitrate - Charcoal = Gunpowder (right now it's 'Rock Gunpowder' but I should get that cleared up soon)

Gunpowder + Shell Case + Metal Bar = 4 stacks of 15 shotgun shells

Gunpowder + Bullet Case + Metal Bar = 4 stacks of 25 bullets

Quote
we could justify by making an item called "shotgun" on his body (prefferebly on the hands) and make it (almost) indestructible!!!!! BWAHAHAHAHAHAHAHAHA! (is that even possi-YES IT IS, NOW SHUT UP! i'm just not sure....)

*Palmface Probably should have thought about that one. Good idea.

-----

Speaking of useless jobs made useful, Trappers and Animal Dissectors have received a use. Non-insect vermin can be extracted into glass vials for pickled vermin, which can be cooked into delicious meals.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 16, 2011, 11:48:26 pm
mmmmmmmmmmmmmmmmmmmm..... roach soup.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Trapezohedron on June 17, 2011, 07:22:34 am
As for steampunk, I don't really like it, I've seen it done good sometimes like in Morrowind, but for many games it kinda fails when everyone is riding around in tanks that run on soul power or something........
You have no idea how much I agree with you on this. NO IDEA AT ALL
Same here, things fail hard when they use soul power or generix crystals to operate machinery. After all, why is it called steampunk if it doesn't operate on steam, right?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 17, 2011, 09:08:23 am
because of the style, the big ornate mechanisms made out of brass, pistons etc. look like a victorian-era mad scientist had an accident with glue in his workshop, and then glued that to a giant dome. the worst part is if your own brother (like in my house) absolutely LOVES steampunk. "hey, watc that, it has STEAMPUNK in it!" (this is the reason i hate Wild Wild West), 'what are you playing?' "a new game i got! IT'S IN STEAMPUNK!!!" GAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHH *suicide*
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: NightS on June 17, 2011, 03:40:08 pm
An idea for high-tier smelting:

? Workshop: Lead + ?(sulfur?) => Uncharged battery
Generator worksop: 2 batteries + coal => 2 Charged batteries + CO2 boulder (put a syndrome if you want Ex.: Dizziness)
Electric furnace: Charged battery + ore => Metal bar + Uncharged battery (90% so there can be a loss)

Generator worksop might need some advanced pieces like mechanisms, pistons, whatever.
I know it should be less efficient, but it is just for a higher tier thing, and maybe it could be useful for some other thing or workshop
So... whadaya think?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: clockwork on June 17, 2011, 05:11:17 pm
I like the mod. I hope you update with the next version, when curses come out. :D
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 17, 2011, 06:47:32 pm
mmmmmmmmmmmmmmmmmmmm..... roach soup.

Currently only mammals can be pickled, rats, squirrels, birds. However I am probably going to do something similar with insects. Maybe just dried _____ .

An idea for high-tier smelting:

? Workshop: Lead + ?(sulfur?) => Uncharged battery
Generator worksop: 2 batteries + coal => 2 Charged batteries + CO2 boulder (put a syndrome if you want Ex.: Dizziness)
Electric furnace: Charged battery + ore => Metal bar + Uncharged battery (90% so there can be a loss)

Generator worksop might need some advanced pieces like mechanisms, pistons, whatever.
I know it should be less efficient, but it is just for a higher tier thing, and maybe it could be useful for some other thing or workshop
So... whadaya think?

Wow it's been a while since your last post NightS. Welcome back!

A reusable fuel source. I like the idea, it might not be batteries because of the lack of sulfur , but I'll find a way to fit it in.

[EDIT] I looked into it, it appears that batteries require metal, sulfur, plastic, lead, and water. None of these would be to hard to mod in. However a pain to get it all together. But well worth it. I may have to take up that plastic idea again.[/EDIT]

I like the mod. I hope you update with the next version, when curses come out. :D

Indeed, so am I. I have big plans for 31.26  :)

-----

I started a tundra fort yesterday. No trees is a serious setback, but thank Toady for clay. Additionally I found a serious bug that made charcoal super easy to get. I'll get it fixed soon enough.

I also plan on cleaning up the Smelter Reactions a bit. Getting rid of some reactions and metals that are not possible to make because their ores are long gone.

Quote
The tileset is kinda iffy. Ocean tiles just look plain weird, and sand floor looks like I designated a wall for digging. I can't tell if the stairs are up and down, but I think that's just my eyes being dumb. My brain is kinda wired for ASCII at this point. Stockpiles seem like they turn whole tiles black. Most of the tiles seem pretty good though. I can tell what most of everything else is, but I haven't played long enough to see the infected yet(Did see them in previous versions, just that it was in ASCII. Also, Fun was had.). The mod so far is pretty great.

I've finally gotten into repairing a few of the tiles, thanks for the input and support :D

The water tiles have been changed which will also effect the sand tiles. I'll mess around with the stockpile tiles a tad, make them lighter. I'll see if I can make it more obvious which one is up and down.

-----

Question of the Post:

Out of curiosity how many of you use porcelain? If I removed Koalinite and Orthoclase, it's two less minerals to compete with more useful things like Iron.

If you do you use it, would you be willing to trade it for Veins of Limestone. Which then could be combined with ground up stone and water to create multiple boulders of concrete.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Jimlad11 on June 18, 2011, 12:02:30 am
You can make porcelain?  :o Sorry, I had no idea.

Feel free to remove it. Having a non lethal stone that can be used to make things with would be nice. My last fort had everything made from native coal. That stuff was everywhere. And not a drop of iron to be found...then again, that is Dwarf Fortress. Swimming in coal but with nothing to melt  ::)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 18, 2011, 12:43:18 am
i use porcelain. that is i USED porcelain, untill i sold it to some warlords for 4 obrezs and alot of their stuff.. it was A LOT OF porcelain. and beer. and a caged elephant. the bastards were still able to go away with 1 cloth bin.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Neyvn on June 18, 2011, 01:50:54 am
Just a thought. On your need to use the Dissector skills.

Fish; Mussels, Urchins, Blow fish. These raw fish need to be Disected before eating.

Animals; Venom Inducing Animals. Can be used to create Medicine...
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 18, 2011, 02:37:56 am
mmmmmmmmmmmmmmmmmmmm..... roach soup.


Currently only mammals can be pickled, rats, squirrels, birds. However I am probably going to do something similar with insects. Maybe just dried _____ .



here's something all of you FRP fans will remember (soon to be possible in corrosion) iguana-on-a-stick (http://fallout.wikia.com/wiki/Iguana-on-a-stick)!
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 18, 2011, 09:42:31 am
Here's some screenshots of the previously mentioned graphics

New Snow tiles and a scene from my fort after the latest Scavenger Attack.
Spoiler (click to show/hide)

The same tile seen in a river.
Spoiler (click to show/hide)

Again in a desert (looks a little bit weird)
Spoiler (click to show/hide)

And the new barrel/stockpile graphic
Spoiler (click to show/hide)

mmmmmmmmmmmmmmmmmmmm..... roach soup.


Currently only mammals can be pickled, rats, squirrels, birds. However I am probably going to do something similar with insects. Maybe just dried _____ .



here's something all of you FRP fans will remember (soon to be possible in corrosion) iguana-on-a-stick (http://fallout.wikia.com/wiki/Iguana-on-a-stick)!

Well I'll have to mod in iguana's now :D

Just a thought. On your need to use the Dissector skills.

Fish; Mussels, Urchins, Blow fish. These raw fish need to be Disected before eating.

Animals; Venom Inducing Animals. Can be used to create Medicine...

Correct me if I'm wrong, but I'm sure you need to capture these fish in an animal trap. So while it is more accurate, fishermen would still be able to catch and eat raw fish.

The Blowfish would be possible, perhaps the sea nettle jellyfish or something. But I'll have to wait until medicine and poison-able weapons come out before it'll be useful.

-----

I am going to start cleaning up the smelters and metals soon. Smelting with bars will yield more stone then smelting with ores. The following metals are up for elimination, if there are protests I'd be happy to take them off the list. Likewise if you wish to submit your own and there's some agreement and no disagreement from me  I will add it.

Electrum -> The only advantage is saving fuel in the ore reaction. Other then that just another yellow metal.
Bismuth -> Only used in Bismuth Bronze reaction
Bismuth Bronze -> Not significantly better then bronze, seems like a useless step.
Sterling Silver -> Again, only advantage is saving fuel.
Nickel Silver -> You should be making brass and Cupurnickel instead of this.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Jimlad11 on June 18, 2011, 05:35:21 pm

I am going to start cleaning up the smelters and metals soon. Smelting with bars will yield more stone then smelting with ores. The following metals are up for elimination, if there are protests I'd be happy to take them off the list. Likewise if you wish to submit your own and there's some agreement and no disagreement from me  I will add it.

Electrum -> The only advantage is saving fuel in the ore reaction. Other then that just another yellow metal.
Bismuth -> Only used in Bismuth Bronze reaction
Bismuth Bronze -> Not significantly better then bronze, seems like a useless step.
Sterling Silver -> Again, only advantage is saving fuel.
Nickel Silver -> You should be making brass and Cupurnickel instead of this.


I would be fine with these metals being removed, and I agree with your point about bismuth bronze. Is it supposed to be marginally better at blunt attacks or something? I am not sure about the specifics, but the slight stat boost isn't really worth the use of precious fuel.

And I like the new look for snow/sand/water, a nice improvement on the ones used at the moment. I am seriously looking forward to the next DF update. We (hopefully) will be able to actually have a "Zombie has bitten the lonely fisherman, will he/won't he turn into a flesh-crazed living corpse?" situation.

On that note, what are your plans for the mechanics of the infection? Will the victim always turn into a Zombie, or will they sometimes just die from the infection? Or maybe even recover? (That option would probably have to be quite rare...)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 18, 2011, 07:22:11 pm
Quote
I would be fine with these metals being removed, and I agree with your point about bismuth bronze. Is it supposed to be marginally better at blunt attacks or something? I am not sure about the specifics, but the slight stat boost isn't really worth the use of precious fuel.

According to the wiki they are exactly the same. But it doesn't pay off to have either another stone to compete with or another clutter in the smelter.

Quote
And I like the new look for snow/sand/water, a nice improvement on the ones used at the moment. I am seriously looking forward to the next DF update. We (hopefully) will be able to actually have a "Zombie has bitten the lonely fisherman, will he/won't he turn into a flesh-crazed living corpse?" situation.

I plan on zombies being able to transform other people into zombies (or at the least make them berzerk)

The chances and symptoms of a bite depend on the zombie that bit the human.

Scrawns/Lumbering: Fever within the first few days. Guaranteed so you know they were bitten. Fever persists for a number of weeks followed by a host of nasty syndromes. Zombism will have a 25-50% chance of happening and won't happen until a season has passed, giving you enough time to deal (or at least restrain the subject)

Evasive: Probably same as above.

Daunting/Spitters: For 1-3 weeks there will be no symptoms. Then suddenly, massive nausea, coughing blood, dizziness, fever, the works. They will become a zombie a few ingame days later (about 1-2 minutes)

-----

By the way, any Corrosion succession games going on?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 19, 2011, 08:07:49 am
not taht i would know.

can anyone make a custom map? prefferably in the shape of (either) USA and canada, Europe, Asia, southern America, Africa?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: SirAaronIII on June 19, 2011, 12:38:39 pm
A bit late, but without magma, I think porcelain and pretty much any other clay is too much work for too little gain.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Trapezohedron on June 19, 2011, 01:38:37 pm
Quote
I would be fine with these metals being removed, and I agree with your point about bismuth bronze. Is it supposed to be marginally better at blunt attacks or something? I am not sure about the specifics, but the slight stat boost isn't really worth the use of precious fuel.

According to the wiki they are exactly the same. But it doesn't pay off to have either another stone to compete with or another clutter in the smelter.

Quote
And I like the new look for snow/sand/water, a nice improvement on the ones used at the moment. I am seriously looking forward to the next DF update. We (hopefully) will be able to actually have a "Zombie has bitten the lonely fisherman, will he/won't he turn into a flesh-crazed living corpse?" situation.

I plan on zombies being able to transform other people into zombies (or at the least make them berzerk)

The chances and symptoms of a bite depend on the zombie that bit the human.

Scrawns/Lumbering: Fever within the first few days. Guaranteed so you know they were bitten. Fever persists for a number of weeks followed by a host of nasty syndromes. Zombism will have a 25-50% chance of happening and won't happen until a season has passed, giving you enough time to deal (or at least restrain the subject)

Evasive: Probably same as above.

Daunting/Spitters: For 1-3 weeks there will be no symptoms. Then suddenly, massive nausea, coughing blood, dizziness, fever, the works. They will become a zombie a few ingame days later (about 1-2 minutes)

-----

By the way, any Corrosion succession games going on?

When the next version is released, are you going to mod in zombie mutants? Like gaining special powers of speed and strength ala Wesker?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 19, 2011, 11:57:06 pm
the spitting infected spit rocks, scrawn infected are OHMYGODWHERETHEHELLISMYSPLEEN??? fast, lumbering are strong, slow and can knock down buildings.

and there is the sulking infected who kidnap babies, and have this ability:

A: dum de dum, i am going to cut down some trees.
An Ambush! Curse Them!
A: OMGOMGOMG!!!!!! *dies very painfully*


so, enough variety for ya?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 20, 2011, 05:31:21 am
As Kerlc said there is already some variety, and I am open to new ideas for zombie types. But Zombies at the moment are already stronger then humans so the Wesker would just seem overkill.

Scrawns : Fast but weak
Lumbering : Slow but Strong, building destroyer
Skulking : Average in everything except speed, but can ambush
Spitting : Spits globs from a distance
Daunting : Bigger and badder then the Lumbering

So if you (or anyone else for that matter) have any ideas for new types I'd be open to them.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 20, 2011, 05:49:50 am
civilised infected. like the daunting, but in TOP HATS!
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Trapezohedron on June 20, 2011, 05:53:43 am
L4D type virus immune humans, or humans that mutate into half-zombies when bitten (they remain civilized with mutant powers, like the wesker. sorry for not elaborating.)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 20, 2011, 05:56:01 am
for the clothing mod: TOP HATS!

otherwise, yes i thought along your ways, New Guy, but i am just soooooo cheerful now. and that vodka helps, thank you!
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: SirAaronIII on June 20, 2011, 12:30:05 pm
Is it just me, kerlc, or are you always drunk? :P
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 20, 2011, 12:35:54 pm
Is it just me, kerlc, or are you always drunk? :P

mostly. high sometimes. but now, i am extra drunk/high, cause the school ended. the dried quarry bush leaves just make a lovely joint.  :P
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Seriyu on June 21, 2011, 02:08:08 am
What fares better, wooden or leather armor?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Jimlad11 on June 21, 2011, 02:47:23 am
What fares better, wooden or leather armor?

I suspect that wood does, but I don't know for definite. Anyone done any tests/looked at the raws?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: NightS on June 21, 2011, 04:31:14 am
Just try it in the arena, duh :P
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 21, 2011, 07:55:46 am
What fares better, wooden or leather armor?

I was told wood does.

L4D type virus immune humans, or humans that mutate into half-zombies when bitten (they remain civilized with mutant powers, like the wesker. sorry for not elaborating.)

A good idea, I will probably make them into a [SKULKING] civ. Desert Devils just start ambushing after the 3rd year. I will need to work on their bodies and such, adding several castes that have rotten arms, legs, torsos etc, they will probably get weak, but covering armor to hide their appearance.

-----

I'm experimenting with the time Mutated Infected arrive. They should arrive after the first year. Possibly after the 3-5th year if you don't get an artifact.

Oh and I think I found a use for Strand Extractor. According to wikipedia

Quote
Gold can be made into thread and used in embroidery.
Gold rope anyone?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Jimlad11 on June 21, 2011, 10:25:07 am
Oooo...I could chain my scout kittens up in style...Or any captured zombies...I could make a pit of chained up zombies and feed captured Desert people to them! (Would this work? Or are the Infected not hostile to the other Civs?)  ???
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 21, 2011, 12:10:04 pm
you fancy posh people with your gold ropes. BONES are the future! (no, seriously, i had 6 artefacts so far, 5 of them were bone ropes, one was a SHELL rope)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Ahra on June 21, 2011, 12:16:43 pm
you fancy posh people with your gold ropes. BONES are the future! (no, seriously, i had 6 artefacts so far, 5 of them were bone ropes, one was a SHELL rope)
uuuuuuh
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Trapezohedron on June 21, 2011, 12:17:08 pm
What fares better, wooden or leather armor?

I was told wood does.

L4D type virus immune humans, or humans that mutate into half-zombies when bitten (they remain civilized with mutant powers, like the wesker. sorry for not elaborating.)

A good idea, I will probably make them into a [SKULKING] civ. Desert Devils just start ambushing after the 3rd year. I will need to work on their bodies and such, adding several castes that have rotten arms, legs, torsos etc, they will probably get weak, but covering armor to hide their appearance.

-----

I'm experimenting with the time Mutated Infected arrive. They should arrive after the first year. Possibly after the 3-5th year if you don't get an artifact.

Oh and I think I found a use for Strand Extractor. According to wikipedia

Quote
Gold can be made into thread and used in embroidery.
Gold rope anyone?

Gold is very flexible. Some prefer it to be in their stomachs. I prefer to use it as an electric conductor.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 21, 2011, 12:37:10 pm
well, you know what the dwarwes in Discworld (http://en.wikipedia.org/wiki/Guards!_Guards!) say!

"we don't REALLY love gold. we just say that to it to get ti into bed."
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 21, 2011, 06:11:26 pm
I've decided to go all out in the metal making industry, finding uses for useless or partly useless metals.

A bar of zinc can be used to make a log fireproof. (Zinc Chloride is used as a fire retardant) It counts as paint, so you won't be able to have a painted fireproof log. With this comes a new building. The 'Lab' which will contain a variety of chemistry things in the future.

In the future zinc and the lab will be used for batteries. Additionally the lab will have a small percentage of having something go wrong and a boulder of deadly gas will spawn from the lab giving the user a variety of ill effects depending on the reaction.

Ahah! I got the improvements to work!
Spoiler (click to show/hide)
Cheese for everyone!!!

Scratch that.... made it into a rope
Spoiler (click to show/hide)
Cheese for no one. (http://www.youtube.com/watch?v=QR2FYemIokE)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 22, 2011, 12:17:18 am
noooooooooooooooooooooooooooo why the cheese???  :P

just kidding, so we can now PAINT the logs to make 'em fireproof? neat! can't wait for the next version!
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Pan on June 22, 2011, 07:18:44 am
I'm thinking of giving this mod a try, but I have one worry. With stone being undiggable, professions like Masonry, Engraving, Furnace Ops, Stone dumping and Siege Ops training (with stone) will become obsolete. The problem with this is that most of my useless migrants are drafted into one of the above if they are not fit for military. I don't want to play that easy mode, so I can have the full experience. What should I do for my useless migrants? (military fodder is not an option. I hate doing that when there could be other options.)

Also, what should I export? No stone = no mugs, and no gem working means no adding the value of wooden crafts that I could export. Exporting prepared meals is an option, I guess, but I would really rather not.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Jimlad11 on June 22, 2011, 09:40:30 am

Also, what should I export? No stone = no mugs, and no gem working means no adding the value of wooden crafts that I could export. Exporting prepared meals is an option, I guess, but I would really rather not.

There are spiders on the surface that are similar to cave spiders. They leave webbing all around their nests (Unless it rains) I tend to harvest this and make a load of silk crafts. As regards to your question about migrants, I'm not really sure.

I usually don't mind having a few idling around, but maybe a large logging operation? Wood is a prime resource in these zombie-infested times. Also, stone isn't undiggable, it just tends to kill the miners  ;) So I just make groups of suicide miners. Recover the picks and wait for the next wave of volunteers...heh...heh...heh...   
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 22, 2011, 12:23:04 pm
as far as i know, make clay stuff. and silk. and leather. bonus if you use kittns/cats (i have 57 caged cats, and 14 kittens, there are 5 cvat pairs to keep the fort clean)

and there is SHINY.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 22, 2011, 02:42:32 pm
(http://img43.imageshack.us/img43/2834/cheesej.png)

Privations graphics are done  :D

Only problem is that those guys aren't elites. (fixed)

Here's the entire set

(http://img15.imageshack.us/img15/3305/privations.png)

Additionally I figured out a workaround for the gold thread problem. Instead of decorating with thread, you decorate with cloth This allows you to decorate many more things. Such as chains, chairs, tables, bracers. Only problem is I may need to create a new workshop for it since so many reactions will be needed.

I'm thinking of giving this mod a try, but I have one worry. With stone being undiggable, professions like Masonry, Engraving, Furnace Ops, Stone dumping and Siege Ops training (with stone) will become obsolete. The problem with this is that most of my useless migrants are drafted into one of the above if they are not fit for military. I don't want to play that easy mode, so I can have the full experience. What should I do for my useless migrants? (military fodder is not an option. I hate doing that when there could be other options.)

Also, what should I export? No stone = no mugs, and no gem working means no adding the value of wooden crafts that I could export. Exporting prepared meals is an option, I guess, but I would really rather not.

Only one stone isn't diggable. The others have a chance of killing your miners. Additionally there is an optional safe stone mod that makes the layers of rock safe to dig. So that is always an option.

Furnace operating is still essential to the fort, ores and whatnot are still underground. Masonry, Mechanics, and Engraving aren't really obsolete there's still plenty of stone to engrave or you could always turn ores into statues and whatnot to conserve fuel (which I frequently do). Gem Cutting and Encrusting are the only ones that took a serious hit. But in the next version this is alleviated by the ability to polish boulders into gems. Catipults can easily be replaced with wooden ballistic bolts.

While some jobs did take a hit. You must also consider that many jobs have skyrocketed in demand. Carpenters, Woodcutters, and Wood Burners who are now more important then ever. Additionally the constant need for gunparts and bullets increases the demand for Lye Makers, Potash Makers, Weaponsmiths and Furnace Operators. And since the only armor that covers your legs can only be made of leather. Hunters, Butchers, Tanners, and Leatherworkers receive a boost. Which also helps Bone Carvers, Haulers, and Cooks! Star Spiders also make an infinite (almost annoying) source of thread, which boosts Beekeepers, Weavers, Dyers, Clothiers, and even the planters that grow the dyeing plants! Industries have been expanded enormously!

Useless Migrants are becoming less of a problem. I already have a very useful reaction for Trappers, and Dissectors. Where you can capture and pickle or dry vermin into cookable food (next version though). In the mean time, you could draft your migrants into carpenters, woodcutters, wood burners, potash makers, and furnace operators. Additionally you could draft them into a rifle squad. They won't be cannon fodder, rather an essential part of your military, and would still be decently powerful as bullets are far superior to crossbows (and are much stronger in the next version)

Exporting is a bit trickier overall. Bone, wood, glass, and pottery are always options, a finely glazed craft can fetch quite a penny from the traders. You could export weapons if you need to. Make sledge hammers to train up weaponsmithing then just throw them at the merchants when they show up.

-----

:::IMPORTANT:::

I just started a community adventurer in Corrosion! See this  post! (http://www.bay12forums.com/smf/index.php?topic=87413.0) I'd be ecstatic as a dwarf in a golden dining room if you guys joined in :)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 23, 2011, 12:15:55 am
You could export weapons if you need to. Make sledge hammers to train up weaponsmithing then just throw them at the merchants when they show up.

heh, heh, heh.... throw them at the merchants..... anyway, thanks for the great post! and i'll check out that post of yours.


edit: is it possible to make a workshop that makes rotten stuff into potash? like compost heap?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Pan on June 23, 2011, 10:07:17 am
Exporting weapons would actually make a lot of sense in the present scenario. More than mugs and prepared meals, anyway. And I thought this was going to make my DF experience less realistic!

The compost heap idea makes sense, although I myself have no need for fertilizers.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 23, 2011, 12:17:52 pm
Great! Welcome to Corrosion Pan!

In the next version, Potash will be used in making bullets. (potash + charcoal = Potassium Nitrate + Charcoal = Gunpowder) other jobs are gradually becoming more and more important :D

Quote
edit: is it possible to make a workshop that makes rotten stuff into potash? like compost heap?

I'll see if I can. I don't know if I can use rotten plants specifically in a reaction, but I will look up more ways to make Potash. Apparently there is a natural potash ore that forms in dry oceans. So I could add a new mineral.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 23, 2011, 12:56:57 pm
i don't mean just rotten plants. rotten limbs, food, everything. you could make if first intoa "compost" bar/block, then into a potash block at the potash maker.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 24, 2011, 09:13:48 pm
i don't mean just rotten plants. rotten limbs, food, everything. you could make if first intoa "compost" bar/block, then into a potash block at the potash maker.

Still, requesting just rotten items may pose a problem, I am not aware of a tag that allows me to.

-----

Right now I'm tidying up some graphics, Trying to finish Desert Devil's civilian professions before my adventurer runs into them. I'll get started on the Reinheit entity and stuff now.

After playing a fort with no weapons grade metal besides lead, I seek to add more makeshift weapons. I have added sharpened stick, and I'll be adding the brick on a rope soon. I will also add variants of the crossbow. Mini-crossbows (1 handed), Bayonet Crossbows, and Mace Crossbows are incoming. Both the bayonet and mace crossbows will suffer a slight reduction of force to make up for their superior melee, but well worth it.

Additionally, I would like to see a few succession games go up soon. It would be nice to see one going.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on June 24, 2011, 11:30:55 pm
Does... Does the cheese maker have cheese on his head? O-o

Also. What aboot a bowling ball mace? xD

Edit(so as to not look like a douche): The tileset looks good. I've taken a bit of a break from DF to try out Terraria, but all this new juicey content is making it harder to focus on killing slimes and being molested bu Cthulu's eyeballs :p
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on June 25, 2011, 06:32:21 am
(http://gmclan.org/uploader/4365/upadek.png)
Turn out trying to flush remaining zombies and the corpses of your friends off the cliff into the bigger river by digging a channel with your last remaining man results in enraged hippos tearing that man alive.
Survived: almost a year!

boy, cliffs are so awesome
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Pan on June 25, 2011, 06:42:42 am
How the heck did you get such an awesome cliff like that?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on June 25, 2011, 06:46:59 am
Bigger rivers tend to create bigger cliffs - so do most of the lakes.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Pan on June 25, 2011, 06:54:54 am
Did you do anything in world gen to make that more common?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on June 25, 2011, 06:57:37 am
Nothing I'm aware of, kind sir.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Pan on June 25, 2011, 07:07:16 am
Right, thanks. Awesome cliff side fortress, anyway.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 25, 2011, 04:05:08 pm
[image]
Turn out trying to flush remaining zombies and the corpses of your friends off the cliff into the bigger river by digging a channel with your last remaining man results in enraged hippos tearing that man alive.
Survived: almost a year!

boy, cliffs are so awesome

Amazing fort you have there! Any chance you could upload it to DF Map Archive? (http://mkv25.net/dfma/index.php) I'd love to see the rest of it :D

Quote
Also. What aboot a bowling ball mace? xD

I've been looking for a heavier club, light clubs are deadly, but they lack a certain punch. I use a bowling ball mounted on a rod as a dolly, so it would be possible. I'll add it in :D
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on June 25, 2011, 04:33:25 pm

Quote
Also. What aboot a bowling ball mace? xD

I've been looking for a heavier club, light clubs are deadly, but they lack a certain punch. I use a bowling ball mounted on a rod as a dolly, so it would be possible. I'll add it in :D

Glad you liked the idear. I can just see it now, solid steel bowling balls... Sounds awesome. But I'd imagine you'd just end up making them out of stone, right? I recently did a D&D rule conversion for a more modern Fallout style, one of the craft able weapons that I came up with was a bowling ball and metal pipe/rod, and I thought that it could fit in as a makeshift weapon in a zombie crisis as well :p
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on June 25, 2011, 04:48:01 pm
Quote
Amazing fort you have there! Any chance you could upload it to DF Map Archive? I'd love to see the rest of it
http://mkv25.net/dfma/map-10529-glazedtheater - right here!

also, should I still bother with crossbows or just spend the iron creating the horde of naked men with machetes.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on June 25, 2011, 05:42:21 pm
Quote
Amazing fort you have there! Any chance you could upload it to DF Map Archive? I'd love to see the rest of it
http://mkv25.net/dfma/map-10529-glazedtheater - right here!

also, should I still bother with crossbows or just spend the iron creating the horde of naked men with machetes.

Depends. I'd use the machete method against the weakest infected. But even then you could have high causalities. I haven't started to try and figure out the workings of making guns, but that would be a better bet than crossbows.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 25, 2011, 05:51:39 pm
Quote
Glad you liked the idear. I can just see it now, solid steel bowling balls... Sounds awesome. But I'd imagine you'd just end up making them out of stone, right? I recently did a D&D rule conversion for a more modern Fallout style, one of the craft able weapons that I came up with was a bowling ball and metal pipe/rod, and I thought that it could fit in as a makeshift weapon in a zombie crisis as well :p

Perhaps both metal and stone, I like the idea.

Quote
http://mkv25.net/dfma/map-10529-glazedtheater - right here!

I am really digging your cliff design. I'll have to try something like that sometime, truly a magnificent embark.

Quote
also, should I still bother with crossbows or just spend the iron creating the horde of naked men with machetes.

Really depends, if you can hole yourself up and use Fortifications, go with the x-bows. But if you lack the resources to keep them stocked with metal bolts, you might have to go with the zerg rush. Don't expect any survivors if you don't outnumber them.

Quote
I haven't started to try and figure out the workings of making guns

From Read Me under Ranged Weapons. It's a lot, and it varies from gun to gun. But way better then crossbows. Your Readme might be a wee different, I believe I believe yours might say 4 gunparts for the shotgun. But I think it's 3.

Spoiler (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on June 25, 2011, 06:25:07 pm
I don't think I updated to the new version yet, so I wouldn't know xD
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Jimlad11 on June 26, 2011, 02:29:27 am
I recommend that you upgrade to shotguns. I used to just use crossbows, but when your fighting an enemy that feels no pain, crossbows can't really disable or kill many. Shotguns, on the other hand, blow chunks off them. 8)

They might be more tricky to make, but they are beautiful in combat...
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on June 26, 2011, 08:25:43 am
Ha! This is great. But I see that those carnivores are a little more frequent. I don't like them as much... They always seems to tantrum and slaughter everyone >.>
Aslo, is there a way to edit out Ghosts? They are the most useless shite ever... They literally suck all of the fun out of it for me >.<
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Pan on June 26, 2011, 08:26:28 am
I was looking at the zombie mod, and I saw some pretty good ideas in there. For example, the 'don't get bitten thing' really makes the whole zombie thing unique, as well as how there are roaming bands of zombies not part of a 'civ'. I think you should (if you haven't already) do something similar into your mod.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on June 26, 2011, 08:40:45 am
I was looking at the zombie mod, and I saw some pretty good ideas in there. For example, the 'don't get bitten thing' really makes the whole zombie thing unique, as well as how there are roaming bands of zombies not part of a 'civ'. I think you should (if you haven't already) do something similar into your mod.

I thought it was mandatory in all zombie scenario's to not get bitten? xD But yeah. Some sort of random infected that shambles around would prove to some extra FUN in the beginning of your fortress/compound :3 
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Pan on June 26, 2011, 09:20:40 am
Youtube is not really available here in China, so I cannot view the LP. I don't suppose there is anywhere else where I can view people's compounds? (for inspiration)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 26, 2011, 11:00:58 am
I was looking at the zombie mod, and I saw some pretty good ideas in there. For example, the 'don't get bitten thing' really makes the whole zombie thing unique, as well as how there are roaming bands of zombies not part of a 'civ'. I think you should (if you haven't already) do something similar into your mod.

I thought it was mandatory in all zombie scenario's to not get bitten? xD But yeah. Some sort of random infected that shambles around would prove to some extra FUN in the beginning of your fortress/compound :3

here, if you get bitten, you'll lose your head. really. it ahs happened while i was Zrushing a mob of zeds. 20 people (3 squads) vs 15 zeds. at the end, i won, but there were at LEAST 5 heads around, not to mention whole limbs, etc.

and i have lost 5 forts to badgers, so roaming infected don't seem THAT important to me.

also: yay! 1 of my suggestions has made it to the next version (brick & rope)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 26, 2011, 11:42:04 am
I was looking at the zombie mod, and I saw some pretty good ideas in there. For example, the 'don't get bitten thing' really makes the whole zombie thing unique, as well as how there are roaming bands of zombies not part of a 'civ'. I think you should (if you haven't already) do something similar into your mod.

Scavengers, and Evasive Infected show up in savage environments. Scavengers are thieves and Evasive are like gremlins. In adventure mode zombies are show up as bandits. So they are there, just in a specific part of the map.

In the next version zombies will be able to turn you into a zombie. I'd prefer to hold off on syndromes until then.

Quote from: IT 000
Scrawns/Lumbering: Fever within the first few days. Guaranteed so you know they were bitten. Fever persists for a number of weeks followed by a host of nasty syndromes. Zombism will have a 25-50% chance of happening and won't happen until a season has passed, giving you enough time to deal (or at least restrain the subject)

Evasive Skulking Infected: Probably same as above.

Daunting/Spitters: For 1-3 weeks there will be no symptoms. Then suddenly, massive nausea, coughing blood, dizziness, fever, the works. They will become a zombie a few ingame days later (about 1-2 minutes)

Minor infected such as Scavengers will give you vomiting and coughing blood. But these effects are resistible and won't take effect until a few months after contact.

Also, note that full zombism will be resistible. Urist McMason got bit by a zombie, shows all the symptoms, but may not turn into a zombie.

Quote
I recommend that you upgrade to shotguns. I used to just use crossbows, but when your fighting an enemy that feels no pain, crossbows can't really disable or kill many. Shotguns, on the other hand, blow chunks off them. 8)

And their actually stronger in the next version :D

-----

And in fort news, the Fire of Courage, a Privation outpost is under siege by 5 groups of Infected, one part being led by a general. I'm trying to get a hall of bronze Scythes set up. They might not feel pain, but they move slower without feet :)

Addtionally I haven't actually traded with anybody. Every liaison or caravan that has come had died or had a siege at that exact moment. I have 14 survivors, one death, and we haven't had a drop of alcohol in the fortress for over a season. We lack the wood to make barrels, but no one seems to mind yet  :D.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kilakan on June 26, 2011, 11:52:24 am
IT here's a good tip to overcome barrels, dig down, mine out copper, deactivate the copper as an economical stone, and make rock pots out of it.  Copper barrels anyone?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on June 26, 2011, 03:40:07 pm
Shotguns are mmmkay, I guess. You can create glass gunparts, is it possible to assemble a glass rifle?

Before:
Spoiler (click to show/hide)
After:
Spoiler (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on June 26, 2011, 04:13:51 pm
Glass guns? Sounds... FUN xD
Surprisingly, in my last compound, I was attacked by Giant Badges fairly early. And they didn't seem like much of a threat. I think one of them got eaten by the Named alligator that was still kicking around after eating my last embark group. But this time I had embarked with at least 5 trained chop axers, which cut the little ol' croc down. But I had to abandon it, goddamn ghosts came and ripped everyone's legs off. Is there a way to edit ghosts out of the RAWS or something? D:
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 26, 2011, 07:52:47 pm
Latest Chapter in the Corrosion Community Adventure (http://www.bay12forums.com/smf/index.php?topic=87413.msg2379650#msg2379650) is up! Finally getting the action going with a good ol' fort attack.  :)

Great Fort Shintaro! Here's hoping you put a floor over the caverns. Keep us updated.

Quote
Shotguns are mmmkay, I guess. You can create glass gunparts, is it possible to assemble a glass rifle?

Wait, really? Where? You shouldn't be able to.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: celem on June 26, 2011, 08:57:36 pm
My first Corrosion fort is going ok, approaching the first autumn now.

Couple of questions:
I built a military rifle though i thought that needed a knife and i didnt make one, did it use another weapon?  my axe seemed to vanish about here.
I then built a makeshift weapon and my rifle has vanished.  Has Human McMoron just tied a firearm to a stick to use as a club?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 26, 2011, 09:48:03 pm
Quote
I built a military rifle though i thought that needed a knife and i didnt make one, did it use another weapon?  my axe seemed to vanish about here.

Military rifles do not require knives. Makeshift spears do.

What makeshift weapon are you making? I thought I fixed the bug back in 1.0.6.

Check your military guys, somebody might have picked them up.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: CT on June 26, 2011, 11:29:06 pm
Are the Zombie attacks totally random or is there a general time frame for you to prepare and get ready for the onslaught?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Bdthemag on June 26, 2011, 11:30:52 pm
I guess you could say those guns are literal glass cannons. *doo doo tshhh*
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Pan on June 27, 2011, 01:32:57 am
Are the armor that can be produced still vanilla? (breastplate, mail shirt, etc) Cuz it might be a tad 'unrealistic' for ragtag humans to produce such medieval armor. If so, perhaps a renaming might be in order?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 27, 2011, 02:27:13 am
ya can't make that, laddie.

ERASED
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: celem on June 27, 2011, 02:32:20 am
Quote
I built a military rifle though i thought that needed a knife and i didnt make one, did it use another weapon?  my axe seemed to vanish about here.

Military rifles do not require knives. Makeshift spears do.

What makeshift weapon are you making? I thought I fixed the bug back in 1.0.6.

Check your military guys, somebody might have picked them up.

Its fairly easy to track since I still have 7 dwarves and only 1 military (he has a chop axe).  It was a makeshift spear i made (at the weapon workshop using poles).  It really does appear that theyve used the military rifle, cant find it in the stockpile or stocks screen (just some baseball bats and this -bronze makeshift spear-, the rifle was bronze and was the only item i'd made at this point)

BUGS
Tested, firearms are usable for makeshift spear (1.0.7, tested military rifle and shotgun)
Burner reaction still named 'from blocks' (replaced with planks)

Also,  @Pan the armour is renamed.....some, most is just gone.
@CT, zombie attacks are triggered like any hostile civ through population and created wealth triggers.  The exception is scavengers which are a 'wild animal' in savage zones. (and some gremlin-like too)

While im asking and answering.  Theres no importance to the material gunparts are made from?  Noticed they are just using any bars right now (buggers just used up all my platinum)  Think I might have to arrange my bar stockpiles to control this behaviour (or mod it to only use warfare metals or something, maybe these are just too rare)

Wow, got my rear-end handed to me by swarms of infected.  A seige of daunting infected right as the first caravan arrived, breezed through the bear traps and ignored the pistoliers on the walls, gutted everything in sight really swiftly once inside the walls.  I got 2 resting soldiers tucked away in the hospital and 3 melancholy civvies hanging round the trade depot.  Your strength has crumbled

Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on June 27, 2011, 05:56:09 am
IT 000, in the glass furnace you can "make green glass gunparts". I can check if you can create green glass guns after all.

oh, and a stack of exceptional iron shotgun shells can be sold for 7500$.
(http://gmclan.org/uploader/4365/war.png)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Pan on June 27, 2011, 08:39:23 am
Hmm, I've embarked in an area with no iron. What to do?  :-\

Also, one quite annoying thing I've noticed is that the names of the humans are so long that they sometimes cover up the job they are working on.

Will a colony of star spiders keep building webs around their nests? Cuz that would be so awesome! (silk - finally an easily renewable resource!)

Also, I flooded a wooden floor to build a farm on it, but no seeds are available for the location...  :'(  I actually have not out-door farmed for a long time (in vanilla and other dwarf fortress mods), so I'm unfamiliar with this. Do outdoor farming only work if I muddy normal ground?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: celem on June 27, 2011, 09:29:40 am
You dont need any mud for outside soil.. I think you need to muddy outdoor stone/contructed tiles.  Not all the above-ground plants grow in every season though.

Mine was an ironless embark too.  Its not a huge problem since you can smelt coppertin ore directly to bronze.  Im just hoping i'll be able to get enough iron off merchants to kickstart a steel industry if I get another like this.  My first fort died a horrible zombie-plagued death-

(Kudos to the author here, this is only the second fort i've ever lost in DF, the first being to my first circus breach.  And I wiped this one within 8 months of embark, nice mod)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Pan on June 27, 2011, 10:00:23 am
Same here. Just lost it 5 minutes ago. The infected flowed into a gap from the wall (walling off a pasture area) and slaughtered everyone.

By the way, star spiders are a renewable resource, right? What with their hives, they will reproduce? Cuz I'm afraid my cats will kill them like the kill cave spiders.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: celem on June 27, 2011, 10:18:42 am
Yeah your cats will kill them.  But as vermin they dont have a population limit/cluster as far as i remember.  They should continue to spawn.

Edit: my bad.  [POPULATION_NUMBER:250:500]
   [CLUSTER_NUMBER:100:150]
In time you should theoretically exhaust the star spiders on an embark

And its really starting to seem like we gotta gun down these infected outside the walls.  It takes at least equal numbers or better to stand a chance vs IT's creations
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Pan on June 27, 2011, 11:07:33 am
Hmm, looks like I may like to do some changes to that. How can I increase the amount/increase the survivability of the star spiders? I would hate to resort to selling merchants prepared meals, but without rock mugs, I would like to have a reliable export.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 27, 2011, 11:12:28 am
well, i thought it was an ironless embark, and was right. but now i discowered coppertin. bronze, anyone?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: celem on June 27, 2011, 12:29:20 pm
Hehehe, my new fort is on a dead-flat volcano.  This should be good fun, I just built a forge-deck over the caldera :)
Fuel is even more critical here than vanilla it seems, hoping this will save me a lot of wood.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 27, 2011, 01:52:59 pm
Hmm, looks like I may like to do some changes to that. How can I increase the amount/increase the survivability of the star spiders? I would hate to resort to selling merchants prepared meals, but without rock mugs, I would like to have a reliable export.

Ivory crafts carved from the many, many teeth that get knocked off during combat. :D Other then that there's ~10000 per hive so you have plenty to lose. Just gather more hives if they ever run out.

Quote
IT 000, in the glass furnace you can "make green glass gunparts". I can check if you can create green glass guns after all.

Fascinating, I can't do this in my game. On the off chance are you referring to Bullet Traps? Those are a trap component, so those show up. Otherwise I might need a screenshot.

Quote
oh, and a stack of exceptional iron shotgun shells can be sold for 7500$.

Yeah and Masterwork Crucible Shotgun Shells can reach 10000+ I'll even out the price of Iron and Steel, that should solve most of the problems.

Quote
Tested, firearms are usable for makeshift spear (1.0.7, tested military rifle and shotgun)
Burner reaction still named 'from blocks' (replaced with planks)

Fixed. Nice catch. I was confident I fixed it last time. Blocks have been changed to planks.

Quote
Are the Zombie attacks totally random or is there a general time frame for you to prepare and get ready for the onslaught?

As soon as you can, expect first year sieges. Mutated should come later, but I believe there's a bug as most of the time I encounter Mutated Infected way to soon.

Quote
While im asking and answering.  Theres no importance to the material gunparts are made from?  Noticed they are just using any bars right now (buggers just used up all my platinum)  Think I might have to arrange my bar stockpiles to control this behaviour (or mod it to only use warfare metals or something, maybe these are just too rare)

None that I am aware of. Don't worry though, Platinum is only good for furniture and I'm leaning towards removing it if I can't find a worthwhile use for it. Right now there is a [REACTION_CLASS:DURABLE] tag on most (if not all) the metals, removing it will prevent you from using that metal to create guns and whatnot, but furniture will still be available.

Are the armor that can be produced still vanilla? (breastplate, mail shirt, etc) Cuz it might be a tad 'unrealistic' for ragtag humans to produce such medieval armor. If so, perhaps a renaming might be in order?

All armor has been replaced with a vastly inferior counterpart.

While Metal provides the best protection, it only protects from 50% of shots, likewise leather provides the worst, but protects from all shots. Wooden Armorplates are in the middle, with decent protection they protect from 75% of shots.

Gloves are bugged at the moment and do not exist. Oh the Fun!

Quote
Hmm, I've embarked in an area with no iron. What to do?  :-\

Also, one quite annoying thing I've noticed is that the names of the humans are so long that they sometimes cover up the job they are working on.

Will a colony of star spiders keep building webs around their nests? Cuz that would be so awesome! (silk - finally an easily renewable resource!)

Iron isn't that important. The biggest use is Steel, but it's a hassle to make. There's plenty of other alloys and metals that can be used to make bullets and guns. Check out the read me, it goes into more detail.

Long names happen sometimes, same with vanilla. An easy solution would be to give them a really short nickname and custom profession. A harder solution would be to go into the language raws and alter all the long words.

Yes, Star Spiders will continue spawning webs even when inside a nest. Hehe make sure to put it out of the way so that your humans aren't tripping over it and cancelling jobs  :)

Quote
(Kudos to the author here, this is only the second fort i've ever lost in DF, the first being to my first circus breach.  And I wiped this one within 8 months of embark, nice mod)

Thank you kind sir  :D I always appreciate support from the
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: CT on June 27, 2011, 02:36:38 pm
So what exactly am I supposed to use for setting up smelters, forges and the like? everytime I try to use the rocks underground the miners get dizzy and die. Or when I do get a rock it cant be used for making a building for some reason. Am I missing something here?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on June 27, 2011, 02:41:13 pm
Quote
Fascinating, I can't do this in my game. On the off chance are you referring to Bullet Traps? Those are a trap component, so those show up. Otherwise I might need a screenshot.
(http://gmclan.org/uploader/4365/gunpart.png)

FIRST INVASION SURVIVED! NO ONE DIED! (expect one useless migrant and 7 tasty goats. oh, and the doctor and one soldier were bitten by the evasive infected - are they going to die?)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: celem on June 27, 2011, 03:25:22 pm
CT, your firesafe building material is metal bars.  Hard rock is the only other option and you cant mine it (it needs importing)  You can use stuff like feldspar (one of the few minable non-toxic non-ores..maybe only apart from coal), you'd need to unflag it as economic in stones under 'z' screen
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: CT on June 27, 2011, 04:22:48 pm
But how does one get said metal bars without a furnace for fuel (excluding magma)?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: SirAaronIII on June 27, 2011, 04:27:45 pm
This is why I always bring one orthoclase on embark to build a kiln so I can gather clay.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: celem on June 27, 2011, 04:34:41 pm
Yeah i hadnt thought of that.  I've been bringing a dozen hardrock for early building and mechanisms.  I guess you could wing it through the stones menu and build the first stuff from ore.

Clay is awesome, made my walls from bricks this time, much easier on your wood levels.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: SirAaronIII on June 27, 2011, 05:15:28 pm
Personally, I just skip the bricks and build directly out of clay. Bricks are a bit fuel intensive.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on June 27, 2011, 06:38:38 pm
IT, didn't you mention somewhere that you could make mechanisms out of wood?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 27, 2011, 07:33:57 pm
IT, didn't you mention somewhere that you could make mechanisms out of wood?

Blacksmith's Forge, one log, two screws, and a screwdriver (preserved)

Quote
Fascinating, I can't do this in my game. On the off chance are you referring to Bullet Traps? Those are a trap component, so those show up. Otherwise I might need a screenshot.
*img*

 :o Well I can't seem to make those. Strange, anyway whatever I did it's fixed.

-----

I always try to bring a few things of clay on embark. It's firesafe and there's an infinite amount if you have a layer of it. Hard rock does sound like the way to go, you can craft it into stuff late in fort.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 28, 2011, 12:28:21 am
well, i made most of the fortress from the clay i bought on embark.

i actually posted some pics on this topic, check the pages 20-40.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: celem on June 28, 2011, 03:52:53 am
Hmmm, experimenting with some new tactics (10x10 embark since im not digging)  Finally combined volcano, coal ,iron and salvagable garbage into a single embark.

Incidentaly...wheres the metal armourplate reaction?  Cant find it in any workshops, cant even find it in the reaction raws.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Jimlad11 on June 28, 2011, 04:51:06 am
Incidentaly...wheres the metal armourplate reaction?  Cant find it in any workshops, cant even find it in the reaction raws.

I can't seem to find it either. Is it hidden in some obscure workshop?  ???
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: celem on June 28, 2011, 05:03:26 am
Had a good search through and it doesnt actually appear to be in the mod right now, maybe its being rebalanced or something.  I cant find its raws anywhere anyway, the armourplate exists but no reaction for it can I find.
I also tried removing shaped tag from the (wooden) armourplates as I feel I should be able to get one on over leather armour.  Doesnt seem to have worked, maybe its a material size limit or something.

Just made it past my first Daunting/Spitting Infected seige and am into the second year !

Unfortunately an architectural oversight led to my militia commander spotting the waves over the defensive wall as they crossed a nearby hill, he of course legged it out to try and solo the seige with a scythe.  Hit in the head by a spat rock about 3 tiles from combat.  BOOM-Headshot! :(

Otherwise my new tactics worked well, the shambling hordes got slowed by the bear traps at the gate and then got shot to bits by my crossbows.  The one surviving melee dwarf then went crazy with his bronze chop axe and finished off about 10 crippled foes.

I must have also left the Depot too late, no caravan this year and im all out of booze, plants and barrels :(  Just so much to think about in the first year here...
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 28, 2011, 07:01:24 am
don't worry about depots. trust me. i only traded ONCE, and then the merchants went mad, cuz i didn't let them go. (siege)

then again, i also tried to let them go into the zeds. the bastards didn't even get off the bridge. and my fort perished.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on June 28, 2011, 07:11:35 am
I guess I'm lucky because I've just traded twice and was able to buy almost everything off traders.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 28, 2011, 07:37:51 am
Incidentaly...wheres the metal armourplate reaction?  Cant find it in any workshops, cant even find it in the reaction raws.

I can't seem to find it either. Is it hidden in some obscure workshop?  ???

The Metal Plates are available at the metalsmith's forge under Armor. The Armorplate is in the Weapons Workshop (Maybe I might have moved it there in my version)

Yeah the Wooden Armorplates are in a bizarre location. I'll see if I can stick that in the readme.

Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: celem on June 28, 2011, 08:21:32 am
Hmmm, does metal plate have a wooden plate as an ingrediant or something?  I have wooden plates at the weapons workshop, however the regular forge -> armour lists only helm, boot, bracer

Picture
Spoiler (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 28, 2011, 08:27:11 am
Quote
Hmmm, does metal plate have a wooden plate as an ingrediant or something?  I have wooden plates at the weapons workshop, however the regular forge -> armour lists only helm, boot, bracer

Sometimes civs are randomly missing armors. Sort of like some worlds don't have plump helmets.

Wooden armorplates should be fine though, I find that they protect well against unarmed Infected at least.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Pan on June 28, 2011, 09:10:18 am
One thing that's very inconvenient here is how the 'Cut wood to planks' job uses the Wood Cutting skill. It requires a lot of micromanaging with burrows. But otherwise, everything is cool.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: celem on June 28, 2011, 10:32:14 am
One thing that's very inconvenient here is how the 'Cut wood to planks' job uses the Wood Cutting skill. It requires a lot of micromanaging with burrows. But otherwise, everything is cool.

Yeah, its a nice twist on vanilla though I feel.  The overwhelming vanilla focus on mining and masonry becomes wood cutting and carpentry.  I was also bugged by the sawmill taking wood cutting and changed it to carpentry.  The result is that you have even more carpentry jobs queued at a time and it doesnt help so much as you got so much carpentry stuff to get done in year 1.  Wood cutting is not only more logical but I ultimately preferred it and switched back, gives them something to do when not cutting trees besides hogging all the chop axes..
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on June 28, 2011, 11:04:29 am
I generally give all non-farmers/craftsman the carpentry job. That way both items and buldings are finished fast.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on June 28, 2011, 11:36:20 am
Quote
so much carpentry stuff to get done in year 1
Corrosion teached me that dormitories and sharing the bedrooms are good and I no longer feel the need of building a room for every survivor.

also, the underground:
Spoiler (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on June 28, 2011, 12:37:38 pm
corrosion: just don't ask where that silk came from.

also, i will be away till saturday. (CAMPING! WOOOOOOOO!!!) can i expect an update?

or will it happen between 19th of July and 8th of august? i am ON THE WORLD SCOUT JAMBOREE!! WOOO!!! so i'll be away. maybe i'll check the forums via mobile phone.

also: it's totally doable in year one, with only 1 miner, 2 carpenters/woodcutters. just dig in the soil, then set up a farming/entry place, wall it off and voila! (you can also make doors, but in that case set up some war dogs far away, so that the zedheads will go to them, while you burrow your people and lock the door.)

you can also bring 3 hard stones, and make mechanisms out of them, for the lever to a bridge.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: SirAaronIII on June 28, 2011, 12:43:52 pm
What's the value of the silk from the spiders in caverns? I've never actually been able to hit caverns.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: celem on June 28, 2011, 02:46:10 pm
Quote
so much carpentry stuff to get done in year 1
Corrosion teached me that dormitories and sharing the bedrooms are good and I no longer feel the need of building a room for every survivor.

Im feeling this, I love the atmosphere in my fort.
Vanilla sees me carve an awesome home since I know I have time till anything shows.  I also know that when it does show i'll laugh.

Corrosion sees me on the edge of my seat.  Cigarettes burn down unnoticed as try and carve some semblence of a hideyhole from the dirt before I get eaten yet again.  And this means meeting halls in dirt with wooden furniture and a dormitory exactly large enough to contain the block of beds within.

Tantrums are unavoidable and irrelevant.  They're all gonna die any moment anyway.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on June 28, 2011, 05:03:44 pm
SirAaronIII I can't turn the game on right now but I think it was 600 per web.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: CT on June 28, 2011, 10:09:31 pm
Um do planks get put in the wood stockpile because they wont place them there for me? And if not where do they go?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 29, 2011, 12:56:55 am
Um do planks get put in the wood stockpile because they wont place them there for me? And if not where do they go?

Bar/block stockpile, they're wooden blocks, just renamed to a more accurate plank.

Quote
What's the value of the silk from the spiders in caverns?

Heehee spiders...

SirAaronIII I can't turn the game on right now but I think it was 600 per web.

Yeah that sounds 'right'. I'm thinking about toning it down myself, but then again, Gloomapecks cannot be tamed or trapped so it is impossible to create an unlimited source of their silk. Unless of course you start the sacrifices. I also have reason to believe that it might be making your total fortress wealth go bonkers. So maybe giving it a reaction that turns it into a metal or something, while toning down the price for it's raw material. Thoughts?

One thing that's very inconvenient here is how the 'Cut wood to planks' job uses the Wood Cutting skill. It requires a lot of micromanaging with burrows. But otherwise, everything is cool.

Really?  ??? Well, what should it be then? Carpentry?

Quote
also, i will be away till saturday. (CAMPING! WOOOOOOOO!!!) can i expect an update?

We'll call it a maybe. There's a lot of things in the air at the moment, if Toady updates I'll have to update asap to keep up.

Assuming that Toady doesn't update though, I just need time to add Reinheit (everything), sprinkle a few non-player professions in, and test out a few ideas. So you should have plenty of time before you go.

-----

I'm really happy to see all the positive comments :D Thanks for hanging in, I know this update's been taking a while.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on June 29, 2011, 05:48:19 am
Screw Terraria for now! This is awesome! Can't wait for the next big update :3

Also, you should keep the wood cutting how it is. It really only makes sense, right? Plus it gives another skill another use.

Off-note: I wish I could brew eggs into something drinkable >.<
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on June 29, 2011, 06:10:09 am
Quote
Yeah that sounds 'right'. I'm thinking about toning it down myself, but then again, Gloomapecks cannot be tamed or trapped so it is impossible to create an unlimited source of their silk. Unless of course you start the sacrifices. I also have reason to believe that it might be making your total fortress wealth go bonkers. So maybe giving it a reaction that turns it into a metal or something, while toning down the price for it's raw material. Thoughts?
High value might be responsible for the big sieges. I'd say it's alright as it is now or tone a bit so the survivability skyrocket.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Pan on June 29, 2011, 08:02:15 am
One thing that's very inconvenient here is how the 'Cut wood to planks' job uses the Wood Cutting skill. It requires a lot of micromanaging with burrows. But otherwise, everything is cool.

 Never mind. Got my manager, and I never had any further problems with my treecutters cutting wood to planks instead of chopping down trees.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on June 29, 2011, 02:36:03 pm
I think that this mod needs an evil army civ that will become the end-game enemy actively seeking and destroying any larger concentration of humans as potential threat sending small but initially hidden groups of black ops troops with superior weapons and armor.
(http://www.lankaenews.com/English/files/news/2139GasMask_J.jpg)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Jimlad11 on June 29, 2011, 02:46:37 pm
I think that this mod needs an evil army civ that will become the end-game enemy actively seeking and destroying any larger concentration of humans as potential threat sending small but initially hidden groups of black ops troops with superior weapons and armor.
(http://www.lankaenews.com/English/files/news/2139GasMask_J.jpg)

There is the Reinheit, a nazi-like race, that will have more firepower than other races. They might be added into the next update if everything goes smoothly. They will wear things like gasmasks and trenchcoats, and I think they are a late-game enemy. IT 000 has posted some rough plans for them a while back I think.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on June 29, 2011, 02:51:11 pm
and I wondered what this whole "reinheit" deal means  :P
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Ahra on June 29, 2011, 03:23:12 pm
renhet (germanic language tribe go) in my language purity in english
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: celem on June 29, 2011, 03:50:48 pm
IT 001
Re our earlier discussion about no metal armourplates and it maybe being a civ thing.  Your humans are missing it as permitted reaction in default_entity mate.

edit: Hmm is that maybe just a side effect of it being in the regular forge?  dont see forge boots/helm either.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 29, 2011, 06:54:56 pm
IT 001
Re our earlier discussion about no metal armourplates and it maybe being a civ thing.  Your humans are missing it as permitted reaction in default_entity mate.

edit: Hmm is that maybe just a side effect of it being in the regular forge?  dont see forge boots/helm either.

PERMITTED_REACTION: xx is only for custom reactions. For Armor and Weapons and what not, it is right at the top. Your entity file should say

Spoiler (click to show/hide)

The glowing one is the metal plate.

-----

Concerning the Reinheit they will be Babysnatchers, this seems logical. Fresh Recruits, and they ambush more instead of siegeing, which is more logical if your going against zombies. It makes them seem more 'Black Ops' then random human biker gang.

They will not have any crossbows, if they show up with ranged equipment their showing up with guns.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: NightS on June 30, 2011, 03:31:50 am
Sooo.. the reinheit are like the new vegas rangers (but "nazier")?
Do they also have OP revolvers and Anti-materiel rifles?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on June 30, 2011, 07:32:32 am
Sooo.. the reinheit are like the new vegas rangers (but "nazier")?
Do they also have OP revolvers and Anti-materiel rifles?

I'm thinking something like this http://godlesspaladin.files.wordpress.com/2010/09/nazi_soldiers_by_eco_flex.jpg
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: NightS on June 30, 2011, 08:24:37 am
Sooo.. the reinheit are like the helghast (but "nazier")?
xD
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on June 30, 2011, 10:29:42 am
but why nazi-like? seems kinda strange
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Ahra on June 30, 2011, 11:41:58 am
theyre steel troops/krieg inspired, and they looked like nazis so voila the reinheit became post-apoc nazi maniacs.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 30, 2011, 12:41:21 pm
but why nazi-like? seems kinda strange

Nazi-like was used to describe the civ before a name could be made. Personally, I see them as more Black-Ops. The ambushing and child-napping reinforces my idea. For reference here's a few posts showing the relative timeline of the Reinheit.

It was first mentioned by kilikan in this post (http://www.bay12forums.com/smf/index.php?topic=81068.msg2220470#msg2220470) (The phrase nazi-like was used two posts down)
and it was built upon by kerlc in this post (http://www.bay12forums.com/smf/index.php?topic=81068.msg2249446;topicseen#msg2249446) (and an additional post, mostly pictures for armor and weapon inspirations)
I actually said that I didn't really like the name in this post (http://www.bay12forums.com/smf/index.php?topic=81068.msg2263762#msg2263762)
EuchreJack suggested the name in this post (http://www.bay12forums.com/smf/index.php?topic=81068.msg2264163#msg2264163)

In my mind, their belief is, Less humans = Less zombies.

The phrase Nazi-like just caught on faster then Reinheit did.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: NightS on June 30, 2011, 01:01:27 pm
You can call them reinheit as much as you want, 90% of people who play this mod will still call them "the nazis", just like people call the elves hippies :P
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on June 30, 2011, 03:33:57 pm
Quote
You can call them reinheit as much as you want, 90% of people who play this mod will still call them "the nazis", just like people call the elves hippies
This. And nazis don't work well with zombies in post-apo setting.

Other thing if the survivors were British soldiers in pilot caps, drinking tea and killing zombies with cricket bats in an alternate WWII setting...



boy, I need to change my pants.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on June 30, 2011, 07:34:32 pm
Reinheit are completed! Entity, weapons, armor, graphics, everything! 1.0.8 will be a very happy day indeed! Well for me anyways, your humans may find their shirts with more holes then usual  ;D

Just gotta test this, finish off that, then I can release around sunday. Maybe saturday evening at earliest.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: CT on June 30, 2011, 08:44:13 pm
Another question here. Is mining in rocks always fatal? I know that it is supposed to be a pain to dig into the ground but what i meant is that if say they dig and get sick is there any chance of them recovering?
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Jimlad11 on July 01, 2011, 02:37:42 am
Another question here. Is mining in rocks always fatal? I know that it is supposed to be a pain to dig into the ground but what i meant is that if say they dig and get sick is there any chance of them recovering?


In my humble experience, they are destined for a coffin. It may take a while for the effects to kick in, but when they do I think it is always fatal. I once had a dude with a rotten heart that lasted for quite a long time, staggering through the mineshafts coughing up blood. Good times.  :)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on July 01, 2011, 09:34:52 am
Another question here. Is mining in rocks always fatal? I know that it is supposed to be a pain to dig into the ground but what i meant is that if say they dig and get sick is there any chance of them recovering?

There are some rock levels that can be dug without harm. Of course all the fun is finding that out! I lost a good wood cutter turned miner because I thought this one kind of rock was safe xD
If you really want a safe kind of rock to mine through, I'll tell you in hidden in this nice
Spoiler (click to show/hide)


In my humble experience, they are destined for a coffin. It may take a while for the effects to kick in, but when they do I think it is always fatal. I once had a dude with a rotten heart that lasted for quite a long time, staggering through the mineshafts coughing up blood. Good times.  :)

Really? Usually my miner's deaths are instantaneous, give or take a few seconds(dead even before mining the rock? Something tells me I didn't think that through xD).
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Jimlad11 on July 01, 2011, 10:42:13 am
Quote
Really? Usually my miner's deaths are instantaneous, give or take a few seconds(dead even before mining the rock? Something tells me I didn't think that through xD).

My situation may have been a few versions ago, so maybe IT 000 has tweaked with the syndromes so that they kill faster? If it hasn't been changed, maybe it's just random? I have had miners collapse after mining only a single chunk (Didn't realise until I checked the shaft and saw a pile of dead bodies next to the wall that I had accidentally tagged  ::))
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on July 01, 2011, 10:54:12 am
Quote
Really? Usually my miner's deaths are instantaneous, give or take a few seconds(dead even before mining the rock? Something tells me I didn't think that through xD).

My situation may have been a few versions ago, so maybe IT 000 has tweaked with the syndromes so that they kill faster? If it hasn't been changed, maybe it's just random? I have had miners collapse after mining only a single chunk (Didn't realise until I checked the shaft and saw a pile of dead bodies next to the wall that I had accidentally tagged  ::))

Yeah. Same for me. One tile and they start choking on their own insides. Damn spineless bastards wont suck it up and continue working >.<
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on July 01, 2011, 11:47:10 am
Another question here. Is mining in rocks always fatal? I know that it is supposed to be a pain to dig into the ground but what i meant is that if say they dig and get sick is there any chance of them recovering?

Not all mining is fatal, ores, soil, sand, decomposed trash (causes sickness but not lethal) and gems are perfectly safe. Stone layers on the other hand are very deadly and you shouldn't throw legendary miners at them.

You can reduce the risk by using dabbling miners to mine out stone layers. The deadly stone will only spawn if the miner yields a boulder. Thus higher skilled miners are more likely to die.

Chances of recovering are zero.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Neyvn on July 01, 2011, 12:46:04 pm
One thing that's very inconvenient here is how the 'Cut wood to planks' job uses the Wood Cutting skill. It requires a lot of micromanaging with burrows. But otherwise, everything is cool.

Yeah, its a nice twist on vanilla though I feel.  The overwhelming vanilla focus on mining and masonry becomes wood cutting and carpentry.  I was also bugged by the sawmill taking wood cutting and changed it to carpentry.  The result is that you have even more carpentry jobs queued at a time and it doesnt help so much as you got so much carpentry stuff to get done in year 1.  Wood cutting is not only more logical but I ultimately preferred it and switched back, gives them something to do when not cutting trees besides hogging all the chop axes..
Note: Sawmill doesn't require Chop Axes to be used...
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: SirAaronIII on July 01, 2011, 01:02:36 pm
But it does require Woodcutting labor, and the labor automatically makes them run off and grab an axe. They still hold it while working at the sawmill.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on July 01, 2011, 05:47:43 pm
I'm adding advertisements in Corrosion to give it a more modern feel, see this post (http://www.bay12forums.com/smf/index.php?topic=88023.msg2404455#msg2404455) for more details. And feel free to add your own :)
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: Neyvn on July 01, 2011, 06:35:32 pm
But it does require Woodcutting labor, and the labor automatically makes them run off and grab an axe. They still hold it while working at the sawmill.
Thats if you have any spare....
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: kerlc on July 02, 2011, 12:46:31 pm
hey, this has been an interesting read. and i'm back. i'll probably post some ideas tommorow, i am pretty much exhausted here. nice new avatar, IT.
Title: Re: =-~Corrosion~-= [v1.0.7] A Total Conversion Mod for 31.25
Post by: IT 000 on July 02, 2011, 06:29:29 pm
1.0.8 is up!

Spoiler (click to show/hide)

Your existing init folders should still work. Enjoy the profession tiles and the Reinheit Renegades! :D
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: thatkid on July 02, 2011, 06:31:39 pm
Is there a chance of your releasing an ASCII version any time soon? I like to be able to have multiple save files of varying mods all in one folder, but I can't really do that with graphics sets.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Jimlad11 on July 02, 2011, 06:37:30 pm
Wooooo! Version 1.0.8 is up! This will help me slake my thirst for updates....
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 02, 2011, 06:43:42 pm
Is there a chance of your releasing an ASCII version any time soon? I like to be able to have multiple save files of varying mods all in one folder, but I can't really do that with graphics sets.

Good point, some people might want the ASCII graphics. I'll throw something together really quick. Right now though, take out the 'graphics' file in the Corrosion 'raw' file. That should revert it back to my basic tileset.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 02, 2011, 11:30:20 pm
yay!  :D

2 minutes later

FFFFFFUUUUUUUUU!!!!

really love this.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on July 03, 2011, 07:01:34 am
(http://gmclan.org/uploader/4365/chanttower.png)
My v1.0.7 map - Chanttower!
http://mkv25.net/dfma/map-10544-chanttower

I'm looking for a theme for the 1.0.8 settlement, any ideas?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 03, 2011, 07:20:47 am
desert. go for the desert. or maybe a russia- THAT IS MY IDEAD, BRAIN, DON'T TELL IT! now where was i? chinese! or arab!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Pan on July 03, 2011, 07:34:56 am
I like natural caves. I hate Gloomapecks. Is it possible for me to remove them and behemoth bats and have empty caves?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on July 03, 2011, 07:50:46 am
Desert might be a lil' bit too hard without wood. I will consider it, though!

Pan, just delete the creature_subterranean_di.txt from raw/objects. But y'know, empty caves - boring caves.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Pan on July 03, 2011, 08:07:14 am
Desert might be a lil' bit too hard without wood. I will consider it, though!

Pan, just delete the creature_subterranean_di.txt from raw/objects. But y'know, empty caves - boring caves.

Don't rub it in  :'(

But seriously, I've had numerous embarks where I embarked next to a cave, removed the ramps to it with hopes of claiming it later with a large military, only to have a bat fly out and attack.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on July 03, 2011, 08:09:16 am
Just build a hatch cover and mark it as locked, bats and elephants won't come up.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 03, 2011, 08:30:48 am
hmmmm... where do i make the new bullets? the casings? the powder?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Pan on July 03, 2011, 08:34:30 am
Just build a hatch cover and mark it as locked, bats and elephants won't come up.
Thought them megabeasts are building destroyers... Ah well, thanks.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 03, 2011, 08:40:40 am
this is why i need mah bullets:

Spoiler (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on July 03, 2011, 09:00:00 am
desert. go for the desert. or maybe a russia- THAT IS MY IDEAD, BRAIN, DON'T TELL IT! now where was i? chinese! or arab!
Why use trees if you can dig out ancient ruins and deconstruct stone tombs? With our Zombie Apocalypse Archeology Settm anything can be dug!
(http://gmclan.org/uploader/4365/archeological_site.png)
Basically three buildings changing sand in the bags into something valuable (with each workshop [Survey Site -> Archeological Site -> Archaeological Excavation] those somethings will become even more valuable (think of stone blocks and bricks -> stone furniture and metal bars -> ancient weapons, because everyone wants to kill a zombie while dressed like an egyptian!).

also, nice cliff fort Kerlc!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 03, 2011, 09:06:42 am
hmmmm... where do i make the new bullets? the casings? the powder?

Bullet Making Workshop, under the deconstruction forge above the gunpart workshop.

Quote
Why use trees if you can dig out ancient ruins and deconstruct stone tombs? With our Zombie Apocalypse Archeology Settm anything can be dug!


*two night creatures*

O.o Fun

Keep the screenshots coming guys :) I may post a few on the main page.

-----

Also it appears I forgot to update the Kilakan mod.


Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 03, 2011, 09:13:49 am
thank you about your comment regarding the fort.

in other news: WHERE. THE. HELL. IS. THE BULLETWORKSHOP?

oh, yeah i was using the clothing mod... maybe it's that. srry :-[


edit: wanted to see myself  some ASCII, so i deleted the graphics file, and changed the init file to show me curses_640x300, here's waht i've got:

Spoiler (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Pan on July 03, 2011, 10:50:56 am
So, another metal less embark for unlucky old me, despite being promised so in the embark screen. What am I going to do? Is it possible to survive on melted weapons and wooden/bone ammo?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Jimlad11 on July 03, 2011, 11:22:31 am
I am also facing this problem. I have been promised both shallow and deep metals, but so far...nothing.  ::)
I think it if possible to get by with just crossbows and stuff, as they will drive off the lesser infected, but the main problem for me is that I can't build mechanisms, so my drawbridge will have to be scrapped  :'(

Even the wooden mechanisms need to have metal screws, so I am screwed (Pun intended) there too...

Combine all this with a lack of fire-safe materials and I am in for a fun time  :D
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Dohon on July 03, 2011, 11:47:01 am
Just posting here to say that a new Community Fortress using 1.0.8 has launched. Check it out here. (http://www.bay12forums.com/smf/index.php?topic=88129.0)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 03, 2011, 12:29:57 pm
I am also facing this problem. I have been promised both shallow and deep metals, but so far...nothing.  ::)
I think it if possible to get by with just crossbows and stuff, as they will drive off the lesser infected, but the main problem for me is that I can't build mechanisms, so my drawbridge will have to be scrapped  :'(

Even the wooden mechanisms need to have metal screws, so I am screwed (Pun intended) there too...

Combine all this with a lack of fire-safe materials and I am in for a fun time  :D

just use doors, here:
=======
D+++++D
D+++++D
=======

=...walls
+...floor
D...doors

lock the first ones, and the second ones, just in case of a lumberer comming close. also make sure no pets/strays are between the doors. the corridor can then be trapped.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on July 03, 2011, 01:42:07 pm
Big images ahead!
Spoiler (click to show/hide)
Mini-mod will be probably completed in the next one-two days.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Patchouli on July 03, 2011, 05:50:38 pm
Wow, those workshops look really nice.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Neyvn on July 03, 2011, 07:28:09 pm
What am I looking at there???
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 03, 2011, 09:52:31 pm
Quote
Mini-mod will be probably completed in the next one-two days.

Great I'd be happy to give it a look. I might create a post of mods that people make for Corrosion, if there's enough mods out there.

I'm taking Pan's suggestion and I'm cleaving a few words. This should make it more bearable.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 03, 2011, 11:46:26 pm
Big images ahead!
Spoiler (click to show/hide)
Mini-mod will be probably completed in the next one-two days.

you, sir are my hero.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Pan on July 04, 2011, 01:21:40 am
I'm taking Pan's suggestion and I'm cleaving a few words. This should make it more bearable.

What, the long names?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Dohon on July 04, 2011, 04:22:02 am
I was looking through the raws in order to check the job requirements for all the new reactions and there are two things that I noticed:

1) The reaction for a sharp stick ([SHARPEN_stick]) doesn't preserve the large knife used for sharpening it. So, right now, the stick has the identical reaction like the Makeshif Spear. Shouldn't the large knife be preserved in the reaction? I can understand using it to sharpen the stick, but loosing the knife after that seems odd.

2) The reaction [MAKE_WOODEN_MECH] (for the wooden Mechanisms) doesn't have a [SKILL] tag. Doesn't this mean that anyone can make those, instead of just a mechanic? Or does the game set the skill to a mechanic automatically?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 04, 2011, 04:59:22 am
I'm taking Pan's suggestion and I'm cleaving a few words. This should make it more bearable.

What, the long names?

Yes, you were right the first time, I just didn't have time to hack n slash them. Now that 1.0.8 is out I should be able to chop a few up.

Quote
1) The reaction for a sharp stick ([SHARPEN_stick]) doesn't preserve the large knife used for sharpening it. So, right now, the stick has the identical reaction like the Makeshif Spear. Shouldn't the large knife be preserved in the reaction? I can understand using it to sharpen the stick, but loosing the knife after that seems odd.

Well, for some reason a knife snuck into that reaction. It should just require the pole.

Quote
2) The reaction [MAKE_WOODEN_MECH] (for the wooden Mechanisms) doesn't have a [SKILL] tag. Doesn't this mean that anyone can make those, instead of just a mechanic? Or does the game set the skill to a mechanic automatically?

Fixed, you can still make them, but any dwarf will come and do it. Nice catch.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on July 04, 2011, 09:57:57 am
kerlc, your desert mod is ready :)

HOLLOW EARTH v0.92- CORROSION MINI-MOD
(http://gmclan.org/uploader/4365/hollow_earth.png)
It wasn't the Immortality drug that caused the apocalypse. They want us to think like this. The Society, organization more powerful than masons and older than templars was experimenting with the forbidden knowledge and ancient artifacts. The result of these experiments are now walking on the earth seeking our brains. I have the knowledge to save humanity - we just need those artifacts left by Society. The first one, horrible Book of the Dead is hidden somewhere in the ruins among the desert. And believe me when I say that getting to the heart of the desert will be an easy part of this plan... any questions?

There are two ways you can play this mini-mod. Archeology can plan a minor role in your outpost while survivors fight with zombies or you can make archeology your main source of wealth, building material, food and weaponry, discovering new buildings and getting more and more powerful ancient technology.

Download - http://gmclan.org/uploader/4365/Hollow_Earts_0_92.rar
Spoiler (click to show/hide)

oh, it will probably look strange with tileset so try raw ASCII for fullest experience!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on July 04, 2011, 10:21:30 am
Wait a minute... You can use gold to make a rifle, which is a really weak kind of metal for that kind of purpose, but you can't use silver? Wat? xD
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 04, 2011, 12:42:41 pm
silver is no longer a weapon grade metal. it's not DURABLE.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 04, 2011, 10:53:00 pm
silver is no longer a weapon grade metal. it's not DURABLE.

Silver is DURABLE you can make gunparts and shotguns out of it, but you cannot make weapons/armor at the forge.

Great job Shintaro! I've looked over it, it's very creative! Keep up the good work.

Now quick question,

How are machetes working for you guys? Are they extremely powerful? Do you guys use other sword weapons like Cane Knives or Sickles?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Hitty40 on July 04, 2011, 11:27:00 pm
Is it a bug all of a sudden my worlds let me adventure with Basking Sharks and Forgotten beasts?

EDIT: They can't use any of your gun skills.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 04, 2011, 11:54:33 pm
You have to delete the old raw file and replace them with the Corrosion raw file. If you don't you duplicate the raws and forgotten beasts.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 05, 2011, 12:02:24 am
silver is no longer a weapon grade metal. it's not DURABLE.

Silver is DURABLE you can make gunparts and shotguns out of it, but you cannot make weapons/armor at the forge.

Great job Shintaro! I've looked over it, it's very creative! Keep up the good work.

Now quick question,

How are machetes working for you guys? Are they extremely powerful? Do you guys use other sword weapons like Cane Knives or Sickles?

i actually use the sickle. those zeds don't know what hit 'em.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: x2yzh9 on July 05, 2011, 12:29:16 am
Livestreaming this mod with Hollow Earth mini-mod tomorrow! http://www.bay12forums.com/smf/index.php?topic=87836.msg2396971#msg2396971
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 05, 2011, 01:03:35 am
mr. Shintaro Fago, your minimod ain't working. i can't build the bloddy buildings! nor can i find them! (chcked out like 15 deserts.) problem? and i AM playing with explorers.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 05, 2011, 01:04:28 am
Livestreaming this mod with Hollow Earth mini-mod tomorrow! http://www.bay12forums.com/smf/index.php?topic=87836.msg2396971#msg2396971

Wonderful! I've posted a link on the OP, can't wait :D

On the sixth of July right?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: x2yzh9 on July 05, 2011, 01:36:53 am
On the fifth..Today
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on July 05, 2011, 08:39:25 am
mr. Shintaro Fago, your minimod ain't working. i can't build the bloddy buildings! nor can i find them! (chcked out like 15 deserts.) problem? and i AM playing with explorers.

Damn, both Expedition and original civ have [ENTITY:HUMAN], that's the problem.


aaaaand... 0.92 is here! http://www.bay12forums.com/smf/index.php?topic=81068.msg2411401#msg2411401
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 05, 2011, 06:29:15 pm
Special thanks to x2yzh9 for his Fun filled stream!If you have any future plans for any more streams please let us know  :D
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Pan on July 06, 2011, 03:09:28 am
So it appears that the infected ride on giant jaguars...  :-\
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 06, 2011, 03:39:54 am
So it appears that the infected ride on giant jaguars...  :-\

see the rule of cool (http://tvtropes.org/pmwiki/pmwiki.php/Main/RuleOfCool), and everything's worse with bears (http://tvtropes.org/pmwiki/pmwiki.php/Main/ptitleeyyr8ln8spjv) it's not jaguars, but it explains alot.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Pan on July 06, 2011, 04:29:53 am
Yes, I imagined them as rabid, infected giant jaguars. However, that quickly got a little bit stale and I really wish they hadn't ridden here with giant jaguars. Also, desert devils don't fight the infected. I like to think they use some sort of undead repellent made from dead corpses of fallen
privation compounds. (dead smell masks them as infected so the infected don't notice.)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Savolainen5 on July 07, 2011, 07:20:42 am
Firstly, hello from Russia!  I'm here studying the language, having spent already almost 4 weeks and having just one more!  Having taken a long break from Corrosion to play other mods, I'm back, and trying to do a potato-based fort.
The only problem is that whenever I embark, my alcohol explodes.  Having little experience with any technical aspects of DF, I'm at a loss.
It's probably not a problem with Corrosion itself, I'd wager, (having heard about this before) but I thought I'd ask to see what the deal is, since every other fort I play, the alcohol stays in its barrel and in the stomachs of dwarves.
I followed the instructions of the read-me to the T and started from Vanilla DF, naturally.  Any suggestions?

I'm excited to get back playing!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 07, 2011, 03:34:21 pm
Savolainen5 Welcome back!

Having an !!ALCOHOL!! problem? I don't believe it has anything to do with Corrosion, try 'k' ing the smoke and see if it's one specific drinks or all your drinks. Of course it might have something to do with the temperature, you may have to gen a new world.

Also, check to see if your bringing any Surface Rock, Volcano Rock, Decomposed Trash, or Meta Stone (boulder or items) on embark. They may be boiling and thus boiling the alcohol.

So it appears that the infected ride on giant jaguars...  :-\

If it was a Skulking Infected it's fixed.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Jimlad11 on July 08, 2011, 05:45:37 am
I was just browsing through the recently-necroed (No pun intended) thread for the 40d zombie mod, and I saw that they had undead torsos has an enemy. It got me thinking that having mutilated Infected as castes would add some more variety to attacks, but I am not sure if this would work or not. I assume you can mod in creatures that don't have legs? Or arms? Or maybe one missing of each? Headless ones probably wouldn't work due to the Infected needing their teeth to do serious damage, and headless zombies are dead zombies in popular culture.

They could be classed as animals like the scavengers, as if they got left behind as the horde passed through, but they probably wouldn't be hostile enough.

Anyway, I open the floor to discussion about this matter  :)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: GaxkangtheUnbound on July 08, 2011, 01:02:55 pm
In other news, my baseball team home-runned a rhesus macaque group. ms everywhere!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 08, 2011, 03:51:37 pm
Mutated Infected show up with rusty iron weapons, 10% weaker, but weighs 25% more then iron.

Quote
I was just browsing through the recently-necroed (No pun intended) thread for the 40d zombie mod, and I saw that they had undead torsos has an enemy

A perfectly swell idea, I'll add it to the standard Infected only, just to make them a tad weaker now that Reinheit is in. I don't know whether or not they will still 'stand' even without legs, so it may require testing.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: trees on July 09, 2011, 02:02:53 pm
I've got to say, when I first read about this mod it seemed kind of iffy (stone that kills your miners? guns?), but I'm pretty glad that I gave it a try. Making firearms wasn't as convoluted as it seemed when reading about it, plus it's cool to have farmers have to be active more than the first week or so of a season to produce enough food. I actually quite like the mining, too, digging through veins of galena and looking for a way down is a lot more interesting than "dig a 3x3 staircase here." Having to be economical with space to carve out in the soil layer is neat, and is making me build above-ground a lot more. I haven't survived long enough to see the Reinheit yet, but I do like variety in the infected and I'm overall enjoying this mod a lot. Keep up the good work!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 09, 2011, 09:26:05 pm
Thank you trees :D Thanks for the feedback, hehe hopefully you don't see the Reinheit to soon ;)

ASCII Corrosion is up, suggested by thatkid.



So I've been boggling over a few plans for 1.0.9

# 1
Spoiler: The Exposed (click to show/hide)

tl;dr Evil regions will will get dangerous humanoid wildlife. These can range from Flying Scavengers to fierce Ghouls.

# 2 Junk can be gathered from the surface by gathering plants, then cleaned at the Cleaning Workshop. This junk can have several uses. Concrete chunks can be gathered and processed into boulders. Tires can be applied to leather for additional reinforcement to armor (Played a little bit of Fallout 3 over the week :D ) or grinded down into a an asphalt boulder. Plastic can be collected and used for batteries.

MISC:

Leather armor can be boiled in oil or wax to increase it's effectiveness.
Lab can collect dirty water which will carry a minor syndrome (might have to wait until indigestible syndromes are in) and you can distill it into purified water using fuel.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: EuchreJack on July 09, 2011, 11:41:25 pm
mr. Shintaro Fago, your minimod ain't working. i can't build the bloddy buildings! nor can i find them! (chcked out like 15 deserts.) problem? and i AM playing with explorers.

Damn, both Expedition and original civ have [ENTITY:HUMAN], that's the problem.


aaaaand... 0.92 is here! http://www.bay12forums.com/smf/index.php?topic=81068.msg2411401#msg2411401

Cool Mod, I'd suggest making your own topic, just so that the mod doesn't get buried.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 10, 2011, 02:49:47 am
Thank you trees :D Thanks for the feedback, hehe hopefully you don't see the Reinheit to soon ;)

ASCII Corrosion is up, suggested by thatkid.



So I've been boggling over a few plans for 1.0.9

# 1
Spoiler: The Exposed (click to show/hide)

tl;dr Evil regions will will get dangerous humanoid wildlife. These can range from Flying Scavengers to fierce Ghouls.

# 2 Junk can be gathered from the surface by gathering plants, then cleaned at the Cleaning Workshop. This junk can have several uses. Concrete chunks can be gathered and processed into boulders. Tires can be applied to leather for additional reinforcement to armor (Played a little bit of Fallout 3 over the week :D ) or grinded down into a an asphalt boulder. Plastic can be collected and used for batteries.

MISC:

Leather armor can be boiled in oil or wax to increase it's effectiveness.
Lab can collect dirty water which will carry a minor syndrome (might have to wait until indigestible syndromes are in) and you can distill it into purified water using fuel.

now add in iguanas, and a meal that adds -on-a-stick to the end.  ;D
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Dohon on July 10, 2011, 10:48:35 am
# 1
Spoiler: The Exposed (click to show/hide)

tl;dr Evil regions will will get dangerous humanoid wildlife. These can range from Flying Scavengers to fierce Ghouls.

# 2 Junk can be gathered from the surface by gathering plants, then cleaned at the Cleaning Workshop. This junk can have several uses. Concrete chunks can be gathered and processed into boulders. Tires can be applied to leather for additional reinforcement to armor (Played a little bit of Fallout 3 over the week :D ) or grinded down into a an asphalt boulder. Plastic can be collected and used for batteries.

MISC:

Leather armor can be boiled in oil or wax to increase it's effectiveness.
Lab can collect dirty water which will carry a minor syndrome (might have to wait until indigestible syndromes are in) and you can distill it into purified water using fuel.

I'm digging the new updates. A lot. Especially the extra surface junk.  :D
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: hamfan on July 10, 2011, 10:58:07 am
 :'( Im having a problem with this mod.
Ive installed it twice in my attempts. I used the correct version (31.25 i believe) and followed the install instructions to the letter. first I replaced the df raws with the corrosion raws, replaced the init files (via a copy/replace dialogue that maybe had something to do with the problem?), dropped the Corrosion gfx in the art file (the corrosion file for the art folder) made sure temp was on, fired up DF and...
Nothing. It was a tiny, unresizable window that didn't do anything. I had to use Task Manager to get this out.

Please help!!  :'(
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: GaxkangtheUnbound on July 10, 2011, 11:20:50 am
-snip-
You need to edit the resolution in the init file.
See this?
[WINDOWEDX:0]
[WINDOWEDY:0]
Change the x and y to your resolution. For example, mine is 1024x768, so it'll look like this:
[WINDOWEDX:1024]
[WINDOWEDY:768]

Also, make sure that you set Resizable to YES. That way, you can resize the window any way you want.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Fischer541 on July 10, 2011, 11:31:16 am
I'm having problems with the mod actually working. The graphics work, but everything else pretty much looks the same and works the same as vanilla DF. Second my game window is excessively long (Horizontal), and can't be modified at all. I replaced the raws, and the other files. The only files that are sitting around are the clothing mods.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: hamfan on July 10, 2011, 11:37:27 am
-snip-
You need to edit the resolution in the init file.
See this?
[WINDOWEDX:0]
[WINDOWEDY:0]
Change the x and y to your resolution. For example, mine is 1024x768, so it'll look like this:
[WINDOWEDX:1024]
[WINDOWEDY:768]

Also, make sure that you set Resizable to YES. That way, you can resize the window any way you want.
Nope. Didn't work. (By the way, windowedX and Y were 45 and 25 (or I recall, i set Y to 50) Still this tiny window with a black space in the middle that doesn't let me resize.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: hamfan on July 10, 2011, 11:41:54 am
-snip-
You need to edit the resolution in the init file.
See this?
[WINDOWEDX:0]
[WINDOWEDY:0]
Change the x and y to your resolution. For example, mine is 1024x768, so it'll look like this:
[WINDOWEDX:1024]
[WINDOWEDY:768]

Also, make sure that you set Resizable to YES. That way, you can resize the window any way you want.
Nope. Didn't work. (By the way, windowedX and Y were 45 and 25 (or I recall, i set Y to 50) Still this tiny window with a black space in the middle that doesn't let me resize.

(Also, there's no sound no nothing. Its completely broken when I boot DF up, no beyond quality voices, no song no nothing, just this tiny DF window with a black space that can't be resized. I wanted to be very clear on this.)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Fischer541 on July 10, 2011, 12:09:51 pm
Umm my human random suffocated while digging out a place, not surrounded by enemies and it was beneath a sand floor... Does that make a difference?


Edit: Ok now they're digging and losing healh and giving off blood for no reason...
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Pan on July 10, 2011, 12:20:22 pm
Stone is toxic. Don't dig into it or the gas it emits will kill your miners.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Fischer541 on July 10, 2011, 12:26:59 pm
So... Where am I supposed to dig?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on July 10, 2011, 12:44:06 pm
You are not supposed to dig, bro. Take it like a real man.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Jimlad11 on July 10, 2011, 01:18:40 pm
Heck, if you really need to dig out some extra space, use "disposable" miners. Migrants have a new use...heh heh heh...

Otherwise, just stick to pockets of ores and soil. They won't kill you and soil layer are more than enough space for a fort, combined with above-ground building.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Fischer541 on July 10, 2011, 01:21:01 pm
Aye decided to re-embark. Lost some others too somehow. Anyway I assume garbage walls and various tool/item related walls give off damage as well?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on July 10, 2011, 01:45:34 pm
oh boy oh boy oh boy, I just managed to butcher a dead whale that was lying on the beach with it's upper body gone and now I have 1000 worth of meat in the food stores <3

Whale burgers for everyone!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Person on July 11, 2011, 12:08:00 am
What skills do the sickle, crowbar, and machete use.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 11, 2011, 12:16:19 am
What skills do the sickle, crowbar, and machete use.

sickle, machete= sword
crowbar=mace
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Person on July 11, 2011, 12:25:44 am
Thanks. I just realized by the way, if you have trouble with booze making/farming, you can embark with many brewable plants(raspberries for instance). This basically means you pay 2-4 points for 5 booze. Pretty good deal, if you really need to save points. Course you'll need to make more barrels/pots but hey, you could use some of your savings on wood.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: EuchreJack on July 11, 2011, 03:57:57 am
Aye decided to re-embark. Lost some others too somehow. Anyway I assume garbage walls and various tool/item related walls give off damage as well?

Probably not.  Riding ore veins is the proven way to get down to the caverns.

By the way, is the Hardened Stone impenetrable?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 11, 2011, 08:52:12 am
if you mean hard rock, then yes. otherwise, dunno.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 11, 2011, 02:07:12 pm
Aye decided to re-embark. Lost some others too somehow. Anyway I assume garbage walls and various tool/item related walls give off damage as well?

Decomposed trash does. Tools and ores do not.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: hamfan on July 12, 2011, 11:02:21 am
Umm, can anyone help me with my problem? DF with this mod installed is broken, its only a small rectangular window with the full screen option grayed out. I have to go to Task Manager to close the DF. There's not a sound, no intro song no nothing. I installed it correctly, used correct version, details on last page.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Jimlad11 on July 12, 2011, 11:44:32 am
Umm, can anyone help me with my problem? DF with this mod installed is broken, its only a small rectangular window with the full screen option grayed out. I have to go to Task Manager to close the DF. There's not a sound, no intro song no nothing. I installed it correctly, used correct version, details on last page.

Does regular DF run OK for you?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: hamfan on July 12, 2011, 02:14:14 pm
Umm, can anyone help me with my problem? DF with this mod installed is broken, its only a small rectangular window with the full screen option grayed out. I have to go to Task Manager to close the DF. There's not a sound, no intro song no nothing. I installed it correctly, used correct version, details on last page.

Does regular DF run OK for you?
Of the same version, yes, it runs without a hitch.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Jimlad11 on July 12, 2011, 02:32:30 pm
Umm, can anyone help me with my problem? DF with this mod installed is broken, its only a small rectangular window with the full screen option grayed out. I have to go to Task Manager to close the DF. There's not a sound, no intro song no nothing. I installed it correctly, used correct version, details on last page.

Does regular DF run OK for you?
Of the same version, yes, it runs without a hitch.

Hmm. Are you sure that you installed the raws correctly? It might be a window-size problem. When I had window problems I just made sure that the "Resizeable" option was ticked in the init file (or maybe it was the d_init file)  All in all, I don't know whats causing it. Maybe some wiser members of the forum can help you. I'm pretty computer illiterate.  :)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 12, 2011, 03:50:31 pm
There are 2 possible explanations.
Either you installed it wrong or everything is turned
Off in the init files.

I AM really used to turn everything on. That way i don't even care about the
Standard settings.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Dohon on July 13, 2011, 05:18:32 am
If all else fails, try to download the mod again. My spotty connection forced me to too once. It might help. :)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Savolainen5 on July 13, 2011, 07:39:33 am
Savolainen5 Welcome back!

Having an !!ALCOHOL!! problem? I don't believe it has anything to do with Corrosion, try 'k' ing the smoke and see if it's one specific drinks or all your drinks. Of course it might have something to do with the temperature, you may have to gen a new world.

Also, check to see if your bringing any Surface Rock, Volcano Rock, Decomposed Trash, or Meta Stone (boulder or items) on embark. They may be boiling and thus boiling the alcohol.

Ah, it was indeed that I'd brought Surface Rock.  I've been away for so long that I forgot that my stone of choice was Hard Rock!  Thanks!

PS- Gonna start preparing soon for a reincarnated Dawnboat (and by reincarnated, I mean actually started) succession fortress.  Haven't had the time to look at the other forts that're going on, but another succession fort couldn't hurt, eh?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 14, 2011, 01:02:57 am
Latest chapter of Urist Pureheart (http://www.bay12forums.com/smf/index.php?topic=87413.msg2438899#msg2438899) is out :D

Great to hear Dawnboats setting sail :) I'm going to try to get a different kind of succession game set up. We'll see how it rolls.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Savolainen5 on July 14, 2011, 04:38:41 am
Great to hear Dawnboats setting sail :) I'm going to try to get a different kind of succession game set up. We'll see how it rolls.

Oh, yeah, not for another month at least.  I'm still traveling and won't be back home where I have a good computer until August!  Then I'll get something started!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: scuba on July 14, 2011, 06:14:19 pm
how do you get the military to train the rifle/pistol/shotgun skill i have a guy set up to train with a military rifle and a pistol and he is set to train at a archery range but he wont..
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 15, 2011, 12:52:22 am
how do you get the military to train the rifle/pistol/shotgun skill i have a guy set up to train with a military rifle and a pistol and he is set to train at a archery range but he wont..

he needs a quiver, and bullets set in the military screen. you should read the wiki about "training your crossbowmen". it is the same principle.

or just make some bullets/shells, assign them to them (make sure they got quivers!) and send them on the wall when the zombies come. they should thake the bullets/shells and go shooting. it will be a slow start, but it pays off. i got my adept shotguneer that way.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 15, 2011, 10:35:06 pm
Lately I've been focusing on weapons balancing, machetes are no longer be able to bisect creatures, but are able to slash arms off easily.

I've also been tinkering around with the Gloomapeck silk being made into something useable idea. Right now, I'm thinking of a very valuable metal with an edge attack (rivaling or surpassing Crucible Steel) but also a high density (rivaling Platinum). 5 webs to make one wafer. (15 webs in total to make one item)

In the future I may make this metal extremely light, and weak edged probably worse then silver edge wise and worse then adamantine weight wise. But I'll make it extremely poisonous to all living things. Material syndromes need to come out. But it seems like a very good idea.

This metal will be called "Nevermore" (name's up in the air)

I'm not a huge fan of another cliche secret metal, so if you guys have any better ideas feel free to say them. I'd be happy to give it a few thoughts.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kilakan on July 16, 2011, 09:25:02 am
haha I've been messing around in .6 for quiet awhile because I had a good fort going, but that died horribly so I updated.  Just noticed the clothing mod is directed towards me, thanks alot IT!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 16, 2011, 11:03:42 am
No problem Kilakan, I feel it needs a little more fleshing out with different clothes for different civs, but it's a nice placeholder right now.

Made a few cavern creatures today, they're weaker then the gloomapeck but it would still be unwise to send a squad of novices against them. But once Nevermore is in it will be well worth it  :D



I just embarked on a terrifying savanna to test it out. Even with a trained maceman with a crowbar and three dogs a skeletal leopard managed to kill one dog and badly maim another before being taken down. Then the heard of skeletal giraffes charged in, killed a fair chunk of my livestock, and 3/7 of my embark squad, including my maceman. I abandoned once the Skeletal Rhinos showed up. I barely started digging out my hovel. I'll try embarking on an area with elevation next time, I believed that's why I died so fast.

POST #1000 :D Cheers everyone!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 16, 2011, 11:49:19 am
congrats, IT! now work my slave, so that we wil once dominate the entire gaming industry! BWAHAHAHAHAHAHAHAHAHAHAHAHA
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: scuba on July 16, 2011, 07:45:54 pm
its been like 10 years in my current game and not a single zombie attack........ am i just lucky??
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: The Master on July 16, 2011, 07:51:21 pm
its been like 10 years in my current game and not a single zombie attack........ am i just lucky??
you must be infected. (pulls out revolver and blows you to Valhalla)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: scuba on July 16, 2011, 08:09:10 pm
*gets shot and falls over bleeding all over the place*
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Person on July 16, 2011, 08:22:33 pm
You probably embarked somewhere they can't reach, or theres no zombies in your world. Press tab a few times when selecting a spot to check nearby civs. If only your home civ appears, that's because you're on an island or something. For smaller(and often larger) worlds, you may want to up the amount of civs(9-10 seem good for the smallest 2 sizes), decrease end year, or both.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 18, 2011, 04:21:26 pm
Tire Armor is in. I'm still working out the details, but right now I'm quite proud of it. It can protect from small slashes and scratches quite well. However, a firm stab can easily get through. You should be safe from anything smaller then a machete and any roving badgers. It only covers 90% of shots. Meaning that one in ten shots will get through regardless. Still a step up from leather armor though.

It's created by gathering two tires from the wasteland around you. Shouldn't be to hard as tires are clearly visible gray o's.

Tires can also be burned for fuel at the lab, resulting in two bars of coke, plus another 50% chance of gaining another bar. Making it a renewable source of coke on coal-less embarks.

Now onto plastic.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: The Master on July 18, 2011, 04:35:31 pm
can't wait!  :)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Jimlad11 on July 18, 2011, 05:07:40 pm
I like the idea of renewable resources. And if the sources are scarce/dangerous, all the better!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 18, 2011, 10:59:38 pm
Okay, so according to a few sources (http://www.ehow.com/how_5700758_extract-sulfur-gypsum.html) Sulfur can be extracted from gypsum at the kiln. But I'll probably keep it in the lab to keep things less cluttered. This coupled with lead and plastic should make a battery, which could be used for advanced and reusable smelting. I'll need to work out a way for batteries to need recharging to prevent it from being magma. Perhaps needing to make a battery charger, and you have to recharge a battery after every use. Slowing down production slightly.

EDIT

Hmm... what skill should be used to construct a battery. Mechanics maybe.

And for your convenience I am creating a New Features readme that only includes the newest features added to the latest version. I recommend that you glance over this file as it will explain reactions and such in depth.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: NightS on July 19, 2011, 02:04:50 am
An idea for a new extremely rare caste:
Savant:
Has moods and high mental attributes, but a bit lower physical ones. Also, he learns most skills at 200% (or higher) speed, except, maybe, military skills. Has also low empathy and other attributes like this one.

Another idea: Rebar junk for iron (#)?

Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on July 19, 2011, 04:57:28 am
I do not know if u really want to know IT but I will be starting up my Corrosion Fortress LP again soon. Hopefully by the end of this month beginning of next. I am sorry it has taken sooo long for me to actually get a new Vid up I have been incredibly busy :(

Thank You again ^_^.

P.S.

I need to read ur whole thread again >< lol
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Pan on July 19, 2011, 05:01:34 am
I wish you good luck, and hope your LP will last. Kills me to not be able to view it though  :'(
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on July 19, 2011, 06:07:54 am
I wish you good luck, and hope your LP will last. Kills me to not be able to view it though  :'(

Lol i have done an episode of it so far and kinda forgot to take an anvil ><. Is there any other way to make spades, picks and axes? cause I cannot find one
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 19, 2011, 06:40:42 am
aso, i am leaving today (sweden, here i come!), but i am glad you made some updates, IT  :D.

for plastic i have another idea! just like tires, you can collect it, and you get plastic scraps, then at the lab you can have a "make a plastic log" reaction. so it will be like wood!

you can also keep it at the original leather idea, if you want.

see you in about 22 days!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on July 19, 2011, 06:56:33 am
IT I was wondering do U think you should introduce more Mace like weapons? Like a mace, Staff or Spiked mace etc. These are used in most instance in history and I do not see y they would not be used in the future as well???? I just find it a little weird how there are numerous sharp blades for knives and swordmans. However there are not many weapons for macemen and hammermen?

Thank you

Ult1mara

P.S. Have fun in Sweden Kerlc
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 19, 2011, 07:31:44 am
i'm not gone yet!  ;D i'll go around (time here) 16.00

and baseball bat+nails= improvised morningstar! (aka spiked mace)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 19, 2011, 12:07:18 pm
Quote
Savant:
Has moods and high mental attributes, but a bit lower physical ones. Also, he learns most skills at 200% (or higher) speed, except, maybe, military skills. Has also low empathy and other attributes like this one.

Maybe not 200, I'd say that he learns 115%. Most other castes learn at 125% but they have disadvantages and only one specific field where they get the 125% bonus. So a general 'expert' should get a smaller bonus, but have no disadvantages.

Quote
Another idea: Rebar junk for iron (#)?

Good idea, I'll throw in a few more materials like 'iron scrap' or 'iron pipe' for flavor. Maybe they should give you rusty iron. But I could include a way to turn it into iron.

Quote
I do not know if u really want to know IT but I will be starting up my Corrosion Fortress LP again soon. Hopefully by the end of this month beginning of next. I am sorry it has taken sooo long for me to actually get a new Vid up I have been incredibly busy

Great to hear! Sorry for removing the link from the OP, but it was a couple versions old and the changes from .6 to .7 was quite a step in itself. You should start a new fort in 1.0.8, that way you can embark with an  anvil :D

Quote
for plastic i have another idea! just like tires, you can collect it, and you get plastic scraps, then at the lab you can have a "make a plastic log" reaction. so it will be like wood!

I've been looking into this and it seems like a plausible idea. However it might end up being a boulder so you can't make charcoal out of it.

Quote
IT I was wondering do U think you should introduce more Mace like weapons?

Yeah currently blunt weapons are lacking. Somebody suggested bowling ball maces at one point, but I'm still tinkering with it. The biggest problem with it is that I would like to have blunt weapons be just as deadly (if not more) then edged weapons. But the game is almost bugged as far as how blunt weapons work. I either have to have a high speed, sneak in an edge attack, or make it the size of a house. So my options are already limited. Kerlc's morningstar idea is a good idea and would be extremely effective. I'll see if I can just make it in the forge somehow to make the entire thing out of metal.

That said the current maces and hammers are extremely deadly. Sledge Hammers can splatter a target and I've seen light club wielding desert devils crack every bone in a pistolman's body before he could get a shot off.

I'll try to fit a few in though.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on July 19, 2011, 05:07:51 pm
Woot new Maces and hammers ^_^. Can u not do summit about maces/Blunt weapons only dealing bone damage or something?

And yeah I have started a fort with the most upto date version of Corrosion atm. Will prob upload it within the month. Want to get a few more eps recorded first. Well at least a few eps for each mod lol :P
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: majikero on July 21, 2011, 01:44:09 pm
Simple questions:
Is it normal to have desert made of clay?
Is it normal to have sea ooze in said desert of clay?
I only have one type of metal, gold, is that normal?

The last version I play is .18 so I don't know the changes.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Person on July 21, 2011, 04:31:06 pm
Simple questions:
Is it normal to have desert made of clay?
Is it normal to have sea ooze in said desert of clay?
I only have one type of metal, gold, is that normal?

The last version I play is .18 so I don't know the changes.
Do you mean gold is the only metal you found on your site? It's quite common to have 1, or no metals on your site. If you want more metal, set shallow metal to multiple in the finder. Also, the other metal may be in a separate region, if your site is on multiple regions. Press f1 to f4 before you embark to check. To the first 2, no that's probably not normal. Are there any other weird things, like embarking as something other than privations? If so you probably duped your raws. Delete the folder before moving the modded raws in.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 21, 2011, 05:07:49 pm
Quote
Is it normal to have desert made of clay?
Is it normal to have sea ooze in said desert of clay?
I only have one type of metal, gold, is that normal?

Any other anomalies? Check your errorlog for duplicate raws errors. If that is the case, reinstall the Corrosion raws and replace your old raws completely.

The one type of metal on an embark site is normal.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on July 22, 2011, 04:42:31 am
IT i have a new video up for this mod now ^_^

http://www.youtube.com/watch?v=WwxHmqWX7Lk
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Shintaro Fago on July 22, 2011, 06:24:01 am
Quote
Okay, so according to a few sources Sulfur can be extracted from gypsum at the kiln. But I'll probably keep it in the lab to keep things less cluttered. This coupled with lead and plastic should make a battery, which could be used for advanced and reusable smelting. I'll need to work out a way for batteries to need recharging to prevent it from being magma. Perhaps needing to make a battery charger, and you have to recharge a battery after every use. Slowing down production slightly.
Cool story but the first siege will still kill you in 8/10 cases.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: majikero on July 22, 2011, 08:26:56 am
I re-installed and no more clay desert but normal desert is made of stone. Apparently surface rock is safe to mine. I assume deeper rocks are deadly?

Also can someone post how to process the plants. Cooking it directly doesn't produce seeds.

A friendly reminder: Always build a door to keep out scavengers. A wall is useless if you don't have a door. Scavengers will kill you if you fight them unarmed.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 22, 2011, 02:02:02 pm
Quote
IT i have a new video up for this mod now ^_^

Great! I posted it on the main page, I didn't post the library simply because the other two were a few versions old, but I'll add more when you make them.  :D

Quote
I re-installed and no more clay desert but normal desert is made of stone. Apparently surface rock is safe to mine. I assume deeper rocks are deadly?

If you have an errorlog, delete it. Restart DF load your game, then post the errorlog on here. I'll take a look.

Quote
Also can someone post how to process the plants. Cooking it directly doesn't produce seeds.

Milling is the most common at the moment. Just build a quern and have a dwarf with the milling labor on.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 22, 2011, 06:33:52 pm
Deadiron is up! A Vault Succession Game taking parts from Fallout and of course, Corrosion! It's in 1.0.8, but has a few bugfixes. Enjoy!

http://www.bay12forums.com/smf/index.php?topic=89462.msg2465658#msg2465658 (http://www.bay12forums.com/smf/index.php?topic=89462.msg2465658#msg2465658)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on July 26, 2011, 02:53:58 pm
I am incredibly happy to see that u have introduced a custom graphics pack into the game IT. Am sure u have a lot more work to do with it but well done it helps a lot ^_^.

Ne ways have decided to concentrate on ur Mod for a bit. As ppl seem to want me to only do 1 DF LP at a time. And urs was first :P
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 26, 2011, 08:28:55 pm
Great to hear!

BTW now that my turn is up on Deadiron I've given the hammers and maces situation a few thoughts, here's the ideas I have so far

Hammers

Tire Iron Similar to the claw hammer, but better stab, faster but worse bash
Splitting Maul - Sledge Hammer with an Axe Head as well as the sledge head

Maces

Golf Club - Larger, deeper penetration, still fast, but not as fast as a light club. Can 'jab' for a quick attack but won't do much damage.

Still looking for ideas though.

-----

Other then that, I've modded in the Archery Range to train up archery and siege operating. Requires a dummy, and a bolt, can be wood or bone.

Tire Armor's pretty good, very nice for defending against Infected attacks. Concrete chunks can be a lifesaver if you don't bring clay or hard rock.

I'm also going to make a few creature graphics for some domestic creatures. Should be Fun! But it will take longer as I can't just use a template like I did for the Humans :\
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: scion-of-fenrir on July 27, 2011, 07:07:54 am
The game won't let me maximize the window; wouldn't be a problem, except it's too wide to fit on my screen; is there something I need to edit in the RAWs, or will I have to suck it up and use the ASCII version?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on July 27, 2011, 07:17:20 am
U can put it back to windowed mode and resizable by looking in the Init files. It took me a while to find it but there should be a RAW asking if u want it to be resizable
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: scion-of-fenrir on July 27, 2011, 07:21:57 am
U can put it back to windowed mode and resizable by looking in the Init files. It took me a while to find it but there should be a RAW asking if u want it to be resizable

Much better! Thank you, good sir!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Savolainen5 on July 27, 2011, 09:38:17 am
Oh, THAT'S what's happening to all my seeds!  Whenever the season changes, a lot of my planted seeds disappear! Peas, in particular!  Makes life a little difficult...  :-\  What's the solution?  Stop planting when you hit late [insert season name here]?  Seems micromanagey...
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: scion-of-fenrir on July 27, 2011, 10:31:04 am
Ok, is there a Wiki or something I can read for this? What the hell are poles for? Why can I only make mechanisms out of stone when most of it is apparently dangerous? Why do we drive on parkways and park on driveways?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 27, 2011, 11:56:22 am
Ok, is there a Wiki or something I can read for this? What the hell are poles for? Why can I only make mechanisms out of stone when most of it is apparently dangerous? Why do we drive on parkways and park on driveways?

The readme is your friend, it contains everything you would want to know about the mod. Poles are used for a number of makeshift weapons like baseball bats and spears, and you can make wooden mechanisms with two screws and a log.

Oh, THAT'S what's happening to all my seeds!  Whenever the season changes, a lot of my planted seeds disappear! Peas, in particular!  Makes life a little difficult...  :-\  What's the solution?  Stop planting when you hit late [insert season name here]?  Seems micromanagey...

Yeah, Apparently at one point there was red text that would show up meaning that the plant couldn't grow next season. I made a post on the suggestions board (http://www.bay12forums.com/smf/index.php?topic=88960.msg2443429#msg2443429) to bring it back, Quietust said that it was a bug that it was gone. So hopefully Toady fixes it soon.

The game won't let me maximize the window; wouldn't be a problem, except it's too wide to fit on my screen; is there something I need to edit in the RAWs, or will I have to suck it up and use the ASCII version?

You could also hit F11, it will bring the game into fullscreen.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on July 28, 2011, 02:17:36 pm
Next video is up ^_^

http://www.youtube.com/watch?v=B07DBDYBoqE
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on July 29, 2011, 01:30:30 pm
You can always go into the init files and change the "RESIZE", or whatever it is called, to YES instead of NO. That's what I do.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: SirAaronIII on July 29, 2011, 02:07:24 pm
What skill does making anvils use in the Blacksmith's Forge (the one added by the mod)? I have a free metalsmith and he's not getting to work.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Person on July 29, 2011, 11:37:45 pm
Just curious, are you waiting for 31.26 to release v1.0.9?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: TehNoob on July 30, 2011, 03:28:23 am
What skill does making anvils use in the Blacksmith's Forge (the one added by the mod)? I have a free metalsmith and he's not getting to work.

Blacksmithing, I believe. Metalcrafting is metal crafts and chains.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on July 30, 2011, 08:53:21 am
What skill does making anvils use in the Blacksmith's Forge (the one added by the mod)? I have a free metalsmith and he's not getting to work.

Yeah it's blacksmithing.

Just curious, are you waiting for 31.26 to release v1.0.9?

Not intentionally, I'm spending most of my time working on graphics for domestic animals, adding gatherable useful junk, batteries, And adding some Exposed creatures. I'll release it when these are complete regardless if .26 is out or not. However if .26 comes out and I am nowhere close to completing it, I'll probably just port 1.0.8 to .26 until I can finish with the listed items.

Next video is up ^_^

http://www.youtube.com/watch?v=B07DBDYBoqE

lol great! BTW sawmill takes the woodcutting labor ;) As far as the grass goes open up your init file and turn [VARIED_GROUND_TILES:NO] to YES this will turn all those periods into , . ' `
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: SirAaronIII on July 30, 2011, 01:08:09 pm
How can you scrape enough plants together to make a steady stream of booze? I've tried mass herbalism but I can never get more than 40 units through that, and when I plant the seeds I get from that they always disappear from season changes.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Lolzwheejars on July 30, 2011, 02:41:22 pm
How can you scrape enough plants together to make a steady stream of booze? I've tried mass herbalism but I can never get more than 40 units through that, and when I plant the seeds I get from that they always disappear from season changes.

Grow something like barely, and don't plant when you embark. Set up your crop growing for the other 3 seasons and when it changes to the next season set up your spring settings. You will lose seeds, but not a whole lot.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on July 30, 2011, 07:44:06 pm
What skill does making anvils use in the Blacksmith's Forge (the one added by the mod)? I have a free metalsmith and he's not getting to work.

Yeah it's blacksmithing.

Just curious, are you waiting for 31.26 to release v1.0.9?

Not intentionally, I'm spending most of my time working on graphics for domestic animals, adding gatherable useful junk, batteries, And adding some Exposed creatures. I'll release it when these are complete regardless if .26 is out or not. However if .26 comes out and I am nowhere close to completing it, I'll probably just port 1.0.8 to .26 until I can finish with the listed items.

Next video is up ^_^

http://www.youtube.com/watch?v=B07DBDYBoqE

lol great! BTW sawmill takes the woodcutting labor ;) As far as the grass goes open up your init file and turn [VARIED_GROUND_TILES:NO] to YES this will turn all those periods into , . ' `

I prefer it the way it is but thanks IT. it was just too much on my screen lol. and thanks for the woodcutting thing
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 31, 2011, 02:20:38 pm
hey there! it`s me, Kerlc, coming to you live from the awesome jamboree site! it's really great here, check it out here (http://wsj.se/)!

but let's go on with my ideas. there should be a plant called "unknown plant" that grows only in (choose from) Evil. Good or Savage areas, and it would be the sunshine of Corrosion. and sand hill plums should be edible raw.

that's it from me! see za in 8 (or 9) days! or maybe before, depends on the crowd here at the internet cafe.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kilakan on July 31, 2011, 02:38:40 pm
Did kelrc just become a spam bot?
either way, ya you want to make sure that whatever you are planting is able to be planted the season after too.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on July 31, 2011, 02:52:50 pm
very funny, killakan. very funny. har dee har har.

make the unknown plant brewable only, without seeds. bwahahahahahaha!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: ArKFallen on July 31, 2011, 05:46:18 pm
Hi, I'm new to and enjoying the Corrosion mod. I'm not sure if you know but these training reactions don't work in 31.25. Now something has to be produced to gain experience. You could probably get around this if you made a non-lethal vapor stone be produced 100% of the time instead of a bar 0%. I think they also gain more experience (and take more time) the more that's produced, you could probably make expensive training that's a few times more effective by this idea.

Kudos
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kilakan on July 31, 2011, 09:00:50 pm
I don't think that's true.  I know it atleast removes the rusty status on the skills.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: ArKFallen on July 31, 2011, 09:50:19 pm
I don't think that's true.  I know it at least removes the rusty status on the skills.
From what I'm seeing they definitely can't learn new ones this way. I've had a fresh fisherman training diagnose for a few months, nothing happened.
So maybe they just don't gain experience without production, but still use it (and rust works from un-use). But by adding a vapor product I got another new fisherman to gain novice diagnostician within a month.
So, IT 000, is this a bug or feature?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on August 01, 2011, 08:28:01 pm
Hi, I'm new to and enjoying the Corrosion mod. I'm not sure if you know but these training reactions don't work in 31.25. Now something has to be produced to gain experience. You could probably get around this if you made a non-lethal vapor stone be produced 100% of the time instead of a bar 0%. I think they also gain more experience (and take more time) the more that's produced, you could probably make expensive training that's a few times more effective by this idea.

Kudos

I just tested this, strange I was sure it worked. Anyways I'll do a few tests and get around it somehow, it probably needs a >0% but again, it needs testing. I could tinker around with Training being more effective then pillow fights but I like the idea of training on live subjects =faster but riskier while training in a workshop = slower but safer.

Quote
but let's go on with my ideas. there should be a plant called "unknown plant" that grows only in (choose from) Evil. Good or Savage areas, and it would be the sunshine of Corrosion. and sand hill plums should be edible raw.

Oh if there's a plant that grows in Evil areas it ain't going to be sunshine that's for sure ;D

How can you scrape enough plants together to make a steady stream of booze? I've tried mass herbalism but I can never get more than 40 units through that, and when I plant the seeds I get from that they always disappear from season changes.

Yeah I like booze being more of a treat rather then an everyday drink. It really adds some difficulty to the game. Basically order from the caravans, they bring them in barrels of 25 which can last a few months.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: smasher89 on August 02, 2011, 08:07:22 pm
Ok here i go:

*suggestions:

*mining area: I know that there its a optional fiel to make mining not dangerous, but as far as I know, if you mine some wall of some stone or ore the miner will technically start to suffocate in his/her own blood, if this mod its set on a post-apocalypse world based on our hystorical age, there should be a safer way to mine: in the lab you should be able to make rubber with some plantsor by recycling some rubber of wheels... then get some glass and after that... you got a gasmask! that item should be used in the head by your miners and they will not get intoxicated by the gasses of the stone layers! remeber to restric mines to animals and others civilians!

*modern industryes: i never embarked on a beach site in DF, less in this mod, but you should make some type of boat then whit the gas mask idea above and oxigen tanks, you should be able to explore underwater, if you find some petroleum, you should be able to extrac it! petroleoum should be a liquid that behaves like water and magma! highly flamable, of slow movement and should be rather unlimited or generated in big quantityes acording to mineral syte info on embark or in world generation! you should get the idea of what others industryes should be open whith oil flowning...

*total review: to say it in a few words, corrosion mod its like "another zombie game" but with originality, specially with the inmortality drug idea, and being build on DF engine, its even more wonderful! as with any other modern themed mod that isnt completed at all yet, it needs a bit of polishing, in total I would give it a 9.6/10 it is a really good mod, Im even thinking on making a comic about it!

Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on August 02, 2011, 09:16:05 pm
Unfortunately there is no way to make helmets protect the user from gas or water, but as soon as it's possible I'll put it in. Probably won't outright remove the risk but will reduce it by about 25-50%

Thanks for the review! You'll have to tell us if you start making a comic! I might doodle up some fan art myself.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: smasher89 on August 03, 2011, 07:17:38 am
Unfortunately there is no way to make helmets protect the user from gas or water, but as soon as it's possible I'll put it in. Probably won't outright remove the risk but will reduce it by about 25-50%

Thanks for the review! You'll have to tell us if you start making a comic! I might doodle up some fan art myself.

 I drawned some concepts/characters yesterday i will upload in a while...

Edit: there they are, i will drawn more in the day... and next week i will start the comic based on a new city that I will build today.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: SirAaronIII on August 03, 2011, 02:06:17 pm
I've found a way to avoid getting your seeds vaporized at the end of the season. Just deconstruct the farm plots that they're in and hopefully your humans will get to it in time to remove the seeds.

Unfortunately there is no way to make helmets protect the user from gas or water, but as soon as it's possible I'll put it in. Probably won't outright remove the risk but will reduce it by about 25-50%

Thanks for the review! You'll have to tell us if you start making a comic! I might doodle up some fan art myself.

 I drawned some concepts/characters yesterday i will upload in a while...

Edit: there they are, i will drawn more in the day... and next week i will start the comic based on a new city that I will build today.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Wow... that's great.  :o Can't wait to see the comic when it starts!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: smasher89 on August 03, 2011, 08:54:19 pm
I've found a way to avoid getting your seeds vaporized at the end of the season. Just deconstruct the farm plots that they're in and hopefully your humans will get to it in time to remove the seeds.

Unfortunately there is no way to make helmets protect the user from gas or water, but as soon as it's possible I'll put it in. Probably won't outright remove the risk but will reduce it by about 25-50%

Thanks for the review! You'll have to tell us if you start making a comic! I might doodle up some fan art myself.

 I drawned some concepts/characters yesterday i will upload in a while...

Edit: there they are, i will drawn more in the day... and next week i will start the comic based on a new city that I will build today.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Wow... that's great.  :o Can't wait to see the comic when it starts!

 Thanks, its good to see that you like this, altought if you and other people that will coment about the comic have suggestions tof how i could improve my drawning it will be even more wonderful, tomorrow I will post more.

*On topic: adventurer mode could´nt be more fun, I like the idea of looting bandit camp´s metals to make bullets then going to the camp and leaving all those freaks like sponge bob: squared, yellow and with a bunch of holes... lol.

 I certainly think that this needs some short of bullet maker kit, I even think that you need some short of "cooking instrument that some soldier have" its like a furnace but really small, you could carry it to cook meat, and to make the metal bars, then to make bullets from those you need:

*the bullet crafter kit includes:
*metal clamp: to take and manipulate your bullets without fucking them up
*bullet mold: to put the melted metal into
*"dusts" compresor: puts a certain amount of a dust or powder sustance inside your bullets

 Now you should proceed in this way:

*you get the melted metal from the mini furnace and place it into the bullet caster
*once you do that you will get a item called: "fire safe material" bullet mold filled with melted "insert your metal here"
*enter in a water spring and then it should be useable
*in reactions "extract bullets" and use the metal clamps with you filled bullet mold
*now you got a stack of 150 empty bullets
*get some gundpowder, avaliuable at stores, mined, or made at a laboratory
*get your compresor and apply it with your empty bullet stacka nd your gundpowder
*now you have a stack of 150 useable bullets!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on August 03, 2011, 09:34:33 pm
Great job smasher! And you are right, now that bullets are more complicated to make in fortress mode, they should be more complicated to make in adventure mode. I'll get right on it.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Putnam on August 05, 2011, 12:55:28 am
Since the sawmill mini-mod topic is dead, I guess I have to ask you:

May I use the sawmill part of the mod in my troll mod (see sig)?

Oh man, I'm beginning to worry that the troll mod is going to be like "Corrosion-lite with sociopathic gray-skinned humanoids!"

Now that I think of it, there are hordes of undead that roam Alternia during the day...

well fuck, I guess that, even if I follow Hussie's word to the letter, it's going to end up as corrosion with sociopathic gray-skinned humanoids, isn't it?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Maple1eaf on August 05, 2011, 01:00:24 am
Hi i dunno if its just me but i cant change the size of the dwarf fortress window with your mod installed and the tileset is coming up squished. is there anything i can do to fix it?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on August 05, 2011, 04:46:46 am
Next video is up peeps on http://www.youtube.com/watch?v=uII8FKFf-aw
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: SirAaronIII on August 05, 2011, 01:55:17 pm
Hi i dunno if its just me but i cant change the size of the dwarf fortress window with your mod installed and the tileset is coming up squished. is there anything i can do to fix it?
In init.txt, change [RESIZABLE] to YES. It might be something else, like RESIZABLE_WINDOW or something.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: OREOSOME on August 05, 2011, 03:44:24 pm
Ideas:

Prospecter's shop: Now, you can consume a medkit plant and out comes medical supplies. or A crate with food or ammo
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on August 05, 2011, 07:47:11 pm
Quote
May I use the sawmill part of the mod in my troll mod (see sig)?

Of course! Include my name in whatever acknowledgments you have and feel free to use any of my ideas!

Ideas:

Prospecter's shop: Now, you can consume a medkit plant and out comes medical supplies. or A crate with food or ammo

I'll see if I can work it in somehow, it'll probably just be an easier way to collect junk. But once ingested syndromes are in, it will probably collect those to.

Next video is up peeps on http://www.youtube.com/watch?v=uII8FKFf-aw

Great! Sorry I haven't added the other one up, I'll go dig it up right now.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on August 06, 2011, 05:22:04 am
Dude u could always put my Review of this mod onto ur "See what other ppl are saying" section on the OP :P. Sorry If I am stealing all of the OP ^_^
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on August 06, 2011, 08:22:24 am
Unfortunately there is no way to make helmets protect the user from gas or water, but as soon as it's possible I'll put it in. Probably won't outright remove the risk but will reduce it by about 25-50%

Thanks for the review! You'll have to tell us if you start making a comic! I might doodle up some fan art myself.

 I drawned some concepts/characters yesterday i will upload in a while...

Edit: there they are, i will drawn more in the day... and next week i will start the comic based on a new city that I will build today.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

really good! just make the guns a bit smaller, cause they look ridiculously oversized. and that's not the "funny, let it be, it makes it dorfy"-kind of oversized, this is more like "holy crap this looks unrealsitic kind.

and sorry for the late quote, but the waiting lines here at the internet cafe are incredible.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: smasher89 on August 06, 2011, 07:10:31 pm
Unfortunately there is no way to make helmets protect the user from gas or water, but as soon as it's possible I'll put it in. Probably won't outright remove the risk but will reduce it by about 25-50%

Thanks for the review! You'll have to tell us if you start making a comic! I might doodle up some fan art myself.

 I drawned some concepts/characters yesterday i will upload in a while...

Edit: there they are, i will drawn more in the day... and next week i will start the comic based on a new city that I will build today.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

really good! just make the guns a bit smaller, cause they look ridiculously oversized. and that's not the "funny, let it be, it makes it dorfy"-kind of oversized, this is more like "holy crap this looks unrealsitic kind.

and sorry for the late quote, but the waiting lines here at the internet cafe are incredible.

 I will make the guns less big, they are a bit or better said, are all fucked up in size cuz my weapon manufacturer in the fortress is a complete noob... thanks for the suggestion!

*Off topic: If you guys wann know what she was seeing in the second concept sheet see this:http://www.bay12forums.com/smf/index.php?topic=90532.0

(note: yeah its a spin-off of what she was seeing in her mind, but actually its a fiction story that I make, but I decided to link it to her toughts...)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Maple1eaf on August 07, 2011, 12:17:06 am
Hi i dunno if its just me but i cant change the size of the dwarf fortress window with your mod installed and the tileset is coming up squished. is there anything i can do to fix it?
In init.txt, change [RESIZABLE] to YES. It might be something else, like RESIZABLE_WINDOW or something.

Yeah that fixed it Thanks!


Ok i stared a new fort and found the perfect location, eagerly i stared chopping down trees and within 30 seconds of my woodcutter getting to the tree a herd of angry giant badgers swarmed my wagon and killed everyone. Other then that everything's working fine
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on August 07, 2011, 12:50:55 am
Here's some graphics for domestic creatures I made, it does the following format

Adult /Child / Zombie / Skeleton / War (if any) / Hunting (if any)

(http://img718.imageshack.us/img718/8586/domestic.png)

Overall I'm quite pleased with the artwork, what do you guys think?

I'll be adding some more critters to, mostly to Exposed as most of them just share the same tile and color as the creature they are based off of.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Savolainen5 on August 07, 2011, 02:06:43 am
They're amazing!  Great work!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Jimlad11 on August 07, 2011, 06:08:15 am
Those are very good graphics! Some great detail in there  :)

I like the skeletal cows...
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: The Master on August 07, 2011, 05:39:12 pm
IT'S AMAZING!!!!!!!  :o
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on August 07, 2011, 07:41:17 pm
Wow can't believe I forgot camels :\ but now they're done.

Spoiler (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Coco146 on August 08, 2011, 05:50:36 pm
Really like this mod but what resolution is this for its a little too big for my screen
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Jimlad11 on August 08, 2011, 06:11:45 pm
In your init file there should be an option, something like "resizeable". Just change the "no" to "yes" and then you can just click 'n  drag the window to whatever size you want.  :) 
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Savolainen5 on August 08, 2011, 08:53:35 pm
It's too big for my screen, but I just full-screen it, and then it's smaller, but I can see everything!  (Actually, it's that way with every tilesetted version I play)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Maple1eaf on August 08, 2011, 09:11:27 pm
ok this mod is awesome one of my new migrants was walking towards the fortress/hole in the ground and a skulking infected showed up. as soon as he saw it he had a tantrum and beat the infected to death...

epic win
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Person on August 09, 2011, 10:07:56 am
ok this mod is awesome one of my new migrants was walking towards the fortress/hole in the ground and a skulking infected showed up. as soon as he saw it he had a tantrum and beat the infected to death...

epic win
Was he a berserker? They tend to do that sometimes.
Also, graphics look good. There's just something I like about the ascii though. It is a mystery.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: The Master on August 09, 2011, 04:57:30 pm
I know right? What is it though? is it the satisfying retro feeling? I have no clue, it must be instinct.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on August 10, 2011, 11:00:17 am
i declare my official return with fresh new ideas!

combined weapons!

makeshift double-edged axe
(made at the weapons workshop)
2 chop axes
1 (any) metal bar
20% of success, 60% of recieving the axes back, 20% of getting only the bar back
double the contact area, double the penetration (because of the weight) and also multigrasp.


spiked bat

screws + baseball bat
100 % of success
has a spiky attack.... gorey.


heavy pick

pick + sledgehammer
1 pick
1 sledgehammer
1 (any) metal bar
20% of success, 60% of recieving the ingredients back, 20% of getting only the bar back
the same contact area, bigger penetration, multigrasp. hey, it's HEAVY.

now this one isn't SPECIFICALLY a combined item but should be a welecome alternative to guns on maps with few trees.
pneumatic rifle (tihar from metro 2033 copy)

1 air pump (made at the forges)
1 gun part
1 metal bar
pellets for ammo (smaller and slower than bullets, but with better penetration than bolts)

that's it!

edit: made the text easier to read. also, IT: if you want to change the precentage, you can.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Maple1eaf on August 11, 2011, 12:09:23 am
ok this mod is awesome one of my new migrants was walking towards the fortress/hole in the ground and a skulking infected showed up. as soon as he saw it he had a tantrum and beat the infected to death...

epic win
Was he a berserker? They tend to do that sometimes.
Also, graphics look good. There's just something I like about the ascii though. It is a mystery.


Actually i think he was an office worker :P
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: smasher89 on August 11, 2011, 01:40:53 pm
ok this mod is awesome one of my new migrants was walking towards the fortress/hole in the ground and a skulking infected showed up. as soon as he saw it he had a tantrum and beat the infected to death...

epic win
Was he a berserker? They tend to do that sometimes.
Also, graphics look good. There's just something I like about the ascii though. It is a mystery.


Actually i think he was an office worker :P

 Wow! office´s man got balls! tought Im trying to train some soldiers to patrol in the walls of my village, its hard, since i cant find metal in vanilla methods that arent making mining less realistic or not trading, i really want gasmask to be integrated soon...
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on August 12, 2011, 03:01:47 am
they can't be integrated, unless we make a new caste of humans: gas-mask humans, with the description: a human that always carries his gasmask with him, and uses it when needed.

but this is DF, so you can't have a clothing that blocks dust!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on August 12, 2011, 10:47:43 am
@kerlc while your combining ideas are good, the problem is that reactions don't work that way. There would be a 20% chance of getting a double edged axe, a 60% chance of getting an axe back (another 60% including the other one) and a 20% chance of getting a metal bar. So what would happen is that you might get a double edged axe, two axes, and a metal bar. Likewise there's a chance that you could get nothing back at all.
That said I'm loving this other idea...

Quote from: kerlc
now this one isn't SPECIFICALLY a combined item but should be a welecome alternative to guns on maps with few trees.
pneumatic rifle (tihar from metro 2033 copy)

1 air pump (made at the forges)
1 gun part
1 metal bar
pellets for ammo (smaller and slower than bullets, but with better penetration than bolts)

A simple gun that has weaker ammo is possible, and sort of like a high powered marble gun. I could make the pellets come in greater quantities to and having them only need fuel and a metal bar would greatly reduce the work you need to make them. At the consequence of greatly reduced strength.

Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on August 12, 2011, 12:07:37 pm
yay! i am useful! and don't forget, make it stronger than crossbow, but weaker than guns. if you make it as powerfull (or less) it would be pretty useless. unless you make it fire EXTREMELY FAST, in a OHMYGODWHEREISMYSPLEEN kinda way.

too bad that the combined weapons could not work. although you could mess around with the percentages. or what you get.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on August 12, 2011, 12:40:22 pm
I also just got done with batteries, here's a schematic of how they work.

Spoiler (click to show/hide)

Enjoy!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: smasher89 on August 12, 2011, 01:07:39 pm
I also just got done with batteries, here's a schematic of how they work.

Spoiler (click to show/hide)

Enjoy!

 Another idea: since petroleum and others fuel sources aren´t accesible due to primitive tech of the post-apocalypse world, we should build some sort of termal generator, water or windmills and solar panels that transforms the mechanical, solar and termal energy into energy to batterys?

 Maybe the thing of gasmask humans could be done making a normal human equiping his/her gasmask and then the creature gest replaced by a "caste" counterpart? this new creature retain all his/her old data like  emotions, relationships, muscles, apperance, etc.. but gets the new body part of mask and the old cloth of the gasmask, when it its removed then he reverts into his/her old caste creature type? or maybe you could add a hydraulic pick or machine that lets the miner mine stone without producing gasses or maybe lowering into a X% of possibilityes of producing gasses based on miner´s skill?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Jimlad11 on August 12, 2011, 02:50:57 pm
The stuff you are suggesting is a *tad* beyond what can currently be modded into Dwarf Fortress.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: smasher89 on August 12, 2011, 03:26:03 pm
The stuff you are suggesting is a *tad* beyond what can currently be modded into Dwarf Fortress.

 Not if you know how to programm avanced things, but its not the case to me, i dont even know how to modify the creatures, but i know a bit of pixel art and those...

 About the mining ideas; its ok, i just want a way of creating more metals to my outpost, since requesting from caravans its really tedious and i dont have a good amount of things to exchange for, also waiting so much time for teh caravans its really boring, so:

 What if people cant mine? but why not instead of people able to mine for now, why not creating robots for that?

 New creature: Automaton-R340-B? (any other good name?)

Parts: Head, Body, Left Wheel set, Right wheel set, Tool arm
Material which its made from: steel (some parts are of this) while some are from rubber
Do: "Sleep" doesnt have "emotions or relationships" with others, doesnt eat, doesnt drink, doesnt bleed, doesnt feel pain, fear dizziness, Drownsy, doesnt learn, doesnt breathe... any other i forgott?
Description: A machine created by the mankind to help in dangerous labors which the humans cannot do by themselves.
These robots can mine and choop wood if equiped correctly, as they cannot learn, they however have maximun stats in minery, wood cutters, and in farming plants, however, they have to "sleep" to recharge their battery to work continously, they will also engange in combat actively if draft to military labour and can be assigned to recover wounded people, as I dont know if you can generate a  creature in a workshop, they would however, come with migrants, and could be treathed as a "caste" or sentient species, as they can be assigned labours? because they dont breathe they are perfect for mining!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on August 12, 2011, 04:04:57 pm
Corrosion is more of a modern era, I try to avoid Fallout-esque stuff as that's mostly Wasteland territory. So no robots more advanced then what we readily have today. Nor am I willing to crack open DF to tangle with it's inner workings. I doubt Toady would smile on that  :-\ . The power idea is a good one, but not possible through modding.

Again, as soon as gas masks are possible they'll probably go in. But it doesn't seem likely in the near future.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: smasher89 on August 12, 2011, 05:18:06 pm
Corrosion is more of a modern era, I try to avoid Fallout-esque stuff as that's mostly Wasteland territory. So no robots more advanced then what we readily have today. Nor am I willing to crack open DF to tangle with it's inner workings. I doubt Toady would smile on that  :-\ . The power idea is a good one, but not possible through modding.

Again, as soon as gas masks are possible they'll probably go in. But it doesn't seem likely in the near future.

 Man there must be a "vanilla" way to make mining work normally in your mod! there must be one! I cant stand longer without metal! im starting to... ahhgg.. (brain starts to turn into a troglodyte one that doesnt know what is a metal)...

 Now seriously... I think there are some robots or things like that in our era which serves to do those ways of mining? or... maybe acids? that i know in some quarrys people uses rfrequently an acid to melt stone? maybe its possible to do that? like a tool that combines the crossbow and the pick nature? so that new machine would consume per strike to the stone a unit of acid? but more importnat there is a way to detect or assign a tool that when mines makes the tile do not produce gas? if so, then you could make a "special" pickaxe? or maybe a short of "water wheel" building? like this:

 The new building its based on the water wheel one, this one must be the put near water or in a brook, as you are in the water there you could extract from there sediments from the river? like the miners of africa with the blood diamond thing? once you get the sediment someone gets it and its processed at another site like the lab? these sediments always have a 5% of probabilityes of giving a iron nugget or another metal? thats a viable method of minery, not modern as others, but its the unique that I know that could be made in DF as it its today? unless mechanisms and water wheel are hardcoded into the EXE? then the building would be a normal one and only placeable into clay or a normal soil/buildable tile and the reaction would consume a water bucket?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Necro910 on August 12, 2011, 05:27:41 pm
Corrosion is more of a modern era, I try to avoid Fallout-esque stuff as that's mostly Wasteland territory. So no robots more advanced then what we readily have today. Nor am I willing to crack open DF to tangle with it's inner workings. I doubt Toady would smile on that  :-\ . The power idea is a good one, but not possible through modding.

Again, as soon as gas masks are possible they'll probably go in. But it doesn't seem likely in the near future.
Once .26 comes out, you can make some kinda potion ("Disposable Gas Mask") that turns the human into the immune class.

But we have to wait for that.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Jimlad11 on August 12, 2011, 05:29:49 pm
What you can mod into Dwarf Fortress depends on what's in the RAWs. Things like siege engines, water wheels and what-have-you are hard-coded, and cannot be altered. However, a reaction that takes a bucket of water and has a chance of giving out some ore *might* be able to work. But I don't think there is a way to get the water into the bucket. As far as I know, dwarves only fill buckets to clean wounds, fill ponds and water patients.  :-\   
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Necro910 on August 12, 2011, 06:18:27 pm
However, a reaction that takes a bucket of water and has a chance of giving out some ore *might* be able to work. But I don't think there is a way to get the water into the bucket. As far as I know, dwarves only fill buckets to clean wounds, fill ponds and water patients.  :-\
There's a trick involving cancelling the order while they're carrying it you can do.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on August 13, 2011, 02:07:00 am
Corrosion is more of a modern era, I try to avoid Fallout-esque stuff as that's mostly Wasteland territory. So no robots more advanced then what we readily have today. Nor am I willing to crack open DF to tangle with it's inner workings. I doubt Toady would smile on that  :-\ . The power idea is a good one, but not possible through modding.

Again, as soon as gas masks are possible they'll probably go in. But it doesn't seem likely in the near future.

 Man there must be a "vanilla" way to make mining work normally in your mod! there must be one! I cant stand longer without metal! im starting to... ahhgg.. (brain starts to turn into a troglodyte one that doesnt know what is a metal)...

 Now seriously... I think there are some robots or things like that in our era which serves to do those ways of mining? or... maybe acids? that i know in some quarrys people uses rfrequently an acid to melt stone? maybe its possible to do that? like a tool that combines the crossbow and the pick nature? so that new machine would consume per strike to the stone a unit of acid? but more importnat there is a way to detect or assign a tool that when mines makes the tile do not produce gas? if so, then you could make a "special" pickaxe? or maybe a short of "water wheel" building? like this:

 The new building its based on the water wheel one, this one must be the put near water or in a brook, as you are in the water there you could extract from there sediments from the river? like the miners of africa with the blood diamond thing? once you get the sediment someone gets it and its processed at another site like the lab? these sediments always have a 5% of probabilityes of giving a iron nugget or another metal? thats a viable method of minery, not modern as others, but its the unique that I know that could be made in DF as it its today? unless mechanisms and water wheel are hardcoded into the EXE? then the building would be a normal one and only placeable into clay or a normal soil/buildable tile and the reaction would consume a water bucket?
you have SERIOUSLY overdone what can be modded into DF. BUT. as far as i can understand it, the dust from digging is inhaled through breathing. so a caste of humans, that (as i mentioned in one of my previous posts) that DOES NOT BREATHE, named either gas-mask humans or respirator humans (description: has a respiratory device/gasmask with him all the time and uses it when needed) it does not need new body parts as it weares the gasmask on his belt etc. i personally believe taht respiratory device would be better cause the fact that they don't breathe means that they won't drown. but anyway, this would be the best way.

and another question, if you are so bothered by the more realistic approach to digging (in mining, if you mine by yourself, you NEED a gasmask or at least a face mask of some sort, believe me, i know this) you could just disable the toxic rock. and disable the use of it. really. and there is the second option: make some clay statues, that are nice, put them up everywhere, make A LOT OF CASKETS and sacrifice a whole immigrant wave to mining.they will dig out enough ground, and you'll strike metal. then the caskets come in handy. the statues are there so that everyone remains happy. trust me, i have been using this technique on every fort that is not by a cliff or a major river.

and TECHNICALLY solar pannels ARE possible. you make a building that produces energy as long as it is OUTSIDE, but that is a copy of the windmill, so why bother?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on August 13, 2011, 09:24:58 am
<snip>

Ranged digging isn't possible, water wheel is hard coded. If you want vanilla like mining there's a safe stone mod in the optional files. Just open up your raws, replace inorganic_stone_layer_di with inorganic_stone_safe_stone. Or you could just open up your init option and turn temperature off.

Once .26 comes out, you can make some kinda potion ("Disposable Gas Mask") that turns the human into the immune class.

But we have to wait for that.

Fascinating idea that I would be happy to look into. Assuming that the gas mask 'wears off' it's a very plausible idea. Making it is probably going to take tires, plastic, maybe some metal. Cloth for a makeshift filter.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: BeforeLifer on August 13, 2011, 10:18:42 am
I got a mutated gaint desert scorpion that if you want i can you give the raws for it.
It is HUGE, biulding destroyer2, has chitin the strenth of copper, huge ass claws, and 11 tails each with a different vemon with a few of them lasting for a mouth(anyone want to be narcoleptic:D) If you want i can give you the raws that you need to add to make it work.
I do belive you helped me do some troble shooting on it.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on August 13, 2011, 11:09:03 am
Honestly when I saw that beast my first thought was 'What would happen if that thing faced a Gloomapeck?'. I'd be happy to take a look at the finished product. I'll probably put it in the caverns because it fits, and it does seem deadly enough. Send it over!   :D

By the way here's the checklist for 1.0.9

(v) Batteries
(v) Domestic Graphics
(partial) Exposed
      (partial)Graphics for exposed creatures.
Pneumatic Rifle/Pistol (kerlc)
Make Bullets more difficult to make in adv mode. (smasher89)
(partial)More maces and Hammers (Ulit1mera)
Gloomapeck silk -> something useful

The three biggies are almost complete. Exposed are mostly on paper, but will be implemented soon.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: smasher89 on August 13, 2011, 12:16:44 pm
Corrosion is more of a modern era, I try to avoid Fallout-esque stuff as that's mostly Wasteland territory. So no robots more advanced then what we readily have today. Nor am I willing to crack open DF to tangle with it's inner workings. I doubt Toady would smile on that  :-\ . The power idea is a good one, but not possible through modding.

Again, as soon as gas masks are possible they'll probably go in. But it doesn't seem likely in the near future.
Once .26 comes out, you can make some kinda potion ("Disposable Gas Mask") that turns the human into the immune class.

But we have to wait for that.

 I hope so, more important if its possible to retain "genetics" into your new trasnformation then it would be like putting a normal gasmask...

What you can mod into Dwarf Fortress depends on what's in the RAWs. Things like siege engines, water wheels and what-have-you are hard-coded, and cannot be altered. However, a reaction that takes a bucket of water and has a chance of giving out some ore *might* be able to work. But I don't think there is a way to get the water into the bucket. As far as I know, dwarves only fill buckets to clean wounds, fill ponds and water patients.  :-\   

 Well as I said before, I dont even read them, as I dont understand how to mod at all, so I was hoping it to be that way, but well I think this leaves it with the last option...

However, a reaction that takes a bucket of water and has a chance of giving out some ore *might* be able to work. But I don't think there is a way to get the water into the bucket. As far as I know, dwarves only fill buckets to clean wounds, fill ponds and water patients.  :-\
There's a trick involving cancelling the order while they're carrying it you can do.

Maybe another trick could be like "fishermen" things, I will explain at the end of the post...

Corrosion is more of a modern era, I try to avoid Fallout-esque stuff as that's mostly Wasteland territory. So no robots more advanced then what we readily have today. Nor am I willing to crack open DF to tangle with it's inner workings. I doubt Toady would smile on that  :-\ . The power idea is a good one, but not possible through modding.

Again, as soon as gas masks are possible they'll probably go in. But it doesn't seem likely in the near future.

 Man there must be a "vanilla" way to make mining work normally in your mod! there must be one! I cant stand longer without metal! im starting to... ahhgg.. (brain starts to turn into a troglodyte one that doesnt know what is a metal)...

 Now seriously... I think there are some robots or things like that in our era which serves to do those ways of mining? or... maybe acids? that i know in some quarrys people uses rfrequently an acid to melt stone? maybe its possible to do that? like a tool that combines the crossbow and the pick nature? so that new machine would consume per strike to the stone a unit of acid? but more importnat there is a way to detect or assign a tool that when mines makes the tile do not produce gas? if so, then you could make a "special" pickaxe? or maybe a short of "water wheel" building? like this:

 The new building its based on the water wheel one, this one must be the put near water or in a brook, as you are in the water there you could extract from there sediments from the river? like the miners of africa with the blood diamond thing? once you get the sediment someone gets it and its processed at another site like the lab? these sediments always have a 5% of probabilityes of giving a iron nugget or another metal? thats a viable method of minery, not modern as others, but its the unique that I know that could be made in DF as it its today? unless mechanisms and water wheel are hardcoded into the EXE? then the building would be a normal one and only placeable into clay or a normal soil/buildable tile and the reaction would consume a water bucket?
you have SERIOUSLY overdone what can be modded into DF. BUT. as far as i can understand it, the dust from digging is inhaled through breathing. so a caste of humans, that (as i mentioned in one of my previous posts) that DOES NOT BREATHE, named either gas-mask humans or respirator humans (description: has a respiratory device/gasmask with him all the time and uses it when needed) it does not need new body parts as it weares the gasmask on his belt etc. i personally believe taht respiratory device would be better cause the fact that they don't breathe means that they won't drown. but anyway, this would be the best way.

and another question, if you are so bothered by the more realistic approach to digging (in mining, if you mine by yourself, you NEED a gasmask or at least a face mask of some sort, believe me, i know this) you could just disable the toxic rock. and disable the use of it. really. and there is the second option: make some clay statues, that are nice, put them up everywhere, make A LOT OF CASKETS and sacrifice a whole immigrant wave to mining.they will dig out enough ground, and you'll strike metal. then the caskets come in handy. the statues are there so that everyone remains happy. trust me, i have been using this technique on every fort that is not by a cliff or a major river.

and TECHNICALLY solar pannels ARE possible. you make a building that produces energy as long as it is OUTSIDE, but that is a copy of the windmill, so why bother?

 As I said before, I dont know much of modding, so I was throwing a bunch of ideas to see what was possible and what not, so I think the gasmask idea its the most reliable until 31.26 comes out, I know that miner need in real life gasmask, even if down there arent toxic gasses cuz the low level of oxigen and pressure, but seriously, who would in real life go and sacrifice a bunch of people to do that? thats why i was thinking on alternate methods which dont include those things... my point of making a "vanilla" method of mining its dont disable one of the major features of corrosion which its toxic gas on mining in that way, then I started on thinking alternate ways which can be done without altering the game´s feature!

<snip>

Ranged digging isn't possible, water wheel is hard coded. If you want vanilla like mining there's a safe stone mod in the optional files. Just open up your raws, replace inorganic_stone_layer_di with inorganic_stone_safe_stone. Or you could just open up your init option and turn temperature off.

Once .26 comes out, you can make some kinda potion ("Disposable Gas Mask") that turns the human into the immune class.

But we have to wait for that.

Fascinating idea that I would be happy to look into. Assuming that the gas mask 'wears off' it's a very plausible idea. Making it is probably going to take tires, plastic, maybe some metal. Cloth for a makeshift filter.

 When I said a crossing with crossbow and picks, I mean a weapon that which every strike consumes a "acid" unit which its then depleted, but I didnt mean ranged mining, I knew about the RAW things to make mining like in the original DF 31.25, but when i meaned "vanilla" I refered to the mod, in the way that you dont have to quit the wonderful poison gas feature, it just feels a bit unrealistic, in the way taht you need a gasmask in real life to mine at certain depth, whatever sorry if I bothered everyone with the bucn of ideas, I didnt knew much about the RAWs and those...

I got a mutated gaint desert scorpion that if you want i can you give the raws for it.
It is HUGE, biulding destroyer2, has chitin the strenth of copper, huge ass claws, and 11 tails each with a different vemon with a few of them lasting for a mouth(anyone want to be narcoleptic:D) If you want i can give you the raws that you need to add to make it work.
I do belive you helped me do some troble shooting on it.

 You could also add to it the "glows in dark" tag in it? if it exist or isnt hardcoded into the EXE or other files? In adv mode it could be a good way of detecting in the darkness, it would fit more like the real scorpions which glows during night?

Edit. I forggot somethings:

Honestly when I saw that beast my first thought was 'What would happen if that thing faced a Gloomapeck?'. I'd be happy to take a look at the finished product. I'll probably put it in the caverns because it fits, and it does seem deadly enough. Send it over!   :D

By the way here's the checklist for 1.0.9

(v) Batteries
(v) Domestic Graphics
(partial) Exposed
      (partial)Graphics for exposed creatures.
Pneumatic Rifle/Pistol (kerlc)
Make Bullets more difficult to make in adv mode. (smasher89)
(partial)More maces and Hammers (Ulit1mera)
Gloomapeck silk -> something useful

The three biggies are almost complete. Exposed are mostly on paper, but will be implemented soon.

 Hurray! I hope it comes soon, by the way you could give me a more detailed description of how you "see" some mutants? I was about to drawn more concept art for the comic but some creatures just are a bit "ambigue" in the sense that much of the infecteds seems to be very similar in some body parts or even completely...

 About my new idea of mining: it would work this way:

You need:
*some fishermen
*a river
*some luck
*A especial workshop

Fishermen will start to fishing soon as you arrive the new site, here goes the fun thing; a new creature called "sediment" it would be like a fish, but with the cant breathe and cant feel pain tags, it would be made of mud, like FB and other demons, it only has the body part and its very slow, has no gender and doesnt attack, in fact its more like a vermin, once fished, it drops a "sedimentary soil" item (if its possible to assign what drop a fish in its RAW) if so, them the new sedimentary soil its taken by a furnace operator to the cleaning workshop and it gives you a new ore or nugget and you can process it into a metal in the forge!

The possible inconvenients:
*RAWs can define what a vermin or creature drops after being "fished"
*fishermen doesnt catch a existant creature or vermin? they instead generate a random item based on the biome they are? or based in both the biome and their skill?
*If traped from a existant vermin, its possible to define what a vermin can do or not? like hateable or classified as fish?
 
 I think that if those are possible, then we could mine metals from the river like some peopel do in south america and in africa? here in venezuela some artisanal and native methods do that! search in google it would be possible to do that!


Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: ioi101 on August 13, 2011, 10:22:32 pm
This seems like a very interesting mod, difficulty-wise, but I'm a bit of a sucker for graphics, and not having the dwarves and other common objects as graphics makes it hard to get into for me. Is there some way to use one of the standard gfx (ironhand, mayday, etc.) in this mod?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: SirAaronIII on August 13, 2011, 10:26:40 pm
The humans and furniture, toys, trees, etc. are graphics. It's just animals, which our good man IT is working on.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: ioi101 on August 13, 2011, 10:47:54 pm
strange, I must be installing something wrong then, since my humans are letters.

Edit: nm, did a new world and it seems like everything is good now. thanks.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: BeforeLifer on August 13, 2011, 11:02:50 pm
Honestly when I saw that beast my first thought was 'What would happen if that thing faced a Gloomapeck?'. I'd be happy to take a look at the finished product. I'll probably put it in the caverns because it fits, and it does seem deadly enough. Send it over!   :D

Alright heres all the raws that you will need to add word of warning there big O_o

Heres the beast itself.
Spoiler (click to show/hide)
Heres the new tissue.
Spoiler (click to show/hide)
Heres the template for the new tissue.
Spoiler (click to show/hide)
Heres the new body parts. For some reason it messes up but its really like the normal lists.
Spoiler (click to show/hide)
Heres the new body templates.
Spoiler (click to show/hide)
If it doesent work after i you add ill this ill double check to see if i missed something.
Feel free to modifiy this but when i was testing it out like around 75% of the time its stingers would go right trough iron armor and can deal with being surrondid by 4 dwarves in full iron armor with iron long swords and level 4 in all respective combat skills and it can own them all with out major injurys.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on August 14, 2011, 02:16:11 am
i like the idea about fishing, smasher. i'm not sure that it can be modded into DF, but i THINK that it can be. we'll let IT decide, he's better at modding.

and IT, i don't like the idea about the pneumatic pistol. just because you'd need a smaller pump. i have also found this rifle (http://en.wikipedia.org/wiki/Girandoni_Air_Rifle) that was in service in austro-hungarian army from 1780 to 1815. if they could make it, so can post-apoc refugees!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on August 14, 2011, 08:40:56 am
liking the animal graphics IT sorry i aint been replying in a while been busy :P
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Jimlad11 on August 14, 2011, 10:09:53 am
and IT, i don't like the idea about the pneumatic pistol. just because you'd need a smaller pump. i have also found this rifle (http://en.wikipedia.org/wiki/Girandoni_Air_Rifle) that was in service in austro-hungarian army from 1780 to 1815. if they could make it, so can post-apoc refugees!

That gun is pretty interesting. I had never heard of that kind of technology being used that early before  :o Also, that rifle looks pretty awesome. Look at it! So sleek...*drool*

Though I can see why they stopped using though. From the sound of it, not only was it fragile, but needed a huge pumping apparatus strapped to the back as well  :P Still, I am always in favour of expanding our collection of Zombie-killing methods  :D   
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on August 14, 2011, 10:16:39 am
<giant scorpion>

Great to see it :D

I could add this as a semi-megabeast as you have already done so, or I could add it to the caverns (If it is it will get the standard caravan tags, trap avoid and cannot_undead). Where would you like to see it?

Spoiler (click to show/hide)

Anything smaller then it doesn't stand a chance.  :o 225 bullets and one is finally dead.That's the only one I managed to kill with human weapons. Very deadly indeed! I'd like to tinker with it a little bit though, not because it's to Fun, but rather because if this thing does show up it would be the perfect protection from sieges  :P.

Quote
When I said a crossing with crossbow and picks, I mean a weapon that which every strike consumes a "acid" unit which its then depleted, but I didnt mean ranged mining, I knew about the RAW things to make mining like in the original DF 31.25, but when i meaned "vanilla" I refered to the mod, in the way that you dont have to quit the wonderful poison gas feature, it just feels a bit unrealistic, in the way taht you need a gasmask in real life to mine at certain depth, whatever sorry if I bothered everyone with the bucn of ideas, I didnt knew much about the RAWs and those...

Anything that requires ammo needs to be ranged, and you didn't bother me at all. They were good ideas, just not possible to implement that's all. If I could, I would, but I can't.

I'll model off some exposed graphics soon. I'm still working on quite a few.

Quote
Fishermen will start to fishing soon as you arrive the new site, here goes the fun thing; a new creature called "sediment" it would be like a fish, but with the cant breathe and cant feel pain tags, it would be made of mud, like FB and other demons, it only has the body part and its very slow, has no gender and doesnt attack, in fact its more like a vermin, once fished, it drops a "sedimentary soil" item (if its possible to assign what drop a fish in its RAW) if so, them the new sedimentary soil its taken by a furnace operator to the cleaning workshop and it gives you a new ore or nugget and you can process it into a metal in the forge!

In theory, this might be possible by dissecting a living fish and then having a reaction that takes said extract and 'sifts' through it for useable material. Seems likely to be possible, but I'll have to tinker with it for a little bit.

Quote
and IT, i don't like the idea about the pneumatic pistol. just because you'd need a smaller pump.

It's mostly to give it a pistol variant, it will require the same parts.

Glad to see you back Ult1mara!

And SirAaron your avatar is really cool.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: BeforeLifer on August 14, 2011, 10:44:16 am
It doesent matter and how the hell did i forget trap avoid and cannont undead rofl, as for the errors for some reason i dident diside to look at the error log lol.
And as i said feel few to change a few things like making it none trainable and stuff like that. Just let me know first. Oh and the reason i made it a semi megabeast was because then it would be easyer to find as an adventrer :D

EDIT: Oh and i found out why the brown color was in the error log. Its beacuse i forgot to change the matrial that it was changing. So it was trying to change a matrial that wasent on the creature. You need to replace CHITIN with HARDEND_CHITIN to fix that.

EDIT AGAIN: Oh I got some backstory about it if you want :D(sry if it sucks im winging it as im writing it lol)

"Many people thought that humans were the only ones afficed by the drug... They were not. As many people sucumed to the drug they wanderd into places that only fools would go. These places included the deserts were giant scorpions inhabited. As they wanderd in the desert many were ambushed and killed by the scorpions before they even knew they were there. The scorpions then procided to devouir them as well as the drug which still resided in there bodys. The drug had a complity different effect on the scorpions that it had on the humans. Noone knows if its because the drug was in the body and was in effect or if it would have a complity differnt effect on them in the first place. But the drug mutanted them... It caused them to grow to a massive size compairible to a elephants as well as growing 10 more tails and each one has devolped a different vemon that is increadible potient/longlasting vemons. This beast has also devloped a hardend chiten and somehow, someway has learn out how to swim. The drug also caused its ligiments and tendons to fuse into the musles making them imposible to hit and its tissues has almost lost all its blood vessles in all its tissue. Its brain has been rewired so that it only thinks about killing and feels nothing else. This beast has been seen taking on a dragon..... and winning. Only attack this beast if you got 10 meatshields and 10 fully armed soilders and you MAY survive an attack from it.

EDIT AGAIN!!!: If can add me into acknowledgments please for this epic beast :D
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on August 14, 2011, 12:58:20 pm
and IT, i don't like the idea about the pneumatic pistol. just because you'd need a smaller pump. i have also found this rifle (http://en.wikipedia.org/wiki/Girandoni_Air_Rifle) that was in service in austro-hungarian army from 1780 to 1815. if they could make it, so can post-apoc refugees!

That gun is pretty interesting. I had never heard of that kind of technology being used that early before  :o Also, that rifle looks pretty awesome. Look at it! So sleek...*drool*

Though I can see why they stopped using though. From the sound of it, not only was it fragile, but needed a huge pumping apparatus strapped to the back as well  :P Still, I am always in favour of expanding our collection of Zombie-killing methods  :D

yup, but lewis and clark have used one  on their journey to pacific, and making some checking, i found out, that the hand pump was not that big! it was basically just as big as an old fashioned bycicle floor pump. wow. but the gun was indeed fragile. ah, in the olden days of primitive technology  :P .

EDIT AGAIN: Oh I got some backstory about it if you want :D(sry if it sucks im winging it as im writing it lol)

"Many people thought that humans were the only ones afficed by the drug... They were not. As many people sucumed to the drug they wanderd into places that only fools would go. These places included the deserts were giant scorpions inhabited. As they wanderd in the desert many were ambushed and killed by the scorpions before they even knew they were there. The scorpions then procided to devouir them as well as the drug which still resided in there bodys. The drug had a complity different effect on the scorpions that it had on the humans. Noone knows if its because the drug was in the body and was in effect or if it would have a complity differnt effect on them in the first place. But the drug mutanted them... It caused them to grow to a massive size compairible to a elephants as well as growing 10 more tails and each one has devolped a different vemon that is increadible potient/longlasting vemons. This beast has also devloped a hardend chiten and somehow, someway has learn out how to swim. The drug also caused its ligiments and tendons to fuse into the musles making them imposible to hit and its tissues has almost lost all its blood vessles in all its tissue. Its brain has been rewired so that it only thinks about killing and feels nothing else. This beast has been seen taking on a dragon..... and winning. Only attack this beast if you got 10 meatshields and 10 fully armed soilders and you MAY survive an attack from it.

EDIT AGAIN!!!: If can add me into acknowledgments please for this epic beast :D

awesome story, :bow: :bow:
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: NightS on August 14, 2011, 01:30:33 pm
... i'll just  leave an idea here: Mutated bears. And lizards.
Oh, they are sooooo screwed...
Also, a metal: Duralumin (1 copper 5 aluminium = 6 bars)
(I know it needs more things, but we don't have them)
Here is the raw (made by my metal maker, look at my signature)
Code: [Select]
[INORGANIC:DURALUMIN]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:duralumin]
[STATE_NAME_ADJ:LIQUID:molten duralumin]
[STATE_NAME_ADJ:GAS:boiling duralumin]
[DISPLAY_COLOR:0:7:1]
[MATERIAL_VALUE:42]
[SPEC_HEAT:904]
[MELTING_POINT:11188]
[BOILING_POINT:14534]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_DIGGER]
[ITEMS_ARMOR]
[ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:2800]
[LIQUID_DENSITY:2500]
[MOLAR_MASS:27000]
[IMPACT_YIELD:1400000] 
[IMPACT_FRACTURE:2800000]
[IMPACT_STRAIN_AT_YIELD:910]
[COMPRESSIVE_YIELD:1400000]
[COMPRESSIVE_FRACTURE:2800000]
[COMPRESSIVE_STRAIN_AT_YIELD:910]
[TENSILE_YIELD:400000]
[TENSILE_FRACTURE:800000]
[TENSILE_STRAIN_AT_YIELD:200]
[TORSION_YIELD:400000]
[TORSION_FRACTURE:800000]
[TORSION_STRAIN_AT_YIELD:200]
[SHEAR_YIELD:400000]
[SHEAR_FRACTURE:800000]
[SHEAR_STRAIN_AT_YIELD:200]
[BENDING_YIELD:400000]
[BENDING_FRACTURE:800000]
[BENDING_STRAIN_AT_YIELD:200]
[MAX_EDGE:10000]
Lighter than steel and nearly as resistant, but very difficult to make as the metals needed are rare (well, not the copper)
Change the color if you wish, currently it is the same than the iron.
Hope you like it :3
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: BeforeLifer on August 14, 2011, 03:05:37 pm
awesome story, :bow: :bow:
Why thank you :D
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on August 15, 2011, 01:16:19 am
... i'll just  leave an idea here: Mutated bears. And lizards.
Oh, they are sooooo screwed...
a.k.a. everything is worse with bears (http://tvtropes.org/pmwiki/pmwiki.php/Main/ptitleeyyr8ln8spjv)

oooh! can they be a civ of mutated inteligent bears? like this guy:
(http://www.teamduck.com/Portals/0/Gallery/Album/35/Bear%20Cavalry%2003.jpg)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: SirAaronIII on August 15, 2011, 03:00:19 pm
NO KERLC WHY DID YOU HAVE TO LINK TO TVTROPES WE'RE ALL DOOMED  :'(
And SirAaron your avatar is really cool.
Why thank you. :D
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on August 16, 2011, 01:43:07 am
I AM THE EVIL MASTER OF DOOM (http://tvtropes.org/pmwiki/pmwiki.php/Main/LawfulEvil)>:D BWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA (http://tvtropes.org/pmwiki/pmwiki.php/Main/EvilLaugh)

NOW DESTROY THEM, MY MINIONS! (http://tvtropes.org/pmwiki/pmwiki.php/Main/Mooks) >:D
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on August 16, 2011, 04:30:33 am
New video up man ^_^ hope u enjoy it.

I say my thoughts on ur progression etc on there too lol

http://www.youtube.com/watch?v=mGBD7oy-XrU&feature=channel_video_title
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on August 16, 2011, 03:03:47 pm
Every time I see a TvTropes link I waste the next 3 hours of my life looking at it :p

Quote
"Many people thought that humans were the only ones afficed by the drug... They were not. As many people sucumed to the drug they wanderd into places that only fools would go. These places included the deserts were giant scorpions inhabited. As they wanderd in the desert many were ambushed and killed by the scorpions before they even knew they were there. The scorpions then procided to devouir them as well as the drug which still resided in there bodys. The drug had a complity different effect on the scorpions that it had on the humans. Noone knows if its because the drug was in the body and was in effect or if it would have a complity differnt effect on them in the first place. But the drug mutanted them... It caused them to grow to a massive size compairible to a elephants as well as growing 10 more tails and each one has devolped a different vemon that is increadible potient/longlasting vemons. This beast has also devloped a hardend chiten and somehow, someway has learn out how to swim. The drug also caused its ligiments and tendons to fuse into the musles making them imposible to hit and its tissues has almost lost all its blood vessles in all its tissue. Its brain has been rewired so that it only thinks about killing and feels nothing else. This beast has been seen taking on a dragon..... and winning. Only attack this beast if you got 10 meatshields and 10 fully armed soilders and you MAY survive an attack from it.

Trapavoid prevents cage traps and thus pets, so if you do add it you might want to remove the pet tags. With a few minor tweaks, I'll make it the description. How's this? I've made a few tweaks, built off the backstory, yet made it shorter and more concise, tell me what you think :D

Spoiler (click to show/hide)

I'm leaning towards a cavern creature, it fits extremely well, especially when you draw parallels between it and the Gloomapeck. The cavern dwelling will also allow it to remain nigh invincible and keep it as you intended. They'll still appear in adventure mode, and will be relatively common. I've faced a gloomapeck that way.

Quote
... i'll just  leave an idea here: Mutated bears. And lizards.
Oh, they are sooooo screwed...

He (http://fallout.wikia.com/wiki/Deathclaws), He (http://fallout.wikia.com/wiki/Yao_guai), I get the references ;D

Quote
Also, a metal: Duralumin (1 copper 5 aluminium = 6 bars)

Except we don't have aluminum,  :-\

However.... this gives me a good idea. Perhaps we could have more metals in the game, however these metals will be import only. This way on site, you are likely to get weapons-grade metals. But you can also get pretty metals like platinum, aluminum, and Duralumin and such. Thoughts?

New video up man ^_^ hope u enjoy it.

I say my thoughts on ur progression etc on there too lol

http://www.youtube.com/watch?v=mGBD7oy-XrU&feature=channel_video_title

Uploaded on the main page. Feel free to post your suggestions here though, that way you can focus on the Let's Play.  8)

BTW as far as updates go I've been crawling along, the charger to my labtop's acting phunny and I have to bend it eight different directions to get it to charge. Guess where Corrosion is. Hopefully it's something wrong with the charger and not with the computer itself. That would be bad.

EDIT : I've been testing the Pneumatic gun. So far, it's proven to be a effective enough weapon, a head shot is an instant kill, it can bash through armor, and it can break bones numerously at higher levels. Personally I'm quite pleased at it's combat abilities. It isn't as effective against Infected or other painless creatures as breaking a leg only slows them down a little bit. But if you slap up a wall between you and them they will get a few kill shots.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: NightS on August 16, 2011, 04:00:13 pm
I suggested the duralumin so we can have some of the default metals back :P
What can i say, i love metal, as a material and as a music genre :P
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: BeforeLifer on August 16, 2011, 06:17:59 pm
Quote
"Many people thought that humans were the only ones afficed by the drug... They were not. As many people sucumed to the drug they wanderd into places that only fools would go. These places included the deserts were giant scorpions inhabited. As they wanderd in the desert many were ambushed and killed by the scorpions before they even knew they were there. The scorpions then procided to devouir them as well as the drug which still resided in there bodys. The drug had a complity different effect on the scorpions that it had on the humans. Noone knows if its because the drug was in the body and was in effect or if it would have a complity differnt effect on them in the first place. But the drug mutanted them... It caused them to grow to a massive size compairible to a elephants as well as growing 10 more tails and each one has devolped a different vemon that is increadible potient/longlasting vemons. This beast has also devloped a hardend chiten and somehow, someway has learn out how to swim. The drug also caused its ligiments and tendons to fuse into the musles making them imposible to hit and its tissues has almost lost all its blood vessles in all its tissue. Its brain has been rewired so that it only thinks about killing and feels nothing else. This beast has been seen taking on a dragon..... and winning. Only attack this beast if you got 10 meatshields and 10 fully armed soilders and you MAY survive an attack from it.

Trapavoid prevents cage traps and thus pets, so if you do add it you might want to remove the pet tags. With a few minor tweaks, I'll make it the description. How's this? I've made a few tweaks, built off the backstory, yet made it shorter and more concise, tell me what you think :D

Spoiler (click to show/hide)

I'm leaning towards a cavern creature, it fits extremely well, especially when you draw parallels between it and the Gloomapeck. The cavern dwelling will also allow it to remain nigh invincible and keep it as you intended. They'll still appear in adventure mode, and will be relatively common. I've faced a gloomapeck that way.
Alright nice :D and i dident think to remove the pet tags lol, And im sry to say this... but i havent even played your mod lol :P I plan on doing so later proboly after the next release of both this and vanilla. And ill proboly keep it as a semimegabeast simply because i want it to be announced when one shows up because of how epicly dangerois it is and it will make it more commen/have a history too.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Putnam on August 16, 2011, 06:50:11 pm
I'm going to follow your example in my troll mod, since, by complete coincidence, my mod seems like it's going to require hordes of undead to show up occasionally.

God damn that's annoying.

CHECKLIST OF TROLLMOD SIMILARITY TO CORROSION:

-Dangerous mining
-Sawmill
-Zombies
-Factions of similar race
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on August 16, 2011, 07:03:08 pm
I'm going to follow your example in my troll mod, since, by complete coincidence, my mod seems like it's going to require hordes of undead to show up occasionally.

God damn that's annoying.

CHECKLIST OF TROLLMOD SIMILARITY TO CORROSION:

-Dangerous mining
-Sawmill
-Zombies
-Factions of similar race

lol lots of similarity there I guess :P

And cant wait for the new updates IT. I still think that soil needs a graphic sorry dude but I dont like the dots or the little things that u can add for them :P
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on August 16, 2011, 11:55:40 pm
it's nice to see that the pneumatic rifle is dangerous  :D

and IT, what about the 'shrooms?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on August 18, 2011, 06:30:28 am
Next video is up for this mod ^_^

http://www.youtube.com/watch?v=6IYSrGp3lUs
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on August 18, 2011, 09:32:10 am
O yeah IT I was wondering. If u put up my Previous seasons of Corrosion mod LPs on here. It will show the viewers/players how much of a difference there has been after each update? If u are interested. It may show them how fast you progress the mod etc.

Just an idea tbh.

P.S. Season 2 will be finished pretty soon so not sure how long it will be untill I start with season 3. Maybe u should PM me at some point and say which update u would prefer me to do. Like in a couple updates or summit ^_^. Will however keep a close eye on the mod. And will prob play it when I have nothing else to do, just to make sure I know what I am doing better than I did this time :P.

Thanks

Ult1mara
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: BeforeLifer on August 20, 2011, 04:14:09 pm
Just did some more testing on my scorpion... Lets just say that steel isn't gona help you that much...
like 85% of the time its attacks would just ignore steel armor and when the steel armor does do something the bones underneith still gets messed up-_-
Steel weapons dident help much either. Iron was just as good.
But a group of proficant melee dwarves in all stats with sheilds can easy take it out with minimum casalties.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on August 20, 2011, 04:53:05 pm
Sorry IT but I had to delete my Youtube and all of the videos on my PC due to some RL problems :(.

If things work out for the better maybe I will get back to recording and reviewing. But in the meantime class me as indefinitely inactive :(.

But for everyone Information this is one of the best mods out there atm ^_^
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on August 20, 2011, 07:42:42 pm
Sorry to hear that Ult1mara.  :(

I'm going to follow your example in my troll mod, since, by complete coincidence, my mod seems like it's going to require hordes of undead to show up occasionally.

God damn that's annoying.

CHECKLIST OF TROLLMOD SIMILARITY TO CORROSION:

-Dangerous mining
-Sawmill
-Zombies
-Factions of similar race

No problem, personally a Troll mod fascinates me. Do you play as Trolls?

Just did some more testing on my scorpion... Lets just say that steel isn't gona help you that much...
like 85% of the time its attacks would just ignore steel armor and when the steel armor does do something the bones underneith still gets messed up-_-
Steel weapons dident help much either. Iron was just as good.
But a group of proficant melee dwarves in all stats with sheilds can easy take it out with minimum casalties.

hehe 'minimum casualties'. As long as it goes into the caverns it can be semi-invincible.

Speaking of cavern creatures, has anyone ever killed a Gloomapeck?

it's nice to see that the pneumatic rifle is dangerous  :D

and IT, what about the 'shrooms?

The shrooms are waiting until the indigestible syndromes are out next release. Then all sorts of Fun stuff can be added to them.



Sorry for the short responses, it's a bit of a mess over here. Should blow over in a week or so. But in the mean time progress is moving at a snails pace.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on August 22, 2011, 12:02:43 pm
soo... we'll get not ONE species of shroom, but SEVERAL, each with its own capabilities? AWESOME!

I'M GONNA GO FINISH THAT MONUMENT TO YOU I'VE BEEN WORKING ON, IT!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Putnam on August 22, 2011, 02:12:07 pm
Sorry to hear that Ult1mara.  :(

I'm going to follow your example in my troll mod, since, by complete coincidence, my mod seems like it's going to require hordes of undead to show up occasionally.

God damn that's annoying.

CHECKLIST OF TROLLMOD SIMILARITY TO CORROSION:

-Dangerous mining
-Sawmill
-Zombies
-Factions of similar race

No problem, personally a Troll mod fascinates me. Do you play as Trolls?


Yes, but probably not the hairy, cyan-blooded ones your thinking of.


That kind of troll. Unfortunately, the series that they come from happens to have a background that involves zombies n' stuff, and I don't want them digging rock in the mod, and overall it's become exactly like this one >_>
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: SirAaronIII on August 22, 2011, 05:30:14 pm
But with rainbow blood! :D
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on August 23, 2011, 05:08:02 am
yay! rainbow blood!

and to get this back on topic, let me give out a completely random picture that has NOTHING to do with corrosion.

Spoiler: IT's monument (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: BeforeLifer on August 23, 2011, 09:45:55 am
yay! rainbow blood!

and to get this back on topic, let me give out a completely random picture that has NOTHING to do with corrosion.

Spoiler: IT's monument (click to show/hide)
O_O
*bows*
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Necro910 on August 23, 2011, 11:42:43 am
yay! rainbow blood!

and to get this back on topic, let me give out a completely random picture that has NOTHING to do with corrosion.

Spoiler: IT's monument (click to show/hide)
HAIL! HAIL!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on August 24, 2011, 02:01:10 am
yay! rainbow blood!

and to get this back on topic, let me give out a completely random picture that has NOTHING to do with corrosion.

Spoiler: IT's monument (click to show/hide)
HAIL! HAIL!

Right in der fuehrer's face! (http://www.youtube.com/watch?v=5LYD0Fzf1LU)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on August 24, 2011, 10:40:53 am
Updated List

Spoiler (click to show/hide)

soo... we'll get not ONE species of shroom, but SEVERAL, each with its own capabilities? AWESOME!

In all likelihood yes. There will probably be 2-4 plants, each one with it's own nasty effects. Overall they grow quickly, but carry said nasty effect. Here's a few ideas
Spoiler (click to show/hide)

The diseases will include vomiting, dizziness, drowsiness, possibly a small chance of blindness or organ failure.

yay! rainbow blood!

and to get this back on topic, let me give out a completely random picture that has NOTHING to do with corrosion.

Spoiler: IT's monument (click to show/hide)

Great job Kerlc! :D  It is now my new background image on my labtop!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on August 24, 2011, 11:47:07 am
thank you, thank you.

oooh! another idea about the shrooms! make them grow all the time. there are no seasons underground.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: BeforeLifer on August 24, 2011, 04:29:40 pm
What! Were my scorpion in the changelog! :P
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on August 25, 2011, 01:37:58 pm
Yeah I haven't updated that for a while, I really should get to that. But for now.

(http://tehmoose.files.wordpress.com/2008/09/tf2_240507_03.jpg)

SPY'S SAPPIN' MEH LABTOP CHARGAH!

Corrosion is going to be stalled until further notice. Sorry to disappoint.  :-[
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on August 26, 2011, 01:14:34 am
where's my dynamite?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: veerserif on August 27, 2011, 11:25:08 am
I just downloaded and played this mod, and I'd just like to say great work! I died as soon as the first siege came, but it was kind of worth it to see my llama kick one of the lumbering spawn to death.

Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Velard on August 27, 2011, 02:51:37 pm
The game crashes in Adventurer Mode every time I Fast Travel adjacent to a lair. Did I install something wrong, or is this an existing bug?

EDIT: False alarm, I managed to fix it.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: peskyninja on August 28, 2011, 01:23:09 pm
i've just found star silk web in that funny place using dfreveal.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on August 29, 2011, 12:59:57 pm
i've just found star silk web in that funny place using dfreveal.

Yeah that stuff gets everywhere, it gets really annoying when you don't collect it and it ends up interrupting jobs  :P

Good news! I bought a new charger, so I'll be able to work on Corrosion again!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: peskyninja on August 29, 2011, 03:28:47 pm
Hurray!
is possible to make guns produce smoke when they shoot?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Putnam on August 29, 2011, 06:11:05 pm
Hurray!
is possible to make guns produce smoke when they shoot?

They would have to shoot two things at once: one bullet, and one thing that turns into smoke upon contact with the air. So, no, not really.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: BeforeLifer on August 29, 2011, 06:44:45 pm
Maby make the bullet have 2 layers? One that does the smoke and another thats the core? Is it posible to do that?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on August 30, 2011, 01:33:54 am
that would (i think) make the target smoke. and (for your info) modern day bullets use smokeless powder. so i guess that those in corrosion do that aswell.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Putnam on August 30, 2011, 03:00:00 am
Maby make the bullet have 2 layers? One that does the smoke and another thats the core? Is it posible to do that?

I'm pretty sure that objects are made of 1 material, so no. Besides, you make the object out of a material at a workshop, so the bullets inherit the object material.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: BeforeLifer on August 30, 2011, 10:13:54 am
*shrugs* well its worth a thought. Maby later toady will make it so we can like layer metals so that this is posible :D
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: NightS on August 30, 2011, 11:48:24 am
If that happens, platinum/gold/lead maces covered with steel will rule over all weapons :P
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: BeforeLifer on August 30, 2011, 03:47:39 pm
STUFFED COTTEN CANDAY!!!
That will make them even more OP lol
A sword the weight of styrofoam that can cut into the ground its that sharp already. But imaging if it was filled with lead :D
That will be a little OP lol.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: peskyninja on August 30, 2011, 04:52:36 pm
I want to add the sawmill and the burner work shops,is that possible,if it is how? (please explain I gave my babysteps into modding yesterday.)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Velard on August 30, 2011, 05:20:29 pm
The game still crashes, this time when I encountered a Bat Behemoth. What do? I think the problem may lie in the raws, but I can't be sure. Help me out, guys!

EDIT: Ah, now it makes sense! After checking the log, things get WAY easier to fix! Thanks. It works now.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: BeforeLifer on August 30, 2011, 11:35:06 pm
Ah the meirical of the error log :P
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: peskyninja on September 01, 2011, 04:12:21 pm
IT 000 what are your plans for the next release?(I mean both,the mod and the vanilla one)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Velard on September 01, 2011, 08:18:25 pm
IT 000 what are your plans for the next release?(I mean both,the mod and the vanilla one)

I'd love to see things like poisoned weapons or gas bombs.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: IT 000 on September 01, 2011, 09:06:19 pm
Hurray!
is possible to make guns produce smoke when they shoot?

The only way that comes to mind is by making the metal boil at blood temperature. Then when it gets lodged in it will 'explode'. However this causes a lot of problems with biome temperature. Hot places make the bolts go off as soon as they are made, cold places cause them to never go off. Even warm places are a coin flip.

I want to add the sawmill and the burner work shops,is that possible,if it is how? (please explain I gave my babysteps into modding yesterday.)

By all means go ahead!

Spoiler: instructions (click to show/hide)

IT 000 what are your plans for the next release?(I mean both,the mod and the vanilla one)

For 1.0.9 the big things will be Evil creatures, Battery smelting, and Domestic graphics for creatures. Domestic graphics are done, battery smelting is only half tested, and most of the Evil creatures are on paper and have yet to be translated to the raws (they will also be getting their own graphics) Those are the three big things, but there's a few little things to, like varied hammers/maces, bullets being harder to make in adventure mode, and easier to make (but weaker) guns.

For .26 I have even bigger plans, if everything pans out like I think it will, you can expect to have zombies that turn people into zombies by biting, ingestable medication, Gloomapeck Silk being processed into a deadly metal to zombies (probably not very effective against other creatures), and a few underground plants.

Honestly production would be farther along by now, but some things have been popping up like bouncing bettys. Hopefully I can get 1.0.9 out before .26, but if I can't I'll port what I have to .26 then release it while I work on the stuff mentioned above.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: BeforeLifer on September 01, 2011, 10:59:59 pm
Ya bounting bettys were annoying as fk in WW2 what they would do sometimes would i think they would place them under loose floorboards and then when someone steps on then off a floorboard the betty would bounce up with the floor board and kill everyone in the room. On a test I saw with one in a field the betty bounced up around 8-10 feet in the air and then blew up. Riddleing all around it about 40-50 feet away with hundreds of steel ballz.(Yes i use a z in ballz. Dont like it? To bad!)
So if theres more problems than these popping up then you gota alot of problems lol.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on September 02, 2011, 08:29:28 am
sooo.... Pneumaatic rifles?


WOOT!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: peskyninja on September 02, 2011, 06:06:16 pm
IT 000 thanks for your reply and the instructions,I'll try to add the buildings as soon as possible.

Quote
Gloomapeck Silk being processed into a deadly metal to zombies (probably not very effective against other creatures), and a few underground plants.

Gloomapeck Silk,what's this ? (never saw it on the mod  ???)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: trees on September 02, 2011, 06:13:31 pm
Dig down to the caverns, you'll find it.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: peskyninja on September 03, 2011, 05:10:21 am
it's possible to dig through Hard Rock?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Jimlad11 on September 03, 2011, 05:40:31 am
You mostly have to dig through ore veins I think.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: peskyninja on September 03, 2011, 07:37:00 am
but that unpassable hard rock only layer is really unpassable?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Jimlad11 on September 03, 2011, 07:52:49 am
Yeah, that stuff is not passable, but Ore veins run through it, so you can just dig through them  ;D 
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: peskyninja on September 03, 2011, 09:39:05 am
But I've used DFhack reveal and there are no veins in 2 levels at least,so i supose that there are some impassable maps ?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Savolainen5 on September 03, 2011, 09:59:28 am
Yeah, if your world is genned with too low a mineral abundance number, then it'll be difficult to get down to the caverns.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on September 03, 2011, 11:14:32 am
i personally play on a map with "frequent" ore abundancy. that's how i first got to the caverns. and then i sealed them. will have to open them for the nex update, i think  ;D
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: TehNoob on September 03, 2011, 07:41:17 pm
Thinking of trying this mod. One question though, do the Reinheit and Sand Devils fight the infected species when their on the same map?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Jimlad11 on September 03, 2011, 08:10:37 pm
Thinking of trying this mod. One question though, do the Reinheit and Sand Devils fight the infected species when their on the same map?

One of my long-term goals is to set up a Zombie pit for executions, so I would be interested in this answer as well.   :)   
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on September 04, 2011, 02:05:58 am
Thinking of trying this mod. One question though, do the Reinheit and Sand Devils fight the infected species when their on the same map?

i can personally only answer for the sand devils: NO.

as for reinheit: my world gen has killed them off at year 102.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Flare on September 05, 2011, 07:42:27 pm
Just a heads up. Two of my humies have gone berserk due to there being no rough gems to use for their moods. The first case wasn't so bad as it was just a weaver and I'm not exactly in the cloth industry, but the second one that went berserk was a legendary weaponsmith, the chief medical doctor, as well as a valuable member of the militia (don't ask me why I put him in the militia, I am currently very short on bodies). Is it possible for you to put in an object that can act as a substitute for rough gems?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Pan on September 05, 2011, 08:32:19 pm
Turning off artifacts in the init file will work for the time being.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Flare on September 06, 2011, 12:14:14 am
I didn't know I could do that. Thanks :P!

In any case, at least the sight of a berserk medical chief chasing a mob of frightened civilians down the streets before being gunned down with shotguns was pretty funny.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: BeforeLifer on September 09, 2011, 08:15:46 pm
BUMP
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on September 10, 2011, 09:55:51 am
3 days does NOT count as a dead thread. but for corrosion.... aw, to hell with it.

(http://images.memegenerator.net/instances/400x/9893039.jpg)

Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: BeforeLifer on September 10, 2011, 11:34:23 am
:P oh and did you add in the RIGHT tokens for the Tails that should be on the right side? I think i forgot to point that out.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Flare on September 10, 2011, 06:16:22 pm
This cave murk stuff. Can I feed my cattle on it?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: SirAaronIII on September 10, 2011, 06:34:27 pm
You probably can. It's like the floor fungi of vanilla, except... murkier.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Person on September 10, 2011, 08:25:18 pm
If it works in vanilla it should work here.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on September 12, 2011, 07:09:31 am
due to my messing around with the raws, i was forced to uninstall corrosion. but when i wanted to reinstall it: BAM! bad gateway.

et tu, DFFD?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Silencer59 on September 15, 2011, 09:56:40 am
Would it be possible to create a syndrome that causes severe unhappiness?
Could be a potential way to simulate newly bitten infected if it's possible.
Unless there were other plans for simulating your people getting bitten other than a strong bite?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on September 15, 2011, 11:21:34 am
newly infected will be added in DF 0.31.26. but infected could have a syndrome.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Rumrusher on September 16, 2011, 03:29:25 am
for get that I just
Would it be possible to create a syndrome that causes severe unhappiness?
Could be a potential way to simulate newly bitten infected if it's possible.
Unless there were other plans for simulating your people getting bitten other than a strong bite?
well I just finish writing a code for the new dfhack(dfusion) to change creature into another race if they get hurt in a certain part of their bodies.
combine this with my discovery of creatures with the same detail descriptions not bugging DF out means proper pre-31.26 infections.
the only limit is that the infected creature race must have the same body modifiers(the stuff seen in descriptions) as a human for the main caste, others castes can be crazy so far attacks transfer easily and an human once changed will be able to throw out material blasts and other cool stuff no dead coming back to life though as DFhack's Dfusion doesn't have access to creature flags.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on September 23, 2011, 06:56:39 pm
bump

I will start re-recording in about a week or so and will start uploading in about 2 or 3 weeks I think ^_^

Sorry I have been inactive for a while just been bust with recording some things for my new channel and not really been in the mood to play DF. I am starting to get in the mood however lol :P
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on September 24, 2011, 02:20:21 am
mini mod warning!

the AXES!

backstory!

once upon a time, about 20 years after the great collapse, two brothers were looking for refuge in an abandoned house. the house was ruinde, too ruined in fact to take refuge in. but the house had an unruined, adn perfectly serviceable tool shack, and the brothers took refuge in there. in it they found two axes: a modern,one handed bearded axe, and a splitting maul. some time after midnight, they were woken up, as something was banging on the door. the brothers, keeping a cool head took the axes and prepared for the infected to burst in. the door broke,  and before the brothers stood 5 well fed lubering infected. as the brothers were quite handy with axes, they made short work of them. they returned to their hometown and showed the blacksmiths the axes. they have made many diferent replicas of both of them, but the best ones have been the two handed version of the bearded one, and the sledgehammer that was  hastily filed down into an axe. these axes are still one of the best weapons you can get.
(i have made this because i was not happy with the chopaxes. and i wanted something bigger, 2 handed)

how to install:
put this code into item_weapon_di
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_BEARDED_AXE]
[NAME:bearded axe:bearded axes]
[SIZE:1000]
[SKILL:AXE]
[TWO_HANDED:10000000]
[MINIMUM_SIZE:62000]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:8000:6000:hack:hacks:NO_SUB:800]
[ATTACK:BLUNT:50:1000:jab:jabs:head:1000]

[ITEM_WEAPON:ITEM_WEAPON_SPLITTING_MAUL]
[NAME:splitting maul:splitting mauls]
[SIZE:1000]
[SKILL:AXE]
[TWO_HANDED:10000000]
[MINIMUM_SIZE:62000]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:4000:9000:hack:hacks:NO_SUB:900]
[ATTACK:EDGE:10:300:smash:smashes:NO_SUB:700]

and this into the entity_default_di, right at the beginning.

Code: [Select]
[WEAPON:ITEM_WEAPON_BEARDED_AXE]
[WEAPON:ITEM_WEAPON_SPLITTING_MAUL]

feedback, adjustments, and balancing are welcome.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Tiruin on September 24, 2011, 07:01:34 am
I noticed we have the lack of Gloves as armor, leggings too (metal). Could anyone tell me why?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: ShoesandHats on September 24, 2011, 02:40:49 pm
How do you kill a Smokee? I've broken most of its bones and its bleeding, but every time I try I end up dying and save-scumming. I've also got several warrior meatshields companions.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on September 25, 2011, 12:00:17 am
I noticed we have the lack of Gloves as armor, leggings too (metal). Could anyone tell me why?

it is to make the game harder, and battles tougher. you can make a mini-mod, though.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Keltiknight on September 25, 2011, 09:28:15 am
I just had a funny moment: embarking on a marsh with a cave...cue smokee attack. Because it was RIGHT next to me. Yeah..."Your settlement has crumbled to its end", though yeah, I agree, half of my corrosion adventurer deaths, are from smokees, they could use a light nerf so that don't punch my hands off, like they usually do.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Synner on September 25, 2011, 02:32:49 pm
Well, congratz my good fella, even before i can touch that bloody asshole my screen is flooded with MELTING!

EDIT: I second Mr. SnH question, how should i kill those bloody Smokees? i mean i wen't the smart way sneaking around and shooting like nuts but besides problems breating his broken skull/spine/arms/legs/everything and severed nerves everywhere do nothing, i savescumed a bit and wen't nuts with a scythe while on fire, nothing goes flying, the damn thing is uncuttable.

EDIT2: Arena tests show that the only way take down an Smokee is a BRUTAL blow to the head tearing the brain, only a gloomapeck was able to do this. Now the problem is how are we going to kill the Glommapecks...
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Flare on September 29, 2011, 12:58:58 am
Is there a way I can make the skulking undead braver? I found out that I could around 30 of them at bay with a squad of 5 shotgun wielding militiamen, and with the door wide open. They kept skirmishing into and out of range of the shotguns (not that it did them or their horses much good mind you), they could have easily overwhelmed the defences if they just rushed through the entry way and into the city (if they get past the kill zones that is).

I've removed the mischievousness tag, added nofear and every other tag that the mutated infect have but to no avail. Is there a way to give them the building destroyer tag as well? Maybe that'll make them more dangerous. But for the life of me I can't figure out where it goes.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: SirAaronIII on September 29, 2011, 03:23:57 pm
I think all you have to do is paste BUILDING_DESTROYER:2 or 1 anywhere, just like SPEED:0.
Keep in mind 1 can only destroy wooden buildings while 2 can destroy pretty much anything.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Flare on September 30, 2011, 02:05:10 am
Thanks! I'll try that out.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Synner on September 30, 2011, 05:46:15 pm
I DID EET! i friggin did it! my totally not sneaking character took his crucible steel scythe and tr... faced the beast like man! not from the shadows like a total coward trowing all kind of stuff like a crazy asshole but totally standing there, firm and manly, shouting "I SHALL SLAY YOU BEAST OF THE NIGHT!"

My guy may have no face, or arms, or legs, or anything but he's a legendary hero pretty much everywhere, so i'm proud and he won his fatless ass some rest.

Beware, the image down here is not small and every pixel is full of !!MELTING!!

Spoiler (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: ShoesandHats on September 30, 2011, 10:29:00 pm
How exactly do you go about making a functional fortress in this mod? All the stone I can find is that annoying surface rock, and I need stone to make a metalsmith's forge and lots of other things.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: SirAaronIII on September 30, 2011, 11:36:54 pm
Bring a lump of clay or rigid rock on embark. Use that to build a kiln, where you can get infinite clay for all your fire-safe needs. This only works on clay maps, obviously.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Flare on October 01, 2011, 12:15:06 am
How exactly do you go about making a functional fortress in this mod? All the stone I can find is that annoying surface rock, and I need stone to make a metalsmith's forge and lots of other things.

I chose a location where there were lots of trees and a few layers of clay and sand before meeting hard rock. On the level where you meet rock, designate a bunch of up/down stairs to see what kind of rock is below you, after that it's just digging out the veins in hopes of finding more veins and perhaps even magma. In order to use raw iron or zinc, you have to activate it in the stone menu though.

I went to that location without any sort of clay or rock material however, I survived simply due to the fact that I dug a trench and isolated a large area to sustain the people inside with enough wood to last for the first few fights.

Also, use the burners and sawmills to your advantage. At the sawmill, you can turn a log into 4 planks(blocks), at the burner you burn these four blocks into 8 pieces of charcoal. From one piece of wood, you can recover 8 pieces of glass or bricks of building material. This is going to be very important, seeing as how underground digging is going to be severely limited you're probably going to build a lot of the stuff above ground.

Edit: Found out more stuff that the enchanted will take offence in a trade. Not only do they not like food made from animals and wood, they also don't like weapons as well, but ammunition is perfectly fine!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Tiruin on October 01, 2011, 09:42:43 am
Several things I've found out:

1. Enlightened humans do NOT trade for any prepared food consisting of plants and/or meat. That means all food.

2. Reinheit (adventurer) are allied with you but act just like the Enlightened in trading, a good thing you have a second chance. Also, Desert Devils are allied but you will encounter banditry often from them, good sources of money for trade (if you survive.)

3. Bogeymen, yes they exist but there are NO night creatures even when there are in an advanced world gen. That means no questies or free loot from service to humans.

4. You need wood to live, just like the early peoples. You can also embark on mountain biomes and live like dwarves. There is no surface rock/deathly rock in mountain biomes (needs confirmation, all confirmed on mine.)

5. Clay is your friend.

6. Corrosion gives you more view of other industries (other than rock...all types of rock and that dreaded blue stone. The other one that isn't deep in.) like glass and glazing.

7. If you do not have a shelter or bridge to bar up by winter, you will mostly fall. Your men are unarmed and unclothed, if they are armed then they mostly will not survive. If they will then good luck surviving until next Autumn (or was it summer? forgot when the Privation caravan arrives...)

All these are just my observations. Good job in the Mod, and thanks for putting choices in the raws!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on October 01, 2011, 11:31:57 am
Spoiler (click to show/hide)
:o

you, my sir get a Joker!
(http://www.beastskills.com/uploads/beastskills/image/jokerclap.gif)

and, no i do not care if it's a big picture. why so serious?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Synner on October 01, 2011, 01:09:26 pm
Spoiler (click to show/hide)
:o

you, my sir get a Joker!

and, no i do not care if it's a big picture. why so serious?

Someone likes it! i know it's not a piece of art or anything but i was kind of bored.

And acording to Tiruin, the enlightened are idiots far worse than elves.

A question, is this mod still alive? i was reading the whole thread (yeah those where a few hours considering the 80 pages) and found that IT's kind of inactive latelly, any chance he's just taking a break? plus he's still taking requests/recomendations?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Jimlad11 on October 01, 2011, 02:07:24 pm
This mod's still active, but IT's waiting for the next release of Dwarf Fortress so he can get stuck in with the new interaction system. I think he has a few plans, like seeing if he can create a real "Zombie Virus" that actually infects people, and I also believe that he mentioned medicine. But until the update is released, no one knows what can be done and what can't, so this mod's on a little temporary hiatus. 
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Tiruin on October 01, 2011, 09:13:16 pm
Anyone know if the diplomat thing (as reported from Quietust) can be transferred into the raws in the enlightened file? I do not hate elves for they have reason enough for their actions. The Enlightened just defy logic altogether, they do not accept food. They come armed just like normal humans yet they have unjustified ethics.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Person on October 01, 2011, 11:40:20 pm
Er.... I seem to have forgotten how to make wood mechanisms in this.

Also, I think a few pages/posts back IT said they lost access to their computer because they needed a new power source or something like that. There are still things in dev though, don't worry.

Edit: Never mind, they're made the way I thought. And they got a new charger on page 23(50spostsperpagehehehehehe), all is well.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on October 02, 2011, 12:14:41 am
The Enlightened just defy logic altogether, they do not accept food. They come armed just like normal humans yet they have unjustified ethics.

well, someone's gotta be crazy, you could not create a faction called "Kerlcians" and make them crazy  :D. just kidding, the enlightened probably believe that being offered food by another civ is disgraceful, because they can take care for themselves, and are insulted. anyway, what's the deal? i just sell them bars of copper, bronze and iron, and i have made them my very good friends. they even brought me a puppy! (in a cage).
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Flare on October 02, 2011, 02:40:07 am
I've found a Gloomapeck!

What is up with all those trunks?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Synner on October 02, 2011, 10:17:03 am
Next step, draw a crappy Gloomapeck! btw guise, where IT came up with the idea for a seven headed cave elephant spider-man? i mean the only proper reaction for that would be "WTF" and that's what came out of my mouth when i was adventuring and sudenly felt unseasy for a monster called "Gloomapeck", it must be a joke with that name, sudenly webs and broken brones everywhere before i could even shoot it... Also, the name? Gloomapeck? really? it brings the image of a bird with the flu to my head.

I say the Enlightened just don't want your food because they like their organic vegan bullshit grown with human excrements and kissed everyday to make mother earth happy.

And i have a request if T ever read this, i kind of miss goals, you know this mod is awesome because it is hard but it is lacking final goals, my goals on vanilla are usually finishing my fort (that's a goal here too) and creating an army with the best of the best (namey blue cottoncandy), i wish i could create smething like that here, one thing that requires WORK and LUCK, something like the blue metal, like you dug the veins and followed them deep so you found something with info on how to create an anti-tank riffle with bullets the size of a fist! a riffle that's more like a portable siege weapon (jk) and that with the usual bullet reaction you only get 10 shots, something to make a diference, because lets face it, we are the weak ones, the Warlords and the Reinheit are better at everything! the friggin Elightened are the hippies and we are on par with them! i'm not talking about game breaking but at least a single area in wich we are better, even if it comes to getting silk from a Gloomapeck to create a sort of kevlar for armors.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on October 02, 2011, 12:15:17 pm
synner: he's (probably) going to add titanium, wich will (hopefully) be stronger than steel. otherwise: my goal is to create a great army, equipped with crucible steel, and finishing my impenetrable fort, the "makarov death squad" (a bunch of minutemen with crucible steel pistols, trained up to championship), the "reapers" (the same as makarov death squad, only with schytes), establishing a sub-settlement, or a backup base in the caverns. and there's always the good old REACHING the caverns. and, we're BETTER THAN ENLIGHTENED. we are not hippies.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Synner on October 02, 2011, 05:01:26 pm
synner: he's (probably) going to add titanium, wich will (hopefully) be stronger than steel. otherwise: my goal is to create a great army, equipped with crucible steel, and finishing my impenetrable fort, the "makarov death squad" (a bunch of minutemen with crucible steel pistols, trained up to championship), the "reapers" (the same as makarov death squad, only with schytes), establishing a sub-settlement, or a backup base in the caverns. and there's always the good old REACHING the caverns. and, we're BETTER THAN ENLIGHTENED. we are not hippies.

Then the Reinheit will have titanium combat crowbars and the Warlods will have titanium super shotguns... i stand my point, we need an exclusive sig item, after all the items we can craft are some sort of leftovers from the other civs, and yeah i know we are not hippies (unless you want of course) but the hippies are still on par with us in the military department, and that's lame.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Flare on October 02, 2011, 09:06:56 pm
Does anyone know what did IT do to shotgun shells and bullets to make them less likely to show up after someone has shot them? There's this big problem playing fortress defence of bolts getting scattered all over the place and I would prefer it that the bolts themselves go away rather than giving the haulers something to occupy several months of their time.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on October 03, 2011, 07:29:36 am
synner: he's (probably) going to add titanium, wich will (hopefully) be stronger than steel. otherwise: my goal is to create a great army, equipped with crucible steel, and finishing my impenetrable fort, the "makarov death squad" (a bunch of minutemen with crucible steel pistols, trained up to championship), the "reapers" (the same as makarov death squad, only with schytes), establishing a sub-settlement, or a backup base in the caverns. and there's always the good old REACHING the caverns. and, we're BETTER THAN ENLIGHTENED. we are not hippies.

Then the Reinheit will have titanium combat crowbars and the Warlods will have titanium super shotguns... i stand my point, we need an exclusive sig item, after all the items we can craft are some sort of leftovers from the other civs, and yeah i know we are not hippies (unless you want of course) but the hippies are still on par with us in the military department, and that's lame.

nope, what i mean, IT will add titanium as an adamantine-like object, or will just disable the reinheit and warlords from using it. THINK LOGICAL.  :P
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Synner on October 03, 2011, 08:11:59 am
synner: he's (probably) going to add titanium, wich will (hopefully) be stronger than steel. otherwise: my goal is to create a great army, equipped with crucible steel, and finishing my impenetrable fort, the "makarov death squad" (a bunch of minutemen with crucible steel pistols, trained up to championship), the "reapers" (the same as makarov death squad, only with schytes), establishing a sub-settlement, or a backup base in the caverns. and there's always the good old REACHING the caverns. and, we're BETTER THAN ENLIGHTENED. we are not hippies.

Then the Reinheit will have titanium combat crowbars and the Warlods will have titanium super shotguns... i stand my point, we need an exclusive sig item, after all the items we can craft are some sort of leftovers from the other civs, and yeah i know we are not hippies (unless you want of course) but the hippies are still on par with us in the military department, and that's lame.

nope, what i mean, IT will add titanium as an adamantine-like object, or will just disable the reinheit and warlords from using it. THINK LOGICAL.  :P

Ohhh now i get it, thanks for it bro, i like the way you think.

Now there's the issue of the bracers, right? i mean it can't be so hard to get a plank of metal with a tiny whole, atach a few leather strings and you got yourself a post apoc riot shield, the bracer could be gloves with protectiong only for the lower arms, i'm drooling at the image of a wall of titanium shields and machetes killing everyone and everything...
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on October 03, 2011, 11:35:55 am
alas, i have suggested IT to add riot shields to warlords (at first), but he said no. still, it would really be awesome to have riot shields, that act similary to tower shields (big, heavy) in DF advanced.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Person on October 03, 2011, 08:52:32 pm
alas, i have suggested IT to add riot shields to warlords (at first), but he said no. still, it would really be awesome to have riot shields, that act similary to tower shields (big, heavy) in DF advanced.
It's probably because riot shields don't take well to shotgun fire, so It wouldn't be... realistic? Is there a block threshold for shields too? If not, it would block all projectiles. I suppose to balance it he could make them have a high weight modifier to make you move slower. Also, embarking with a couple metal bars(even copper will do) to make plate or bolts/bullets works amazingly, until you get a 16 infected siege and run outta ammo due to unlucky shots, preventing you from getting booze.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: kerlc on October 04, 2011, 05:06:28 am
alas, i have suggested IT to add riot shields to warlords (at first), but he said no. still, it would really be awesome to have riot shields, that act similary to tower shields (big, heavy) in DF advanced.
It's probably because riot shields don't take well to shotgun fire, so It wouldn't be... realistic? Is there a block threshold for shields too? If not, it would block all projectiles. I suppose to balance it he could make them have a high weight modifier to make you move slower.

well, another idea i had about balancing riot shields is taht they would take 3 parts to make: Shield, handle, bolts. each requires 1 any metal bar, ant the shield is named after the shield (or shield plate) part, so from bronze handle, bolts, and an iron shield plate you get an iron riot shield.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Deon on October 04, 2011, 05:14:39 am
It would be great to have a few "unknown plants" with different products which you can learn only after processing it.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on October 04, 2011, 08:30:06 pm
For some reason when I install the mod, the way that I am supposed to the game will not start I keep getting "program not responding" thing

Any help?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Person on October 05, 2011, 03:30:28 pm
Wait for it to respond? That usually works for me in most df.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on October 05, 2011, 05:45:51 pm
Yeah that normally works for me too but this is just breaking the program for some reason :(
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Person on October 06, 2011, 02:41:27 am
Weird. When does this happen? Just every time you start it up? Try re-downloading the mod or df, somethings probably missing.
Edit: Oh yeah, check the error log.txt, that should help somewhat.
On a side note, this is how good shotguns are.
(http://img.ie/c18a7.png)
It's.... Amazing. Tears things in half, and that's low quality copper.
Although, that was only 2 two shots out of many that bisected. Still, the limb killing is going good.
If you can make even one shotgun and one stack of ammo, its worth it. And by stack i mean 5 groups of 60 shells, since casings come in fives.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on October 06, 2011, 04:38:31 am
Weird. When does this happen? Just every time you start it up? Try re-downloading the mod or df, somethings probably missing.
Edit: Oh yeah, check the error log.txt, that should help somewhat.
On a side note, this is how good shotguns are.
(http://img.ie/c18a7.png)
It's.... Amazing. Tears things in half, and that's low quality copper.
Although, that was only 2 two shots out of many that bisected. Still, the limb killing is going good.
If you can make even one shotgun and one stack of ammo, its worth it. And by stack i mean 4 groups of 60 shells, since casings come in fours.

I want it ^_^. Yeah I may have to re-download everything ><. When I try to start up a fort the game crashes
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on October 06, 2011, 07:17:31 am
Am sure there used to be a pre-installed version of this mod on here some where ... so that some ppl who are lazy ie. me, who dont have to install and move folders around ^_^

Any chance someone can do this on here for me and others?

P.S. Anyone know where IT is?
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Synner on October 06, 2011, 10:35:56 pm
IT is not here and he should be working! we need functional bracers! our slave's not being good! there are a lot of things that need work here, we still have ideas to implement and waiting for te next DF release's not cool

Also i want shotguns now, imagine the Warlord version of the shotguns but with crucible steel shells, the Gloomapeck scourge!
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on October 07, 2011, 04:49:20 am
Heehee Syner ^_^ Not been on here in a while so no idea whats been happenin :P. How long has IT been AWOL????
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Person on October 07, 2011, 01:38:15 pm
I've got an already packed ascii version if you want me to upload that to dffd. I could upload a packed  tileset version too if need be.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Person on October 07, 2011, 01:51:13 pm
Alright here they are, these can probably be added to the main post, and I'll remove if I'm asked.
The optional files(nopus/etc) and assume you can install them yourself if you want because there are instructions.

ASCII Link: http://dffd.wimbli.com/file.php?id=5026

Tileset Link: http://dffd.wimbli.com/file.php?id=5027

Edit: By the way, are trench coats usually made out of metal? If not, awesome, because my moody armorsmith made an iron one.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on October 08, 2011, 07:14:12 am
Thank you very much "person" lol love the name too :P: Again thanks for posting the pre-installed version for us "lazy" ppl ^_^
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Demiurge on October 08, 2011, 07:50:52 am
So how do I dig stone safely? I lost a miner due to digging a one square channel for dumping stuff and his entire body just rotted. Do I just sacrifice the manpower?  :P
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Jimlad11 on October 08, 2011, 08:08:49 am
So how do I dig stone safely? I lost a miner due to digging a one square channel for dumping stuff and his entire body just rotted. Do I just sacrifice the manpower?  :P

There is a semi-cheating method. If you want you can make it so that you can mine stone without the deadly gasses. I think there is a separate RAW rile that comes with the installation, as well as instructions on how to replace it.

Other than that, you pretty much have to do what you suggested: Sacrifice a wave of migrants for mining duty... 
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Tiruin on October 08, 2011, 10:48:02 am
So how do I dig stone safely? I lost a miner due to digging a one square channel for dumping stuff and his entire body just rotted. Do I just sacrifice the manpower?  :P

Or try digging in the mountains, I've found no dangerous stone in all my embarks there  :D No editing raws or advanced gen worlds or anything.
Title: Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
Post by: Ult1mara on October 08, 2011, 11:10:50 am
So how do I dig stone safely? I lost a miner due to digging a one square channel for dumping stuff and his entire body just rotted. Do I just sacrifice the manpower?  :P

Yes u can sacrifice manpower ..... it is the fun way of doing things ^_^. Or u can make stairs ..... these tend to actually work and not kill ur miners
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: IT 000 on October 08, 2011, 11:57:22 am
Wow, I'm surprised this is still on the first page! Thanks for holding the fort down while I was away, and I'm sorry for the prolonged absence. I've been working on a different project not related to DF. It's been slow going, so I'm taking advantage of it.

Quote from: multiple people
How do we kill smokees?

Yeah smokees are pretty brutal, they come in and burn everything in their path. However they will die of heat if you lock them out for long enough, the safest bet is to set up a wall near your entrance and wait for the fires to die down.

Is there a way I can make the skulking undead braver? I found out that I could around 30 of them at bay with a squad of 5 shotgun wielding militiamen, and with the door wide open. They kept skirmishing into and out of range of the shotguns (not that it did them or their horses much good mind you), they could have easily overwhelmed the defences if they just rushed through the entry way and into the city (if they get past the kill zones that is).

I've removed the mischievousness tag, added nofear and every other tag that the mutated infect have but to no avail. Is there a way to give them the building destroyer tag as well? Maybe that'll make them more dangerous. But for the life of me I can't figure out where it goes.

There's a problem with mounts, they operate with a mind of their own. If mounts were gone, your humans would be humans kabobs. I think I removed them for 1.0.9, but they might be hardcoded since the general is required to tame mounts, and I don't see a general noble anywhere in their entity.

2. Reinheit (adventurer) are allied with you but act just like the Enlightened in trading, a good thing you have a second chance. Also, Desert Devils are allied but you will encounter banditry often from them, good sources of money for trade (if you survive.)

3. Bogeymen, yes they exist but there are NO night creatures even when there are in an advanced world gen. That means no questies or free loot from service to humans.

#2 is a basic problem with adventure mode, I predict this will get fixed once Goblin towers are fixed, but I was expecting .26 to come out in June, so it's going to take a while before these are fixed. :P #3 Night creatures can be fixed by advanced world gen. They're probably more rare with the default generations because IIRC zombies cannot be targeted by Night Creatures.

Quote
All these are just my observations. Good job in the Mod, and thanks for putting choices in the raws!
And thanks for playing! :D

Anyone know if the diplomat thing (as reported from Quietust) can be transferred into the raws in the enlightened file? I do not hate elves for they have reason enough for their actions. The Enlightened just defy logic altogether, they do not accept food. They come armed just like normal humans yet they have unjustified ethics.

It should be able to. As far as the ethics go, in a nutshell, they are attempting to conserve resources by refusing to accept them in trade with others. If you try to trade with the enlightened, you can't give them food or wood crafts, so you won't kill animals or chop down trees. Sort of a passive aggressive hippie if you will.

But the big reason is to prevent you from trading prepared food to them for 10000 db a pop. They bring weapons so that they have something useful to trade.

Quote from: Synner
Gloomapeck? really? it brings the image of a bird with the flu to my head.

hehe yeah the original name was something in latin that frankly, didn't have a kick to it. So while I was talking to one of my siblings about it, being the shy quiet fellow, they muttered something and it came out as Gloomapeck. I don't recall what he was actually trying to say, but the name has stuck ever since.

Quote from: Kerlc
synner: he's (probably) going to add titanium, wich will (hopefully) be stronger than steel.

Fascinating idea, but I think I'll pass, Crucible steel is already adamantine compared to most other metals. Adding something stronger would just seem redundant.

Does anyone know what did IT do to shotgun shells and bullets to make them less likely to show up after someone has shot them? There's this big problem playing fortress defence of bolts getting scattered all over the place and I would prefer it that the bolts themselves go away rather than giving the haulers something to occupy several months of their time.

I have noticed a considerable change, but I cannot say for certain why bullets and shells have a smaller chance of being left behind.

Quote from: multiple people
Riot Shields

Kerlc's riot shield had some components that weren't possible to make, glass items, blocking from one direction only.

From a game standpoint, shields block a % of attacks, and this % goes up with every level of shield skill and the quality of the shield also appears to increase it. From my experience, a Legendary shield user with a masterpiece shield that blocks 10% can block almost every shot. Thus I'm hesitant to go above 5% (Even then that can block a surprising amount) Until shields break, or let arrows through once in a while, the bracer is probably the only thing you will have. Bucklers are used because they must be traded and thus, don't have quality modifiers.

It would be great to have a few "unknown plants" with different products which you can learn only after processing it.

Fascinating idea, something like having a half a dozen 'Mysterious Plant' entries that have varying effects. However, I don't know how you can 'remember' a plant. So that might put a slight kink in the plan.

Quote from: Person
It's.... Amazing. Tears things in half, and that's low quality copper.
Although, that was only 2 two shots out of many that bisected. Still, the limb killing is going good.
If you can make even one shotgun and one stack of ammo, its worth it. And by stack i mean 5 groups of 60 shells, since casings come in fives.

Hehe, yeah it's nice to have some ammo that can do that. Hopefully varied range weapons will arrive so that I can effect reload time and fire rate then they might have a disadvantage. But until then, call shotgun.



So let's see, where was I?

As far as Exposed creatures go I'm starting to become hesitant of the idea. I suppose they could be placeholders until .26 comes out just to make evil places evil. However, it feels like I'm going into Fallout Territory a little bit, and I don't think that's what this mod is about.

I'm also shortening the name Giant Mutant Desert Scorpion down to Colossal Desert Scorpion if that's okay with BeforeLiar. Due to the giant font of the graphics set, the name has a habit of going off the map.

Furthermore I'll try to start up a community game sometime, I have decided that Corrosion is just to disastrous to keep a sustainable Succession game up, so I'm going to be trying something else. Stay tuned!

Finally, I'll come back with a bang and release .9, I still have a few things to tinker over, but they aren't worth waiting another few weeks for. So here you guys are! You earned it! Thanks for hanging around  :D
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Jimlad11 on October 08, 2011, 12:06:20 pm
*fistpump*

This mod is so much fun!
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Person on October 08, 2011, 12:11:18 pm
Alright, I guess I'll update the already installed links when I can. By the way, ammo only seems to stay on the ground if you
a: miss, small chance of staying.
b: the ammo gets stuck in the creature: 100% chance of staying.
Since shotgun shells sever limbs, they rarely get stuck, and you lose them. That's my theory.

Edit: Here's the installed versions.

ASCII: http://dffd.wimbli.com/file.php?id=5035

Tileset: http://dffd.wimbli.com/file.php?id=5036

Have Fun.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: BeforeLifer on October 08, 2011, 02:15:48 pm
I'm also shortening the name Giant Mutant Desert Scorpion down to Colossal Desert Scorpion if that's okay with BeforeLiar. Due to the giant font of the graphics set, the name has a habit of going off the map.
Ya thats perfectly fine with me, and its LIFER not LIAR :P
Oh another thing, did you add in the LEFT and RIGHT tokens for the stingers? Because i think thosue tokens got screwed over because of the fortmating for this.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Ult1mara on October 08, 2011, 07:27:16 pm
Ur welcome IT I just got back into DF recently and thought of this mod first ^_^ heehee. Still think it is the best out there dude
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Person on October 08, 2011, 08:16:40 pm
Turns out, copper and bronze shotgun shells are quite a bit less effective on mutated infected. Gonna melt down their metal stuff for better ammo.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Synner on October 08, 2011, 11:30:55 pm
IT's back! awesome!

And i stand my point of adding riot shields, as you can see, most people never use melee fighters because they know the guys are going to die horribly, an effective blocker would make melee fighters more apealing for the players because to say the thruth, i (and by "i" i mean everyone) just put my guys in a tower and let them shot until everything's dead.

You saw my sugestion about adding a heavy riffle? i'd like to know your opinion about it, with expensive ammo that's hard to make (10-5 bullets per reaction), but make it unique for us, i'm still whinning about the enlightened having better militar equipment, you give all the good toys to the nazis and the crazy africans!

P.S: You made no coments about my horrible drawing... jk.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on October 09, 2011, 01:07:55 am
it's....it's BEAUTIFUL!!!!

thanks, IT!

edit: making a riot shield is out of the question, then? ok.

edit2: is it right that there are no potatoes? i checked the raws, and they are there, but when i emark i can't find them anywhere (i checked all the biomes). oh, i am using the pre-installed version made by Person.  ???
also: what is Vittac's and Dwarfu Bread Mod  ???
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: IT 000 on October 09, 2011, 10:45:00 am
I'm also shortening the name Giant Mutant Desert Scorpion down to Colossal Desert Scorpion if that's okay with BeforeLiar. Due to the giant font of the graphics set, the name has a habit of going off the map.
Ya thats perfectly fine with me, and its LIFER not LIAR :P
Oh another thing, did you add in the LEFT and RIGHT tokens for the stingers? Because i think thosue tokens got screwed over because of the fortmating for this.

Sorry 'bout that. That was the only time I spelled it wrong though.
The left right tokens are both in there.

Ur welcome IT I just got back into DF recently and thought of this mod first ^_^ heehee. Still think it is the best out there dude

Thanks

Quote
edit2: is it right that there are no potatoes? i checked the raws, and they are there, but when i emark i can't find them anywhere (i checked all the biomes)

They could be extinct on your world, gen a few more and see if you can get them from your parent civ. Try to find one that covers a large area.

Quote
also: what is Vittac's and Dwarfu Bread Mod  ???

Is there something wrong with it? It appears I did not give him the proper acknowledgements though despite crediting him in the change log.  :-[ I'll fix that immediately.

@Person Thanks for prepackaging the game :)
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on October 09, 2011, 11:20:45 am
oh, it's Vittac and Dwarfu bread mod! sorry bout that, i thought it was a dwarfu (a weird way of saying dwarf) bread mod.

also, add butter (also by Dwarfu)

so, sorry, this was a mistake made by me.  :P
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: BeforeLifer on October 09, 2011, 11:21:41 am
God DAMNIT you release the new version the DAY after I diside to DL it -_-
Ah well that is the fact of life with DF and its mods :P
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Person on October 09, 2011, 12:47:45 pm
Yeah every now and then you lose access to plants in certain worlds, it mostly happens to underground stuff like plump helmets in vanilla. Generating a larger world tends to help for some reason. Also, some civs may have access while others don't. Try chancing civ on the embark screen. And you're welcome.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: BeforeLifer on October 09, 2011, 01:30:31 pm
Just noticed this but all my people are female, is that normal?
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: IT 000 on October 09, 2011, 02:09:48 pm
Just noticed this but all my people are female, is that normal?

If you're using dwarf therapist only the first class will have males, all other classes regardless of actual gender will be listed as female. Otherwise it's just luck of the draw.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Person on October 09, 2011, 02:22:29 pm
Ahahahah wow. Before I finished off the infected a bunch of scavengers stole a lot of their stuff and ran off. Luckily I shotgunned a few off before they got away, leaving something for me. On another note, weapon traps work if you have decent weapons. Course, when they jam you're screwed because weapons aren't easy to make. Cage traps probably still work though, except for the trapavoid ones of course, but the siege sizes make that plan useless.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: BeforeLifer on October 09, 2011, 05:06:35 pm
Just noticed this but all my people are female, is that normal?

If you're using dwarf therapist only the first class will have males, all other classes regardless of actual gender will be listed as female. Otherwise it's just luck of the draw.
Ah ya that was my problem I used theripist and noticed that and was to lazy to check in the game lol.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Tiruin on October 09, 2011, 07:37:50 pm
Found a bug(?). Embarked right next to a group of scavengers. Easy fight and good training for my first seven but I lost some men. And in adventure mode, some zombies are listed as animals.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: shibdib on October 09, 2011, 08:10:14 pm
Mod sounds awesome... I just think the tileset is hideous, is it playable with something else?
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: IT 000 on October 09, 2011, 08:30:30 pm
Mod sounds awesome... I just think the tileset is hideous, is it playable with something else?

Oh you hurt my feelings  :'( Can you explain what doesn't suit your fancy?

I suppose if you wanted too you could download a graphic pack and do install it manually, but to my knowledge many of the human graphics from other graphic packs are largely incomplete.

Found a bug(?). Embarked right next to a group of scavengers. Easy fight and good training for my first seven but I lost some men. And in adventure mode, some zombies are listed as animals.

Scavengers are wild zombies, and personally I am surprised that you managed to fight them off. They'll steal the skin off of you if you're not careful, quite literally :P As for the zombie animals you may have been in an evil zone, where animals are hardcoded to be zombies.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Person on October 09, 2011, 09:21:30 pm
So uhhh is it intentional that I cant use coke to make potassium/gunpowder, and only charcoal works? Because I found a large amount of coke on my map, I mean there's tons of tree and I don't mind wasting them but see, that means I have to go outside. Which is less than desirable. Also, my band of 14 are the last privations in the world, no deaths yet but this should be fun.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Rumrusher on October 09, 2011, 10:31:52 pm
Mod sounds awesome... I just think the tileset is hideous, is it playable with something else?

Oh you hurt my feelings  :'( Can you explain what doesn't suit your fancy?

I suppose if you wanted too you could download a graphic pack and do install it manually, but to my knowledge many of the human graphics from other graphic packs are largely incomplete.

Found a bug(?). Embarked right next to a group of scavengers. Easy fight and good training for my first seven but I lost some men. And in adventure mode, some zombies are listed as animals.

Scavengers are wild zombies, and personally I am surprised that you managed to fight them off. They'll steal the skin off of you if you're not careful, quite literally :P As for the zombie animals you may have been in an evil zone, where animals are hardcoded to be zombies.
I thought they where wondering bums trying to mooch off my food? oh and you don't mind if I start working on conversions to make fort mode even more FUN and there a sense of danger when you send out a man to kill a zombie you might end up with said guy coming back one of them.

edit: I need to know why does the init file in corrosion prevents people from changing the screen size by dragging is it a personal choice or just a fluke?
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Person on October 09, 2011, 10:48:29 pm
It's kind of a thing with tilesets, you can toggle it though I think. Also, apparently a privation carvan came along. Still no migrants though. Also, conversions won't be possible until 31.26, and IT is going to do that. The massive teeth thing is just a placeholder until then.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: BeforeLifer on October 09, 2011, 11:57:55 pm
To make it so you can resize you got to find it in the INIT file, forget which file it is but its in there that lets you resize the game.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: SirAaronIII on October 10, 2011, 12:20:06 am
It's init.txt.
[RESIZABLE:NO] ==> [RESIZABLE:YES]

The massive teeth thing is just a placeholder until then.
Oh, so THAT'S why my riflemen kept blowing zombie teeth off! I mean if you can shoot their teeth, then you can probably shoot their head and kill them, so I didn't get why they were toothshotting.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Rumrusher on October 10, 2011, 01:40:01 am
It's kind of a thing with tilesets, you can toggle it though I think. Also, apparently a privation carvan came along. Still no migrants though. Also, conversions won't be possible until 31.26, and IT is going to do that. The massive teeth thing is just a placeholder until then.

well I made it possible with dfhack's dfusion, I was just asking if IT 000 would allow me to make an add on to his work where the infected will infect others.
so far in testing I had a lone peasant accidentally lead a fresh infected maceman(once was a companion who was bitten in the hand by an old companion during a lair raid and some how follow me through fast travel) to the fortress I was getting companions and lead to an outbreak. so far the race that they convert into is a carbon copy of the original but have a few descriptions text to tell one apart. I will drop the code needed for DfhackDfusion and the creature raws for the conversion.
from what I tested one zombie can convert one human, 10 humans with knives can kill one zombie, 3 humans can't kill one zombie and more likely be pick off and or converted, if you have melee companions make sure to keep your distance from them.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Ult1mara on October 10, 2011, 05:44:53 am
For some reason my Dwarf Therapist aint working with Corrosion mod anymore :(

O and IT are u gonna make a specific texture for sand, soil and such. And Stockpiles?
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: BeforeLifer on October 10, 2011, 01:17:56 pm
Just had 13 Scavengers roll on up to my mapm dident noticed they were they till one of them just sucked punched a weaver in the face. I sent my military composing of 3 wrestlers one of them skilled in dodging fighting striking and armor using and 2 others just adequate and novice in thouse and sheild using and with wooden bracers and the starting cloths out at them expecting to have to abandon later. Turns out that they raped face. Only injury is when one of the rookies got counter bited and lose a toe... Ah live training is the best :D Also one of my woodcutters happened to be a berzerker and just went ape-shit on one of them :D Somehow he got his chop axe stuck in its eye >_>
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Rumrusher on October 10, 2011, 08:57:48 pm
so here is the code used for dfhack dfusion to get conversions working
this goes in the folder Onfunction in the plugin.lua folder
Code: [Select]
function keeperchange()
RaceTable=RaceTable or BuildNameTable() --slow.If loaded don't load again
--repeat
local trgs=selectkeeper()
for k,v in pairs(trgs) do
--indx=GetCreatureAtPos(v)
--indx=engine.peek(v,ptr_creature.ID)
--local trgs=selectwolf()
--for t,z in pairs(trgs) do
r2=engine.peek(v,ptr_Creature.hurt1)
--ra2=RaceTable["FRAWD"]
id2=RaceTable["I_HUMAN"] -- find race id
engine.poke(v,ptr_Creature.race,id2)
print("Enhanced:"..k)
v2=engine.peek(v,ptr_Creature.hurt1)
for i=0,v2:size()-1 do
v2:setval(i,0)
end
v2=engine.peek(v,ptr_Creature.hurt2)
v2.type=DWORD
for i=0,v2:size()-1 do
v2:setval(i,0)
end

engine.peek(v,ptr_Creature.civ)
engine.poke(v,ptr_Creature.civ,-1)
engine.poke(v,ptr_Creature.bloodlvl,60000) --give blood
engine.poke(v,ptr_Creature.bleedlvl,24) --stop some bleeding...
--[[local flags=engine.peek(v,ptr_Creature.flags)
flags:set(1,false) -- alive!
flags:set(12,false) --zombie
flags:set(17,true)
flags:set(19,true)]]--
--end
end
--[[local trgs=selectdwarf()
for k,v in pairs(trgs) do
--indx=GetCreatureAtPos(v)
--indx=engine.peek(v,ptr_creature.ID)
--local trgs=selectwolf()
--for t,z in pairs(trgs) do
r2=engine.peek(v,ptr_Creature.hurt1)
--ra2=RaceTable["FRAWD"]
id2=RaceTable["FRAWD"] -- find race id
engine.poke(v,ptr_Creature.race,id2)
print("Infected:"..k)
v2=engine.peek(v,ptr_Creature.hurt1)
for i=0,v2:size()-1 do
v2:setval(i,0)
end
v2=engine.peek(v,ptr_Creature.hurt2)
v2.type=DWORD
for i=0,v2:size()-1 do
v2:setval(i,0)
end

engine.poke(v,ptr_Creature.bloodlvl,60000) --give blood
engine.poke(v,ptr_Creature.bleedlvl,24) --stop some bleeding...
local flags=engine.peek(v,ptr_Creature.flags)
flags:set(1,false) -- alive!
flags:set(12,false) --zombie
flags:set(17,true)
flags:set(19,true)
--end
end]]--
--until k==2
end
function selectkeeper()
  local retvec={} --return vector (or a list)
  myoff=offsets.getEx("AdvCreatureVec")
  RaceTable=RaceTable or BuildNameTable()
  vector=engine.peek(myoff,ptr_vector) --standart start
  for i=0,vector:size()-1 do --check all creatures
     local off
     off=vector:getval(i)
     local id=engine.peek(off,ptr_Creature.race)
     local v2=engine.peek(off,ptr_Creature.hurt1)
     ra=RaceTable["I_HUMAN"] --the infected race
     ra2=RaceTable["HUMAN"] --normal Corrosion pavilion
     --ra3=RaceTable["NORD"]
     if  id==ra2 and v2:getval(8*4)>=1 or id==ra and v2:getval(8*4)>=1 then
        table.insert(retvec,off)--... add it to return vector
     end
  end
  return retvec --return the "return vector" :)
end
stick this in the "install" section of the plugin.lua
Code: [Select]
onfunction.SetCallback("Move",keeperchange)
all you have to do next is copy and paste the human raw then change the raw name to I_human and maybe change the tile to something more easier to tell it's infected, then run the command and you are done!
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Person on October 10, 2011, 10:20:48 pm
Yeah, always make your berserker a woodcutter, they don't care about getting interrupted by badgers. Bonus points if you give them axeman skill. Also, interesting about the conversions. Might try it later. But right now, my forts getting assaulted by one of those scorpions. Crucible steel shells are doing barely anything, it regens way too fast. The quality of the shells wasn't masterpiece, but still. Gonna be a !!Fun!! world because I turned beast required dead to 0%.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: BeforeLifer on October 11, 2011, 07:56:45 pm
Nice to see that my Scorpion is already causing tons of ‼*FUN*‼ :D
When I was thinking about it I just wanted to make a creature with tons of different syndroms and be crazy deadly w/o the syndroms. Plus I like scorpions:P
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Ult1mara on October 12, 2011, 07:22:09 am
Guess wat IT I actually finished a fort for my LP ^_^ and it lasted less than a year. I got sieged by Daunting Infested by mid Winter :(. So yeah bye bye fortress number 1 lol.

The Videos will be uploaded every 2 days or so ^_^
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Person on October 12, 2011, 02:04:52 pm
I sent a suicide squad of useless migrants at it with copper machetes/sledgehammers. Little to no effect. By the way, in case anyone wanted to know, the shell/bullet casing determines the metal type, not the bar used in making them.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: ShoesandHats on October 12, 2011, 04:16:41 pm
Is there any way to safely mine surface rock or volcano rock? It gets really hard to make an above-ground fortress sometimes, and most of the time I can't seem to get enough room for all my magma-powered workshops.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: BeforeLifer on October 12, 2011, 06:10:07 pm
I sent a suicide squad of useless migrants at it with copper machetes/sledgehammers. Little to no effect. By the way, in case anyone wanted to know, the shell/bullet casing determines the metal type, not the bar used in making them.
They did almost nothing because its chitin is as strong as copper and is 2 times as thick as other chitin if it was on a regular sized scorpion :D

Also I noticed 2 bugs I guess you could call them in the gun raws. Basicly you need the same ammount of stuff for a military rifle as you do a hunting rifle, so the read me was wroung about that, and the pistol is acculy better in every respect other then mass compaired to the hunting rifle, as the pistol has the same shooting force as the rifle. Just thought I would let you know.

Oh btw this was in 1.08 so and I havent got 1.09 yet so idk if it changed or not.
Gona get 1.09 after this fort goes to shit.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Rumrusher on October 14, 2011, 02:35:17 am
wait so cigars can convert into gases if you eat them?
hmm here's to me spending time to make the "needle" that once used turns the person into an infected human.
and making a cure for those who unlucky to catch the virus.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: BeforeLifer on October 15, 2011, 11:55:18 am
Ok just relized that the clothing entitys DOESENT HAVE THE BULLET STATION! Sry for the rage but I made like 20 rifles and then relized that I can make bullets for them lol.
Ah well time to get 1.09 :D Lets see if I can find one of my scorpions :D
Oh another thing, I managed to find a cavern not even 10 z levels below the surface O_O
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: BeforeLifer on October 15, 2011, 12:31:18 pm
Was reading the legands of a world I just gened and for the start of the world other than starvation the leading cause of death was being eating by my scorpion :D
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: IT 000 on October 16, 2011, 11:42:05 am
And in other news...

(http://img684.imageshack.us/img684/2322/babyc.png)
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on October 16, 2011, 12:12:34 pm
aww... i forgot to take a picture of the event.... :'(

so, i'll describe: so, the base was up and running, when all of a sudden skulking infected started showing up! they ambushed my fortress leader (who is a woodcutter and therefore a competent axeman(and a berserker))
and he killed 2 or 3, the rest started running away, and the minutemen commander joined the fight by headshoting another one when all of a sudden another skulking infected appeared behind him (on stairs) and LITERALLY PUNCHED HIS GODDAMN BRAIN OUT.  :o i am not kidding, the brain flew 5 tiles forward and hit another minuteman in the upper arm, bruising it.  the skulking infected then ran away, and so did the bastard that killed my commander. no wonder the trainees could not hit him, as they were all novice/competent while he was talented.

this was SO EPIC.

also @IT's post: wow. that baby is hardcore.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Ult1mara on October 16, 2011, 05:03:37 pm
Since I have now got 2 vids up for my LP of this mod. And I actually finish this fort here is the playlist IT

Do with it as u will ^_^

http://www.youtube.com/playlist?list=PL30D3FE2B17BCF622
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Ult1mara on October 16, 2011, 05:05:58 pm
And in other news...

(http://img684.imageshack.us/img684/2322/babyc.png)

Lol I want that baby ^_^
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Person on October 16, 2011, 06:11:57 pm
so, i'll describe: so, the base was up and running, when all of a sudden skulking infected started showing up! they ambushed my fortress leader (who is a woodcutter and therefore a competent axeman(and a berserker))
and he killed 2 or 3, the rest started running away, and the minutemen commander joined the fight by headshoting another one when all of a sudden another skulking infected appeared behind him (on stairs) and LITERALLY PUNCHED HIS GODDAMN BRAIN OUT.  :o i am not kidding, the brain flew 5 tiles forward and hit another minuteman in the upper arm, bruising it.  the skulking infected then ran away, and so did the bastard that killed my commander. no wonder the trainees could not hit him, as they were all novice/competent while he was talented.
Didn't realize berserkers were that good, maybe melee is feasible, even if that was just luck.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: BeforeLifer on October 16, 2011, 07:02:55 pm
Dont fking mess with zerkers with an axe. They will tear anything in the way 5 new assholes.
Oh another thing I had a ghoul attack my fort (im 100% sure that it isent evil so I think you might want to check that out IT 000) eather way I had it attack a woodcutter, my woodcutter when ape shit on him and then hacked the crap out of him. The funny thing is that he hacked it in the head like 5 times with his axe, but the killing blow was with his fist to his face XD
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on October 17, 2011, 12:32:51 pm
so, this time around: SCAVENGERS!

all killed by my berserker. and then he killed half of my minutemen. (3 from a 5 people squad) ouch.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: BeforeLifer on October 17, 2011, 08:06:32 pm
so, this time around: SCAVENGERS!

all killed by my berserker. and then he killed half of my minutemen. (3 from a 5 people squad) ouch.
Ya sometimes there a blessing(from the easy training) or a curse when they managed to surround them. In one of my forts I had some scavengers just wandered in after sucker punching a potash maker in the face(suprisingy they acculy have a use now lol) but after scarmbleing my 1 semi skilled(level 5)leader and 2 rookies out at them armed only with wooden bracers expecting to lose, surpisingly they managed to pick them off one by one, if it was a full on brawl chances are I would have lost. Oh also a woodcutter when ‼RAGE‼ on one of them and somehow managed to stick his axe IN ITS EYE. How in the world does that happen w/o causing death lol.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Deimos56 on October 18, 2011, 02:52:14 am
The Dojo and Doctor's workshop don't appear to be providing any skills...

Could be the lack of product. Maybe add an item as a product that boils away when created? (Ideally not harmful) At least, assuming this isn't just me for some reason.

'This is a cloud of training sweat' or something. ???

Which is to say, using them doesn't even provide 'dabbling' experience in the skill. Unless that's the idea...?

Edit: Haven't checked the doctor's yet, actually  ::)
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: MrOassis on October 18, 2011, 09:29:28 am
I have started a youtube Let's Play series dedocated entirely to this mod!
Part 1: http://www.youtube.com/watch?v=IeQpqnMExI0
Sorry about the microphone, it will be fixed in part three (I have a much higher microphone quality, but it was somehow switched to my desktop webcam mic instead of my headset one).
I also hope you like a lack of editing.
Also, the begining is going to be a VEEEERY slow start, as far as this is turning out.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Ult1mara on October 18, 2011, 11:58:35 am
I have started a youtube Let's Play series dedocated entirely to this mod!
Part 1: http://www.youtube.com/watch?v=IeQpqnMExI0
Sorry about the microphone, it will be fixed in part three (I have a much higher microphone quality, but it was somehow switched to my desktop webcam mic instead of my headset one).
I also hope you like a lack of editing.
Also, the begining is going to be a VEEEERY slow start, as far as this is turning out.

Yay the second person to do an LP of this ^_^.

Look IT000 ur mod is becoming really popular :P.

*waves at MrOassis*
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Rumrusher on October 18, 2011, 01:08:58 pm
I have started a youtube Let's Play series dedocated entirely to this mod!
Part 1: http://www.youtube.com/watch?v=IeQpqnMExI0
Sorry about the microphone, it will be fixed in part three (I have a much higher microphone quality, but it was somehow switched to my desktop webcam mic instead of my headset one).
I also hope you like a lack of editing.
Also, the begining is going to be a VEEEERY slow start, as far as this is turning out.

Yay the second person to do an LP of this ^_^.

Look IT000 ur mod is becoming really popular :P.

*waves at MrOassis*
really need to work on how to ship my infection addon to this mod.
so far getting away with infection(through harming the left hand) can only be done at night while every one asleep.
by having 5 fresh infected they will start making short work with the others.
MrOassis is right on the beginning of forts are SLoooooowww.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Ult1mara on October 18, 2011, 02:21:30 pm
I have started a youtube Let's Play series dedocated entirely to this mod!
Part 1: http://www.youtube.com/watch?v=IeQpqnMExI0
Sorry about the microphone, it will be fixed in part three (I have a much higher microphone quality, but it was somehow switched to my desktop webcam mic instead of my headset one).
I also hope you like a lack of editing.
Also, the begining is going to be a VEEEERY slow start, as far as this is turning out.

really need to work on how to ship my infection addon to this mod.
so far getting away with infection(through harming the left hand) can only be done at night while every one asleep.
by having 5 fresh infected they will start making short work with the others.
MrOassis is right on the beginning of forts are SLoooooowww.

I am looking forward to the infection thing dude ^_^

And maybe that is where I failed with my LP as I just rushed into the game thinking it was just like any other mod

Yay the second person to do an LP of this ^_^.

Look IT000 ur mod is becoming really popular :P.

*waves at MrOassis*
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Rumrusher on October 19, 2011, 06:59:06 am
INFECTION Add-on I really should have name this better. (http://dffd.wimbli.com/file.php?id=5081)

All main human races have a infection version and will turn into said infection if serious damage was given or if one was bitten in the hand or wounded lung.

this was kinda made to spice up adventure mode and a little bit fort mode.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: JacenHanLovesLegos on October 19, 2011, 01:35:45 pm
What workshop do I use to make wooden mechanisms? And what skill do you need to build a baseball bat?
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Person on October 19, 2011, 06:02:49 pm
What workshop do I use to make wooden mechanisms? And what skill do you need to build a baseball bat?
You make a blacksmiths forge to make wooden mechanisms, among a few other things.
Edit: Apparently, crucible steel was a bit overkill on the scorpion. They had the steel shells, they were just using the copper still. Heh.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: BeforeLifer on October 19, 2011, 09:07:31 pm
lol ya if you see another one dont use copper as its skin will be just as strong and twise as thick as it XD
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Person on October 20, 2011, 02:59:26 pm
Oh I'll be seeing another one alright. According to legends there's a lot of them of them running around the world. Also, I'm gonna make an arena and a whippit, for fun. Also, my crafter went and made lead shotgun shells. This probably isn't going to work too well. I'm probably at war with the warlords and the enlightened now, they both went and brought toxic stone in their caravans. On the other hand, free stuff. Also, what labor does polishing a boulder use. Never mind it's stone detailing. Goddamn that makes cut gems I need rough gems.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: IT 000 on October 20, 2011, 04:31:18 pm
I have started a youtube Let's Play series dedocated entirely to this mod!
Part 1: http://www.youtube.com/watch?v=IeQpqnMExI0
Sorry about the microphone, it will be fixed in part three (I have a much higher microphone quality, but it was somehow switched to my desktop webcam mic instead of my headset one).
I also hope you like a lack of editing.
Also, the begining is going to be a VEEEERY slow start, as far as this is turning out.

Yeah! Sorry for the delay (I had to watch them all), but both you and Ult1mera's Let's Plays are on the main page. I really enjoyed them and I hope you guys keep up the good work.

Quote
Goddamn that makes cut gems I need rough gems.

I'll see if I can throw something together, maybe make a way for stone blocks to be turned into boulders. But if I recall right my first attempt yielded ashen boulders more frequently then I'd like to admit  :-\

Bad news about the baby though, her mother got elected mayor and started demanding Black Bronze items. After six people in jail and a weaponsmith being beaten within an inch of his life, there was an unfortunate accident involving a panda, three zombies, and a vial of pickled rat.

By the way, thanks for the unofficial zombification mod Rumrusher I just tried it out :D
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Ult1mara on October 20, 2011, 05:13:13 pm
I have started a youtube Let's Play series dedocated entirely to this mod!
Part 1: http://www.youtube.com/watch?v=IeQpqnMExI0
Sorry about the microphone, it will be fixed in part three (I have a much higher microphone quality, but it was somehow switched to my desktop webcam mic instead of my headset one).
I also hope you like a lack of editing.
Also, the begining is going to be a VEEEERY slow start, as far as this is turning out.

Yeah! Sorry for the delay (I had to watch them all), but both you and Ult1mera's Let's Plays are on the main page. I really enjoyed them and I hope you guys keep up the good work.

Quote
Goddamn that makes cut gems I need rough gems.

I'll see if I can throw something together, maybe make a way for stone blocks to be turned into boulders. But if I recall right my first attempt yielded ashen boulders more frequently then I'd like to admit  :-\

Bad news about the baby though, her mother got elected mayor and started demanding Black Bronze items. After six people in jail and a weaponsmith being beaten within an inch of his life, there was an unfortunate accident involving a panda, three zombies, and a vial of pickled rat.

Thank you very much IT ^_^. Btw just so u know I have finished the fort .... so this LP will actually finish LOL
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Person on October 20, 2011, 07:28:14 pm
Quote
Goddamn that makes cut gems I need rough gems.
I'll see if I can throw something together, maybe make a way for stone blocks to be turned into boulders. But if I recall right my first attempt yielded ashen boulders more frequently then I'd like to admit  :-\
What I really need is a way to uncut gems, but that makes no sense. Also, it's a bit late, they went berserk. They had a wife. Tantrum spiral insued. I'm surviving, but barely, lot's of people are pretty unhappy. Luckily my hospital is set up to fix all the beatings people are giving each other but still.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Tiruin on October 20, 2011, 07:31:36 pm
^ About the uncut gems, you had an artifact maker that needed 'uncut gems' right? I guess you need to dig it out and find rough shinies...Easier if you are near a mountain biome, no death stone there.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Person on October 20, 2011, 07:38:51 pm
I had loads of dirt, but I didn't feel like digging out half the map, and figured I had no time anyway. I knew I had to dig them out. I may disable moods, but I have several weaponsmiths that haven't mooded yet so.... Don't remember, can all humans mood?

Edit: And this is why we keep backups. My whole save just corrupted. Well, time for a new fort I guess.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: BeforeLifer on October 20, 2011, 11:08:42 pm
oh IT 000 ya might want to make sure that the clothing enabled entitys have the same reactions and biuldings as the normal ones. As they tend to lag behind with only stuff from the last release in it XD
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Flare on October 25, 2011, 03:00:36 am
I have given up trying to get the Fortress defence mod to work with this, in any case, if I raise the number of children the infected have. Will they come in bigger numbers?
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Fairin on October 25, 2011, 11:45:40 am
my most tallented soldier went and got moody on me and required stone - and gems, my first artifact and the bugger just has to require those, so i tried mineing some, thought i'd be "carefull" about it since the stone is deadly. did some down stairs . found some surface rock . picked it. killed all my miners in less than 3 squares dug out...

the ensueing tantrum spiral caused my fort to wipe before the first winter... irritating >>
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on October 25, 2011, 12:30:12 pm
this is why all the merchants that come to my fort find themselves "mysteriously" walled in. and i get all the free loot! except for the time when a merchant's Mule went berserk and bashed some soldier's head in.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Person on October 26, 2011, 07:54:08 am
it might just be me, but it seems pellets are worse than bolts. They just end up doing blunt damage. So, you're better off using the gun parts and metal for a pistol and ammo.  I'll do some more testing with better metals, can't be too hasty. In unrelated news, a moody carpenter made a wooden armor stand. Also, the standard infected just came in a massive siege. Four groups, one of them with a general("war leader"). The general is just a standard infected, not a demon or anything. They also have some war grizzly bears, not mounted thankfully. On top of that, a desert devil ambush came, but I killed them. The groups didn't fight each other at all. I've also caged a whole bunch of things for my new arena.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: DarkGenesis on October 26, 2011, 08:32:33 am
I must be doing something wrong... Every time I generate a world the only civilizations I can choose from are forgotten beasts :o
Though I am trying to install phoebus' graphics over it...
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on October 26, 2011, 08:39:55 am
no, acctually it's that you have to REMOVE/PUT TO A SAFE PLACE the old raws, and THEN copy the new ones into the folder. it happened to me a couple of times too  ;)
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Mister Dirks on October 27, 2011, 03:26:13 pm
Curious, how long until any zombie for that matter comes shambling to my fortress? currently in the middle of my first winter still no sightings O.o and I know that theres infected around I checked before I embarked
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Ult1mara on October 27, 2011, 05:14:07 pm
Curious, how long until any zombie for that matter comes shambling to my fortress? currently in the middle of my first winter still no sightings O.o and I know that theres infected around I checked before I embarked

Well i got attacked before my first trader :(
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Person on October 27, 2011, 07:40:47 pm
It seems the earliest they arrive is late summer 1st year, but you have to be very near them for that to happen. Depending on world size, it could take a long time for them to arrive.

Edit: My moody metalcrafter is sketching pictures of shining metal bars. I assume they want platinum, because they aren't taking any of the other things I have. But we don't have any, and none of the last 4 caravans did either. Of course, even if we did have any, they need rough gems too.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Putnam on October 27, 2011, 08:46:18 pm
Metalsmiths won't request specific metals anymore; they'll take what they've got, but they'll take their preference first. It's the rough gems you're probably having problems with.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Person on October 27, 2011, 08:52:17 pm
Thing is, they haven't taken any bars, and they don't have any gem skill so that isn't the base item. Nothing is forbidden, burrows are fine, etc. So, IT must have made platinum(or whatever the person wants) a different category like adamantine in that dwarves specifically request adamantine wafers. (Note: Platinum has been modded heavily in this to become a win metal. This is because adamantine has been removed due to there being little chance of reaching it.)
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on October 28, 2011, 08:51:48 am
the longest the zed-heads ever took was a year and a half, and i was half a continent away from the nearest zed civ.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Mister Dirks on October 28, 2011, 03:41:21 pm
the longest the zed-heads ever took was a year and a half, and i was half a continent away from the nearest zed civ.

Odd cause It's been 2 1/2 years now, I'm flourishing but its really boring with no zeds.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on October 29, 2011, 12:45:21 am
well, looks like your zed civ is more than half a continent away. maybe they are on the other end of it? well, it does not matter. you'll get invaded. either by zeds, desert devils (ambush) or Reinheit.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: BeforeLifer on October 29, 2011, 07:09:06 pm
Holy crap I just got one of my scorpions :D
And PERFECT TIMEING too, im preety much under seige from like 4 desert devil squads, and I cant pick them off because theres a squad of pistol users and I dont got fortafications up yet. All the squads disided that this scorpion has to go lol and just charged the thing, and it caused them all to flee :D
HOLY SHIT THATS ALOT OF INJURYS!!!
Spoiler (click to show/hide)
Ah well time to send in my 3 guys with bronze military rifles to finish it :D
Alright its dead and my comander got the kill after stabbing it in the brain.
Another one.... Srsy....
Oh yay a migrant wave... ah well its gona be full today :D
It took off a jewers pants and now it is betting a metalcrafter in the head with them.... Alright time to send in the riflemen :D
Well that was a bad idea it turned on them right away. Ah the mirical of savescuming lol
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: 612DwarfAvenue on October 30, 2011, 01:21:17 am
Thing is, they haven't taken any bars, and they don't have any gem skill so that isn't the base item. Nothing is forbidden, burrows are fine, etc. So, IT must have made platinum(or whatever the person wants) a different category like adamantine in that dwarves specifically request adamantine wafers. (Note: Platinum has been modded heavily in this to become a win metal. This is because adamantine has been removed due to there being little chance of reaching it.)

I really don't see how it could be made a different catagory. In any case, what are all the items he's asking for? How many of them has he gotten? Are you sure he's not requesting more than one of the same item, and he's only gotten one so far?
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Person on October 30, 2011, 04:48:12 pm
He has requested "shining metal bars" and "rough gems". They took some crucible steel as soon as I smelted some down.. They're starving at this point anyway so they're bound to go insane before they get what they want. It's only a metalcrafter though, if it was a weapon/armorsmith I'd be slightly more annoyed. Just hope the tantrum spiral doesn't happen again, I'm still recovering from the last one.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: BeforeLifer on October 30, 2011, 05:48:09 pm
Recovering from a tantrum spiral in Corrosion? Wow you are lucky.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Person on October 30, 2011, 06:10:03 pm
Recovering from a tantrum spiral in Corrosion? Wow you are lucky.
Keep people working, and they won't get to know each-other, so they won't care much. I have 1, maybe 2 marriages right now. One of the marriages is with the bookkeeper, so they tend to stay in 1 room together. Also, prepared food.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: BeforeLifer on October 30, 2011, 07:43:14 pm
Recovering from a tantrum spiral in Corrosion? Wow you are lucky.
Keep people working, and they won't get to know each-other, so they won't care much. I have 1, maybe 2 marriages right now. One of the marriages is with the bookkeeper, so they tend to stay in 1 room together. Also, prepared food.
True
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on October 31, 2011, 07:59:39 am
i have just had one of the most touching experiences in Corrosion. the Berserker that i have talked about before, has discovered an ambush along with his new pet (a war dog) of desert devils. they killed the dog, (who did not go down easily, killed one, severely wounding 2) and the berserker saw that and went into a frenzy (no, he did not go berserk because of his pet dying, but because he was attacked, but it makes a more interesting read, m'kay?) and killed three quarters of the attacking force (wich was lightly armoured) and the rest of them ran away. after a couple of minutes, he bled to death. but not before i set him a tomb for him, and the coffin for his dog next to his. i have also placed his axe there (crucible steel, still pains me) along with 4 statues (rigid rock). and then i sealed it off. rest in peace, o great berserker.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Person on October 31, 2011, 10:17:55 am
Yeah, war dogs are quite amazing. I embarked with a male and a female for each person, and they defended them from the badgers until I was ready. Unfortunately I'm now down to two puppies of each gender, so re-population is gonna be important. Sieges are going great, desert devils all ran away, but three more groups of standard infected showed up. I melted down enough stuff to get ammo, but I'm slowly being deprived of pretty much everything. The water reservoir is almost dry and has saved my fort countless times. So, if I don't kill these infected fast, we'll be out of drink, and this fort dies.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on November 01, 2011, 12:42:42 am
do you have a melee militia? i always have one. the biggest one, usually. and then you train them until they are grand masters, or just masters (faster, if you organise your barracks in such a manner that they never have to leave it) and then send them out. the infected won't know what hit 'em. also, make sure you cover them with rifle/pistol/crossbow fire.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Rumrusher on November 01, 2011, 10:32:11 pm
okay good news with the new Dfhack out I can set up real zombies.
so far adventure mode is set up where if the adventurer is a normal human they can pick up any one from their civ... (might add a feature where you can change the Civ alliance so players can build mini survivor packs early.) or playing an infected allows them to befriend zombies(so far it only risen dead and not other infected. I call it the Zombie master perk).
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Ult1mara on November 02, 2011, 03:36:54 pm
IT I have uploaded another 3 episodes So I am now on 6 Episodes of ur Mod ^_^. And MrOassis deleted his youtube channel for some unknown reason :(:(:(:(
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Ult1mara on November 04, 2011, 05:14:35 pm
7th video in my LP is up @ http://www.youtube.com/watch?v=PQdegicburo
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Ult1mara on November 08, 2011, 02:13:22 pm
New video for this mod up and running

http://www.youtube.com/watch?v=Lg525dPWceY

Sorry that I suck so much at this mod ^_^
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Abregado on November 10, 2011, 12:56:31 am
Just thought I'd put his up for anyone who uses the Caste compatible version of Therapist:

Code: [Select]
[FEMALE]Office Worker
[MALE]Office Worker
[FEMALE]Office Worker
[MALE]Office Worker
[FEMALE]Luddite
[MALE]Luddite
[MALE]Farmer
[FEMALE]Farmer
[FEMALE]Hill
[MALE]Hill
[FEMALE]Army
[MALE]Army
[FEMALE]Sales
[MALE]Sales
[MALE]Berzerker
[FEMALE]Berkerker
[MALE]Creative
[FEMALE]Creative
[MALE]Doctor
[FEMALE]Doctor

Just copy that into your DT Castes file and it should work a treat.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Drago55577 on November 10, 2011, 04:13:08 am
Dont mind me, but can you add tilesets for most of the things like plants.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Ult1mara on November 11, 2011, 08:09:29 am
Last video for my LP of his is up ^_^

http://www.youtube.com/watch?v=87xNpsQq33k
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Fairin on November 12, 2011, 12:16:52 pm
finally got a fort to last more than five years

based on a desert next to an ocean - the desert said sparse trees / vegitation , however there is none at all - no wood no plastic no tires

my only metal is gold, gypsum is about 80 z-levels down (so many sacrificed miners)

the whole ocean freezes in winter. so i built several solid gold rooms down there with the rather immense piles of gold i have, since i have nothing better to do.

relying on an elaborate entrance / trap system / making a new entrance -in the middle of the ocean  that'll be oodles of fun to get into since the surrounding desert / ocean shore are worthless too me

seeds are terribly .. terribly annoying to pick from since they're so expensive / if you dont pay attention to where your embarking ect

worst thing about this fort.. no plastic, cannot make batteries / pellet rifles, cannot request plastic / tires from homeland 

also fun bug, bees make their nests in the ocean - didnt notice it untill the ocean froze but they're deffinately there hanging in open space above the water (where the ice floor was)
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Rumrusher on November 13, 2011, 04:32:39 am
So here's what I have for corrosion now, that I can show with out needing additional raws.  stick this into Onfunction/plugin.lua file in the DFhack's dfusion section.
this is basic zombie mode at best, any one dies will come back as a zombie then if they die again they won't comeback. meaning you have to kill people twice with this installed.
Code: [Select]

function ControlCiv3()
--first three lines same as before (because we will need an offset of creature at location x,y,z)
myoff=offsets.getEx("AdvCreatureVec")
vector=engine.peek(myoff,ptr_vector)
leg=offsets.getEx("Legends")
legvec=engine.peek(leg,ptr_vector)
local trgs=selectciv()
for k,v in pairs(trgs) do
--print("members:"..k)
trgid=engine.peek(vector:getval(0),ptr_Creature.ID) --get players ID
playerlegid=getlegendsid(vector:getval(0))
trglegid=getlegendsid(v)
trgid=engine.peek(vector:getval(0),ptr_Creature.ID) --get players ID
engine.poke(v,ptr_Creature.followID,trgid) -- if not just write the players ID.
engine.poke(legvec:getval(trglegid),ptr_legends2.follow,playerlegid)
engine.poke(vector:getval(0),ptr_Creature.followID,-1)
engine.poke(legvec:getval(trglegid),ptr_legends2.follow,-1)
end
end


function ControlRace()
--first three lines same as before (because we will need an offset of creature at location x,y,z)
myoff=offsets.getEx("AdvCreatureVec")
vector=engine.peek(myoff,ptr_vector)
leg=offsets.getEx("Legends")
legvec=engine.peek(leg,ptr_vector)
local trgs=selectRace2()
for k,v in pairs(trgs) do
--print("members:"..k)
id=engine.peek(vector:getval(0),ptr_Creature.race)
id2=engine.peek(v,ptr_Creature.race)
if id==id2 then
trgid=engine.peek(vector:getval(0),ptr_Creature.ID) --get players ID
playerlegid=getlegendsid(vector:getval(0))
trglegid=getlegendsid(v)
trgid=engine.peek(vector:getval(0),ptr_Creature.ID) --get players ID
engine.poke(v,ptr_Creature.followID,trgid) -- if not just write the players ID.
engine.poke(legvec:getval(trglegid),ptr_legends2.follow,playerlegid)
engine.poke(vector:getval(0),ptr_Creature.followID,-1)
engine.poke(legvec:getval(trglegid),ptr_legends2.follow,-1)
end
end
end
function keeptrack()
local trgs=selectmat()
for k,v in pairs(trgs) do
if k=>1 then --checks if there one or more cigar
Cure()
end
end
function selectmat()
  local retvec={} --return vector (or a list)
  myoff=offsets.getEx("Items")
  vector=engine.peek(myoff,ptr_vector)
  for i=0,vector:size()-1 do --check all creatures
     off=vector:getval(i)
mat=engine.peek(off,ptr_item.mat)
submat=engine.peek(off,ptr_item.submat)
submat2=engine.peek(off,ptr_item.submat2)
lid=engine.peek(off,ptr_item.legendid)
     RTI=engine.peek(off,ptr_item.RTI)
     itmser=ptr_item.getname(nil,RTI)
     --local flags=engine.peek(off,ptr_item.flags)
     if itmser=="item_plantst" and mat==(419) and submat2==(62) then  --if a cigar ...
        table.insert(retvec,off)--... add it to return vector
--print("drugs")
     end
  end
  return retvec --return the "return vector" :)
end
function Cure() -- this will turn the user into a specter and cure your zombism, best use when your in a jam, to get rid of it smoke the cigar.
--first three lines same as before (because we will need an offset of creature at location x,y,z)
myoff=offsets.getEx("AdvCreatureVec")

vector=engine.peek(myoff,ptr_vector)
--indx=GetCreatureAtPos(getxyz())
indx=0
--print(string.format("%x",vector:getval(indx)))
flg=engine.peek(vector:getval(indx),ptr_Creature.flags) --get flags
flg:set(12,0) -- 76 is ghostliness flag. this turns them back to normal
flg:set(76,1) -- ghost
--flg:set(13,1) -- skeleton

engine.poke(vector:getval(indx),ptr_Creature.flags,flg) --save flags
end


function trait()
RaceTable=RaceTable or BuildNameTable() --slow.If loaded don't load again
myoff=offsets.getEx("AdvCreatureVec")
vector=engine.peek(myoff,ptr_vector)
trai=engine.peek(vector:getval(0),ptr_Creature.race)
tra2=RaceTable["HUMAN"]
tra3=RaceTable["HUMAN_ENLIGHT"]
if trai==tra2 then
ControlCiv3()
keeptrack()
end
if trai==tra3 then
--ControlCiv3()
--wepbrn2()
ControlRace()
keeptrack()
end

end

function selectall()
  local retvec={} --return vector (or a list)
  myoff=offsets.getEx("AdvCreatureVec")
  vector=engine.peek(myoff,ptr_vector) --standart start
  for i=0,vector:size()-1 do --check all creatures
     local off
     off=vector:getval(i)
     local flags=engine.peek(off,ptr_Creature.flags)
     if flags:get(1)==true and flags:get(12)==false then  --if dead ...
        table.insert(retvec,off)--... add it to return vector
     end
  end
  return retvec --return the "return vector" :)
end

function Zombieressurect()
local trgs=selectall()
for k,v in pairs(trgs) do
--indx=GetCreatureAtPos(v)
--indx=engine.peek(v,ptr_creature.ID)
print("Zombie:"..k)
v2=engine.peek(v,ptr_Creature.hurt1)
for i=0,v2:size()-1 do
v2:setval(i,1)
end
v2=engine.peek(v,ptr_Creature.hurt2)
v2.type=DWORD
for i=0,v2:size()-1 do
v2:setval(i,1)
end

--engine.peek(v,ptr_Creature.civ)
--engine.poke(v,ptr_Creature.civ,-1)
engine.poke(v,ptr_Creature.bloodlvl,60000) --give blood
engine.poke(v,ptr_Creature.bleedlvl,24) --stop some bleeding...
local flags=engine.peek(v,ptr_Creature.flags)
flags:set(1,0) -- alive!
flags:set(12,1) --zombie
flags:set(17,1)
flags:set(19,1)
engine.poke(v,ptr_Creature.flags,flags)
end
end

function Mfolder()
Zombieressurect()
trait()
end
stick this in the install function section at the bottom.
Code: [Select]
onfunction.SetCallback("Move",Mfolder)
so far this would handle the the recent version of Corrosion with little fuss.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Hitty40 on November 19, 2011, 08:00:57 pm
Decided to download after having it intimidate me a little. Nice work!
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on November 20, 2011, 01:09:20 pm
enjoy the !!FUN!!  :D
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Hitty40 on November 23, 2011, 12:11:52 pm
Is it possible to creature a version of the tileset with thinner letters? I'm very used to Phobeus because the lettering is easy to recognize, and I have much trouble reading thick letters.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on November 23, 2011, 01:18:29 pm
i use the default ascii, but i think IT would be pleased if there was another tileset. just sayin!
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Ult1mara on November 23, 2011, 11:27:46 pm
Welcome to the Mod Hitty ^_^

And am not sure if IT will be doing much more to the tileset. He really has to answer that one :P.

But personally I think he still needs to do a few things with the tileset but the gameplay for the mod comes first always. He has done an amazing job with making his own tileset so far. And am sure he would LOVE it if ppl helped him with it *dont look at me* I cant do ANY programming lol :P.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: IT 000 on November 26, 2011, 04:15:44 am
Sorry I haven't been around for the last few posts, there's not much to do but twiddle my thumbs and wait for .26, on the other hand I have become a better tf2 spy over the last few weeks. I've also been giving scout a few times to bat, slowly becoming better but I still can't aim to save my life  :P

@Rumrusher:
Wonderful! I've included a link to it in the main page. Thank you so much for your help :D

Is it possible to creature a version of the tileset with thinner letters? I'm very used to Phobeus because the lettering is easy to recognize, and I have much trouble reading thick letters.

I'll see if I can do it in my free time, might take a while though, but hey, I might as well make a few graphical variations. I should throw in some grass tiles to.

Dont mind me, but can you add tilesets for most of the things like plants.

Perhaps, I have a lot more blank spaces then I initially expected, I might as well use them for something.

IT I have uploaded another 3 episodes So I am now on 6 Episodes of ur Mod ^_^. And MrOassis deleted his youtube channel for some unknown reason :(:(:(:(

Sorry to hear that, I enjoyed his let's plays. MrOassis will be missed.  :( I updated the episode count. Keep up the good work :)

By the way, has anybody got around to making batteries yet? I have plenty of gypsum but it's all the way down there past the totally-harmless-non-lethal teddy bears.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Hitty40 on November 26, 2011, 10:05:14 am
By the way, has anybody got around to making batteries yet? I have plenty of gypsum but it's all the way down there past the totally-harmless-non-lethal teddy bears.


I tried, but it doesn't seem to be working right...
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: BeforeLifer on November 26, 2011, 11:24:41 am
Are you using the Kiliken mod? I notice that IT doesent update that fully, like it will have the reactions from last release but not the current one>_>
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on November 26, 2011, 01:20:18 pm
also, IT, you could microupdate the mod, adding pistol bullets, because right now pistols are the same as rifles, and are only worse in melee, but that does not count, because zeds never get there.

keep the same reaction, only make it yield a bit more (30 instead of 25 for example, can be tweaked), and as for damage, make the bullets less penetrating. and (maybe) smaller. just make them weaker. that is all.

edit.: during my Googling for fallout new vegas addons i have found this (http://fallout.wikia.com/wiki/Bear_trap_fist). Need i say more?
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Ult1mara on December 02, 2011, 09:00:33 am
I WANTS THE FIST!!!!!!!
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Putnam on December 02, 2011, 09:50:05 am
Why do people want the bear trap fist right after I play dead money

are people psychic?

Besides, the bear trap fist wouldn't be much different from, say, anything at all :P
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on December 03, 2011, 05:21:20 am
yeah, but it's a BEAR FRIGGIN TRAP ON A FIST!! HOW COOL IS THAT?! ME WANT!

Spoiler: MY ramblings (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: zimer02 on December 04, 2011, 04:17:08 pm
Maybe you should make city regions in. A modern city with apartments, shops, and grocery stores so you didn't need to worry about making accomidations early on. On the downside it could have 2x the spawn rate of zombies and have animals affected by the drug somehow (Illegaling dumping maybe?) which would make them a lot deadlier and fun :D.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: OREOSOME on December 04, 2011, 06:48:53 pm
Also, maybe you could add some of the corporation's goons as a civ, like they figured out a second serum, ending the mental decay.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: BeforeLifer on December 04, 2011, 07:26:09 pm
To bad you cant do the first one :(
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on December 05, 2011, 12:26:18 pm
i think that the first one could be done with the implementation of towns and ruins in .26, but i really don't know how moddable it's going to be. let's hope for the best!
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: tommket on December 07, 2011, 12:06:17 pm
Hi,
I am a newbie to this mod, so how can I actually get some non-economical stone?
I have tried to sacrifice some miners to mine through Surface Rock walls, but I didn't get any stone.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Tiruin on December 07, 2011, 09:48:08 pm
Hi,
I am a newbie to this mod, so how can I actually get some non-economical stone?
I have tried to sacrifice some miners to mine through Surface Rock walls, but I didn't get any stone.

Say hello to the mountainside! Safe rock there, but you should know to plant in soil layers as plants won't grow on mountain biomes [above ground ones that is]
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Ult1mara on December 08, 2011, 08:06:55 am
Hi,
I am a newbie to this mod, so how can I actually get some non-economical stone?
I have tried to sacrifice some miners to mine through Surface Rock walls, but I didn't get any stone.

Say hello to the mountainside! Safe rock there, but you should know to plant in soil layers as plants won't grow on mountain biomes [above ground ones that is]

Thanks for the tip bruh

On a side note. IT000 I will soon be doing an actual LP of this. Prob by the end of next month. Hope u look forward to it and hopefully I dont as quickly :P
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: chemioterapia on December 21, 2011, 09:32:35 am
How i can get pea's seeds? They growth i made food rations and i dont have seeds. Sad.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Flare on December 24, 2011, 03:55:55 am
If you cook plants, you won't get any seeds. This is part of the original DF.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: chemioterapia on December 24, 2011, 06:25:08 am
Lol, i always had seeds from cooking. Strange, so i should disable cooking from plants?
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Flare on December 25, 2011, 07:47:58 am
Lol, i always had seeds from cooking. Strange, so i should disable cooking from plants?

You really shouldn't, and by that I mean it's hardcoded. Whatever you're seeing, it's not that you're getting seeds from cooking the plants.

Should you disable it? I always tend to do so. The alternative is to use dwarf Foreman to set a number of plants to be cooked and what's left over to be brewed. It keeps the seed and plant numbers in control.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Orb on December 27, 2011, 01:35:51 am
Having a lot of fun with this mod.

Issue: I can not figure out what skill is needed to work the weapons workshop, or the burner, or probably most of the other new workshops. I don't see a new skill...so.....it might help to include this info in the readme of the next version.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Flare on December 27, 2011, 06:51:35 am
Checking the raws, it should be the weaponsmithing skill.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Orb on December 27, 2011, 02:05:28 pm
Ah, thanks.


And for anyone else who has barely dug into DF's raws like myself, I did a little digging, and you can find the skill by going to raws --> objects---> and various reaction files.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: smasher89 on December 30, 2011, 09:38:37 pm
Well I was inactive for a time (fucking internet facture) so i came back with some susgestions:

*Make some short or type of bin, but actually this would be made out of hard paper or cardboard which would be made from processing raw wood logs with some short of chemical in a bucket at the laboratory, this would give you a stack of 20 or 10 cardboards, you could use them to make letters (I hope that when the next update of DF gets soon you could write things in fort mode with some short of material) and could send them or make notes, or either make bullet containers or mini boxes, so people in fort mode or adv mode could carry them, or be abled to be built and could store a lot of bullets, then these mini boxes could be stored in bigger bins, a cool way to store your ammunition (like in some games where you get a big metal box with little boxes of ammos) this could work like when you put seeds in bags and then put those bags in barrels in the seeds stockpiles...

*some short of plant that when cultivated could be processed at laboratory, then you make peniciline, that its actucally better than the soap and less tedious to make, the disadvantage its that the plant grows very slowy (you get your crops only once in the season, making it more hard to get) dunno if the game can handle any other item as an alternative to soap, in that case we could put a reaction where you make some short of peniciline soap from peniciline alone...

*This is really, but REALLY hard to do, in fact, quite mpossible, but could be implemented some day in some short of way if we make a lua plugin that does it... whatever, the idea its making a new workshop; the medical research center, you could get tissue from a pattient throught operation, then make a cultive of cells from that tissue and track it as the same "type" from the patient, then each tissue cultive stack could get some "value" like the value of thread or cloth at hospital based on the time the cultive has been "active", then if the patient has lost a limb or other un-important organ you could put the option in the workshop: operation: regenerate body part or organ from a tissue cultive, the larger the part you want to regenerate the more the value of some tissue cultive it needs to be, after part regeneration has been done, a surgeon could come a opearte the patient having the limb/organ hauled, then the operation has a 50% chance of failing or a 50% chance of success and recover the limb/organ functionality...
NOTE: dont tell me that this is pure fantasy shit guys... these methods are being used worldwide and most cases success, I know that medics havent regenerated limbs yet, but DF universe and corrosion universe isnt realistic at all, if scientits in corrosion made a drug that grants ethernal life as a infected zombie, regenerating limbs shoulda be a kid´s game...

*Through lua plugin bullets should behave and move more like real life ones, leaving a left over metal covers, some smoke (not much) until its air compressed, and ricochetingwith others metals, including walls, but should behave different with kevlar, glass and wood... (kevlar deflects some bullets based on the bullet "value" on the lua script) while wood and glass could explode and chips or left overs could fly and hurt people...

I hope these are good suggestions, give opinions, and by the way im restarting the fort, last time i deleted it by accident, anythign new in mining in a safe way without killing miners or cheating? i will start learning raw editing so i hope i can make some short of robot or slave that can mine, until then mountains have safe stone...
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on December 31, 2011, 12:21:05 pm
as far as the penicilin idea is concerned: crops already only give one harvest per season.

but otherwise the suggestions are good.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: smasher89 on December 31, 2011, 06:23:04 pm
as far as the penicilin idea is concerned: crops already only give one harvest per season.

but otherwise the suggestions are good.

Sorry didnt know, last time i player was 2 months ago, also i never made crops in the short times i played it, fishing, hunting and dairy/poultry, merchantry, butchery with intensive reproduction programs labors to feed people... few times i got crops from merchnats like potatoes, corn, turnips and so on i cooked them or made others foods...
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Person on December 31, 2011, 09:43:08 pm
How's armor working, before I get back into this, as I'm actually gonna try melee. I've been thinking of adding some medieval weapons/armor for moods as well. I'd also like to know how good air guns are compared to crossbows.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Pan on January 11, 2012, 03:12:46 am
Are we waiting for the next version of DF before continuing? Or is this mod just taking a break. Haven't seen it in the front page for awhile.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: JimmyBobJr on January 31, 2012, 05:07:17 am
Hey, Mr Mod creator, im just trying out your mod now, and ive run across a few.. issues that may or may not be known.

Firstly, i had forgotten to bring a fire-safe material with me to embark, so i attempted to clean a concrete chunk at a "Cleaning Shop", only that no option appears. Clicking polish rock just polishes some copper ore that i found into "Copper Ore" that i cant smelt. Also, throughout the manual, you refer to the "Cleaning Shop" as "Cleaning Workshop" - Are they one and the same?

Seccondly, and more amusingly, was a (Bug?) that i just encountered. After my previous failure to have fire safe materials, i embarked with 5 units of "Surface Rock" on my cart. I embark, designate some trees to be cut and unpause. Only for my woodcutter to run about 20 blocks and suffocate while spewing blood. Shocked, i immediatly assign another pleb to be a woodcutter. A few minutes later, after a nice dirt hole has been dug, i designate a food pile and farms; only to notice that the farmers arent planting, and the food stocks arent filling. So, i naturaly go looking for my cart to figure out whats wrong... Only, i cant find the cart! All thats left from my cart site is a iron anvil. No sign of booze or seeds or anything, i abandon and re embark with the same kit as before.

I unpause only for the entire cart to explode.

Booze and XXBARRELSXX go flying, and once again, a random worker sufforcates.

The Third time i embark i off-load all food and drink... But it explodes again.

Fourth time, i remove the "Surface Stone" and nothing explodes...

TL;DR "Surface Stone" explodes upon embark, destroying the cart and everything in it.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: IT 000 on January 31, 2012, 09:48:21 pm
Hey guys, I recently downloaded Corrosion again after moving to a new computer and was flabbergasted to find out that the sand tiles had not been updated. Here's the updated tile. Save it as 'Corrosion.png', drop it in DF -> data -> art and your water tiles will no longer look like the screen on an analog TV.

(http://desmond.imageshack.us/Himg27/scaled.php?server=27&filename=corrosion.png&res=medium)

Quote
Firstly, i had forgotten to bring a fire-safe material with me to embark, so i attempted to clean a concrete chunk at a "Cleaning Shop", only that no option appears. Clicking polish rock just polishes some copper ore that i found into "Copper Ore" that i cant smelt. Also, throughout the manual, you refer to the "Cleaning Shop" as "Cleaning Workshop" - Are they one and the same?

You first need to gather a concrete boulder by 'gathering plants' from the surrounding area. Then you can clean it. Polish Rock option creates a gem of the boulder it intakes, sorry if there was some confusion. Cleaning Shop and Workshop are the same, I'll fix that before the next release.

Quote
Seccondly, and more amusingly, was a (Bug?) that i just encountered. After my previous failure to have fire safe materials, i embarked with 5 units of "Surface Rock" on my cart. I embark, designate some trees to be cut and unpause. Only for my woodcutter to run about 20 blocks and suffocate while spewing blood. Shocked, i immediatly assign another pleb to be a woodcutter. A few minutes later, after a nice dirt hole has been dug, i designate a food pile and farms; only to notice that the farmers arent planting, and the food stocks arent filling. So, i naturaly go looking for my cart to figure out whats wrong... Only, i cant find the cart! All thats left from my cart site is a iron anvil. No sign of booze or seeds or anything, i abandon and re embark with the same kit as before.

Surface stone, meta stone, and volcano rock all 'explode' instantly and will harm your humans and wooden items. So don't bring anything that is made up of these substances on embark. Yeah it's intentional to make mining a little more Fun.

Wow these are a month old, my apologies for the late response.

How's armor working, before I get back into this, as I'm actually gonna try melee. I've been thinking of adding some medieval weapons/armor for moods as well. I'd also like to know how good air guns are compared to crossbows.

Armor is not as strong as it is in vanilla DF. Melee weapons are extremely strong against most humanoids due to the amped up pain receptors. Guns are far superior to crossbows, they are mostly in the game to provide an option for quick but weak ranged combat, or for hunters.

Quote
*Make some short or type of bin, but actually this would be made out of hard paper or cardboard which would be made from processing raw wood logs with some short of chemical in a bucket at the laboratory, this would give you a stack of 20 or 10 cardboards, you could use them to make letters (I hope that when the next update of DF gets soon you could write things in fort mode with some short of material) and could send them or make notes, or either make bullet containers or mini boxes, so people in fort mode or adv mode could carry them, or be abled to be built and could store a lot of bullets, then these mini boxes could be stored in bigger bins, a cool way to store your ammunition (like in some games where you get a big metal box with little boxes of ammos) this could work like when you put seeds in bags and then put those bags in barrels in the seeds stockpiles...

*some short of plant that when cultivated could be processed at laboratory, then you make peniciline, that its actucally better than the soap and less tedious to make, the disadvantage its that the plant grows very slowy (you get your crops only once in the season, making it more hard to get) dunno if the game can handle any other item as an alternative to soap, in that case we could put a reaction where you make some short of peniciline soap from peniciline alone...

*This is really, but REALLY hard to do, in fact, quite mpossible, but could be implemented some day in some short of way if we make a lua plugin that does it... whatever, the idea its making a new workshop; the medical research center, you could get tissue from a pattient throught operation, then make a cultive of cells from that tissue and track it as the same "type" from the patient, then each tissue cultive stack could get some "value" like the value of thread or cloth at hospital based on the time the cultive has been "active", then if the patient has lost a limb or other un-important organ you could put the option in the workshop: operation: regenerate body part or organ from a tissue cultive, the larger the part you want to regenerate the more the value of some tissue cultive it needs to be, after part regeneration has been done, a surgeon could come a opearte the patient having the limb/organ hauled, then the operation has a 50% chance of failing or a 50% chance of success and recover the limb/organ functionality...
NOTE: dont tell me that this is pure fantasy shit guys... these methods are being used worldwide and most cases success, I know that medics havent regenerated limbs yet, but DF universe and corrosion universe isnt realistic at all, if scientits in corrosion made a drug that grants ethernal life as a infected zombie, regenerating limbs shoulda be a kid´s game...

*Through lua plugin bullets should behave and move more like real life ones, leaving a left over metal covers, some smoke (not much) until its air compressed, and ricochetingwith others metals, including walls, but should behave different with kevlar, glass and wood... (kevlar deflects some bullets based on the bullet "value" on the lua script) while wood and glass could explode and chips or left overs could fly and hurt people...

Good ideas, I really like the penicillin, idea but unfortunately this require core changes to DF itself, which I cannot do.

also, IT, you could microupdate the mod, adding pistol bullets, because right now pistols are the same as rifles, and are only worse in melee, but that does not count, because zeds never get there.

keep the same reaction, only make it yield a bit more (30 instead of 25 for example, can be tweaked), and as for damage, make the bullets less penetrating. and (maybe) smaller. just make them weaker. that is all.

edit.: during my Googling for fallout new vegas addons i have found this (http://fallout.wikia.com/wiki/Bear_trap_fist). Need i say more?

Pistols were supposed to differ in the fact that you can have a melee weapon and a pistol at the same time. Thus increasing your lethality in combat. However due to a bug all weapons are one handed. Once this is fixed there will be much more incentive to go pistol/one handed weapon, instead of just one rifle. Especially if bullets begin running short.

Bullets are outright deadly when it comes to killing creatures that can feel pain, I've actually made them slightly weaker over the versions, but I'd rather not nerf them any more as they don't stop a Zed without a headshot.

Hehe nice find on the Fallout weapon there, but being stuck to a zombie while he flings you around probably wouldn't be all to enjoyable.  :P

Sorry if I skipped over your question, if it's still important to you, please repost it and I will answer it as quick as my schedule permits.
I'll also start monitoring this thread on a more daily basis to answer your questions, provide some ideas, or just keep you updated on my forts, .26 is coming out soon, I can feel it :D
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: JimmyBobJr on February 01, 2012, 05:25:51 am

Quote
Firstly, i had forgotten to bring a fire-safe material with me to embark, so i attempted to clean a concrete chunk at a "Cleaning Shop", only that no option appears. Clicking polish rock just polishes some copper ore that i found into "Copper Ore" that i cant smelt. Also, throughout the manual, you refer to the "Cleaning Shop" as "Cleaning Workshop" - Are they one and the same?

You first need to gather a concrete boulder by 'gathering plants' from the surrounding area. Then you can clean it. Polish Rock option creates a gem of the boulder it intakes, sorry if there was some confusion. Cleaning Shop and Workshop are the same, I'll fix that before the next release.


Yeah, i had gathered the chunk from D>P, but i had no option in the Shop. I had also gathered some plastic and some tires from gathering.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on February 01, 2012, 08:52:35 am
Well, the bear trap COULD require some mechanisms (you know, to pull the trap back in place) and that would make sense, right? right?
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: IT 000 on February 02, 2012, 07:06:39 pm

Quote
Firstly, i had forgotten to bring a fire-safe material with me to embark, so i attempted to clean a concrete chunk at a "Cleaning Shop", only that no option appears. Clicking polish rock just polishes some copper ore that i found into "Copper Ore" that i cant smelt. Also, throughout the manual, you refer to the "Cleaning Shop" as "Cleaning Workshop" - Are they one and the same?

You first need to gather a concrete boulder by 'gathering plants' from the surrounding area. Then you can clean it. Polish Rock option creates a gem of the boulder it intakes, sorry if there was some confusion. Cleaning Shop and Workshop are the same, I'll fix that before the next release.


Yeah, i had gathered the chunk from D>P, but i had no option in the Shop. I had also gathered some plastic and some tires from gathering.

Strange, try checking a few things.

1. Make sure the shop has access to the concrete and visa versa.
2. Make sure it's not forbidden. If it isn't, forbid it, unpause, then unforbid it. Check the announcements to see if a dwarf was trying to move it.
3. Try to build something out of it, it could have been cleaned previously.

Well, the bear trap COULD require some mechanisms (you know, to pull the trap back in place) and that would make sense, right? right?

Hehe we'll see :) Weapons won't be the highest priority when .26 comes out, contagious zombies will be very Fun indeed, and those clouds would fit right into Corrosion :D
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: IT 000 on February 02, 2012, 07:55:54 pm
By the way, I set up an official blog to keep you guys posted on the current development of Corrosion. I also plan on starting a fort and updating it via the blog. Make sure to vote on the location, somewhere challenging preferably :D.

LINK : http://corrosionmod.blogspot.com/ (http://corrosionmod.blogspot.com/)
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: JimmyBobJr on February 03, 2012, 08:06:10 am

Quote
Firstly, i had forgotten to bring a fire-safe material with me to embark, so i attempted to clean a concrete chunk at a "Cleaning Shop", only that no option appears. Clicking polish rock just polishes some copper ore that i found into "Copper Ore" that i cant smelt. Also, throughout the manual, you refer to the "Cleaning Shop" as "Cleaning Workshop" - Are they one and the same?

You first need to gather a concrete boulder by 'gathering plants' from the surrounding area. Then you can clean it. Polish Rock option creates a gem of the boulder it intakes, sorry if there was some confusion. Cleaning Shop and Workshop are the same, I'll fix that before the next release.


Yeah, i had gathered the chunk from D>P, but i had no option in the Shop. I had also gathered some plastic and some tires from gathering.

Strange, try checking a few things.

1. Make sure the shop has access to the concrete and visa versa.
2. Make sure it's not forbidden. If it isn't, forbid it, unpause, then unforbid it. Check the announcements to see if a dwarf was trying to move it.
3. Try to build something out of it, it could have been cleaned previously.


What i did to make sure it was working was to Dump the boulder a few spaces away from the Cleaning Shop, and unforbid it. After waiting a few seconds, a hauler came along and moved it back to the food stockpile. This time, when i dumped it, i locked the food stocks door, so there was no reason to move the boulder unless it was being cleaned. Despite this, no option appeared in the menu to Clean the concrete chunk.

And i know it wasnt construction-able, since whenever i attempted to build a wood furnace it claimed that there was no Fire-Safe materials avalable.

But i cant test it on that fortress anymore, since the fortress was since abanadoned after a scavenger killed my only two farmers.  :'(
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Pan on February 04, 2012, 07:04:27 am
Funny thing I noticed about Corrosion today. If a baby is born, they would fit into one of the few castes, yeah? But the caste description would usually say what they did before this whole apocalypse. The loophole here is obvious and hilarious.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Tiruin on February 04, 2012, 07:16:06 am
But the caste description would usually say what they did before this whole apocalypse. The loophole here is obvious and hilarious.
Maybe...there is something else involved.  :-\
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on February 04, 2012, 07:22:50 am
maybe they judge the kid based on the standards that were used BEFORE the apocalypse. People try to hold on to familliar things when the world collapses around them.

or, in the Not-So-RP-Ville: It's DF's fault.  :P
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: IT 000 on February 11, 2012, 11:15:33 pm
4 days left of the poll on the blog (http://corrosionmod.blogspot.com/). Grassland's Savanna is currently in the lead. I might embark on a haunted area just to keep things from getting to boring.

Also some things, gave Ghouls, and mutated Crows the EVIL tags so they should show up in the proper environments now.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: IT 000 on February 12, 2012, 08:51:22 pm
Also, I've decided I'll release a mini-update to fix a few things, add some random stuff, and just to keep the mod up to date. So if you guys have any ideas of things I could add, I'd be glad to hear them!

For more details of why I'm changing just take a look at the blog (http://corrosionmod.blogspot.com/).

* Reduce grow time of Tobacco.
* Increase chance of finding tires, plastic, and such.
* Have a chance of finding metal tools by gathering plants.
* Test Two-Handed weapons effectiveness vs One hand and One shield weapons.



In other news: I've started putting some thought into how Corrosion can become a functional way for community stories. The chaos of exchanging hands is just to much for the already unstable environment. One thing I am considering is having multiple people run multiple forts in different places on the same world (but separate games) then just having them chronicle their adventures on the thread. I'll either give them an overarching storyline and let the storytelling do the rest, or I'll take some pointers from Deadiron and give them mysterious and Fun goals to fulfill. If you guys could provide feedback to this idea that would be great!
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on February 14, 2012, 11:54:42 am
REJOICE! .34 is out! Now go and mod, young/old/whatever IT, go and MOD!
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: peskyninja on February 14, 2012, 12:05:24 pm
Oh my ******* god, were-vampire-zombies!
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on February 14, 2012, 01:22:04 pm
And none of that Twiligt/Warm Bodies bullshit either! YAY!
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: Prologue on February 14, 2012, 01:29:50 pm
And none of that Twiligt/Warm Bodies bullshit either! YAY!

I want to respond to this with a witty comment, but I just can't seem to find one. So here's a simple one, 'amen'.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: IT 000 on February 14, 2012, 07:47:29 pm
Yes!

Oh my ******* god, were-vampire-zombies!

And having people get accused of being were-vampire-zombies! Words cannot describe how happy I am! :D



I've made a very rough to do list in the Blog. Check it out for more details.

If you guys have any ideas though, this would be the best time to tell me!
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on February 15, 2012, 09:13:27 am
BEAR.TRAP.FISTS.
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: IT 000 on February 15, 2012, 03:20:38 pm
Actually with the introduction of mists, I was thinking about doing a Dead Money expansion for both vanilla DF and Corrosion. Bear trap fists will be there :D
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: IT 000 on February 15, 2012, 11:25:09 pm
Fantastic news! Despite being left in a shower, my labtop is now functioning! Now that I don't have to share a computer, I expect development to travel much faster!

I've also found all my old notes! Giving me plenty of stuff to do and add!
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: kerlc on February 16, 2012, 11:05:10 am
wow, how could a laptop be left in the shower? are you a workoholic?
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: IT 000 on February 17, 2012, 02:46:35 pm
wow, how could a laptop be left in the shower? are you a workoholic?

Heh, nah just technologically challenged family members trying to help out. :P I let them borrow it, they said it wasn't working fast enough so they 'took it apart to clean it out'. The labtop stopped working, and I had to use an even slower computer for a while, but when 34.01 was released I plugged my labtop to it's charger on a whim and it works!

Development is going along faster then I expected. I updated the New Release info, and I've added a few more lines to the story to link it back to reality. Corrected a lot of spelling errors as well.



From a development standpoint, things are going a lot faster then I expected. I'm going to see if I can get bites to infect some of the time instead of all the time. So you have second thoughts before a one way ticket to the atom smasher. I have Gloomapeck Silver set up, it will use Gloomapeck Silk, it's a very weak metal, but Infected are very susceptible to it. Making it a good police/punishment weapon.

Besides that, there's a few minor things I need to smooth over, and I haven't tested a serious fortress at all, so I don't know how things will react, but hey, gotta give you guys something to post about right? I do hope my modder stat hasn't rusted over to much. :P
Title: Re: =-~Corrosion~-= [v1.1.0] NOW IN 34.01
Post by: IT 000 on February 17, 2012, 07:20:15 pm
HUZZAH
1.1.0 is out!

Enjoy your humans zombies :D

And please post any bugs and feedback here!

Spoiler (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.1.0] NOW IN 34.01
Post by: IT 000 on February 18, 2012, 01:08:54 am
Going to start a series of community things to get some more interest in community activity.

1st Community Fort Ravenmist. Sign up here! (http://www.bay12forums.com/smf/index.php?topic=101425.msg3002350#msg3002350)
2nd Blog Fort
3rd Second Corrosion Community Adventures!
Title: Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
Post by: bombzero on February 18, 2012, 01:18:52 am
wow, how could a laptop be left in the shower? are you a workoholic?

Heh, nah just technologically challenged family members trying to help out. :P I let them borrow it, they said it wasn't working fast enough so they 'took it apart to clean it out'. The labtop stopped working, and I had to use an even slower computer for a while, but when 34.01 was released I plugged my labtop to it's charger on a whim and it works!

Development is going along faster then I expected. I updated the New Release info, and I've added a few more lines to the story to link it back to reality. Corrected a lot of spelling errors as well.




this scares me more than zombies...
Title: Re: =-~Corrosion~-= [v1.1.0] NOW IN 34.01
Post by: x2yzh9 on February 18, 2012, 09:36:01 am
When I play, the world keeps crashing at year 1-4. Before this, the mod technically worked, but I couldn't play adventure mode because all my options were to play as animals, and in dwarf fortress mode I keep getting messages 'canceled:Too injured' when I literally just started. Do you think you could upload a pre-installed version of corrosion?
Title: Re: =-~Corrosion~-= [v1.1.0] NOW IN 34.01
Post by: kerlc on February 18, 2012, 12:31:11 pm
don't have those problems myself... So, here's a pre-installed version (http://dffd.wimbli.com/file.php?id=5587) of corrosion that i use.
Title: Re: =-~Corrosion~-= [v1.1.0] NOW IN 34.01
Post by: IT 000 on February 18, 2012, 01:12:16 pm
When I play, the world keeps crashing at year 1-4. Before this, the mod technically worked, but I couldn't play adventure mode because all my options were to play as animals, and in dwarf fortress mode I keep getting messages 'canceled:Too injured' when I literally just started. Do you think you could upload a pre-installed version of corrosion?

Sounds like duped raws...

don't have those problems myself... So, here's a pre-installed version (http://dffd.wimbli.com/file.php?id=5587) of corrosion that i use.

Wow thanks Kerl! I'll link this to the post! That should make things a little easier!

-----

Oh 34.02 I'd better start updating again  :o


Alright updated to 34.02, didn't need to do it as the raws worked fine from 34.01, but, might as well get that new Executioner tile out there.
Title: Re: =-~Corrosion~-= [v1.1.1] _NOW IN 34.02_
Post by: x2yzh9 on February 18, 2012, 01:54:19 pm
Yea, thanks kerl, I appreciate it!
Edit:Also, IT 000, I do get messages in my errorlog about duplicate items, how do I fix this duped raws bug?
Edit 2:Okay, so I think I've got it figured out-When I follow the instructions correctly, it keeps on crashing at world gen, but when I don't follow the instructions correctly it works at world gen but it's still unplayable-Any idea why it's crashing at world gen? I'm not sure if this is unique to just me
Edit 3:Okay, it seems I've got it working, but I had to make a small world instead of a medium one or larger because those seem to be causing the crashes. No idea why, but I guess I'll just stick with a small world for now.
Title: Re: =-~Corrosion~-= [v1.1.1] _NOW IN 34.02_
Post by: kerlc on February 18, 2012, 02:22:51 pm
or try a medium world, but only gen it for about 5 years. works for me! and the Pre-install has been updated, too. Also added the guides and the readme, because i forgot to add them before.
Title: Re: =-~Corrosion~-= [v1.1.1] _NOW IN 34.02_
Post by: OREOSOME on February 18, 2012, 10:04:10 pm
I tried my first fort on the new version, and as soon as i made the order to kill some invaders, we killed 4 lumbering infected. But then, we lost almost half of our original numbers. so i had no choice but to succumb.

THANK! YOU!

Any tips for setting up armies or bases?
Title: Re: =-~Corrosion~-= [v1.1.1] _NOW IN 34.02_
Post by: Squee on February 18, 2012, 11:38:54 pm
Hey, it dies on world-gen:


Resizing font to 14x14
Picked font at 11 points for ceiling 14
Resetting textures
2012-02-19 04:38:10.369 dwarfort.exe[15469:5403] *** __NSAutoreleaseNoPool(): Object 0x1c16db0 of class NSCFArray autoreleased with no pool in place - just leaking
2012-02-19 04:38:10.370 dwarfort.exe[15469:5403] *** __NSAutoreleaseNoPool(): Object 0x1c08ac0 of class NSCFNumber autoreleased with no pool in place - just leaking
2012-02-19 04:38:10.370 dwarfort.exe[15469:5403] *** __NSAutoreleaseNoPool(): Object 0x2920410 of class NSCFDictionary autoreleased with no pool in place - just leaking
2012-02-19 04:38:10.371 dwarfort.exe[15469:5403] *** __NSAutoreleaseNoPool(): Object 0x1c8fcd0 of class NSCFString autoreleased with no pool in place - just leaking
2012-02-19 04:38:10.371 dwarfort.exe[15469:5403] *** __NSAutoreleaseNoPool(): Object 0x1c09450 of class NSCFNumber autoreleased with no pool in place - just leaking
2012-02-19 04:38:10.372 dwarfort.exe[15469:5403] *** __NSAutoreleaseNoPool(): Object 0x29609a0 of class NSCFDictionary autoreleased with no pool in place - just leaking
2012-02-19 04:38:10.373 dwarfort.exe[15469:5403] *** __NSAutoreleaseNoPool(): Object 0x26eae3e0 of class NSCFArray autoreleased with no pool in place - just leaking
2012-02-19 04:38:10.374 dwarfort.exe[15469:5403] *** __NSAutoreleaseNoPool(): Object 0x1c8da50 of class SDL_QuartzWindow autoreleased with no pool in place - just leaking
./df: line 12: 15469 Bus error               ./dwarfort.exe
sh-3.2#
Title: Re: =-~Corrosion~-= [v1.1.1] _NOW IN 34.02_
Post by: IT 000 on February 19, 2012, 11:43:44 pm
Quote
Hey, it dies on world-gen:

Hey Squee, try downloading the pre-packaged version, that might solve the problem.

Yea, thanks kerl, I appreciate it!
Edit:Also, IT 000, I do get messages in my errorlog about duplicate items, how do I fix this duped raws bug?
Edit 2:Okay, so I think I've got it figured out-When I follow the instructions correctly, it keeps on crashing at world gen, but when I don't follow the instructions correctly it works at world gen but it's still unplayable-Any idea why it's crashing at world gen? I'm not sure if this is unique to just me
Edit 3:Okay, it seems I've got it working, but I had to make a small world instead of a medium one or larger because those seem to be causing the crashes. No idea why, but I guess I'll just stick with a small world for now.

Hmmm... interesting, if it's coming from the pre-packaged version it might be DF itself, a new version, lots of stuff, something might be acting odd.

I tried my first fort on the new version, and as soon as i made the order to kill some invaders, we killed 4 lumbering infected. But then, we lost almost half of our original numbers. so i had no choice but to succumb.

THANK! YOU!

Any tips for setting up armies or bases?

Hehe you're very welcome! This gives me an idea, perhaps I should take a picture of some fort set ups I use to help new players...



I must apologize, I forgot to copy reaction_other over from 1.0.9 to 1.1.0+ thus you cannot tan hides at the moment. I'll have to update soon to fix this error.

All you need to do is open your 34.02 df  raws, copy reaction_other and put it in your corrosion raws.

@Kerlc Thanks for updating! I made a note of it on the post.
Title: Re: =-~Corrosion~-= [v1.1.1] _NOW IN 34.02_
Post by: kerlc on February 20, 2012, 08:02:07 am
added reaction_other to the pre-installed version, so people won't have to bother doing it. also, i am writing a corrosion story...
Title: Re: =-~Corrosion~-= [v1.1.1] _NOW IN 34.02_
Post by: Squee on February 20, 2012, 03:46:53 pm
Quote
Hey, it dies on world-gen:

Hey Squee, try downloading the pre-packaged version, that might solve the problem.


Hmmm, i didn't find a pre-packaged version? could you link me? to clarify, this was on OS X.

also, i'm a budding MODDER and would love to join an existing mod to just help out where i can and basically learn, could i help you out with this mod at all? that would be amazing as it seems very dystopian which is my kinda thing anyway!  i'm a coder so i think I will pick up modding fairly quickly, i have currently written one mod myself which is a painkiller that can be grown.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: IT 000 on February 20, 2012, 09:47:17 pm
Minor update :

* Removed pus from skulking and Vulpine infected.
* added reaction_other back into Corrosion
Title: Re: =-~Corrosion~-= [v1.1.1] _NOW IN 34.02_
Post by: IT 000 on February 20, 2012, 10:02:05 pm
Quote
Hey, it dies on world-gen:

Hey Squee, try downloading the pre-packaged version, that might solve the problem.


Hmmm, i didn't find a pre-packaged version? could you link me? to clarify, this was on OS X.


Link (http://dffd.wimbli.com/file.php?id=5587). If that doesn't help it might be DF itself. I don't know how it reacts to a Mac.

Quote
also, i'm a budding MODDER and would love to join an existing mod to just help out where i can and basically learn, could i help you out with this mod at all? that would be amazing as it seems very dystopian which is my kinda thing anyway!  i'm a coder so i think I will pick up modding fairly quickly, i have currently written one mod myself which is a painkiller that can be grown.

I'm flattered really, but there's not much to do at this stage, most of the big stuff has been done long ago. If you wanted to help out you could do some tests, find some bugs, think of some ideas for stuff. Some of my Corrosion's greatest ideas have come from my fans. But besides that you're better off trying to publish your own mod. Good luck though!



Speaking of stuff to do, I'll try to get some more graphics in. Namely;

Pillar Tile: (currently it's 'O' which could be improved upon)
More Animals!

Secondly

Enlightened Shrooms! Currently under development.
Also knock-out pills. Currently under development.
Title: Re: =-~Corrosion~-= [v1.1.1] _NOW IN 34.02_
Post by: Squee on February 21, 2012, 06:43:18 pm
Quote
Hey, it dies on world-gen:

Hey Squee, try downloading the pre-packaged version, that might solve the problem.


Hmmm, i didn't find a pre-packaged version? could you link me? to clarify, this was on OS X.


Link (http://dffd.wimbli.com/file.php?id=5587). If that doesn't help it might be DF itself. I don't know how it reacts to a Mac.

Quote
also, i'm a budding MODDER and would love to join an existing mod to just help out where i can and basically learn, could i help you out with this mod at all? that would be amazing as it seems very dystopian which is my kinda thing anyway!  i'm a coder so i think I will pick up modding fairly quickly, i have currently written one mod myself which is a painkiller that can be grown.

I'm flattered really, but there's not much to do at this stage, most of the big stuff has been done long ago. If you wanted to help out you could do some tests, find some bugs, think of some ideas for stuff. Some of my Corrosion's greatest ideas have come from my fans. But besides that you're better off trying to publish your own mod. Good luck though!



Speaking of stuff to do, I'll try to get some more graphics in. Namely;

Pillar Tile: (currently it's 'O' which could be improved upon)
More Animals!

Secondly

Enlightened Shrooms! Currently under development.
Also knock-out pills. Currently under development.

Will check it out and if i can make it work I will test for bugs and try to make some suggestions, i have started writing my own mods, i have just written a painkiller that's realistic as it's modeled completely on a real painkiller. :) 

Also, you seem very friendly, could i email you or anything?  also i started a reddit and a chat channel for the modding community if you're interested.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: OREOSOME on February 21, 2012, 06:50:16 pm
I use a mac, and corrosion works fine for me. I just install it on my own to make sure it's done correctly.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: IT 000 on February 21, 2012, 07:55:11 pm
Quote
Will check it out and if i can make it work I will test for bugs and try to make some suggestions, i have started writing my own mods, i have just written a painkiller that's realistic as it's modeled completely on a real painkiller. :)

Also, you seem very friendly, could i email you or anything?  also i started a reddit and a chat channel for the modding community if you're interested.

Painkiller! I've heard good things about that game, and i look forward to playing your mod.

As far as e-mailing goes you should probably PM me over bay12, I visit this site more then my e-mail.

Also don't hesitate to post questions on the modding forum here, we have a fantastic community whose always eager to help.

I use a mac, and corrosion works fine for me. I just install it on my own to make sure it's done correctly.

Fantastic! Perhaps the reason why the pre-packaged version isn't working is because it was from windows DF.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: kerlc on February 22, 2012, 01:46:22 am
yeah, it is for Windows. Can't package for Mac or Linux, sorry.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: IT 000 on February 22, 2012, 02:44:11 pm
I'd hate to push Ravenmist back farther but an event happened in my fortress and I think it would make for an entertaining Prologue to the Community game.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: Abregado on February 22, 2012, 06:29:57 pm
Hey IT000 I'm just doing a 1-2 year video lets play with a bit of tutorial style stuff for newer players. How have you got the zombie virus set up? Is it fast/slow acting, is there any warning signs (fever, aggression, ect) before they "pop"?

I've just finished the first year of gameplay and haven't had any zombie attacks yet. All the new stuff since I played age ago is tops!

Perhaps what we need is a diagram or description of the virus's effects.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: IT 000 on February 22, 2012, 06:41:57 pm
Well so much for that idea, looks like Ravenmist is coming sooner then later.

Basically I got a group of migrants, two of them happened to be zombies! Legitimate rotting zombies! I couldn't assign labors or put them in the military. However I could trap them in cages. So I was going to trap them in a cage and then ask what I should do with them.

However they suffocated because I made everything rot. Including lungs, heart, brain, etc.

I consider this a bug, the zombies were supposed to be humans and gradually turn into zombies, not arrive as zombies. Oh well.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: IT 000 on February 22, 2012, 06:50:59 pm
Hey IT000 I'm just doing a 1-2 year video lets play with a bit of tutorial style stuff for newer players. How have you got the zombie virus set up? Is it fast/slow acting, is there any warning signs (fever, aggression, ect) before they "pop"?

I've just finished the first year of gameplay and haven't had any zombie attacks yet. All the new stuff since I played age ago is tops!

Perhaps what we need is a diagram or description of the virus's effects.

Well right now they will get infected as soon as someone whose infected bites them. After a fourth of a year, they won't age and a few other tags. After a year they'll flip out and go all zombie (in theory) attacking random humans. I haven't managed to test it first hand though. So get back to me if you have a few unlucky guys!

Unfortunately (or fortunately) They'll suffocate due to necrosis applying to all tissues, including lungs. I'll have this fixed soon.

I'll be expanding on it soon, perhaps nothing obvious like blinking Fever tiles, but aggression, increase in sleep, perhaps a short blood cough would be enough.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: Abregado on February 22, 2012, 07:09:56 pm
the blood cough would be a good one (and one i'm using in the next necromunda mod release). When you see some random tile of bloody vomit in your base you go to HIGH ALERT and check every military dude you can find for bloody vomit coverings on their armor.

Also i was hoping to put in an extra contact syndrome with the blood so that dwarves walking around in the vomit have a tiny chance of catching the virus as well. A good reason to keep some office workers on permanent clean up duty.

Feel free to use anything I suggest in Corrosion. Zombie are only a side part of my mod, and I'd like to see Corrosion retain its "Top Zombie mod" title. :D
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: Abregado on February 24, 2012, 12:41:50 am
Ok i finished uploading the first 2 parts of a new Lets Play for the current version. Will continue when the zombies are fixed.

http://youtu.be/taB65YnnUaw (http://youtu.be/taB65YnnUaw) Part 1
http://youtu.be/JI64Fmq3xB0 (http://youtu.be/JI64Fmq3xB0) Part 2

Available in HD... but WHYY!?
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: Abregado on February 25, 2012, 12:11:27 am
Also here is the fort for download. If you wanted to check out this mod without going through the first year.

http://www.mediafire.com/?cuew4q365b6x3d3 (http://www.mediafire.com/?cuew4q365b6x3d3)
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: IT 000 on February 25, 2012, 09:39:39 pm
Just watched your let's plays Abregado. Fantastic job! Keep up the good work! I linked them to the first post.

And I don't know what's stranger. That you can cook spent cigars, or no one thought it was weird enough to report as a bug  :o

By the way, I'm kind of curious to why all those Land Carp are getting enraged.

Ravenmist (http://www.bay12forums.com/smf/index.php?topic=102686.msg3035298#msg3035298) is up! Reserve your slot today!
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: Abregado on February 26, 2012, 04:01:29 am
At first i thought that landcarp would be a dangerous animal.

The spent cigars are good! it lets you get a little extra food once your done with them. I guess the cigars are another type of plant and thats the seed? (I could just go look in the raws but I enjoy the surprise!)

Ill keep playing now that the zombies are fixed. Just did a 2 hour playtest on the necromunda mod so im DF'd out for the day.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: kerlc on February 26, 2012, 08:15:59 am
seems logical that cigar stubs are used in a famine situation. During WW2,Yugoslavian partisans ate soup made from old shoes.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: Abregado on February 26, 2012, 09:30:58 am
IT000 you should definitely put in a recipe that incorporates old shoes.

So far my only gripe is that Stone Sickness is waaay too deadly. You could make the necrosis a fair bit weaker, and take longer to set in. Precede it with some vomiting and nausea and your in for fun times. The severity will increase over time as the miner gets exposed to more and more stone gas... Right now miners will 100% die in one or two seasons after digging just one tile of rock, and instantly if they dig three in a row.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: bombzero on February 27, 2012, 12:12:39 am
seems some very limited mining should be possible...
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: tilly on February 27, 2012, 10:54:09 pm
I havent seen any standard undead in 3 different forts. Just wondering if it may be a bug?
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: IT 000 on February 28, 2012, 05:23:49 pm
seems some very limited mining should be possible...

It's a tad tricky. Ores, gems, and rigid rock are safe to mine, just not layers of stone such as shallow stone, meta stone, hard rock, and volcano stone. Limited mining is possible, you need to go to the last layer of soil, and dig down stairs to find a vein, then just follow it.

There's also a safe stone mod that removed dangerous stone if you want easier mining.

I havent seen any standard undead in 3 different forts. Just wondering if it may be a bug?

I've had a few sieges from these guys already. Try making a new world, because they probably died somewhere through history. If you're still having problems try making a world with more civilizations.

-----

So, my fort has gone two years without any drinks, and with no alcohol deprivation. Simply because I made a batch of 200 cigars when I embarked. Cigars are to easy to make, one thing of Tobacco turns into 5 leaves which turns into 10 cigars. One batch from the traders can make 125 cigars capable of staving off hunger and thirst.

So I'll be cutting it down somehow.

Also Spent Cigars are no longer cookable.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: Abregado on February 28, 2012, 06:08:35 pm
Yeah the tobacco was notacibly OP. Maybe you need to make papers somehow. Ive added in a few [AUTOMATIC] tags as well. My general mod philosophy is that if the player has no choice, aka Tobacco leaves->cigars, and just has to queue them up, make it [AUTOMATIC]. Cuts down on the players wasted time, but still costs them labour.

I've kept the stone sickness, but added [UNDIGGABLE] to all the dangerous rock types for now. I just take it out when I want to do exploratory mining, and put it on when digging ores out.

Umm, also during my training run the zombies arrived with war lions and were riding camels... is that intended? My hunter might yet get his giraffe!
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: Abregado on February 28, 2012, 06:27:54 pm
I also added [AUTOMATIC] and [SKILL:HERBALISM] to the "process junk plants and rock" reactions, and to "charge battery". It seems like you would never choose NOT to do those reactions, and the skill benefit helps to train up your herbalists (profession change name to Scavengers/Looters perhaps?)

Also added [STRUCTURAL_PLANT_MAT] back on the junk_plant_template to facilitate stockpiling.

going to try some of the new reactions you put in for Part 3 of the LP. Looks Great!
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: Meph on February 28, 2012, 06:41:36 pm
From what I read so far: You try to do migrants that turn to zombies after a certain time ? And these could actually bite citizens, and turn those into zombies as well ?

This is an incredibly amazing idea. I'd wish I had come up with that. Respect. Hope you get it to work.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: tilly on February 28, 2012, 10:30:09 pm
Hey, 000 I'm probably going to try this before you reply but, do you think the current Corrosion mod will work with the 34.03 release?

*Edit: It appears that the Mod is compatible for atleast worldgen. However, worldgen stability is still a slight issue. Sometimes it crashes. Maybe you know why? Anywho, I'll be delving deeper shortly. Thanks IT your teh bomb!
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: IT 000 on February 29, 2012, 08:49:10 am
Yeah the tobacco was notacibly OP. Maybe you need to make papers somehow. Ive added in a few [AUTOMATIC] tags as well. My general mod philosophy is that if the player has no choice, aka Tobacco leaves->cigars, and just has to queue them up, make it [AUTOMATIC]. Cuts down on the players wasted time, but still costs them labour.

I've kept the stone sickness, but added [UNDIGGABLE] to all the dangerous rock types for now. I just take it out when I want to do exploratory mining, and put it on when digging ores out.

Umm, also during my training run the zombies arrived with war lions and were riding camels... is that intended? My hunter might yet get his giraffe!

Yeah mounted zombies has been a persistent bug. Since Law-Giver is a hard-coded noble, so they train animals and mount them, even with all the tags removed. If anyone can figure out how to remove it, I would be very thankful.

I kind of think of it as the zombie just sort of grabbed onto an animal, and the animal stays around for the free food.

For cigars I'm going to have the reaction take 5 leaves to make one cigar. So it should even out to one tobacco plant to one cigar. If this still proves a tad to much, I might cut it down to 2 tobacco, and maybe add a few more ingredients. I'll also be experimenting with a more aggressive syndrome that takes effect, but this probably won't make it into the next version.

A few AUTOMATIC tags might be a well fitting improvement for the Cleaning shop.

From what I read so far: You try to do migrants that turn to zombies after a certain time ? And these could actually bite citizens, and turn those into zombies as well ?

This is an incredibly amazing idea. I'd wish I had come up with that. Respect. Hope you get it to work.

Yeah I would love this to happen, in theory they would function like vampires, eating people while they sleep, I don't know how to get people to survive this attack though. Unfortunately, I haven't seen a migrant zombie in the last version. But in 34.01, I had a couple, so they might just be hiding better ( Yeah! ) but I suspect they might be the friendly 'Traders' that frequently come in migration waves that you can't assign labors to. I've removed a few tags that I suspect might be conflicting with it, but I've yet to test it out.

Zombie Ghosts will kill your fortress members like vampires, regardless of ghost type. Had two occurrences of this so far.

Hey, 000 I'm probably going to try this before you reply but, do you think the current Corrosion mod will work with the 34.03 release?

*Edit: It appears that the Mod is compatible for atleast worldgen. However, worldgen stability is still a slight issue. Sometimes it crashes. Maybe you know why? Anywho, I'll be delving deeper shortly. Thanks IT your teh bomb!

I haven't updated to the latest version which appears to be 34.04 now  :o but I'm in the process of doing so, and releasing some minor fixes and experiments.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: kerlc on February 29, 2012, 11:36:04 am
okay, so i've been doing some brainstorming. here's what i came up with:

-Books that increase skills/mood of the individual reading it. here's how it works:
  -You grow Ink Shrooms in your garden. (Underground plant, can be used to make black dye and ink).
  -Inks Shrooms are processed into ink at the Lab.
  -Paper or Parchment is made at the lab (Paper-wood, Parchment-skin/leather).
  -At the Bookwriter's shop (name can be changed, if you want), a book is written using the Teacher skill. There can be 3 books: DIY Books, Self-Improvement Books, Stories
  -The books can be used in the Library, and can increase the following skills: DIY Books: Carpentry, Mechanics, Masonry, bone, wood, stone carving, metalcrafting, Self-Improvement Books: Appraisal, Organisation, Leadership, Record Keeping, Story: increases the mood of the individual by dissolving into a gas that makes people get happy thoughts. (IMPORTANT!!!! The exact skills can be changed, and so can the three books, the three groups are just my basic idea)
  -The book is then destroyed to prevent overabuse, but for purely narrative reasons, the person 'misplaces it'. Or he destroys it, because he doesn't want other people to know its secrets...

Also, an alternate method:
  -A gem cluster found in Garbage, called 'old books' or 'tattered books'
  -At the cleaner workshop, the books are restored, giving 1-2 books, each having chances of being any of the 3 aforemenioned types
  -The book is read at the Library and then destroyed after increasing a skill.


What do you think? I am aware of the major hole in writing the books, but that can be worked out for narrative purposes. So, doable, or not?
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: magikmw on February 29, 2012, 02:10:21 pm
It seems I am not able to gen a world in the latest 34.02 build.
I get a lot of rejected worlds (more when I increase the size, number of civs, etc), and then couple of decades in the game segfaults.

Anyone else having problem with that, or are there any guidelines on the generation in Corrosion?

Edit: I've just managed to gen a small world with small everything except minerals. 125 years, Age of Fairy Tales :o
Giving it another go.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: IT 000 on February 29, 2012, 02:28:41 pm
It seems I am not able to gen a world in the latest 34.02 build.
I get a lot of rejected worlds (more when I increase the size, number of civs, etc), and then couple of decades in the game segfaults.

Anyone else having problem with that, or are there any guidelines on the generation in Corrosion?

Edit: I've just managed to gen a small world with small everything except minerals. 125 years, Age of Fairy Tales :o
Giving it another go.

The pre-installed version provided by kerlc will only work on windows.

Otherwise, there might be an installation error. open your df folder, delete the folder labeled 'raw' and put the raw folder from the corrosion folder into the DF folder.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: magikmw on February 29, 2012, 04:38:13 pm
Nah, I've used the 'copy raws and graphics' download. I'm on Arch Linux.
It seems that it is difficult, but you can actually gen a world. I'm playing fine now, 16 humans, have a full palisade with a depot and a gate, first human in the militia, first thieves and snatchers. Overall, having fun if little slow.
Will update if I anything interesting comes up :]
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: Abregado on February 29, 2012, 05:16:19 pm
dont make the mistake of using doors or grates for your Entrance. Moat and Bridge is the only way!
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: magikmw on February 29, 2012, 05:28:44 pm
I think I've found a bug.
With a small migrant wave (4) came Dominus Habltocade, Infectedte life [sic]. Seeing how he's showing up on the 'others' screen, I've decided to give a kill order to my small crossbow-wielding militia.
This resulted in them shooting Dominus, then each other, knocking each other unconcious. Now half my fort is cancelling jobs due to a rifleman being near. The other, to the infected being near. A hunter is shooting bolts at both my militia and the infected.
Obviously, something's not right.

Edit: The hunter killed one of the riflemen, then shot a few at the infected. Now he's shooting everyone else.
This seems like a known loyality bug. Plox fix? :]

Edit2: Too bad, it was going nicely so far. Ah well.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: Abregado on February 29, 2012, 07:42:24 pm
new ep of my LP is up on the toobs

http://youtu.be/hDP7OO5QDi4 (http://youtu.be/hDP7OO5QDi4)

Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: IT 000 on March 01, 2012, 12:36:57 am
new ep of my LP is up on the toobs

http://youtu.be/hDP7OO5QDi4 (http://youtu.be/hDP7OO5QDi4)



Added, by the way, the Infection status in the health screen has nothing to do with the zombies. The wiki (http://dwarffortresswiki.org/index.php/DF2012:Health_care#Infection) explains it better then I can.

I think I've found a bug.
With a small migrant wave (4) came Dominus Habltocade, Infectedte life [sic]. Seeing how he's showing up on the 'others' screen, I've decided to give a kill order to my small crossbow-wielding militia.
This resulted in them shooting Dominus, then each other, knocking each other unconcious. Now half my fort is cancelling jobs due to a rifleman being near. The other, to the infected being near. A hunter is shooting bolts at both my militia and the infected.
Obviously, something's not right.

Edit: The hunter killed one of the riflemen, then shot a few at the infected. Now he's shooting everyone else.
This seems like a known loyality bug. Plox fix? :]

Edit2: Too bad, it was going nicely so far. Ah well.

Acknowledged, I don't quite know what causes it yet, but I'm juggling a few tags around and hoping for the best.

okay, so i've been doing some brainstorming. here's what i came up with:

-Books that increase skills/mood of the individual reading it. here's how it works:
  -You grow Ink Shrooms in your garden. (Underground plant, can be used to make black dye and ink).
  -Inks Shrooms are processed into ink at the Lab.
  -Paper or Parchment is made at the lab (Paper-wood, Parchment-skin/leather).
  -At the Bookwriter's shop (name can be changed, if you want), a book is written using the Teacher skill. There can be 3 books: DIY Books, Self-Improvement Books, Stories
  -The books can be used in the Library, and can increase the following skills: DIY Books: Carpentry, Mechanics, Masonry, bone, wood, stone carving, metalcrafting, Self-Improvement Books: Appraisal, Organisation, Leadership, Record Keeping, Story: increases the mood of the individual by dissolving into a gas that makes people get happy thoughts. (IMPORTANT!!!! The exact skills can be changed, and so can the three books, the three groups are just my basic idea)
  -The book is then destroyed to prevent overabuse, but for purely narrative reasons, the person 'misplaces it'. Or he destroys it, because he doesn't want other people to know its secrets...

Also, an alternate method:
  -A gem cluster found in Garbage, called 'old books' or 'tattered books'
  -At the cleaner workshop, the books are restored, giving 1-2 books, each having chances of being any of the 3 aforemenioned types
  -The book is read at the Library and then destroyed after increasing a skill.


What do you think? I am aware of the major hole in writing the books, but that can be worked out for narrative purposes. So, doable, or not?

Seems like an interesting concept, is the happy gas possible through interactions? I haven't seen anything that would imply that, but if you could supply a link I could take a look at it. The more I think about this idea the more I'm starting to like it. You can decorate crafts to have pictures or historical events, so maybe make a 'blank book' then 'write book' to decorate it with an event. It would look something like this "This is a masterfully crafted book created by Urist McZombie, on the item is an image of humans, the humans are laboring, the artwork refers to the foundation of Zombiebait in the year 125".

Ink doesn't look to hard to make in real life. After a little bit of research, I've come to the conclusion that the best way would be to make 'India Ink'. All it takes is ashes and water, but for the purposes of DF we'll just make it take one bar of ash = 1 inkwell - I might make it create more, but vermin are plenty, and thus ashes are even more plenty.

Books seem like an interesting way to train, but if the ink is a decoration, someone would just grab any old book and study it. It could work for administrative jobs you mentioned though. However it might just have to be a decent valued craft. I would love it if humans could read them though, I'm a tad exhausted right now, so I can't put much thought into it, but some interaction or something that does something to someone whose reading the something.

Other ways of making paper I have thought of:
1 Log = 3 books
1 cloth = 1 book
1 leather hide = 3 books.

1 inkwell + 1 book = 1 <<book>> Perhaps giving it a chance of failure as one always makes mistakes.

I'm unsure of what skill it could take. Perhaps I could rename alchemy and have it take that. I'd like it to be toggle-able so you can have your best people writing books.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: magikmw on March 01, 2012, 03:03:39 am
From the Corrosion blog:
Quote
I'm fine with zombies migrating in, but the problem is they come as full zombies, the entire wounds screen filled with yellow text is a bit of a tip off. Furthermore, all they do is kill the migrants and their animals.

I belive that's the problem I've encountered. If they imigrate and get set as members of the player's fort, any attempt to kill them will screw up the "who's the enemy" system (at the same time they are both privation humans and infected), and humans will kill each other.
I'd remove that or allow for some migrants to become infected on arrival.

However, that also might screw things up. I belive they either should switch membership when infected (but that's likely not going to work properly either), or use the vampire mechanic from vanilla, with switching sides after full transformation.

I'm don't really know much about modding DF, but I hope it's going to be helpful :]
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: kerlc on March 01, 2012, 08:47:24 am
Most of my idea is Brainstorming, so i don't really know if happy thoughts are possible, but i reasoned that the reaction at the Library would produce an item that immediately vaporises, crating something like a mist, you know, like the one from a waterfall.

but you are free to use the idea and change it in any way you like, it was, after all just an idea.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: magikmw on March 01, 2012, 10:54:16 am
This (http://www.bay12forums.com/smf/index.php?topic=102730.0) community fort has a race modded in that can bite and turn people into their members. Maybe it could be helpful to check out their raws?

Sorry for spamming the thread, I like the mod a lot and want to help :]
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: Person on March 01, 2012, 03:07:09 pm
My humans aren't using cigars. Nothing's forbidden and everything is accessible. I also can't make new cigars from my massive stock of leaves, even though tons of barrels are free. So, they're all getting pretty thirsty. Luckily the caravan should be coming soon but you never know what could happen before that. Haven't encountered the zombie bug yet, but I made a relatively short history so here's hoping tons of people didn't get bit.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: Krakarn on March 02, 2012, 04:40:34 am
In 34.04: I'm getting an occasional crash when genning a new world, specifically large or medium worlds. I don't get the crash with vanilla DF, only with your mod. Guess it doesn't work with the latest changes or something.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: IT 000 on March 02, 2012, 10:36:55 pm
In 34.04: I'm getting an occasional crash when genning a new world, specifically large or medium worlds. I don't get the crash with vanilla DF, only with your mod. Guess it doesn't work with the latest changes or something.

Yeah Corrosion is not playing nice in the latest version...

I'm looking into it, but I can't seem to find anything. My best guess is that something in the entity files got bonked due to some undocumented change. Perhaps it has to do with civs no longer starving :\

On the other hand, I managed to remove law givers from infected, you won't see any mounted zombies if the wiki can be trusted.

My humans aren't using cigars. Nothing's forbidden and everything is accessible. I also can't make new cigars from my massive stock of leaves, even though tons of barrels are free. So, they're all getting pretty thirsty. Luckily the caravan should be coming soon but you never know what could happen before that. Haven't encountered the zombie bug yet, but I made a relatively short history so here's hoping tons of people didn't get bit.

The leaves are being stored in bags, which are being stored in barrels, thus the reaction is getting a little goofed because it doesn't look in barrels for tobacco leaves. Just go to the stockpile settings, remove tobacco leaves, and create a new one that only accepts tobacco leaves but no barrels are allowed. Then just go to the kiln and make cigars.

They will 'eat' cigars when they get hungry.

From the Corrosion blog:
Quote
I'm fine with zombies migrating in, but the problem is they come as full zombies, the entire wounds screen filled with yellow text is a bit of a tip off. Furthermore, all they do is kill the migrants and their animals.

I belive that's the problem I've encountered. If they imigrate and get set as members of the player's fort, any attempt to kill them will screw up the "who's the enemy" system (at the same time they are both privation humans and infected), and humans will kill each other.
I'd remove that or allow for some migrants to become infected on arrival.

However, that also might screw things up. I belive they either should switch membership when infected (but that's likely not going to work properly either), or use the vampire mechanic from vanilla, with switching sides after full transformation.

I'm don't really know much about modding DF, but I hope it's going to be helpful :]

In theory this shouldn't happen anymore, I removed tags that would tell the creature to start killing people. I don't know how it'll react now, but we'll find out.

This (http://www.bay12forums.com/smf/index.php?topic=102730.0) community fort has a race modded in that can bite and turn people into their members. Maybe it could be helpful to check out their raws?

Sorry for spamming the thread, I like the mod a lot and want to help :]

I'll take a quick look once I get the crashes sorted out.

And by all means, keep spamming! I enjoy reading suggestions and feedback.
Title: Re: =-~Corrosion~-= [v1.1.2] _NOW IN 34.02_
Post by: IT 000 on March 03, 2012, 12:25:22 am
Found it, it was the megabeast 'Smokee' never would have suspected that. It's been in the game for ages.  :o

Removed it and uploaded the update. I'll add him back in once I figure out exactly what's wrong. Enjoy 1.1.3!
Title: Re: =-~Corrosion~-= [v1.1.3] _NOW IN 34.04_
Post by: Meph on March 03, 2012, 12:35:44 am
May I asked how you did find this out ? I have crashes on long worldgens as well, and have sadly no clue where to look for a solution.
Title: Re: =-~Corrosion~-= [v1.1.3] _NOW IN 34.04_
Post by: IT 000 on March 03, 2012, 01:23:23 am
I left the documentation on the Blog.

First, you need to find out if it is a creature. Go to start game, gen a medium world with short history, then set everything else to Very Low. If it crashes try again. If it crashes again, then it might be something else, or more then one thing.

Second, Start a new world with the same thing above, except set 'Number of Beasts' to 'medium'. If it crashes, the problem is one of your creatures. Follow the steps below. If it doesn't crash, try again, and if it still doesn't then it might be something else.

1. Create two folders, Folder A and Folder B.

2. Take five creature_xxx files out of the raws, and put them into folder A. Then generate a new world. If the world crashes, take the files in Folder A and put them into Folder B. Repeat the process until the crashes stop.

3. Once you can successfully generate a world, you should have five text files in Folder A. One of them is causing the crash. Move one file back into the raws, and gen a new world. Repeat this process until it crashes. When it does crash, the last txt file you moved back has the bugged creature inside of it.

4. Make one text creature_xxx file for every creature in the culprit file. Put one creature in and gen a world, repeat this process until it crashes. Once it crashes, the creature you moved in last is the corrupted creature.

It takes a while.

But here's some stats from my creature. Perhaps you have a similar creature.

Breaths fire
Is constantly on fire
Megabeast

Spoiler: raw (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.1.3] _NOW IN 34.04_
Post by: magikmw on March 03, 2012, 02:44:12 am
Great, I was waiting for a new version since that bug happened. Really turned me off, losing a fort to something like that. :]

I'll give it a test run after I get back from classes today :)

Sidenote IT 000: Your sig advertises old version of the mod ;]
Title: Thanks!
Post by: Pallbearer on March 03, 2012, 03:08:53 am
Hello IT 000. I signed up on the forums just to say that I really enjoy playing your mod. Thanks for the great work, Corrosion has given me hours upon hours of entertainment. :)

Also, I have a suggestion: maybe you could have a governor noble that comes before the president? Perhaps renaming the duke would suffice?

One last thing, I know you're working on a tile set, and I was wondering if you knew about this: http://www.bay12forums.com/smf/index.php?topic=56775.0
Title: Re: =-~Corrosion~-= [v1.1.3] _NOW IN 34.04_
Post by: kerlc on March 03, 2012, 03:15:40 am
i'll have the pre-packed version up in a jiffy.

there (http://dffd.wimbli.com/file.php?id=5587).
Title: Re: =-~Corrosion~-= [v1.1.3] _NOW IN 34.04_
Post by: Pokon on March 03, 2012, 12:24:09 pm
One question: The Smokee seems to be burned from the heat. Is this intentinal? Because in Arena, they tend to bleed out. Seems to me that there base body or something needs to be made fireproof or something.


In other news, a Smokee Necromancer is one of the best things I have seen in arena. All the corspes where on fire, and it boiled everything.
Title: Re: =-~Corrosion~-= [v1.1.3] _NOW IN 34.04_
Post by: IT 000 on March 03, 2012, 02:48:35 pm
Great, I was waiting for a new version since that bug happened. Really turned me off, losing a fort to something like that. :]

I'll give it a test run after I get back from classes today :)

Sidenote IT 000: Your sig advertises old version of the mod ;]

Yeah, I would have never suspected that it was a creature. Especially one that has been in my raws as long as Smokee has.

Nice catch, changed my sig.

i'll have the pre-packed version up in a jiffy.

there (http://dffd.wimbli.com/file.php?id=5587).

Updated the main page

Hello IT 000. I signed up on the forums just to say that I really enjoy playing your mod. Thanks for the great work, Corrosion has given me hours upon hours of entertainment. :)

Also, I have a suggestion: maybe you could have a governor noble that comes before the president? Perhaps renaming the duke would suffice?

One last thing, I know you're working on a tile set, and I was wondering if you knew about this: http://www.bay12forums.com/smf/index.php?topic=56775.0

Welcome to the boards! Glad I could help with your Fun!

I do have a random note from long ago where a noble named 'Governor' would replace the mayor at 100 population. He'd require a better room and demand more stuff. I don't know why he didn't ever get into the final product.

Thanks for the link! I'll be happy to take a look at it.

One question: The Smokee seems to be burned from the heat. Is this intentinal? Because in Arena, they tend to bleed out. Seems to me that there base body or something needs to be made fireproof or something.


In other news, a Smokee Necromancer is one of the best things I have seen in arena. All the corspes where on fire, and it boiled everything.

This was intentional behavior. A fireproof Smokee is very frustrating to deal with, and it's better off left outside to kill all the sieges then to engage. Because the Smokee burns out, it makes it more of an environmental nuke.

Hehe I had a Smokee show up on an evil biome. Took a year for the !!zombies!! to finally burn out.



For the next release I will focus on the following things :
 * Tileset update
 * Megabeast/Semimegabeast update
 * Addition of several exposed, megabeast/semi-megabeast, and a few animal graphics.
Title: Re: =-~Corrosion~-= [v1.1.3] _NOW IN 34.04_
Post by: Michael_Almeida on March 03, 2012, 03:08:36 pm
So possibly due to not installing it properly, whenever I tried installing this mod normally on a Vanilla folder of DF, there were a number of... Interesting events. Like trying to start fortress mode on a freshly made map being composed of wild dogs and parts of the map flipping out (As in flashing like crazy). I just tried out the pre-installed version which works just fine, so I'm guessing I horribly misread the instructions. When it says 'The raws in this file MUST REPLACE the raws in the DF file', does it mean you're supposed to remove the files from the vanilla folder before putting the Corrosion files in instead of just putting the Corrosion files in and overwriting everything? Because I did the latter which is probably why everything went crazy.

I have to say though, this mod is awesome.
Title: Re: =-~Corrosion~-= [v1.1.3] _NOW IN 34.04_
Post by: magikmw on March 03, 2012, 04:05:16 pm
So possibly due to not installing it properly, whenever I tried installing this mod normally on a Vanilla folder of DF, there were a number of... Interesting events. Like trying to start fortress mode on a freshly made map being composed of wild dogs and parts of the map flipping out (As in flashing like crazy). I just tried out the pre-installed version which works just fine, so I'm guessing I horribly misread the instructions. When it says 'The raws in this file MUST REPLACE the raws in the DF file', does it mean you're supposed to remove the files from the vanilla folder before putting the Corrosion files in instead of just putting the Corrosion files in and overwriting everything? Because I did the latter which is probably why everything went crazy.

I have to say though, this mod is awesome.

Yeah the best thing to do is just to remove the raw folder and copy the Corrosion one. Common mistake.
Title: Re: =-~Corrosion~-= [v1.1.3] _NOW IN 34.04_
Post by: ArKFallen on March 03, 2012, 11:01:57 pm
IT the full and ascii download page text still says it's 1.1.2 underneath the banner (changelog in full download also only goes to 1.1.1) and the ASCII folder is called 1.1.2

Title: Re: =-~Corrosion~-= [v1.1.3] _NOW IN 34.04_
Post by: IT 000 on March 03, 2012, 11:37:27 pm
IT the full and ascii download page text still says it's 1.1.2 underneath the banner (changelog in full download also only goes to 1.1.1) and the ASCII folder is called 1.1.2

Thanks for informing me, I've changed them accordingly. I was in a hurry to upload for the new version and I knew I forgot a few things.

Fantastic story. It's feedback like that that make me proud to be a modder :)



(http://desmond.imageshack.us/Himg256/scaled.php?server=256&filename=ravenmist.png&res=medium)

Random Public Service announcement

Ravenmist needs more people to Hummie.
It's a Corrosion succession game with a swamp and a cave. Check it out HERE (http://www.bay12forums.com/smf/index.php?topic=102686.0)

If you'd like to be hummied, post there, and I will hummie you promptly.
If you would like a turn, post there and I will sign you up for the soonest available spot.
You don't need to play if you only want to be hummied.
Title: Re: =-~Corrosion~-= [v1.1.3] _NOW IN 34.04_
Post by: Michael_Almeida on March 04, 2012, 08:12:28 am
OH MY ARMOK I MESSED UP AND UNLEASHED THE WRATH OF MISSINGNO UPON MY WORLD

Yeah the best thing to do is just to remove the raw folder and copy the Corrosion one. Common mistake.

That makes sense. Thanks.
Title: Re: =-~Corrosion~-= [v1.1.3] _NOW IN 34.04_
Post by: Psieye on March 04, 2012, 08:47:57 am
As someone who likes to know details, I found it slightly frustrating that while there was an excellent summary table of the plants, I couldn't find easily find details of which skills are required for what weapons/jobs and which stockpiles the new items go under (e.g. that cleaned plastics and tyres go under 'tools' in Finished Goods). I say 'slightly' because I just read the raws to learn what I couldn't from the readme, but it's worth pointing out in case there are people who don't read the raws and get confused.

Now that that's out of the way:
Spoiler: "First Fort" (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.1.3] _NOW IN 34.04_
Post by: Abregado on March 04, 2012, 05:17:42 pm
Im enjoying these first fort write ups! Has solved a few things for me and lets me know what to expect during my video lets play. I'll be trying to lure the zombies over in my next vid. No down with something very dwarvenly!
Title: Re: =-~Corrosion~-= [v1.1.3] _NOW IN 34.04_
Post by: Psieye on March 05, 2012, 01:23:58 pm
Remember that 'not-exactly bug' of merchants 'blowing up' as soon as they show up on map because some item they were bringing was made of surface rock or other such 'volatile' stone? Well, now that we have wagons again, those goods only 'blow up' upon reaching the trade depot. The partial workaround is to make sure you don't build your trade depot out of wood, as when these 'stones' blow up, they do severe damage to wood, cloth, food and other such 'squishie' items. You might want to write this in as a 'feature', e.g. the Reinheit are sabotaging the caravans.

Oh and I guess it should have been obvious that even meat is banned by the Enlightened.
Title: Re: =-~Corrosion~-= [v1.1.3] _NOW IN 34.04_
Post by: kerlc on March 05, 2012, 01:34:04 pm
I think it fits kinda nicely with them, them being vegan version of elves, but better equipped. (tried arena testing: 1 enlightened grand master swordsman + crucible steel rapier vs 5 zeds. THe enlightened won, but this was before the infection...)
Title: Re: =-~Corrosion~-= [v1.1.3] _NOW IN 34.04_
Post by: Psieye on March 06, 2012, 01:17:07 pm
As thematically appropriate as it is for the bitten to have a rotting tissue "advanced phase" before completely zombifying, they need to be disposed of before they hit that stage. I've taken to labelling expiry dates on all those who I see have early stages of zombification. The surface rock provides an excellent "execution ground" - send the condemned to dig and poof, the job is done for you with an easily identifable corpse afterwards.

On another note, can someone confirm whether training workshops are working or not? The dojo, archery range, doctor's workshop etc don't result in skill change as far as I can see.
Title: Re: =-~Corrosion~-= [v1.1.3] _NOW IN 34.04_
Post by: OREOSOME on March 06, 2012, 05:09:10 pm
Maybe you can add a caste to humans called "Enhanced Human" which would be just a regular human, albeit with a cyborg arm or leg or whatever, which could just be simulated by a limb made out of a metal, like iron.

maybe there could also be a civ like the BOS, in the way that they have some of the best tech, only that they are more like a machine cult ala 40k
Title: Re: =-~Corrosion~-= [v1.1.3] _NOW IN 34.04_
Post by: IT 000 on March 06, 2012, 10:31:39 pm
As someone who likes to know details, I found it slightly frustrating that while there was an excellent summary table of the plants, I couldn't find easily find details of which skills are required for what weapons/jobs and which stockpiles the new items go under (e.g. that cleaned plastics and tyres go under 'tools' in Finished Goods). I say 'slightly' because I just read the raws to learn what I couldn't from the readme, but it's worth pointing out in case there are people who don't read the raws and get confused.

Thanks for the input, I'll adjust the read-me to be a little more clear on this.

Remember that 'not-exactly bug' of merchants 'blowing up' as soon as they show up on map because some item they were bringing was made of surface rock or other such 'volatile' stone? Well, now that we have wagons again, those goods only 'blow up' upon reaching the trade depot. The partial workaround is to make sure you don't build your trade depot out of wood, as when these 'stones' blow up, they do severe damage to wood, cloth, food and other such 'squishie' items. You might want to write this in as a 'feature', e.g. the Reinheit are sabotaging the caravans.

Oh and I guess it should have been obvious that even meat is banned by the Enlightened.

Hehe yeah I suppose I need a reason for the spontaneous combustion. Good suggestion.

Maybe you can add a caste to humans called "Enhanced Human" which would be just a regular human, albeit with a cyborg arm or leg or whatever, which could just be simulated by a limb made out of a metal, like iron.

maybe there could also be a civ like the BOS, in the way that they have some of the best tech, only that they are more like a machine cult ala 40k

Well, I don't want to get too futuristic. Corrosion's supposed to be an average zombie-apocalypse movie. The only reason why mutants are in is to bridge the gap between that and other hard-coded creatures such as Titans, FB's, and Vampires.
Title: Re: =-~Corrosion~-= [v1.1.3] _NOW IN 34.04_
Post by: Psieye on March 07, 2012, 04:13:14 pm
Skulking Infected sieges are like human sieges - the most annoying kind where they will deliberately camp at the map borders until some 2 months later when they finally decide to advance on your fort. Goblin siege behaviour is what I'd normally expect of zombie sieges, which is the case for the other Infected 'race'. Is the Skulking siege being intentionally annoying an intended feature or a bug?
Title: Re: =-~Corrosion~-= [v1.1.3] _NOW IN 34.04_
Post by: kerlc on March 08, 2012, 09:10:31 am
Well, it is a bug, but (in the famous words of Notch) it is also a feature. The Skulking Infected are cunning, fast creatures that use their brain more than they use their brawn.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: IT 000 on March 08, 2012, 01:17:50 pm
1.1.4 is up. Sorry, I haven't updated the changelog, but I've made a number of updates

Spoiler (click to show/hide)

Skulking Infected sieges are like human sieges - the most annoying kind where they will deliberately camp at the map borders until some 2 months later when they finally decide to advance on your fort. Goblin siege behaviour is what I'd normally expect of zombie sieges, which is the case for the other Infected 'race'. Is the Skulking siege being intentionally annoying an intended feature or a bug?

I can't find any tags in the entity file that would suggest that they should be waiting like humans. It might have something to do with the [MISCHIEVIOUS] tag or the hard-coded ambusher AI.  :-\ Or they could be lazy.

I'll look into it, maybe I'm missing something.

Also I mistyped the url tag. Abregado's third video now shows up on the main page.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: Psieye on March 08, 2012, 05:40:06 pm
I can't find any tags in the entity file that would suggest that they should be waiting like humans. It might have something to do with the [MISCHIEVIOUS] tag or the hard-coded ambusher AI.  :-\ Or they could be lazy.

I'll look into it, maybe I'm missing something.
I recall encountering this when I was modding in some slaughter-fodder races for myself in 31.25. I could not figure out which tag was responsible for the human siege behaviour. In the end, I did the last resort of re-writing the affected race's entity raws from scratch, this time starting from a copy/paste of the goblin entity instead of the human entity. To my eyes, the end result in the raws were exactly the same before and after this last resort but the game acknowledged them to be goblin-style siegers now instead of human-style siegers.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: Rushmik on March 09, 2012, 12:39:08 am
Posting to follow! Once my current fort has crumbled I'll give this a shot or five for sure.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: Abregado on March 10, 2012, 07:23:09 am
Part 4 of my lets play is up here. Not the most exciting episode but I think Ive got a plan now!

http://youtu.be/SOs_AUMYL1s (http://youtu.be/SOs_AUMYL1s)
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: Pallbearer on March 11, 2012, 08:22:21 am
Perhaps you could add combat boots? If that's too sophisticated then maybe steel cap boots? I guess the foot plate is already basically a steel cap boot.

Also, maybe instead of calling the Shotgun Pistols Shotgun Pistols (wow, there had to be a better way to word that) you could call them Sawn-Off Shotguns.

I also recommend making a psychiatrist noble, like in Deon's Genesis mod.

Just my two cents.  :)
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: Psieye on March 11, 2012, 10:55:06 am
By the way, is it intended that shotgun shells make for better ammo capacity? Shells are produced in stacks of 15 which means a soldier will pack 2 stacks of 15 into his quiver whereas can only fit one stack of 25 bullets. Given shotguns hit harder than rifles, doesn't that mean the only reason to use rifles is the bayonet (and if you're resource-limited)?
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: IT 000 on March 11, 2012, 02:45:54 pm
By the way, is it intended that shotgun shells make for better ammo capacity? Shells are produced in stacks of 15 which means a soldier will pack 2 stacks of 15 into his quiver whereas can only fit one stack of 25 bullets. Given shotguns hit harder than rifles, doesn't that mean the only reason to use rifles is the bayonet (and if you're resource-limited)?

If I recall right people will try to get to 30 without going over, I've seen my dwarves in vanilla haul around 25 bolts plus a stack of bone bolts.

But yeah in your version there's no reason not to use shotguns, I've made shotguns more expensive and rifles cheaper. Shells have also been nerfed a little bit.

Perhaps you could add combat boots? If that's too sophisticated then maybe steel cap boots? I guess the foot plate is already basically a steel cap boot.

Also, maybe instead of calling the Shotgun Pistols Shotgun Pistols (wow, there had to be a better way to word that) you could call them Sawn-Off Shotguns.

I also recommend making a psychiatrist noble, like in Deon's Genesis mod.

Just my two cents.  :)

Sawn-Off sounds a lot better then the name I had in mind. Thanks for the suggestion!

Part 4 of my lets play is up here. Not the most exciting episode but I think Ive got a plan now!

http://youtu.be/SOs_AUMYL1s (http://youtu.be/SOs_AUMYL1s)

Great job! Added to the main page.

Posting to follow! Once my current fort has crumbled I'll give this a shot or five for sure.

Great! Have Fun!

I can't find any tags in the entity file that would suggest that they should be waiting like humans. It might have something to do with the [MISCHIEVIOUS] tag or the hard-coded ambusher AI.  :-\ Or they could be lazy.

I'll look into it, maybe I'm missing something.
I recall encountering this when I was modding in some slaughter-fodder races for myself in 31.25. I could not figure out which tag was responsible for the human siege behaviour. In the end, I did the last resort of re-writing the affected race's entity raws from scratch, this time starting from a copy/paste of the goblin entity instead of the human entity. To my eyes, the end result in the raws were exactly the same before and after this last resort but the game acknowledged them to be goblin-style siegers now instead of human-style siegers.

That might work, I'll try that soon.



I'm in the process of turning all graphics from 18x18 to 16x16, also changing the graphic for stairs, adding a few exposed creatures as well, notably; Ghouls, Crows (mutated), Wild Dogs and Wild Cats. I've also been experimenting with colors, changed light cyan to be less eye killing, and made brown more vibrant.

Some sneak peaks

Spoiler: Before (click to show/hide)

Spoiler: After (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: Pallbearer on March 11, 2012, 11:20:22 pm
Hi again,
I've been playing in the arena and some of the creatures in the list are named 'nothing'. I narrowed this down to being the wandering infected, but I couldn't find them in the RAWS. Eventually I found them in creature_humans_di.txt, and I figured out why they weren't displaying their names correctly. [CASTE_NAME:roaming infected:roaming infecteds] needs a third entry.
I may be completely wrong or something as I seriously have no idea what I'm doing when it comes to RAWS, but when I changed it to    [CASTE_NAME:roaming infected:roaming infecteds:roaming infected] they started displaying their names correctly again.

Thanks in advance. :)
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: IT 000 on March 11, 2012, 11:43:00 pm
Hi again,
I've been playing in the arena and some of the creatures in the list are named 'nothing'. I narrowed this down to being the wandering infected, but I couldn't find them in the RAWS. Eventually I found them in creature_humans_di.txt, and I figured out why they weren't displaying their names correctly. [CASTE_NAME:roaming infected:roaming infecteds] needs a third entry.
I may be completely wrong or something as I seriously have no idea what I'm doing when it comes to RAWS, but when I changed it to    [CASTE_NAME:roaming infected:roaming infecteds:roaming infected] they started displaying their names correctly again.

Thanks in advance, Pallbearer. :)

Yep, that's what was causing it. I 'fixed' it by making every infected caste useable under the roamer creature. Glad you're keeping an eye out for those kinds of things!
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: crazyjake56 on March 11, 2012, 11:45:26 pm
Would it be possible to use an ascii tileset with this? Seems like they would be a bit more flexible.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: Abregado on March 11, 2012, 11:48:11 pm
you can just disable graphics in the init.txt file. It plays find without a tileset
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: Pallbearer on March 11, 2012, 11:55:32 pm
Yep, that's what was causing it. I 'fixed' it by making every infected caste useable under the roamer creature. Glad you're keeping an eye out for those kinds of things!

It's the least I can do. :)

So, is it alright if I pepper you with random suggestions every so often? I won't take offense if you shoot them down. :P
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: MorleyDev on March 12, 2012, 04:27:29 am
I am currently being seiged by infected riding war dingos leading a pack of war gorrilas. I do not know if this is a bug or not, but is is awesome.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: Pan on March 12, 2012, 04:52:06 am
I am currently being seiged by infected riding war dingos leading a pack of war gorrilas. I do not know if this is a bug or not, but is is awesome.

I had that problem before. It ruined the game for me to see giant leopards being ridden by zombies. Awesome, but rather game breaking for my imagination.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: kerlc on March 12, 2012, 10:05:21 am
B please. Awesome NEVER breaks fantasies.

on the more serious side, Yay! Brown now actually looks brown!
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: burchalka on March 12, 2012, 05:14:41 pm
Hi There
Long time lurker here.
First of all, I really enjoy the mode, thanks IT 000!
A question I couldn't figure out myself (tried to go to raws, but couldn't figure this out):
So I'm using the 1.1.4 version of the mode (with graphics), and cannot make the pistol/hunting/military rifle (I can make the pneumatics, though).
I wonder why?
I do have iron (tried making all the way up to crucible steel - didn't help).
I do have the gunparts, and I'm drowning in wood.
What else is missing?
Could it be related to the fact that after first 2 migrant waves I didn't attract any more migrants (in vanilla that would mean my home civ is dead, right)?

Thanks,
And keep up the good work.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: IT 000 on March 12, 2012, 07:30:17 pm
Big changes coming, check out the Blog Post (http://corrosionmod.blogspot.com/2012/03/lately-i-cannot-help-but-feel-spoiled.html) feedback is insisted as this changes the behavior that zombies will react to you.

I am currently being seiged by infected riding war dingos leading a pack of war gorrilas. I do not know if this is a bug or not, but is is awesome.

I had that problem before. It ruined the game for me to see giant leopards being ridden by zombies. Awesome, but rather game breaking for my imagination.

I fixed it. It was VARIABLE_POSITIONS:ALL that was causing the problem. This also means no more infected generals or law-makers or whatever. So happy it's fixed, Infected are bad enough, Infected on Giant War Tigers. A little much.

Yep, that's what was causing it. I 'fixed' it by making every infected caste useable under the roamer creature. Glad you're keeping an eye out for those kinds of things!

It's the least I can do. :)

So, is it alright if I pepper you with random suggestions every so often? I won't take offense if you shoot them down. :P

Please do! I frequently add suggestions from fans. Even the Reinheit were suggested by a Kerlc.

Speaking of those guys, has anyone ever seen one? I faintly recall a thief running off a few versions ago, but my forts seldom survive to see an ambush.
 
Hi There
Long time lurker here.
First of all, I really enjoy the mode, thanks IT 000!
A question I couldn't figure out myself (tried to go to raws, but couldn't figure this out):
So I'm using the 1.1.4 version of the mode (with graphics), and cannot make the pistol/hunting/military rifle (I can make the pneumatics, though).
I wonder why?
I do have iron (tried making all the way up to crucible steel - didn't help).
I do have the gunparts, and I'm drowning in wood.
What else is missing?
Could it be related to the fact that after first 2 migrant waves I didn't attract any more migrants (in vanilla that would mean my home civ is dead, right)?

Thanks,
And keep up the good work.

Here's the schematics for the guns that are in Corrosion. Most reactions are in the read-me, so if you can't make heads or tails of it, it's probably in there.

Spoiler (click to show/hide)

Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: swordomatic on March 12, 2012, 07:35:57 pm
Yeah, just the other time, my fort found a Reinhert ambush. Then found three more right after. If not for my legendary riflemen, I'd be screwed.

On the plus side, my melee squad's now pimping trench coats. That's always nice.

Also, IT, thanks for the great mod. Without this mod, I'd never have found DF in the first place.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: tilly on March 12, 2012, 08:32:59 pm
Hey IT, I was on a run to the beer store the other day and I noticed a green poster on the wall. It's motto kind of made me laugh. It said "We were green before green was cool."  It was a poster about saving trees I believe. I immediatly thought of you and your motto and how your whole mod is based around the destruction of many trees and it made me smile. :)
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: IT 000 on March 12, 2012, 11:39:38 pm
I had some free time, so I decided to start a fort.

(http://img705.imageshack.us/img705/9739/suddenlycrocs.png)

Suddenly Saltwater Crocodiles.

Farmers missing a leg, carpenter has a cut on his head. Everyone is miserable except the Weaponsmith is ecstatic even when he lost two of his friends and her lover.

Let's see what happens.

EDIT

Well, there goes the carpenter.
(http://img88.imageshack.us/img88/9007/nopea.png)

Maybe if the farmer goes insane I can start a hermit story!


Yeah, just the other time, my fort found a Reinhert ambush. Then found three more right after. If not for my legendary riflemen, I'd be screwed.

On the plus side, my melee squad's now pimping trench coats. That's always nice.

Also, IT, thanks for the great mod. Without this mod, I'd never have found DF in the first place.

Yeah, I had one legendary rifleman with a crossbow discover a siege from the Desert Devils. Within ten seconds he killed four, popped a bolt in the rest and made them flee, then killed the zombies that resurrected. Those guys are nigh unstopable even with shoddy equipment.

Hey IT, I was on a run to the beer store the other day and I noticed a green poster on the wall. It's motto kind of made me laugh. It said "We were green before green was cool."  It was a poster about saving trees I believe. I immediatly thought of you and your motto and how your whole mod is based around the destruction of many trees and it made me smile. :)

Hehe, thanks for the compliment!
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: Fishybang on March 13, 2012, 04:54:31 am
This is kind of a nooby question but where do you make screwdrivers and screws?
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: Psieye on March 13, 2012, 05:58:25 pm
Hmm, yes I see what you mean about digging still being too easy - I like embarking in thick soil lands in vanilla DF. This carried right through for me as I found a sand layer and just dug out huge swaths of the 'soil' to get my infrastructure up. Having all soil have the risk of having dig-interruption 'drops' sounds fair - certainly it would encourage me to look for less soil so I can get to ore faster. Though since you want players to build above ground forts, I take it there's an assumption that players will always want to embark in high vegetation (shrubs and trees) areas?

On the note of resources, have you considered putting in a reaction to make many stacks of pellets/bolts at once, just as bullets/shells come in bulk? Currently a whole log has to disappear to get 25 wooden pellets/bolts. In my last Corrosion fort I had some 30+ riflemen who went through ammo very fast on archery ranges. Building lots of air rifles or crossbows and using wooden ammo to train up rifle skill sounds like the economic way to train an army in this mod but current pellet/bolt production is very resource inefficient.

By the way, is it intended that shotgun shells make for better ammo capacity? Shells are produced in stacks of 15 which means a soldier will pack 2 stacks of 15 into his quiver whereas can only fit one stack of 25 bullets. Given shotguns hit harder than rifles, doesn't that mean the only reason to use rifles is the bayonet (and if you're resource-limited)?

If I recall right people will try to get to 30 without going over, I've seen my dwarves in vanilla haul around 25 bolts plus a stack of bone bolts.
Hmm, I thought the limit was up to 40 or so, but I never checked carefully. I wish quiver sizes could be modded, individually per ammo item would be better. Alas, we are stuck with one bullet being the exact same size as a shotgun shell in quiver-space.

This is kind of a nooby question but where do you make screwdrivers and screws?
Screwdrivers get forged at a weaponsmith's forge. Screws get made at the new "blacksmith's workshop" building.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: Pallbearer on March 13, 2012, 09:16:55 pm
Well, I don't really have a huge opinion when it comes to the soil. I only use it for basements one Z level below a building, with maybe a second basement below. If it's a hot climate then I use a lot of them because I like kind of pretending that it keeps my humans nice and cool. I'm a sucker for realism like that. I also make sure I have support pillars that are at the very most three blocks away from each other. I prefer to keep it at two blocks of distance though; I am very anal about realism sometimes.

Enough about me though, if you want to find a plausible reason to keep people out of soil then maybe have a new type called 'polluted soil'. The premise being that the zombie apocalypse has lead to many fires and whatnot as cities burn to the ground with no-one to put them out.
Now, I'm not a scientist or anything, but it's not a huge leap to guess that it would really mess with the atmosphere and perhaps even cause poisonous rain. The rain would seep underground and imbue the soil with its toxicity.
This could be an explanation for 'evil' rain and mists as well. I guess that the reason it doesn't rain toxic sludge in non evil areas is because you're playing hundreds of years after it started, and over that time the poison has been leeched underground (a good explanation for your cave creatures maybe?). I mean, who has World Gen set to below 100?

As for the infected, I like your new suggestions. I say go for it!
The issue won't be fixed though (as I'm sure you know), and that's because the mechanics of Dwarf Fortress let you seal yourself up very easily. I assume that competent players will have adequate meat/egg farms that are contained inside, along with a well, so they could very well last forever. That is assuming, of course, that their humans behave.
What zombies can't do a tantrum spiral will do. It's very Romero really. :)
Actually, I guess something you could do is make some zombies amphibeous. A half completed sewer could result in an early fortress death. That depends on your own personal taste for zombies though. Undead vs infected kind of deal.

Some other ideas that have been floating in my brain are about concrete. I really love using concrete for walls and shelters. It feels very realistic to me that zombies can't penetrate concrete, but not so much when they can't tear down my wooden walls. I know there's nothing that can be down about the integrity of walls based on material, but maybe we could get greater access to concrete.
Perhaps a way to create it, or maybe a reaction that's only available to Warlords, or Enlightened Humans, or even your own parent civilisation if there's a way to keep you from getting it. That way you can trade for it.

Another suggestion is barbed wire for traps. In fact, if there was a way to make it so that barbed wire would release a syndrome when touched that would reduce agility for a short time that would be awesome.
I can't think of any way to make that happen though. :(

What else? Perhaps a way to make kevlar from Gloomapeck silk? I guess it's risk vs reward.

Also, battery powered kilns would be nice.

I'm pretty out of ideas right now, but thanks for taking the time to read through!
If anything seems really stupid or out of place then just say so. I won't be upset over a guy on the internet not liking something I like. :P

EDIT:
I got a bit bored so I tried my hand at making the battery powered kiln. I think I succeeded. It all works for me! Very exciting because it's the first proper thing I modded in. Mind you, I did just copy and paste stuff from between your RAWS and the default ones. ;)

Sorry if it's all messy and whatnot:
Spoiler (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: ArKFallen on March 14, 2012, 06:20:19 am
You could make a poisonous gas-rock thing found in clusters (whatever size) in certain soils and give them the same name and tile as the soil. You'd never know if what you're about to dig was toxic. It'd similar to current toxic rock layers, but reversed with small clusters of the hidden poison.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: crazyjake56 on March 14, 2012, 08:59:52 pm
What does rock chop axe mean?
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: kilakan on March 14, 2012, 09:01:17 pm
What does rock chop axe mean?
A chop axe is a type of axe that tends to be somewhat dull but very heavy for cutting down trees, and you happen to have one made of rock.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: crazyjake56 on March 14, 2012, 09:05:09 pm
What does rock chop axe mean?
A chop axe is a type of axe that tends to be somewhat dull but very heavy for cutting down trees, and you happen to have one made of rock.
Actually I need to find/craft/loot one. But thanks anyway.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: Pallbearer on March 14, 2012, 10:48:03 pm
Less deadly stone if anyone is keen. It'll still kill your miners, but this should make it easier to find ore. I based this on the Black Lung mod. I just made it so that it works a little bit more realistic, in my opinion. :)

Spoiler (click to show/hide)
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: IT 000 on March 15, 2012, 01:39:43 am
I'm very happy with the Ambushes so far. I've lost more lives than when they siege. Which is nice (Only is DF is more death a good thing), they come later though, I didn't get my first one until year 3. Had a few snatchers before that though. I suppose one could think of it takes some time for the hordes to reach you. However the Vulpine Infected still kept me on my toes, and still arrived at the first year.

I consider it harder. Sieges are no longer season to season year 'round, but if you can bunker down and defend against the Vulpine in the winter, you'll have no trouble with the Standard Infected anyways.

I'd like to run some tests with migrant Infected, I believe they have promise, they're just way to easy to detect. Perhaps if they don't start rotting until they feed, have the interaction effect themselves and their victim. Other then that, I'll try running a test with werebeasts, maybe I can get them to change at a different time then at every full moon.

RANDOM CHANGE : poisonous stone now only affects privations, and wagons are now fireproof. This means no more dieing merchants unless they're part of your civ.

Quote
Hmm, yes I see what you mean about digging still being too easy - I like embarking in thick soil lands in vanilla DF. This carried right through for me as I found a sand layer and just dug out huge swaths of the 'soil' to get my infrastructure up. Having all soil have the risk of having dig-interruption 'drops' sounds fair - certainly it would encourage me to look for less soil so I can get to ore faster. Though since you want players to build above ground forts, I take it there's an assumption that players will always want to embark in high vegetation (shrubs and trees) areas?

I was thinking something along the lines of a drowsiness syndrome, not something that will kill you or deter you from digging soil to much, just something to make it take longer. So mining in vegetation deprived environments is still possible. But I swear that I've never seen a desert with a tree in the last few versions,  :-\ no wood is certain death in this mod.

Ironically, I'm probably helping the player more than I am hurting them, this large cluster will be smoothable and engraveable. So in the long run, it might be more of an advantage.

I'll probably be changing pneumatic guns to be easier to make, (simply because currently guns are cheaper then them) 1  mechanism instead of a gunpart, perhaps plastic instead of metal and no wood. Maybe making them a bit weaker.

Quote
On the note of resources, have you considered putting in a reaction to make many stacks of pellets/bolts at once, just as bullets/shells come in bulk? Currently a whole log has to disappear to get 25 wooden pellets/bolts. In my last Corrosion fort I had some 30+ riflemen who went through ammo very fast on archery ranges. Building lots of air rifles or crossbows and using wooden ammo to train up rifle skill sounds like the economic way to train an army in this mod but current pellet/bolt production is very resource inefficient.

It might seem like that, but here's how the math looks on paper.

For bullets :

1 wood + potash* = Potassium Nitrate
Potassium Nitrate + charcoal = gunpowder
shells/bullets (= 1 metal bar) + 1 metal bar + gunpowder = bullet/shell

* I'm assuming you're getting the ash from vermin, not wood.

So you end up using 2 wood and 2 metal for 60 shells or 100 bullets.
4 wood/metal = 100 bolts/pellets
or 1 bone -> 5 pellets/bolts

So while bolts and pellets are more intensive on one resource. Bullets and Shells take more time and resources to build. I suppose I could make the gypsum -> sulfur -> gunpowder route a little tougher, but in order to get gypsum you either need dig into hard rock, which is in the caverns most time, or an embark with little soil and hard rock right under you, so you probably deserve an easier route at that point.

Quote
Enough about me though, if you want to find a plausible reason to keep people out of soil then maybe have a new type called 'polluted soil'. The premise being that the zombie apocalypse has lead to many fires and whatnot as cities burn to the ground with no-one to put them out.
Now, I'm not a scientist or anything, but it's not a huge leap to guess that it would really mess with the atmosphere and perhaps even cause poisonous rain. The rain would seep underground and imbue the soil with its toxicity.
This could be an explanation for 'evil' rain and mists as well. I guess that the reason it doesn't rain toxic sludge in non evil areas is because you're playing hundreds of years after it started, and over that time the poison has been leeched underground (a good explanation for your cave creatures maybe?). I mean, who has World Gen set to below 100?

This seems like the most plausible route for several magical anomalies. I could have a couple different types of dangerous soil. Toxic sludge might be understandably rarer, but also more potent. It won't be deadly, probably on par with decomposed trash except worse.

My other idea was just a 'dense soil' that makes miners tired and need to sleep.

Quote
Actually, I guess something you could do is make some zombies amphibeous. A half completed sewer could result in an early fortress death. That depends on your own personal taste for zombies though. Undead vs infected kind of deal.

I've experimented with this a little bit, but the only way to keep zombies out at the moment is to have a moat (dry or water) with a bridge. So a swimming infected will probably be a semi-megabeast at most.

Quote
Perhaps a way to create it, or maybe a reaction that's only available to Warlords, or Enlightened Humans, or even your own parent civilisation if there's a way to keep you from getting it. That way you can trade for it.

I have some notes on concrete, you were supposed to be able to create your own. Lime -> Sand -> Water, but all three pose problems, lime is basically limestone, which is not in the game. For sand, I'll have to create one reaction for each color of stand a minor work around, but still annoying nevertheless. And you can't have a reaction that requires water at the moment. Civ's don't respect modded reactions unless metal is the product, so that's why they don't trade them.

Quote
Another suggestion is barbed wire for traps. In fact, if there was a way to make it so that barbed wire would release a syndrome when touched that would reduce agility for a short time that would be awesome.
I can't think of any way to make that happen though. :(

Can't, wish I could though, that sounds like a good idea.

Quote
What else? Perhaps a way to make kevlar from Gloomapeck silk? I guess it's risk vs reward.

I don't remember if this is in your version or not, but 3 Gloomapeck silk can be turned into Gloomapeck Silver which is weak against most creations, but fantastic against infected!

I have one bar so far! Going to level up my weaponsmith a little more before I let him touch the thing.

Quote
I got a bit bored so I tried my hand at making the battery powered kiln. I think I succeeded. It all works for me! Very exciting because it's the first proper thing I modded in. Mind you, I did just copy and paste stuff from between your RAWS and the default ones. ;)

Wow! You did a very good job.

I'm very intrigued by this idea, and I'll check it out. I'm all for making pottery and glazing a more viable process, it will probably get in, but one thing that's nagging me is that glazed crafts can be worth some big money. Considering ash from vermin, clay, and fuel from batteries are all free. The only thing you have to lose is some time. So I might remove those at most.

What does rock chop axe mean?

Chop axe is a weapon in Corrosion, there is currently a bug in DF where metal items are displayed as 'rock' [name], so chances are you're just looking for a metal chop axe.

You can make them a the metalsmith forge -> weapons and ammunition -> material -> chop axe.

You could make a poisonous gas-rock thing found in clusters (whatever size) in certain soils and give them the same name and tile as the soil. You'd never know if what you're about to dig was toxic. It'd similar to current toxic rock layers, but reversed with small clusters of the hidden poison.

I'll probably be upfront with which soil is dangerous so the player can avoid if they would like. I could see that becoming kind of frustrating very fast.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: Pallbearer on March 15, 2012, 03:28:54 am
Quote
This seems like the most plausible route for several magical anomalies. I could have a couple different types of dangerous soil. Toxic sludge might be understandably rarer, but also more potent. It won't be deadly, probably on par with decomposed trash except worse.

My other idea was just a 'dense soil' that makes miners tired and need to sleep.

The dense soil idea sounds good too. It's very plausible that all the extra work of digging through tougher material would result in fatigue. :)

Perhaps you could mix the two? It really depends on how you feel about the polluted soil idea. :P

Quote
I have some notes on concrete, you were supposed to be able to create your own. Lime -> Sand -> Water, but all three pose problems, lime is basically limestone, which is not in the game. For sand, I'll have to create one reaction for each color of stand a minor work around, but still annoying nevertheless. And you can't have a reaction that requires water at the moment. Civ's don't respect modded reactions unless metal is the product, so that's why they don't trade them.

Ahh, I see. That's quite a pity. Perhaps a work-around could be that you need lye instead of water? I have no idea how you'd go about tackling the limestone issue though.
If we puzzle out a way to make it all work then I'm more than happy to do the sand reactions, provided that you give me a template to work with. ;)

Quote
Wow! You did a very good job.

I'm very intrigued by this idea, and I'll check it out. I'm all for making pottery and glazing a more viable process, it will probably get in, but one thing that's nagging me is that glazed crafts can be worth some big money. Considering ash from vermin, clay, and fuel from batteries are all free. The only thing you have to lose is some time. So I might remove those at most.

Thanks you, but like I said I really only copy pasted things. It was more time consuming than anything, really. :P

Ah, okay. I didn't even consider the glazing stuff. Yeah, I'd just leave them out to be honest.
The only reason I really thought that the battery powered kiln would be good is because I was getting frustrated when I was trying to construct a brick house. It's basically a waste of time if you're going to use charcoal. It's a lot easier to just use the planks instead of burning them first.


As a side-note, if you need help with anything that's tedious but easy then I'm your man. Just give me some instructions and I should be able to get everything done in a reasonable amount of time. That should free up some of your personal time. :)
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: Psieye on March 15, 2012, 08:07:18 am
It might seem like that, but here's how the math looks on paper.

For bullets :

1 wood + potash* = Potassium Nitrate
Potassium Nitrate + charcoal = gunpowder
shells/bullets (= 1 metal bar) + 1 metal bar + gunpowder = bullet/shell

* I'm assuming you're getting the ash from vermin, not wood.

So you end up using 2 wood and 2 metal for 60 shells or 100 bullets.
4 wood/metal = 100 bolts/pellets
or 1 bone -> 5 pellets/bolts

So while bolts and pellets are more intensive on one resource. Bullets and Shells take more time and resources to build. I suppose I could make the gypsum -> sulfur -> gunpowder route a little tougher, but in order to get gypsum you either need dig into hard rock, which is in the caverns most time, or an embark with little soil and hard rock right under you, so you probably deserve an easier route at that point.
Actually, you have a reaction in your Burner workshop to turn wooden planks into charcoal. Also, I'm pretty sure the game won't care whether charcoal or coke is used so with a bituminous coal vein(s) on your embark... Strictly looking only at wood pellets, the maths is:

2 fuel + potash + some metal = 100 bullets
That's 0.5 wood logs (vermin ash, plank charcoal) or 0 wood (with Bit. coal). In my fort, I needed far more ash than the 'rate of vermin income' so I was burning logs for that but that's still 1.5 logs for 100 bullets. Both our calculations have assumed the player has metal bars at hand instead of having to smelt/melt it first (which adds more charcoal demand if no Bit. coal).


Hmm, I suppose if I think of the training ammo situation as "wooden pellets if you're fuel scarce, bullets if you're wood scarce" then this makes sense. It still feels wrong though that wooden pellets aren't the clearly economic way to train rifle skill, but that's just my opinion.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: Pallbearer on March 15, 2012, 10:35:22 am
Quote
It still feels wrong though that wooden pellets aren't the clearly economic way to train rifle skill, but that's just my opinion.

I agree with Psieye; it feels a bit cheap when making bullets is more efficient than carving wooden pellets.

On the other hand, it does help prevent micromanaging your military so much. I don't really like the idea of manually swapping each individual weapon used in my military based on whether they are training or engaging in combat.

Maybe that can just be the price to pay for using a renewable resource when training instead of finite metal.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: IT 000 on March 15, 2012, 07:36:16 pm
Quote
....Hmm, I suppose if I think of the training ammo situation as "wooden pellets if you're fuel scarce, bullets if you're wood scarce" then this makes sense. It still feels wrong though that wooden pellets aren't the clearly economic way to train rifle skill, but that's just my opinion.

I see where you're coming from though. 100 metal bolts/pellets are 2 logs (8 charcoal for ore and forging) and 4 metal bars.
Wooden bolts/pellets are better with only 4 logs, but still...
Bone is probably the best though, but due to a bug with clutter, it takes a long time to make even a small stack.

On one hand, bullets take longer to create, gathering the resources takes a while.
I agree, pellets and bolts should be easier to make, especially in bulk. The reaction would have to take longer or involve more resources though, especially since it takes long for you to mass produce guns. Wooden bolts/pellets are still very effective, especially against unarmored zombies.

Some ideas :
Spoiler (click to show/hide)
Pellets should get reworked to be weaker, and slings should be weak as well (pistol skill maybe? Or the unused Blowgun skill), but these things weren't toys.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: crazyjake56 on March 15, 2012, 07:47:57 pm
So do pellets also go to crossbows then or some other weapon?
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: swordomatic on March 15, 2012, 09:54:44 pm
Pellets are used by the pneumatic rifle and pneumatic pistol.

Also, I'm getting a bug. My infected humans seem to act more like vampires than actual 'Nom eat your brains' zombies. Is that normal?
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: IT 000 on March 16, 2012, 12:33:19 am
Also, I'm getting a bug. My infected humans seem to act more like vampires than actual 'Nom eat your brains' zombies. Is that normal?

Infected people will obviously try to hide it as long as they can.

This is mostly a kludge though. Research on this kind of stuff is relatively new, so I'm pioneering new territory here.

Hopefully they'll be 'vampire-like' early on, then shortly after their first kill, they'll change.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: swordomatic on March 16, 2012, 03:53:57 am
Actually... Mine killed like, three and still didn't turn.

And, unfortunately, one of them was my militia commander, a legendary fighter/swordsman, and I had to boot him. Ah, well, at least he distracted the hordes long enough for me to close the bridge. Unarmed, too.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: kerlc on March 16, 2012, 12:22:42 pm
This is mostly a kludge though. Research on this kind of stuff is relatively new, so I'm pioneering new territory here...

This is the story of the Mod Corrosion, and its chief modder IT 000, who boldly went where no mod went before...

Also, 100 pages! *fweee!*
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: 12oz Jesus on March 16, 2012, 07:25:22 pm
The "pre-installed windows version" download is named 1.1.3.  Has it in fact been updated to 1.1.4 and is mismarked or is 1.1.4 not yet available in pre-installed?

Also, in install directions it says to add files to Data > init from "tileset" folder, but tileset folder contains ONLY the .png file for the art folder.

Thanks for help, mod looks great, can't wait to play it.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: crazyjake56 on March 16, 2012, 08:42:20 pm
Are titans still inside corrosion?
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: Pallbearer on March 16, 2012, 09:26:53 pm
Are titans still inside corrosion?

They are hardcoded in.
You can set their number to zero in advanced world gen though, so give that a try. :)
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: crazyjake56 on March 16, 2012, 10:28:22 pm
Actually I just never see any in legends.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: kerlc on March 17, 2012, 12:58:20 am
The "pre-installed windows version" download is named 1.1.3.  Has it in fact been updated to 1.1.4 and is mismarked or is 1.1.4 not yet available in pre-installed?

Also, in install directions it says to add files to Data > init from "tileset" folder, but tileset folder contains ONLY the .png file for the art folder.

Thanks for help, mod looks great, can't wait to play it.

whoops, forgot to update. there (http://dffd.wimbli.com/file.php?id=5587).
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: vorpal+5 on March 17, 2012, 06:57:53 am
IT 000, perhaps it would be better if you found someone with good graphical skills? This would free you more time for actual modding, and appeal to more people. I'm not saying you are not doing fine, I would do far worse, but I think graphics in corrosion could be better though :)
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: IT 000 on March 17, 2012, 01:56:00 pm
IT 000, perhaps it would be better if you found someone with good graphical skills? This would free you more time for actual modding, and appeal to more people. I'm not saying you are not doing fine, I would do far worse, but I think graphics in corrosion could be better though :)

Graphics are done.

I agree that my graphics don't really 'fit' sometimes, I tend to stylize my graphics. Which is why I'm enticing a friend to make graphics for me in a more realistic style as he's interested in graphics and such. No guarantees, but he's interested.

However, if any of you guys would like to make a graphics pack or such for Corrosion, please do! I'll include it in the download.

Are titans still inside corrosion?

Yep, and forgotten beasts.

Things like Dragons, Ettins, Minotaurs etc, are not. I'm currently working on semi/megabeasts and I have 3 semis and 1 mega thus far.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: HapexIndustries on March 17, 2012, 08:08:44 pm
All my starter humies are female, this is like the third time in a row.  Am I doing something weird?  It seems statistically unlikely this would happen more than once.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: swordomatic on March 17, 2012, 08:13:55 pm
Hey, IT, is it possible to make a flying Megabeast? That way, it can go over the walls and screw the fort over, and it would force people to keep at least one well equiped melee squad at all times or something. Maybe a mutated eagle or something? If that virus/radiation could make the giant scorpion, I think a giant flying monster isn't that much of a stretch.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: SirAaronIII on March 17, 2012, 09:17:11 pm
So I just lost a fort to Daunting and Spitting Undead. Daunting were really strong and that's understandable, but the spitting ones shot really really fast. Like, I saw 3 projectiles from the same one at the same time. Is this intentional?
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: kerlc on March 18, 2012, 01:55:16 am
All my starter humies are female, this is like the third time in a row.  Am I doing something weird?  It seems statistically unlikely this would happen more than once.

is that in Dwarf Therapist? because there, all castes show as female.

If it's in DF, then it's a statistical error, even though a unlikely one.

or, RP-wise, it's a PRIDE fortress *winkwink*
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: HapexIndustries on March 18, 2012, 08:04:36 pm

is that in Dwarf Therapist? because there, all castes show as female.

If it's in DF, then it's a statistical error, even though a unlikely one.

or, RP-wise, it's a PRIDE fortress *winkwink*

I guess it was in DwarfTherapist, though I went through and checked them with 'k' and they all seemed to be female there as well.  About one out of ten humies shows as a male in DT, not sure what that's about.

Anyway, total newb question for the board, but how the hell do I make cigars?  I have tobacco, I have tobacco leaves, I have tobacco leaves bags, I have a kiln and charcoal... what else do I need to make fricking cigars?  I thought my first problem was the bug with barrels, but now I'm not too sure.  If someone could please please give a step by step of making cigars I'd appreciate it.  I tried to learn from Abregado's video but he's rocking along too quick through that part to tell.

Other than that, and my miners always dying trying to dig wells, I'm enjoying this mod (just picked it up with the new DF version).  Having some difficulty breaking the habits of regular DF, ie massive earth moving plans, huge courtyards, multilevel housing, etc.

Oh, btw, cigars and collect clay both share the same hotkey in the kiln menu, 'c'.  I'm sure someone else has pointed that out, but just in case.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: crazyjake56 on March 18, 2012, 08:58:06 pm
Keep getting these stupid mysterious deaths.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: IT 000 on March 19, 2012, 08:04:18 am
Hey, IT, is it possible to make a flying Megabeast? That way, it can go over the walls and screw the fort over, and it would force people to keep at least one well equiped melee squad at all times or something. Maybe a mutated eagle or something? If that virus/radiation could make the giant scorpion, I think a giant flying monster isn't that much of a stretch.

A good idea, I'll have to do some brainstorming though to think of what will fit.

So I just lost a fort to Daunting and Spitting Undead. Daunting were really strong and that's understandable, but the spitting ones shot really really fast. Like, I saw 3 projectiles from the same one at the same time. Is this intentional?

It's been slowed down considerably in the new version.


is that in Dwarf Therapist? because there, all castes show as female.

If it's in DF, then it's a statistical error, even though a unlikely one.

or, RP-wise, it's a PRIDE fortress *winkwink*

I guess it was in DwarfTherapist, though I went through and checked them with 'k' and they all seemed to be female there as well.  About one out of ten humies shows as a male in DT, not sure what that's about.

Anyway, total newb question for the board, but how the hell do I make cigars?  I have tobacco, I have tobacco leaves, I have tobacco leaves bags, I have a kiln and charcoal... what else do I need to make fricking cigars?  I thought my first problem was the bug with barrels, but now I'm not too sure.  If someone could please please give a step by step of making cigars I'd appreciate it.  I tried to learn from Abregado's video but he's rocking along too quick through that part to tell.

Other than that, and my miners always dying trying to dig wells, I'm enjoying this mod (just picked it up with the new DF version).  Having some difficulty breaking the habits of regular DF, ie massive earth moving plans, huge courtyards, multilevel housing, etc.

Oh, btw, cigars and collect clay both share the same hotkey in the kiln menu, 'c'.  I'm sure someone else has pointed that out, but just in case.

Thanks for reporting! I'll fix that immediately.

There's an odd bug where the tobacco leaf bags cannot be in a barrel. Separate them using custom stockpiles and set the tobacco leaf stockpile to have no barrels allowed in it.

Keep getting these stupid mysterious deaths.

If they're being 'drained of blood' then you either have a vampire, or one of your humans got bit by a zombie. Find out who it is and convict them of the crime using the justice screen.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: Michael_Almeida on March 19, 2012, 10:30:15 am
Keep getting these stupid mysterious deaths.

If they're being 'drained of blood' then you either have a vampire, or one of your humans got bit by a zombie. Find out who it is and convict them of the crime using the justice screen.

Then lock them up. PERMANENTLY.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: swordomatic on March 19, 2012, 10:50:13 am
Keep getting these stupid mysterious deaths.

If they're being 'drained of blood' then you either have a vampire, or one of your humans got bit by a zombie. Find out who it is and convict them of the crime using the justice screen.

Then lock them up. PERMANENTLY.

Or use them in a suicide squad. If they're going to die anyway, might as well make them useful!
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: Pallbearer on March 20, 2012, 12:39:49 am
I ended up modding in a reaction and a workshop to produce concrete. It's a bit cheaty, because it only needs rigid rock to make the concrete, but it was the best I could really do in a short amount of time.
I figured that the rigid rock could very well be limestone, as it's flux and the name was just forgotten.
I figure that it's a sacrifice between metal working industry or cool walls. :P

It also adds a use for rigid stone when there is no iron on the map. :)
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: SirAaronIII on March 20, 2012, 01:49:46 am
Why not just use the rigid rock directly, then? :P

Anyway, I'm happy because zombies came, while an Enlightened caravan was in my outdoor depot. Naturally, I locked them out and left them to die for their sweet sweet goods.
Also, I had a vampire or a hidden zombie or something. Whenever they went underground they would always expel miasma everywhere. I looked at him and saw he had every body part rotten, like zombies of 31.25. Anyway I sent him out in a squad alone, and he was really good, beating a pack of dingoes to death with his bare hands. Then the zombies came (same one as the Enlightened killers from above actually) and he was able to take out a few. Sure enough when he went down, there was no body except for some severed limbs and teeth belonging to someone with a different name. And that's how I caught my first vampire zombie thing.

Also guns are a lot of fun, but we already knew that.
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: Pallbearer on March 20, 2012, 05:53:57 am
Why not just use the rigid rock directly, then? :P

Because I modded it at a 1:2 ratio. ;)
One rigid rock becomes two pieces of concrete.

Also, it's for flavour personally. When I'm imagining what it looks like I have a hard time picturing rigid rock walls. In my imagination the concrete just looks good. I also like the industrial/military vibe that I get from it. ;P
Title: Re: =-~Corrosion~-= [v1.1.4] _NOW IN 34.05_
Post by: IT 000 on March 23, 2012, 11:20:49 pm
Just need to tie up a few loose ends, then I can release the next version.

Unfortunately, for the sake of time, I am not able to complete the Slings, more efficient pellets construction, and metal tipped bolts. So those will have to wait until next version.

IN THE NEXT VERSION

* I'm considering removing the blacksmith's forge and allowing metal furniture to be manufactured in the metalsmith's forge again. Fuel is difficult to get anyways, so it isn't much of a boost. Of course if I remove it I'll have to remove screwdrivers.

* Wooden Mechanisms will probably get moved to somewhere else, and not take screws to make. But that will probably wait until the next version.

* I'll also focus on making the UI easier, by including more picture tutorials, and such.
Title: Re: =-~Corrosion~-= [v1.1.5 MAJOR UPDATE] *NOW IN 34.06*
Post by: IT 000 on March 24, 2012, 04:26:06 pm
UPDATED

Spoiler (click to show/hide)

Along with a special something for you adventure mode fans ;D

I'll be doing a few things to increase user friendliness.

1. A series of video hints for a starting fort.
2. Workshop maps for every custom workshop.
3. A more in depth list of hints.

Special thanks to Meph, creator of The Masterwork Mod (http://www.bay12forums.com/smf/index.php?topic=98196.0) for several ideas, give his mod a look! You won't regret it!
Title: Re: =-~Corrosion~-= [v1.1.5 MAJOR UPDATE] *NOW IN 34.06*
Post by: IT 000 on March 24, 2012, 10:08:57 pm
It appears that people still receive negative thoughts despite not having CLOTHING tag. I'll make a quick patch and make the kilikan clothing mod default until I can figure a work around.
Title: Re: =-~Corrosion~-= [v1.1.5 MAJOR UPDATE] *NOW IN 34.06*
Post by: kerlc on March 25, 2012, 01:39:55 am
And the prepackaged version has been updated (http://dffd.wimbli.com/file.php?id=5587).
Title: Re: =-~Corrosion~-= [v1.1.5 MAJOR UPDATE] *NOW IN 34.06*
Post by: Abregado on March 25, 2012, 02:13:35 am
Man! good work on the continuing releases. Between my LP and developnig my own Mod I'll probably never get to play the new version! That is unless something untoward happens to my current LP fort! OOPS!

Title: Re: =-~Corrosion~-= [v1.1.5 MAJOR UPDATE] *NOW IN 34.06*
Post by: IT 000 on March 25, 2012, 11:28:17 am
Updated to 1.1.6 , gave Privations clothes from project kilakan. Only privations get clothes at the moment, the less you have to pick up from dead traders and zombies and such the better.
Title: Re: =-~Corrosion~-= [v1.1.5 MAJOR UPDATE] *NOW IN 34.06*
Post by: tilly on March 25, 2012, 01:04:26 pm
Can anyone direct me to whre I can find what materials are fire safe and which are not?
Title: Re: =-~Corrosion~-= [v1.1.5 MAJOR UPDATE] *NOW IN 34.06*
Post by: kilakan on March 25, 2012, 02:56:24 pm
Updated to 1.1.6 , gave Privations clothes from project kilakan. Only privations get clothes at the moment, the less you have to pick up from dead traders and zombies and such the better.
hehehee that always makes me laugh when I see the file with my name on it :P  btw I'm looking at getting back into modding, anything in particular I could mess with that you might want to add?  Like new creatures to roam the world or something?
Title: Re: =-~Corrosion~-= [v1.1.5 MAJOR UPDATE] *NOW IN 34.06*
Post by: Pallbearer on March 26, 2012, 01:56:54 am
I love you right now, IT000.
Title: Re: =-~Corrosion~-= [v1.1.5 MAJOR UPDATE] *NOW IN 34.06*
Post by: kerlc on March 26, 2012, 07:43:58 am
I'm not sure whether i should update the pre-installed version to 1.1.6 right now, cause the clothes still cause a lot of clutter, even with just the Privatons wearing them.
Title: Re: =-~Corrosion~-= [v1.1.5 MAJOR UPDATE] *NOW IN 34.06*
Post by: Person on March 26, 2012, 09:56:17 pm
I still can't make cigars. Tried with the leaves in the bag, and not in the bag. I have 3 stacks of 25 leaves, all in separate bags. I have charcoal. No burrows, no forbidding. The bags aren't in barrels. The kiln is not blocked by anything. The option is just redded out.  Should I upload the save? Also, if you dump leaves out of a bag, they'll never get put back in a bag ever again.
Title: Re: =-~Corrosion~-= [v1.1.5 MAJOR UPDATE] *NOW IN 34.06*
Post by: Person on March 28, 2012, 01:08:24 pm
AHA! It looks for two stacks of 5. Stacks of 25 are invalid. That's kinda... odd. If you have a good grower/processor prepare for your stacks to be useless except for cooking I guess.
Edit: Weird because I only have two of 25. Must have been a weird hauling bug to put them together. Its fine though, the rest are in 5. But yay, cigars eheheh.
Title: Re: =-~Corrosion~-= [v1.1.5 MAJOR UPDATE] *NOW IN 34.06*
Post by: IT 000 on March 29, 2012, 11:20:58 am
Can anyone direct me to whre I can find what materials are fire safe and which are not?

Stone is fire safe, so is clay. Also zinc covered logs in the Lab.

Updated to 1.1.6 , gave Privations clothes from project kilakan. Only privations get clothes at the moment, the less you have to pick up from dead traders and zombies and such the better.
hehehee that always makes me laugh when I see the file with my name on it :P  btw I'm looking at getting back into modding, anything in particular I could mess with that you might want to add?  Like new creatures to roam the world or something?

I suppose you could start by making what you want to see in the game. Then you could suggest the idea for me to mellow over, and I might add it. But I have nothing on my list right now.

I'm not sure whether i should update the pre-installed version to 1.1.6 right now, cause the clothes still cause a lot of clutter, even with just the Privatons wearing them.

I'd upload it, humans get unhappy very quickly without clothes now.

AHA! It looks for two stacks of 5. Stacks of 25 are invalid. That's kinda... odd. If you have a good grower/processor prepare for your stacks to be useless except for cooking I guess.
Edit: Weird because I only have two of 25. Must have been a weird hauling bug to put them together. Its fine though, the rest are in 5. But yay, cigars eheheh.

Hmm... I'll have to look into it, maybe I can tone down the leaves by a custom reaction and make it less of a hassle. Thanks for spotting it.
Title: Re: =-~Corrosion~-= [v1.1.5 MAJOR UPDATE] *NOW IN 34.06*
Post by: Person on March 30, 2012, 10:26:58 am
Actually, while I wasn't looking, they made them into cigars. I now have 100 cigars eheheh. I assume they grabbed 25, and 5.
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: IT 000 on March 30, 2012, 02:51:45 pm
1.1.7 is up.

Spoiler (click to show/hide)

Didn't get around to adding pellets/slings  :-\

Enjoy!
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: DarthBoogalo on March 30, 2012, 03:32:44 pm
Was looking through your (wonderfully done!) modded speech folder, and found this thing.

"Had to kill my them all with my own hands. Don't want to talk about the rest."

In no_family.txt, might be more typos, maybe, great mod, by the way.
Title: Re: =-~Corrosion~-= [v1.1.5 MAJOR UPDATE] *NOW IN 34.06*
Post by: Rumrusher on March 30, 2012, 03:59:00 pm
Spoiler (click to show/hide)

So is this a sequel to the first corrosion where they 'accidentally' made mindless rotting lepers instead of 'Immortals'. During that time Surviving scientists looking to improve upon the original drug after the first outbreak band together and perfected the original cure to death. Then after deciding that they are gods to mortals made second version of the original drug but under means of converting folks into followers.They dub themselves "Necromancers" and coop them selves in their towers writing down logs and research. Werebeasts and vampires are slight variation of mutations these Necromancers work up through the years.
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: 12oz Jesus on March 31, 2012, 09:14:35 am
Nice mod.  I like the guns and zombies for a change.  I've been playing mostly Adventure Mode of late.

I'd like to request other graphics options.  Your custom graphics are definitely unique and have their own style but I just prefer Phoebus or Ironhand as I find it much easier to see what's going on with those tilesets.  I tried just importing the mod to Phoebus vanilla but all humans and such were reduced only to capital letters ("U" in my case).

Thanks for the mod, off to shoot some brains.
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: Rumrusher on March 31, 2012, 07:55:11 pm
So after finding an infected infectee I notice that I can't talk to him to out him as a undead horde.
He fully turned with an eye missing. Yet I know if I attack him plainly I will get full bulk of the town after me.
though I'm on .06 so I guess you fix this issue.
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: Pallbearer on April 01, 2012, 04:05:47 am
Quote
New Human Caste : Coward, very fast, but will curl up into a ball if threatened.

Glad to see that Rincewind survived the zombies.
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: peskyninja on April 01, 2012, 04:01:14 pm
It seems that my dorfs humans can embark with slumbering infected as pets. I'll make a clean re-install to comfirm this. ( I also have a FB civ, but everything else is "normal".)
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: IT 000 on April 01, 2012, 07:57:21 pm
Was looking through your (wonderfully done!) modded speech folder, and found this thing.

"Had to kill my them all with my own hands. Don't want to talk about the rest."

In no_family.txt, might be more typos, maybe, great mod, by the way.

Changed it, thanks for spotting that. Also fixed another typo in there.

Quote
So is this a sequel to the first corrosion where they 'accidentally' made mindless rotting lepers instead of 'Immortals'. During that time Surviving scientists looking to improve upon the original drug after the first outbreak band together and perfected the original cure to death. Then after deciding that they are gods to mortals made second version of the original drug but under means of converting folks into followers.They dub themselves "Necromancers" and coop them selves in their towers writing down logs and research. Werebeasts and vampires are slight variation of mutations these Necromancers work up through the years.

This is the only Corrosion, but those were the events that happened before Corrosion, kind of like a prologue.

But yeah you've got the Necromancer idea correct. I needed a reason for why those guys exist as they are hard coded. The Company Scientist further enforces this by being able to raise the dead. However he can't control them.

Nice mod.  I like the guns and zombies for a change.  I've been playing mostly Adventure Mode of late.

I'd like to request other graphics options.  Your custom graphics are definitely unique and have their own style but I just prefer Phoebus or Ironhand as I find it much easier to see what's going on with those tilesets.  I tried just importing the mod to Phoebus vanilla but all humans and such were reduced only to capital letters ("U" in my case).

Thanks for the mod, off to shoot some brains.

Glad you're enjoying it! Adventure mode has come a long way.

The problem with using other popular graphics like Ironhand and Phoebus is that they have dwarf graphics, but either very limited or no human graphics. Furthermore, even my tileset is unique, turtles, fish, snakes and stuff. Not being able to use Jolly Bastion, it makes me cry a little  :'( I might make a request to Ironhand/Phoebus/Jolly Bastion for custom sets, but first I want to tinker with my own a little bit first (namely the sorry excuses for walls I have now)

I'm going to try and redo the walls in my current tileset before the next release, I'm also getting a friend to make an alternative set. If you could tell me what you like/don't like about my tileset that would be fantastic, I'm always striving to improve it.

So after finding an infected infectee I notice that I can't talk to him to out him as a undead horde.
He fully turned with an eye missing. Yet I know if I attack him plainly I will get full bulk of the town after me.
though I'm on .06 so I guess you fix this issue.

I added CRAZED to their interaction, that should make them attack people (hopefully not causing a loyalty cascade :P)
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: 12oz Jesus on April 02, 2012, 01:56:06 pm
Nice mod.  I like the guns and zombies for a change.  I've been playing mostly Adventure Mode of late.

I'd like to request other graphics options.  Your custom graphics are definitely unique and have their own style but I just prefer Phoebus or Ironhand as I find it much easier to see what's going on with those tilesets.  I tried just importing the mod to Phoebus vanilla but all humans and such were reduced only to capital letters ("U" in my case).

Thanks for the mod, off to shoot some brains.

Glad you're enjoying it! Adventure mode has come a long way.

The problem with using other popular graphics like Ironhand and Phoebus is that they have dwarf graphics, but either very limited or no human graphics. Furthermore, even my tileset is unique, turtles, fish, snakes and stuff. Not being able to use Jolly Bastion, it makes me cry a little  :'( I might make a request to Ironhand/Phoebus/Jolly Bastion for custom sets, but first I want to tinker with my own a little bit first (namely the sorry excuses for walls I have now)

I'm going to try and redo the walls in my current tileset before the next release, I'm also getting a friend to make an alternative set. If you could tell me what you like/don't like about my tileset that would be fantastic, I'm always striving to improve it.

Thanks for the reply, sure I'll tell you what I like in graphics sets.

I really like Phoebus and Ironhand's ground tiles (i.e. grass, weeds, sand, roads, etc) that are easily recognizeable and make a clear/aestheticly pleasing scene.  In addition, creatures contrst well against them to make it easy to spot enemies, friends, and creatures quickly.  In short, as many pictures (sprites) as possible with few (or no) ASCII remnants.
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: IT 000 on April 04, 2012, 01:08:56 pm
Sorry, the internet has been down, but I've been making a number of changes. It looks like the new castes will win. So here's some of my zombie castes I have so far.

I haven't decided for sure as to which zombies will be vulpine or not, so I'm using [prologue] as a place holder. This is where the generic description for the zombie type will go in.

Gora
   [prologue]   This Infected’s right forearm has is nothing but a long sharp bone. It stabs it’s victims with it. Whether it’s arm was snapped by someone or whether it did this to himself is yet to be decided.

Raker
   [prologue]   This Infected has been cut straight down the chest. His ribs are exposed from months of  wear and tear. Of course, it sees this as a form of efficiency and will attempt to cram you into its chest.

Insane Zombie in Straight Jacket

        (Concept Phase still undecided what it will do)

Hazard
   [prologue]    This person tried to help people who were in infected cities. While this suit was durable enough to deal with scratches and scrapes, it was nowhere near enough to deal with the incoming horde of Infected. Now, starved, trapped, and unable to bite, this zombie sprints at foes in desperation to eat.

***Human Castes***

Anarchist - This person reveled when the nations fell to the hordes. He parties in chaos and spits in the face of the government. They cannot learn any government skills. They also use ‘unconventional’ tactics when fighting, such as using poison and smoke bombs to escape enemies.

Former Prisoner - A strong prisoner who was convicted and found guilty long ago. When the armies fell to the hordes, prisoners were drafted in droves to fight these things. Most died or turned, but some managed to outlive their wardens just long enough to escape. They learn mining, pump operating, siege operating, faster. However they refuse to learn any medical labors. Believing that a bullet to the head cures all.

Check out the Blog (http://corrosionmod.blogspot.com/) for more in depth information. It also goes into some commentary behind a number of the changes.
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: kerlc on April 05, 2012, 07:52:07 am
And The 1.1.7 Pre-installed version is Online!

Here. (http://dffd.wimbli.com/file.php?id=5587)

Sorry for the delay. I have been busy.
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: Deon on April 05, 2012, 09:08:11 am
Insane Zombie in Straight Jacket

        (Concept Phase still undecided what it will do)
Go the Dead Island way. Make them extremely hazardous and muscular prisoners in straightjackets who turned into zombies. They should be building destroyers, fast and very strong (also large). Headbutts, kicks and bites.
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: Abregado on April 05, 2012, 09:32:19 am
Quote
But yeah you've got the Necromancer idea correct. I needed a reason for why those guys exist as they are hard coded. The Company Scientist further enforces this by being able to raise the dead. However he can't control them.

IT: you can just remove them from worldgen if you don't like them... or until you put something in to replace them
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: Pan on April 05, 2012, 11:05:43 am
IT00, how about some attention to Ravenmist? Make some executive decisions to keep your advertisements alive, damn it!  :P
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: peskyninja on April 05, 2012, 04:39:38 pm
The make cigars option has the same key as the collect key one (c). And even with a stockpile full of tobacco leaves I can't make cigars.
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: Abregado on April 05, 2012, 05:22:10 pm
The make cigars option has the same key as the collect key one (c). And even with a stockpile full of tobacco leaves I can't make cigars.

the trick is to have your tobacco leave stockpile not use barrels. Once they go in a barrel, you cant get them out again!

Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: peskyninja on April 05, 2012, 06:52:19 pm
Anyone else is having crashes when trying to save the game with a caravan in the map? (This is the only reason I can find to explain this crashes, I've only tried with 1 fort [3 reclaims] and it is still crashing. These crashes started after I've received 3 warnings of a ville troll being engulfed in flames, but there were no ville trolls on the map when that was announced.)
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: Baijiu on April 06, 2012, 02:37:22 am
Holy crap. I didn't bother reading about the actual mod mechanics, so I dug into the earth straight away and was baffled when my miner keeled over dead. Six starting members now, and two keep having tantrums so I might lose them to insanity. Haven't even encountered any zombies yet and I'm already having more "fun". :P
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: swordomatic on April 06, 2012, 03:15:00 am
And that's why I love this mod. Oh, and the zombies?

They are EXTRA fun. :D
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: peskyninja on April 06, 2012, 06:00:18 am
The problem seems to occur only with the warlord caravan. I'll create another fort to test this.
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: IT 000 on April 07, 2012, 12:47:20 am
And The 1.1.7 Pre-installed version is Online!

Here. (http://dffd.wimbli.com/file.php?id=5587)

Sorry for the delay. I have been busy.

:D

Insane Zombie in Straight Jacket

        (Concept Phase still undecided what it will do)
Go the Dead Island way. Make them extremely hazardous and muscular prisoners in straightjackets who turned into zombies. They should be building destroyers, fast and very strong (also large). Headbutts, kicks and bites.

Hehe, yeah either that or the cut screamer from L4D. Problem is, every zombie can already break buildings, and I have castes that cover both the fast and the strong parts. The L4D idea would basically make it a mini-howler without the insane speed, but I can't see that being very useful.

IT00, how about some attention to Ravenmist? Make some executive decisions to keep your advertisements alive, damn it!  :P

Internet's been wonky for the entire week, but I posted an update there. I'll keep it off of the main page until something happens though.

The make cigars option has the same key as the collect key one (c). And even with a stockpile full of tobacco leaves I can't make cigars.

Acknowledged earlier, it'll be changed by the next update.

Anyone else is having crashes when trying to save the game with a caravan in the map? (This is the only reason I can find to explain this crashes, I've only tried with 1 fort [3 reclaims] and it is still crashing. These crashes started after I've received 3 warnings of a ville troll being engulfed in flames, but there were no ville trolls on the map when that was announced.)

Wow, I've never heard of that happening, post the save and I'll take a look. If you have a windows, try downloading Kerlc's Prepackaged (http://dffd.wimbli.com/file.php?id=5587) version, as it might be duplicated raws.

Holy crap. I didn't bother reading about the actual mod mechanics, so I dug into the earth straight away and was baffled when my miner keeled over dead. Six starting members now, and two keep having tantrums so I might lose them to insanity. Haven't even encountered any zombies yet and I'm already having more "fun". :P

Hehe, yeah I'll be cutting the giant wall of ReadMe down into manageable chunks of notes. Hopefully that will make it easier for new users to get into.
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: IT 000 on April 08, 2012, 12:03:39 am
The new civilization is fleshed out and ready to go. Thugs (or 'Gangs') are groups founded by other Warlords. They are at odds with the friendly Warlords and will siege in the summer when their caravans are most active.

They don't sneak around, but rather camp out on the edge of your map for a short period of time in large groups.

They are heavily armored, however, they are weaker and slower than your hardy humans, and one on one you should be able to beat them in melee combat. They make a good source of metal on otherwise barren maps.

Overall they add a nice change of pace, sometimes it's just nice to see bunches of 2's flying about without worrying about someone turning into a zombie.

They also have a unique mount to give them an edge in combat. A motorcycle, while the motorcycle itself doesn't attack, it's speed can easily catch up to new recruits and bring havoc to any civilian left outside.

All I have to do is add graphics, and I should be able to release the next version.
Title: Re: =-~Corrosion~-= [v1.1.7 MAJOR UPDATE] ***34.07***
Post by: kerlc on April 09, 2012, 12:09:13 pm
another crazy idea for another friendly (but quickly offended) race: The Gentlemen! They only accept jewels, alcohol and cloth, and are extremely easily annoyed. Their armor is a Tuxedo. (about the same coverage and defence value of a leather robe, can be tweaked). And they wear Top Hats (leather, almost no armor). Their weapons of choice are the Dueling Pistols (use heavy bullets), Rapiers and the Engraved Rifle (also heavy bullets).

Another sugestion for the armour is "*insert metal name* hidden plate", with worse coverage than a normal metal plate, but otherwise the same in stats.

They are easily offended, but they have access to fancy foods, steel, fancy jewlery, heavy bullets and exotic armoured animals (a band of armoured lions defending the gates, anyone?). An alliance with them can be mighty profitable. It could also be added that they are the only ones that have access to kevlar (making it available only via trade) but i don't think that would be fair. Still, the suggestion is on the table.

Armoured animals are like ordinary animals, but with tougher "hide" (representing the armour they are wearing).

Their sieges would be low in number, but dreadful in power. Armoured Bear riding invaders, anyone?
Title: Re: =-~Corrosion~-= [v1.1.8] ***34.07***
Post by: IT 000 on April 09, 2012, 01:33:23 pm
1.1.8 is out!

Spoiler (click to show/hide)

I ran into a little trouble with the Infected Castes, so I opted to leave them out for time's sake.

For 1.1.9, I will be focusing on weapons, the Read-Me, and graphics for both grasses and creatures.

another crazy idea for another friendly (but quickly offended) race: The Gentlemen! They only accept jewels, alcohol and cloth, and are extremely easily annoyed. Their armor is a Tuxedo. (about the same coverage and defence value of a leather robe, can be tweaked). And they wear Top Hats (leather, almost no armor). Their weapons of choice are the Dueling Pistols (use heavy bullets), Rapiers and the Engraved Rifle (also heavy bullets).

Another sugestion for the armour is "*insert metal name* hidden plate", with worse coverage than a normal metal plate, but otherwise the same in stats.

They are easily offended, but they have access to fancy foods, steel, fancy jewlery, heavy bullets and exotic armoured animals (a band of armoured lions defending the gates, anyone?). An alliance with them can be mighty profitable. It could also be added that they are the only ones that have access to kevlar (making it available only via trade) but i don't think that would be fair. Still, the suggestion is on the table.

Armoured animals are like ordinary animals, but with tougher "hide" (representing the armour they are wearing).

Their sieges would be low in number, but dreadful in power. Armoured Bear riding invaders, anyone?

Hehe, yeah there's some of that stuff can't be done, and it doesn't really fit in the theme.  :P
Title: Re: =-~Corrosion~-= [v1.1.8] ***34.07***
Post by: IT 000 on April 15, 2012, 04:54:01 pm
(http://desmond.imageshack.us/Himg593/scaled.php?server=593&filename=universerockmachine.png&res=landing)

She throws parties a lot.



Balancing weapons is going rather smoothly. Weapons have a more defined roll, and I've increased variety a little bit.

I will be adding two types of makeshift weapons. The first type are inferior makeshift weapons that can be quickly used to arm the masses. The second type is tier two weapons. So far I have the Limb Hacker (an axe takes a pole and a lawnmower blade) and I've improved the Makeshift Spear so it's better than the pitchfork. I also have made reactions to turn Vulpine weapons into normal weapons. A pole + Lawnmower Blade = Machete, Pole + Axe Head = Chop Axe. Rods are very good for melting down due to their material size.

I like the idea of using zombie weapons as it rewards the player for killing a few, but also makes them harder to make. I need more ideas and inspiration for both zombie weapons and makeshift tier 2 weapons.

I'd also like to add more weapons for both Desert Devils, Warlords, Thugs, and Reinheit. The Enlightened should get better armor.

I have rather mixed feelings for armor at the moment. On one hand armor is very weak, on the other hand despite engaging a siege of reinheit and thugs with a group of melee I've only suffered minor damage and no casualties (except for a few babies, the best armor of all) thus far.

If I do add better armor that the player can make, it will be exponentially more expensive. However it is tricky, I'd like armor and weapons to be available to all embarks.

One idea I have is to make Riot Helmets that cover the whole head. It would take a metal cap, raw clear glass, and plastic and make it into a metal riot helmet. It would fit under hats. Enlightened would bring these of course.

...On the other hand, I haven't had to much trouble with my current armor. I faced a bunch of Thugs and Reinheit in melee combat without any casualties and minor wounds. Granted bullets will flatten you and shells will tear you apart unless it hits some metal. So I could see a small boost such as Riot Helmet blocking 75 instead of the cap's 50 and such. However 100 seems like a little much.
Title: Re: =-~Corrosion~-= [v1.1.8] ***34.07***
Post by: Deon on April 16, 2012, 01:32:50 pm
Hehe, I love this <3. I went into a town and was almost killed by a motorcycle. Careful on the road, kids! :D
Title: Re: =-~Corrosion~-= [v1.1.8] ***34.07***
Post by: IT 000 on April 23, 2012, 01:37:35 am
Thanks everyone who voted! I've added several weapons, and I will continue to add more, if you have any suggestions feel free to say them. They must fit into the theme of Corrosion, and try to avoid medieval weapons.

I've also started to make people more durable by adding more parts and such. Here's the list to do.

* Make ribs have a higher chance of blocking attacks to organs
* Ribs no longer cover the heart, instead the Sternum does. It's much tougher and should be able to deflect shallow attacks.
* Make skull and ribs out of stronger material
* Divide skull out into the following parts
   - Forehead : Covers the frontal lobe, hardest part
   - Crown : Covers the parietal lobe, softer part
   - Face : Covered by the nose, holds the eyes or something. Will never jam into the brain. Also holds teeth
   - Jaw : Holds teeth
* Divide brain up into following parts (I could do left/right hemispheres for each one, but I figure this way there's still a chance to kill someone by brain damage)
   - frontal lobe : THOUGHT tag, heavy bleeding, nausea possibly? Need more research for more symptoms
   - parital lobe : THOUGHT tag, heavy bleeding, needs more research for more symptoms, covers brain stem
   - Brain Stem : Instant death. Don't know how I'll do this specifically, perhaps just have crazy heavy bleeding with no healing rate.
* Add Necks
   - Neck covers throat with skin, also covers several arteries which will be 'organs' that cause heavy bleeding.

I'm also considering simplifying other parts of the body. Example being fingers and toes, cut those down to just 'fingers' and 'toes' and that's 25 items less to track and less of a chance to hit them in combat. I'm also considering simplifying the teeth by taking the Fortress Defense approach by having a 'jaw' handle the bites and such. Or I could just simplify it down to groups of teeth such as molars and incisors I've been going back and forth on the idea so please provide input.

Hehe, I love this <3. I went into a town and was almost killed by a motorcycle. Careful on the road, kids! :D

Hehe, thanks, I don't know whether to call it a 'bug' or a 'feature'.
Title: Re: =-~Corrosion~-= [v1.1.8] ***34.07***
Post by: Abregado on April 23, 2012, 02:59:01 am
I was considering removing removing fingers, toes and other non-vital parts but I believe that the clothing system will give me greif
Title: Re: =-~Corrosion~-= [v1.1.8] ***34.07***
Post by: kerlc on April 23, 2012, 03:54:39 am
Forgot to update the pre-installed version for a long time. Derp. my bad.

http://dffd.wimbli.com/file.php?id=5587 (http://dffd.wimbli.com/file.php?id=5587)
Title: Re: =-~Corrosion~-= [v1.1.8] ***34.07***
Post by: IT 000 on May 06, 2012, 01:32:46 pm
Sorry, I've been making several advances in Corrosion, but I haven't posted all the changes lately.  :P

Anyways, New Graphics! Please give me your opinions.

(http://img835.imageshack.us/img835/3459/graphicsshowoff.png)

I was hesitant at first, but once I finished everything I see the charm in it.

I also changed the barrel graphic, two tree tiles, the jug graphic, and the stone boulder graphic.



I'm liking how necks are working. They are difficult to hit, and trying to hit the neck will usually hit the Upper Body on a successful hit. But once hit it's rather easy to chop off with a good machete hack.

I'm enjoying the two-brain system more, it makes people and zombies slightly more durable to head damage as they need to be hit twice.

The simplified teeth, fingers, and toes are nice as well. 42 less items on 50+ humans has a noticeable affect on frame rate.
Title: Re: =-~Corrosion~-= [v1.1.8] ***34.07***
Post by: magikmw on May 06, 2012, 02:19:17 pm
It all looks good, when do you expect the next version release? :)
Title: Re: =-~Corrosion~-= [v1.1.9] ***34.07***
Post by: IT 000 on May 11, 2012, 07:42:57 am
1.1.9 is out.

Spoiler (click to show/hide)

I'll get a Blog Post Commentary (http://corrosionmod.blogspot.com/) I kept it short this time :P

Stuff Not Added :

Quote
* Divide skull out into the following parts
   - Forehead : Covers the frontal lobe, hardest part
   - Crown : Covers the parietal lobe, softer part
   - Face : Covered by the nose, holds the eyes or something. Will never jam into the brain. Also holds teeth
   - Jaw : Holds teeth
Decided against it.
Quote
   - Brain Stem : Instant death. Don't know how I'll do this specifically, perhaps just have crazy heavy bleeding with no healing rate.

I didn't really see a point to this, may be added later.

Quote
* Make sternum, skull, and ribs out of stronger material
I'm still dabbling in making bodies, couldn't quite figure out how to do this.



Please give feedback on the new graphics.
Or anything about the graphics that you don't like.

In this next release I'll be doing some experiments with metal and stone. Trying to make rarer metals more rare, nickel more useful, and some other underground stone experiments.

But also, if you think Corrosion can improve in any way, don't be afraid to post feedback!
Title: Re: =-~Corrosion~-= [v1.1.9] ***34.07***
Post by: Rumrusher on May 11, 2012, 07:57:46 am
so infected "infecting others" now gone so does this mean a revise to the lore is needed?
Title: Re: =-~Corrosion~-= [v1.1.9] ***34.07***
Post by: Bodyless on May 11, 2012, 12:30:28 pm
* Changed Healing times for tissues. Fat, heals 50% slower, muscles and organs heal 100% slower

does that mean that muscles and organs wont heal at all?
Title: Re: =-~Corrosion~-= [v1.1.9] ***34.07***
Post by: IT 000 on May 11, 2012, 07:59:37 pm
so infected "infecting others" now gone so does this mean a revise to the lore is needed?

Where do you see that? Infected still infect others. Did I remove something ???

* Changed Healing times for tissues. Fat, heals 50% slower, muscles and organs heal 100% slower

does that mean that muscles and organs wont heal at all?

They still heal, those are terms relative to the previous values. The previous healing rate was 500, now it's 1000 (higher is slower) sorry for the confusion.

-----

Also, it appears I didn't attach the changelog, my apologies for any inconvenience.
Title: Re: =-~Corrosion~-= [v1.1.9] ***34.07***
Post by: IT 000 on May 13, 2012, 09:24:57 pm
New blog post (http://corrosionmod.blogspot.com/2012/05/i-dont-know-what-focus-of-next-release.html) up. It concerns some random thoughts about random stuff I've been doing. Mainly concerning diseases and 'boosts' akin to psycho / jet from Fallout.

If you have any suggestions feel free to post them here!
Title: Re: =-~Corrosion~-= [v1.1.9] ***34.07***
Post by: IT 000 on May 15, 2012, 03:17:02 am
I'm getting my wisdom teeth removed this week, finals are next week, so the update will not be coming out any time soon.

In the mean time enjoy the mine carts and please provide feedback!

Now that stone mining is both time consuming and such, I am considering removing deadly stone altogether, and making people learn mining at 10% normal rates (prisoners get 20%) if you like / hate this idea, please discuss it as I am still on the fence.
Title: Re: =-~Corrosion~-= [v1.1.9] ***34.07***
Post by: kerlc on May 15, 2012, 06:36:15 am
I believe it would prove effective for about 10 years of a fortress or so. Then, the miners would become of highest level, and it would feel like Vanilla again.
Title: Re: =-~Corrosion~-= [v1.1.9] ***34.07***
Post by: Pan on May 15, 2012, 07:13:52 am
Perhaps add in rocks that can be dug into, but within it there are very frequent appearances of large clusters of rocks that are hard and undiggable? This means that the stone areas are often harder to excavate and design. Stone layers would often look rather messy, and carved out, which makes sense given this is more of a survivor shelter hole and less of a dwarven mountain hall.

Or clusters of deadly stone, although I can't say I myself fancies this idea very much.
Title: Re: =-~Corrosion~-= [v1.1.9] ***34.07***
Post by: Dohon on May 17, 2012, 09:18:44 am
I believe it would prove effective for about 10 years of a fortress or so. Then, the miners would become of highest level, and it would feel like Vanilla again.

After ten years of trial and error, you would think that the miners would have figured out how to carve out a piece of rock and to distinguish between 'plain rock' and 'oh-my-god-my-lungs-rock'. ;) So, like Pan proposed, why not have stone layers with some 'veins' of undiggable rock? Maybe an occasional cluster of the dangerous stuff?
Title: Re: =-~Corrosion~-= [v1.1.9] ***34.07***
Post by: IT 000 on May 18, 2012, 10:50:41 pm
I can't seem to get the large clusters to appear frequently enough, so I may have to do large clusters of safe rock inside of layers of poisonous rock.

I'm also going to make gold show up in small clusters in these clusters to make it a little more rare.
Title: Re: =-~Corrosion~-= [v1.1.9] ***34.07***
Post by: Hugo_The_Dwarf on May 18, 2012, 10:56:53 pm
Just have to say, great mod. That is all :P
Title: Re: =-~Corrosion~-= [v1.1.9] ***34.07***
Post by: Pan on May 18, 2012, 11:45:32 pm
How about just clusters of safe rock in hard rock?
Title: Re: =-~Corrosion~-= [v1.1.9] ***34.07***
Post by: IT 000 on May 19, 2012, 10:42:37 pm
Just have to say, great mod. That is all :P

Thank you good sir!  :D

How about just clusters of safe rock in hard rock?

Yeah, hard rock really needs some love doesn't it. That and meta stone, neither of them have viable weapon materials  :-\ I'll have to work on that. The 'cave rock' is going to appear in all layers.

The clusters not showing up might have something to do with the DEEP_SPECIAL tag that I use on all the stone layers. I'll remove it, and test a few sights to see what happens.

Everything's ported over though *, and I fixed a bug that caused potassium nitrate to be made as magma. Now I'm thinking of making 'workshop accidents' that spawns fire in certain workshops. I sort of liked the 'oh Fun' moment that the flaming workshop caused. But that needs to wait for a future release.

Three reasons why I haven't released yet.

1. Ramps are invisible if they are rails, this is because they use inverted tiles, and there is nothing to invert.
2. Wheelbarrows need graphics.
3. I want to get the large clusters working.
4. Got sidetracked with body parts.

Besides that, I'm happy to announce that I've had no problem using minecarts in Corrosion. I expected minecarts to be useless due to the deadly stone, but I've found plenty of uses for them, not only with hauling minerals from the ground up but also hauling the vast amounts of logs, planks, and charcoal that's produced.

* Well, it was ported over until I realized that 34.09 was released.
Title: Re: =-~Corrosion~-= [v1.1.10] ___34.09___
Post by: IT 000 on May 20, 2012, 12:03:34 pm
1.1.10 is out! Mostly a port, a simple bug fix.

Spoiler (click to show/hide)

The large clusters are in, but I didn't have time to test them out.

Things to do for the next release :

* new pillar tile
* Redo bullet holes + dark gray background + make them smaller
* Meta / Hard Rock Weapon Metals
* New Font (if time permits)
Title: Re: =-~Corrosion~-= [v1.1.11] ___34.10___
Post by: IT 000 on May 26, 2012, 01:28:15 pm
Due to the hectic schedule, and the almost instantaneous release of 34.10, I didn't get to the graphics stuff, and I only did half of the metals. Unfortunate, but not complaining.

Spoiler (click to show/hide)

As a side note, the boosters are 'in' they just can't be made in any way. If you'd like to check them out they're in inorganic_booster_di, but you'll need to know some modding to decipher it.

Here's a lengthy blog post on commentary and future plans. LINK (http://corrosionmod.blogspot.com/2012/05/finals-are-over.html) I typed it up the day before this release, so by tomorrow I mean today :P

EDIT :

I also updated the Metal Guide to include a lot more information.

Spoiler (click to show/hide)

I should have added that Gloomapeck Silver is the best against Infected individuals. Being 200x as deadly.
Title: Re: =-~Corrosion~-= [v1.1.11] ___34.10___
Post by: IT 000 on May 28, 2012, 01:09:35 pm
I started a new fort, I'm trying to see if I can survive without digging at all (except for storage). Gathering metal from caravans and scavenging around.

General Events of the fort :

Scavengers! Good thing I have my main gate hooked up. Pull the lever!
That was a close one there must be a dozen of those guys out there, I don't even have a military
OH GOD THE DEPOT ENTRANCE!
* Twelve scavengers run inside

The fort hasn't made it to the first caravan yet. So predictably my military is looking rather poor, even so, I've managed to outfit 3/5 of my minutemen with bronze and copper weapons, and they all have wooden bracers. Might start making wooden plates until I can get some actual metal.
Title: Re: =-~Corrosion~-= [v1.1.11] ___34.10___
Post by: IT 000 on May 28, 2012, 09:03:52 pm
Gun parts and Gun Barrels are missing METAL_MAT which prevents them from being made. I'll have to release .12 soon as this is a major bug. Your saves should be fine.

BTW one of my bonecarvers made this :

(http://img40.imageshack.us/img40/5051/shortbridle.png)

So one of my soldiers is going to be running around beating people to death with a snake skeleton.  :D
Title: Re: =-~Corrosion~-= [v1.1.12] ***34.10*** )(Bugfix Update)(
Post by: IT 000 on May 29, 2012, 10:47:48 am
.12 is out

Spoiler (click to show/hide)

had to fix the problem with gun parts and barrels, and I made a new banner!
Title: Re: =-~Corrosion~-= [v1.1.12] ***34.10*** )(Bugfix Update)(
Post by: kilakan on May 29, 2012, 08:28:16 pm
Just wanted to say IT, Love the corrosion mod, awesome work mate :D
Title: Re: =-~Corrosion~-= [v1.1.12] ***34.10*** )(Bugfix Update)(
Post by: asd64026 on May 30, 2012, 04:25:49 am
i can't make metal bullets in adventure mod! How can i make bullet?
Title: Re: =-~Corrosion~-= [v1.1.12] ***34.10*** )(Bugfix Update)(
Post by: Rumrusher on May 30, 2012, 05:00:58 am
So do infected actually turn other units into infected or is that kinda removed?
Title: Re: =-~Corrosion~-= [v1.1.12] ***34.10*** )(Bugfix Update)(
Post by: IT 000 on May 30, 2012, 10:26:56 pm
So do infected actually turn other units into infected or is that kinda removed?

Infecting is still in, Infected that siege/ambush/snatch your fortress will turn your humans into zombies when the zombie bites your human (not the other way around though). It takes about 5 minutes for the change to happen. If the limb is bit then ripped off, the human might not be infected. Depends on how much detail Toady put into the system. Scavengers/Evasive don't infect you, I'm not inclined to let them, but that may change down the road. At the very least they'll probably get some non-lethal syndrome stuff.

i can't make metal bullets in adventure mod! How can i make bullet?

Gah! I've been putting that off for quite a while now. I'll add it in.

Just wanted to say IT, Love the corrosion mod, awesome work mate :D

Thanks Kilakan :) glad to have your support!
Title: Re: =-~Corrosion~-= [v1.1.12] ***34.10*** )(Bugfix Update)(
Post by: IT 000 on May 31, 2012, 10:28:16 pm
Spruced up the main page, and changed the New Features post after it. Feedback is appreciated.

If you guys have any suggestions as to what things you find useless or if you have any ideas for the good biome 'theme', post them here! Or else I'll have to make my own decisions, and well, that's where cavern creatures came from.  :P
Title: Re: =-~Corrosion~-= [v1.1.12] ***34.10*** )(Bugfix Update)(
Post by: Rumrusher on June 02, 2012, 04:51:52 pm
So do infected actually turn other units into infected or is that kinda removed?

Infecting is still in, Infected that siege/ambush/snatch your fortress will turn your humans into zombies when the zombie bites your human (not the other way around though). It takes about 5 minutes for the change to happen. If the limb is bit then ripped off, the human might not be infected. Depends on how much detail Toady put into the system. Scavengers/Evasive don't infect you, I'm not inclined to let them, but that may change down the road. At the very least they'll probably get some non-lethal syndrome stuff.

i can't make metal bullets in adventure mod! How can i make bullet?

Gah! I've been putting that off for quite a while now. I'll add it in.

Just wanted to say IT, Love the corrosion mod, awesome work mate :D

Thanks Kilakan :) glad to have your support!
oh I was wondering about adventure mode infected and being able to play as one to ransack whole towns.
Title: Re: =-~Corrosion~-= [v1.1.12] ***34.10*** )(Bugfix Update)(
Post by: IT 000 on June 03, 2012, 11:23:31 am
So do infected actually turn other units into infected or is that kinda removed?

Infecting is still in, Infected that siege/ambush/snatch your fortress will turn your humans into zombies when the zombie bites your human (not the other way around though). It takes about 5 minutes for the change to happen. If the limb is bit then ripped off, the human might not be infected. Depends on how much detail Toady put into the system. Scavengers/Evasive don't infect you, I'm not inclined to let them, but that may change down the road. At the very least they'll probably get some non-lethal syndrome stuff.
oh I was wondering about adventure mode infected and being able to play as one to ransack whole towns.

Yeah you will still infect your victims. However time in adventure mode works differently and the time to turn is insanely long! If you had the patience it would work.
Title: Re: =-~Corrosion~-= [v1.1.12] ***34.10*** )(Bugfix Update)(
Post by: kilakan on June 03, 2012, 01:55:21 pm
Hum good biome things, thats hard..... is it possible to make a civ only spawn in a certain biome?  Because in that case you could always make some type of Cult of Purity, or something.  A league of super zealous, really easy to annoy people who take the fight directly to the infected and won't shirk from killing off other groups to 'cut off the infecteds reinforcements'  maybe make them baby snatchers or something and that way even if they end up with the current infected in thier civ it could be interpreted as that they have a way to 'purify-and-control' the minds of the unholy?

-Prehapes have them able to make old fashioned armor and weapons so that they appear to be kinda like old school paladins with the occasional gun?  This way they'd actually be able to pretty sufficiently rip apart anything they get into melee range of, and if you don't want them freindly just give them pretty late game attack specs so that they show up late but are insanely tough in thier tin can suits :p
Title: Re: =-~Corrosion~-= [v1.1.12] ***34.10*** )(Bugfix Update)(
Post by: IT 000 on June 04, 2012, 08:32:11 pm
I've started a new thread HERE (http://www.bay12forums.com/smf/index.php?topic=110941.0), check it out and feel free to leave some feedback  :D
Hum good biome things, thats hard..... is it possible to make a civ only spawn in a certain biome?  Because in that case you could always make some type of Cult of Purity, or something.  A league of super zealous, really easy to annoy people who take the fight directly to the infected and won't shirk from killing off other groups to 'cut off the infecteds reinforcements'  maybe make them baby snatchers or something and that way even if they end up with the current infected in thier civ it could be interpreted as that they have a way to 'purify-and-control' the minds of the unholy?

-Prehapes have them able to make old fashioned armor and weapons so that they appear to be kinda like old school paladins with the occasional gun?  This way they'd actually be able to pretty sufficiently rip apart anything they get into melee range of, and if you don't want them freindly just give them pretty late game attack specs so that they show up late but are insanely tough in thier tin can suits :p

That's sort of what Reinheit are. Reinheit even means purity in German. I suppose there could be some more stuff to find on the ground there though that would not normally be found elsewhere. Perhaps weapons that would normally be artifact only, katanas, guitars, etc.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: IT 000 on June 06, 2012, 10:57:13 am
1.1.13 is up! Enjoy the new graphics everyone!

I've put up a new poll as well. Thank you to everyone who voted!

This next poll concerns a thought. What if I added CANNOT_UNDEAD to all animals? This would prevent them from being resurrected in evil biomes which means no more undead water buffalo cow skin smothering your humans. I would have to make more creatures in evil biomes to counter the lack of meandering undead. This would include more Exposed creatures and humanoids that could be zombified. This would mean more embarking into evil biomes which would mean more zombie humans!
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Jargg the Gamer Pony on June 10, 2012, 07:24:41 pm
I just wanted to say, great mod, but I can't play it for more than a year. My computer doesn't play nice with the SDL version of Dwarf Fortress. Could you perhaps make a legacy version?
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Jargg the Gamer Pony on June 19, 2012, 07:31:55 pm
Random story of the day, while my machete wielding minuteman commander was chasing evasive infected, a random cat took on two of them.One ran away while the other was knocked unconscious and the cat finished it off.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: UristMcWanderer on July 04, 2012, 04:40:19 pm
I think Deon's found a way to change the embark text about the dwarf/mountainhome thingy, I don't know how, though.

I like this mod, I've been tampering with it on my other computer back at home. I haven't actually been able to play DF much, though, because of the slow speed of the old Dell laptop I'm using. I'll download it and see how Corrosion'll run on this old thing.

EDIT: I also honestly don't like the reworked metal values. The value of even lowly copper is, in my opinion, way way way WAY jacked up. A single copper chop-axe costs more than an iron anvil... Really expensive, disallows for too much other supplies, especially since I'm taking three woodchoppers for my first embark with this version
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: UltraValican on July 05, 2012, 12:34:11 pm
I'm loving this mod, but theres a "bug" I found. When I get migrants, several of them simply congragate around the map, I can't read their thoughts and they are listed as "friendly" on the units screen. Winter is approaching so they won't be around for long anyway, but I still want to know why this is happening.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: UristMcWanderer on July 05, 2012, 05:40:20 pm
I have a suggestion that may or may not be liked/considered:

Automatic (or as close as we can get to it) Firearms!
Types: Assault Rifle (rifle skill), Submachine Gun (pistol skill)
Explanation: Every zombie apocalypse setting sees somebody running around with an AK-47 or something, and as we all see a lack of (as close as possible to) automatic weapons, I think this might fix it.
Rate-of-fire: They should have a SHOOT_MAXVEL (apparently determines how fast the round goes) high enough for the shooter to get more rounds off more often. If that's not too confusing.
Practicality: Uncertain
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Hugo_The_Dwarf on July 05, 2012, 07:47:00 pm
I'd prefer bolt action rifles, A mod in a setting like this ammo would be like water in a desert, scarce and basically worshipped.

and since ranged weapons are only allowed 1 projectile on screen at once, A bolt-action seems a better choice. (Plus I only want my best shooters using these guns)

Maybe with Toady's combat re-write he will allow ranged weapons more then 1 projectile and this will be possible.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: mcshmeggy on July 05, 2012, 10:04:35 pm
just like to tell you about a bug.

I started an adventure as a rifleman. before I did anything I checked my inventory, I had a rock shotgun, some shells, and the usual stuff. I walked one tile and noticed in the corner it said I wasnt wielding a weapon. I opened my inventory screen and instead of having the rock shotgun I had a magma covering on my hands, which I proceeded to eat without effect. I am thinking the shotgun melted somehow. might want to look into that.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: IT 000 on July 07, 2012, 09:55:37 am
I just wanted to say, great mod, but I can't play it for more than a year. My computer doesn't play nice with the SDL version of Dwarf Fortress. Could you perhaps make a legacy version?

You could try dragging the data and raw files to the Legacy version, that might work as I'm not aware of any differences in Legacy or SDL raws. That's all I can do I'm afraid, Legacy doesn't play at all on my computer.

Quote
EDIT: I also honestly don't like the reworked metal values. The value of even lowly copper is, in my opinion, way way way WAY jacked up. A single copper chop-axe costs more than an iron anvil... Really expensive, disallows for too much other supplies, especially since I'm taking three woodchoppers for my first embark with this version

Thank you for the feedback, the prices of things are still a work in progress. I reduced the price of copper to 5 which makes it 72 for a hatchet (the cheap version of a chop axe). I'll tinker with the emberk points as well on the custom set up to give you a little more wiggle room.

I'm loving this mod, but theres a "bug" I found. When I get migrants, several of them simply congragate around the map, I can't read their thoughts and they are listed as "friendly" on the units screen. Winter is approaching so they won't be around for long anyway, but I still want to know why this is happening.

I can't think of anything that would be causing this. This happened sometimes in Vanilla as well, perhaps something to do with your civ, it could have been taken over by another race of humans who are now migrating to your fort. Similar to the non-dwarf king/queen bug.

I have a suggestion that may or may not be liked/considered:

Automatic (or as close as we can get to it) Firearms!
Types: Assault Rifle (rifle skill), Submachine Gun (pistol skill)
Explanation: Every zombie apocalypse setting sees somebody running around with an AK-47 or something, and as we all see a lack of (as close as possible to) automatic weapons, I think this might fix it.
Rate-of-fire: They should have a SHOOT_MAXVEL (apparently determines how fast the round goes) high enough for the shooter to get more rounds off more often. If that's not too confusing.
Practicality: Uncertain

It's not possible at the moment as there can only be one bullet on the screen, and skill dictates the speed of fire. Toady's reworking the combat system so maybe he'll throw something new in, but I haven't seen any notes on it thus far.

just like to tell you about a bug.

I started an adventure as a rifleman. before I did anything I checked my inventory, I had a rock shotgun, some shells, and the usual stuff. I walked one tile and noticed in the corner it said I wasnt wielding a weapon. I opened my inventory screen and instead of having the rock shotgun I had a magma covering on my hands, which I proceeded to eat without effect. I am thinking the shotgun melted somehow. might want to look into that.

Whooops, fixed. Since I removed ITEM_WEAPON_RANGED from all the metals they just give you a magma shotgun. Not as awesome as it sounds  :( . I'll slap the tag onto Crucible Steel.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: IT 000 on July 16, 2012, 09:39:51 pm
Once the combat updates are in, humans will move slower, possibly attack slower to. Zombies will be able to attack faster to give them a better chance against the master dodger I have.  ::)
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Lazerlatté on August 09, 2012, 07:04:20 pm
Seems I caught a bug... Well, I caught something :/ when I start up adventure mode on this mod my weapon melts to magma. And it doesn't even hurt me. So yeah, something tempature related...

Edit:oops it was already reported but it still is annoying...
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Wrex on August 18, 2012, 02:37:39 am
Perhaps you could reduce the bite force of infected humans? Right now, you barely see anyone turn, because the zombies tore them to pieces, and they died. Obviously, they should inflict nasty, jagged, injuries, but tearing arms off with their teeth seems a bit... out there? Perhaps reduce the pentration depth to create gory bite wounds that provide an excellent vector for infection? I Dunno, but honestly, I think this would make the infected stronger, since you are far more likely to have soldiers turned, rather than just dead.


Also, rather than undead animals, horrible twisted wildlife sound fun!
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: magikmw on November 08, 2012, 08:00:49 pm
Hey, how is this going? I kind of want to start playing DF for a bit and was thinking of this mod first once again :]
Are there still plans for next release? Or is the developement stalled indefinietly? That would be a shame, I really like this gritty, unforgiving mod.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: scrdest on November 17, 2012, 01:03:19 pm
So far I only created the world, but I went into Legends to check the Lore. Is it only me, or are Thugs particularly intellectual? Pretty much all books written by non-necromancers were written by Thugs, one even being concerned with matters of Life and Death - why the hell is that thug a philosopher?

Yet another is apparently a historian, a poet and a law-giver and became a necromancer later on. Amusingly enough, she was a member of two civilizations, which turned out to be named very aptly for her future: 'The Ambiguous Moral' and 'The Solitary Authors'
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Person on November 17, 2012, 10:47:15 pm
Updates are planned for the next release. The current version works fine though.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Playergamer on November 27, 2012, 06:28:28 pm
Um, this might make me look silly, but how do you play this on a mac?
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: TheSlime on December 02, 2012, 06:34:14 pm
I appear to have found a game-breaking bug in Adventure mode. Whenever I use the map to travel, the game crashes and the character is deleted. Hence, I cannot get anything done except play as an Experiment 219 and raze the starting village, which gets old fast. If you have a fix, please let me know.

EDIT: It seems to work fine now...
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Gotdamnmiracle on December 02, 2012, 08:01:52 pm
I assume this isn't going for Mac OSX?
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Meph on April 25, 2013, 08:19:56 am
I just realized that it has been ages since I saw corrosion pop up anywhere, and I just wanted to bump this. Just for the heck of it. It deserves a bump.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Clay golem on April 27, 2013, 01:36:50 am
I seem to have spotted an error. when the One season after, the game is turned off. i don't touching any raw or init Folder. what have i do?

(i'm sorry but i'm bad at English! :'( )
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: MegaHarald on June 01, 2013, 06:07:44 am
Plant gathering doesn't seem to work, I get nothing at all out of it. I have tried reinstalling, it used to work fine.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Solon64 on June 03, 2013, 08:53:36 am
You mean nothing as in your humans wont do it? Or nothing as in they approach a bush, stand for a moment, then run off to another bush? Becauce option two is normal, low skill gatherers often get nothing from a bush.

Gathering works perfectly fine for me and I downloaded this mod yesterday
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: magnum2016 on September 11, 2013, 02:51:01 pm
How do you make metal bars what workshop?
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: peskyninja on January 03, 2014, 03:41:10 pm
Is this Mod dead? No one plans on continuing IT 000's work? According to his account page he has not been active since 2012...
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: BeforeLifer on May 01, 2014, 06:02:54 pm
Another bump!
Also, If I had the time/patience/creativity/work ethic(mostly this :P) then I would have love to pick this up, but alas I can't :/
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Teneb on May 01, 2014, 07:52:03 pm
IT's been gone for 2 years. So unless someone plans on reviving this mod, I'd recommend letting it sink. Even then, you should probably make a new thread.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Meph on May 04, 2014, 05:02:23 am
Its still up to date, and since it has been my favourite mod to play (besides old Genesis) I would update this to the next df version, once its out. But as long as its still good for 34.11 I dont see any problem.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Deon on May 08, 2014, 05:40:38 pm
If you want me to assist feel free to ask!
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Splint on May 12, 2014, 09:31:31 am
Honestly if I had any clue what was wanted and what direction to take this I'd be more than willing to try reviving it. It's a fun mod in and of itself and letting it sink into obscurity would be a terrible shame.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Meph on May 12, 2014, 11:12:42 am
Honestly if I had any clue what was wanted and what direction to take this I'd be more than willing to try reviving it. It's a fun mod in and of itself and letting it sink into obscurity would be a terrible shame.
Seeing three modders that want to keep it alive, I dont this will be a problem. :) Obviously doing more than just updating it would mean adding a personal note to ITs work.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: magnum2016 on May 12, 2014, 05:27:27 pm
Oh please if you guys could update this and bring in more features that would be amazing
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Teneb on May 12, 2014, 06:18:46 pm
You could make it a collaborative mod, since there is at least three instrested. It'd stray from IT's view (whatever it may have been) fast though.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Splint on May 12, 2014, 06:32:55 pm
You could make it a collaborative mod, since there is at least three interested. It'd stray from IT's view (whatever it may have been) fast though.

I was thinking the same. And keeping true to whatever the idea was could be a small issue, but there should be enough to work with to try and stay more or less in the ballpark. Don't quite care for the uh... I guess, tribal-ness, of the Privation civ though. Never struck me like they'd be illiterate to the point of calling gemstones shinies like a bunch of idiots who haven't learned the word gem, especially since this mod feels like it isn't centuries after the shit hit the fan, more like a couple decades at most.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Meph on May 26, 2014, 09:10:46 am
I know I am slapping a UI on everything I mod, but how about this idea:

A small .exe with a button for each modder who wants to make changes. So people download IT's Corrosion, run the .exe and see "Meph's Changes: Yes/No", "Deon's Changes: Yes/No", and "Splint's Changes: Yes/No". People can then mix these as they see fit. Would be best of IT's files would be mostly untouched and the community contributions would be saved in new files, mostly additions instead of changes in the core mod, but this could be easily done. :)
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Splint on May 31, 2014, 12:40:12 pm
Honestly the majority of what I'd be doing is flavor and possibly some weapon changes, if only because I only have a very basic grasp of reactions and damn-near zero ability with creatures.

Something I would say this mod would benefit greatly from is standardized materials for everything except humans and zombies (that is to say "exposed/infected" and the other civs,) as well as a better salvage system since even the caste descriptions imply it hasn't been very long since everything hit the fan, though come next release I am a little worried about how trees are going to be handled. I do have to give the semi-makeshift weaponry credit though, that's an awesome touch.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: bowie on January 22, 2015, 06:43:02 am
Bump  :)
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Splint on January 22, 2015, 12:53:48 pm
This concept could probably stand updating. Any takers? Anyone?
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Teneb on January 22, 2015, 01:27:08 pm
Bump  :)
Please don't necro a mod thread unless you want to update it. IT 000 appears to be gone for ~2.5 years now.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Splint on January 22, 2015, 01:37:06 pm
Bump  :)
Please don't necro a mod thread unless you want to update it. IT 000 appears to be gone for ~2.5 years now.

Actually I was considering trying to do so myself. Seems zombie apocalypse is the only general theme that hasn't been updated yet, discounting people trying to survive evil biomes now.

Of course I may just use it as a starting point and try to make something else out of it.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Teneb on January 22, 2015, 04:15:09 pm
Bump  :)
Please don't necro a mod thread unless you want to update it. IT 000 appears to be gone for ~2.5 years now.

Actually I was considering trying to do so myself. Seems zombie apocalypse is the only general theme that hasn't been updated yet, discounting people trying to survive evil biomes now.

Of course I may just use it as a starting point and try to make something else out of it.
The post wasn't aimed at you, but yeah zombie apocalypse (as opposed to post-apoc, which is ruled by Deon) is kind of sparse. If you do update this, please remember to rename raisin to resin. I don't think IT got that right and it bugged me to no end.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Splint on January 22, 2015, 04:21:30 pm
The post wasn't aimed at you, but yeah zombie apocalypse (as opposed to post-apoc, which is ruled by Deon) is kind of sparse. If you do update this, please remember to rename raisin to resin. I don't think IT got that right and it bugged me to no end.

I know, but it did save me the trouble of having to dig up the thread with a search myself if I get to something similar and for a link.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Asin on October 01, 2016, 03:39:08 pm
I apologize for necroing this post, but could anybody update this mod to 43.05?
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Evil Bunny on October 08, 2016, 01:54:26 am
Well since I don't see anyone else porting this over to the new versions any time soon, I went ahead and tortured myself trying to do it.

My limited modding knowledge and robust .txt editing skills have hopefully ported over everything intended and possibly even fixed a few things, now I can't promise everything will work 101% as intended (adventure mode somewhat untested), but an empty error log and a short play though ending bloodily in a 100+ seige of infected and some desert devils says it works well enough... probably.

43.03/.05 ASCII Version (built and tested somewhat in 43.03/.05) (http://dffd.bay12games.com/file.php?id=12492) just merge and overwrite the data and raw folders in a fresh install or manually replace all the files directly into the their respective folders if merging the folders mucks something up.

If you notice anything wrong with it or any game breaking bugs (aside from the apparent "features" the mod normally has) let me know.

Also something I found while updating it, for some reason the last version uploaded by IT 000 had the Reinheit entity file erroneously named "enttiy"_reinheit.txt instead of "entity", took me a few damn hours trying to figure out why the hell those bastards wouldn't spawn.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Asin on October 08, 2016, 04:06:18 pm
Good. Is it still prepackaged? Edit: Never mind, I actually read the post. Also, thank you, Evil Bunny. This is too interesting a mod to let it die and be forgotten. Second Edit: There seems to be an error for me when I try to start the game. It says, "data/init/interface.txt not found, or I/O error encountered". Is this port for the 64-bit version or 32-bit?
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Evil Bunny on October 08, 2016, 05:08:27 pm
There seems to be an error for me when I try to start the game. It says, "data/init/interface.txt not found, or I/O error encountered". Is this port for the 64-bit version or 32-bit?

Well I just tested it on both 32 and 64 bit versions of legacy and sdl and the they all worked. The 64-bit legacy version did give me a missing fmod64.dll error for which I had to copy over the sdl version's fmod64.dll and then it worked.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Asin on October 08, 2016, 05:16:25 pm
Did you check each file?
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Evil Bunny on October 08, 2016, 05:42:12 pm
Did you check each file?

I don't know exactly what you mean by checking each file, if you mean while updating it then yes. I went through every file transfering all the content of the mod while adding in what was missing and removing what is no longer useable by the newer versions.

I even downloaded the mod again and it all worked. You might have a corrupted DF download or for some reason when you copied over the files instead of overwriting the files that needed overwritten, it overwrit the entire folder as a whole instead because there isn't even an interface.txt in the mod, you can try placing the files directly into the folders themself and see if that will help.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Asin on October 08, 2016, 07:41:35 pm
Here is what I did. I looked in the data and raw folders from the mod and replaced the original files with their Corrosion counterparts. Example: I got the original speech file, deleted it, and replaced it with the mod's version. I also did this with the init, objects, and other files and such. I have done this method with other total conversion mods like Rise of The Mushroom Kingdom and they worked fine.

Also, could you modify it for PeridexisErrant's Starter Pack?
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Evil Bunny on October 09, 2016, 05:53:19 pm
Also, could you modify it for PeridexisErrant's Starter Pack?

Should work with it, though choosing a new tileset will overwrite all the mod's raws and some things may use an odd looking tile or for the most part just use letters.

I can't guarantee the all of the utilities will work flawlessly but most of them should be fine, also ignore the error log of unrecognized tokens created at choosing an embark profile.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Asin on October 09, 2016, 06:16:29 pm
I checked a while ago and it worked for the starter pack fine. So, that's good.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Teneb on October 09, 2016, 06:28:01 pm
I was going to come in here and yell at those darn kids necroing threads, only to be pleasantly surprised someone actually updated the mod itself. Well done!
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Evil Bunny on October 23, 2016, 04:38:19 pm
Seems that I left out the armor rarity values for privitation entity, which unfortunately means being unable to craft them in fortress mode.

Fixed and re-uploaded but the changes were in the entity file which means it needs a new world to work.

P.S. Seems I also left out the riot helmet in item_helm, fixed and re-re-uploaded so everything is probably fixed now... probably.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Splint on October 23, 2016, 04:39:35 pm
Dang, someone actually did it? I hdn't touched it cause I was afraid of messing things up, but kudos!
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: GrandpuhTy on October 24, 2016, 02:52:46 am
Oh I love you <3
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Rumrusher on October 24, 2016, 01:19:39 pm
hmm time to see if this mod can add some interactions and infections. nothing says fun than having to keep an eye out on people in case they get bitten.

edit: uhh small problem the mod kinda broke the item crafting for adventurers so they can't really make an stone axe to chop down wood.
considering if you some how get a sharp stone(sharp stone reaction is also busted) the construction of the stone axe will eat your supplies.
and because of this blocks off most of the adv reactions you can use, and leads to camp construction to having supplies before hand or getting lucky to find an axe somewhere.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Evil Bunny on November 11, 2016, 02:16:47 am
Fixed adventure mode reactions and left in chop wood reaction due to a bug in 43.03 (fixed in later versions) that made stone axes unable to fell trees, also added the [ITEMS_WEAPON_RANGED] tag to cruicible steel like IT 000 was apparently planning to do to stop the starting ranged weapons from magmafying.

If you wish to update an adventure save just copy and replace the reaction_adv_mode_di.txt in your save folder's RAW folder, don't know if the [ITEMS_WEAPON_RANGED] tag added to cruicible steel in inorganic_metal.txt would cause any problems in a ongoing world though.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: dantebelmondo on November 13, 2016, 01:10:03 am
Hi Bunny, there's an error in the creature_human_di. The mining skill rate of prisoner caste should be 125 instead of 15.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Evil Bunny on November 13, 2016, 03:35:19 am
Hi Bunny, there's an error in the creature_human_di. The mining skill rate of prisoner caste should be 125 instead of 15.
Fixed that and a few other minor things, nothing game breaking though.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: x2yzh9 on November 13, 2016, 07:03:48 pm
Hey, thanks for bringing this back! I really enjoy this mod, and I'm glad your working on it!
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: dantebelmondo on November 14, 2016, 08:27:42 pm
Find a minor issue. In plant_junk file, the reaction class for junks are unclean_xx. However in the reaction_clean file, the reagent reaction class are raw_xx. Not sure if this is intended or not.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Evil Bunny on November 14, 2016, 09:10:24 pm
Find a minor issue. In plant_junk file, the reaction class for junks are unclean_xx. However in the reaction_clean file, the reagent reaction class are raw_xx. Not sure if this is intended or not.
Seems I can't fix something without breaking something else. Fixed and you can probably update your saves without breaking them.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: dantebelmondo on November 15, 2016, 01:21:21 am
 I am just playing your version so I am more like a tester right now :D

Find another issue: in reaction_other -> [REACTION:TAN_A_HIDE], the [USE_BODY_COMPONENT] need to be substituted by [REACTION_CLASS:SKIN],
or the farmer won't tan the generic 'skin'.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: Evil Bunny on November 15, 2016, 02:25:59 am
I am just playing your version so I am more like a tester right now :D

Find another issue: in reaction_other -> [REACTION:TAN_A_HIDE], the [USE_BODY_COMPONENT] need to be substituted by [REACTION_CLASS:SKIN],
or the farmer won't tan the generic 'skin'.
Didn't even mean to add that in there, might as well keep it though. Just hope I didn't half add anything else in there.
Fixed and still save compatible.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: fourtytwo on March 13, 2017, 06:23:53 am
I know this is a Nerco but.... is this still being worked on?
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: clockwork on March 22, 2017, 03:00:19 am
I know this is a Nerco but.... is this still being worked on?
Check the post above you.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
Post by: IT 000 on May 11, 2017, 02:51:03 pm
(http://i38.photobucket.com/albums/e145/IT_000/Good%20Ol%20Corrosion_zpskmyxvbes.png)

(http://i2.kym-cdn.com/photos/images/original/001/185/731/ed3.png)
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<Infected?>>
Post by: Asin on May 11, 2017, 02:59:11 pm
Hello, IT.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<Infected?>>
Post by: GrandpuhTy on May 12, 2017, 03:09:17 am
Does this mean what I hope it means? D:
Spoiler (click to show/hide)

Welcome back to the forums, IT.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<Infected?>>
Post by: Evil Bunny on May 12, 2017, 02:57:53 pm
Oh snap, IT's back.

I also forgot to upload a few final bugfixes and minor changes due to illness, but they're up now (five months late ;D) and hopefully IT or some other schmuck will continue working on the mod.
Title: Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<Infected?>>
Post by: IT 000 on May 13, 2017, 08:33:31 pm
Didn't expect to get such a warm welcome! Thanks guys :)

But yes I am back to working on the mod. Special thanks to @Evil Bunny for updating the mod to the latest version :)

Get comfy with Evil Bunny's port though, before you think that I'm just going to take Evil Bunny's updated version and run with it I am actually working on a complete rebuild of the Corrosion Mod. From the bottom up.

Here's some sneak peeks at what I have so far:

(http://i38.photobucket.com/albums/e145/IT_000/sneak%201_zpso1a52aaw.png)

(http://i38.photobucket.com/albums/e145/IT_000/sneak%202_zps03qyixek.png)

I will be adding new enemy and ally civilizations. I plan on having all civilizations (except the zombies) be playable. The Picks and Scavengers are already added. Once the mod is actually complete I'll add some more fluff but for now this post will be down and dirty with the mechanics.


Since this is a complete rebuild there some considerable items on 'the chopping block'. So let me know if there's any mechanics you particularly enjoy or despise and I will take that into consideration.

Spoiler: ON THE BLOCK (click to show/hide)

GOING FORWARD :

I plan on releasing Corrosion II at say, May 20th (freedom time) the build will consist of two complete playable civs and two zombie civs (at least) as well as some of the more iconic framework for the game. Frankly, the graphics are x years old and I find them to look quite amateur so the update will likely only have ASCII or a custom tileset depending on what I can muster up in a week, but individual graphics are out of the question for now.

Thanks again for your continued support  :D
Title: Re: =-~Corrosion~-= [UPDATING] ***43.x (thanks Evil Bunny)*** <<Infected>>
Post by: GrandpuhTy on May 13, 2017, 11:22:46 pm
Poisonous Stone : Previous versions of Corrosion "persuaded" the player not to dig out a fort by making all the stone poisonous or impossible to dig through. This is a massive change but I am thinking about it simply because there are plenty of exploits to work around it, namely settling anywhere with a significant amount of soil and just carving a base out from there. Instead, humans will learn the Mining skill at 1% making the process painfully slow to learn.

Does the 1% make it really slow for them to gain levels or really slow to actually mine out the rock? I like the latter. Perhaps keep the poisonous stone around, making it a semi-uncommon cluster spawn like ores? Or have ores occasionally be encapsulated in poisonous rock.

I like the changes you made to the animals and the farming. Took me a few forts to figure out how to properly keep my guys fed. I'll admit I lost a few forts to berserkers not being able to get their fix of KFC/Taco Bell, and losing all my seeds to the season change.

I definitely like the idea of keeping things above ground focused, do you have any ideas for making new traps available?
Title: Re: =-~Corrosion~-= [UPDATING] ***43.x (thanks Evil Bunny)*** <<Infected>>
Post by: kilakan on May 14, 2017, 09:22:55 am
WOO!  IT000 IS UPDATING THIS DEAR GOD THANK YOU!

Welcome back mate, I can't wait to suffer in the zombie wasteland.
Title: Re: =-~Corrosion~-= [UPDATING] ***43.x (thanks Evil Bunny)*** <<Infected>>
Post by: IT 000 on May 14, 2017, 11:48:11 pm
Does the 1% make it really slow for them to gain levels or really slow to actually mine out the rock? I like the latter. Perhaps keep the poisonous stone around, making it a semi-uncommon cluster spawn like ores? Or have ores occasionally be encapsulated in poisonous rock.

Unfortunately that just affects the learning speed. The idea being lower levels = slower speed. I cannot appear to cap the skill. Perhaps 1% is too stiff, but somewhere between 1-25% will be tested.

You have gotten me thinking though. Perhaps making the poisonous layers intermittent in regular stone and doing what you suggest, will allow for a more desirable result. Thanks for the feedback.

Another idea which I will be testing is making aquifers everywhere. I can reliably spawn aquifers almost everywhere in the world where soil is. This would make areas that would normally be rather undesirable for settling (colder environments, freezing environments, and mountains) suddenly rather ideal. Perhaps it will either be this or deadly stone, perhaps it will be a combination of both. More tests will be needed.

Quote
I like the changes you made to the animals and the farming. Took me a few forts to figure out how to properly keep my guys fed. I'll admit I lost a few forts to berserkers not being able to get their fix of KFC/Taco Bell, and losing all my seeds to the season change.

Good to hear! I'll make a concerted effort to update food before the first release.

Quote
... do you have any ideas for making new traps available?

I haven't touched traps /yet/ and they will likely remain vanilla in the first release. I am a fan of keeping traps under powered however the Desert Devils will likely receive a some special trap items. However, I am a little hesitant to devote an incredible amount of time towards traps because of this bug:

Quote
In 43.04 and 43.05, weapons suffer wear and eventually break. Trap components are not properly coded for this, and will cause the game to crash if they break, which can sometimes happen after hitting only about 4 invaders. It is recommended not to use trap components in the current version of the game.Bug:9888

WOO!  IT000 IS UPDATING THIS DEAR GOD THANK YOU!

Welcome back mate, I can't wait to suffer in the zombie wasteland.

https://www.youtube.com/watch?v=031vKBPk5eA (https://www.youtube.com/watch?v=031vKBPk5eA)
Now there's a very familiar name. What was it? Didn't you add clothing in some of the earlier versions when clothing was optional? Glad to see you're still around :)
Title: Re: =-~Corrosion~-= [UPDATING] ***43.x (thanks Evil Bunny)*** <<Infected>>
Post by: GrandpuhTy on May 15, 2017, 01:36:44 am
Unfortunately that just affects the learning speed. The idea being lower levels = slower speed. I cannot appear to cap the skill. Perhaps 1% is too stiff, but somewhere between 1-25% will be tested.
Quote
Another idea which I will be testing is making aquifers everywhere. I can reliably spawn aquifers almost everywhere in the world where soil is. This would make areas that would normally be rather undesirable for settling (colder environments, freezing environments, and mountains) suddenly rather ideal. Perhaps it will either be this or deadly stone, perhaps it will be a combination of both. More tests will be needed.

There was one caste that learned mining and pump operating 25% faster, prisoner I think it was. If every other caste learned at 1% for mining, it'd make that caste a little more valuable for digging out underground forts and harvesting ores instead of being mainly militia fodder. Hmm... Do you think it'd be possible to give XP for clay/sand collection?

Quote
Good to hear! I'll make a concerted effort to update food before the first release.

Sweet! :D

Quote
In 43.04 and 43.05, weapons suffer wear and eventually break. Trap components are not properly coded for this, and will cause the game to crash if they break, which can sometimes happen after hitting only about 4 invaders. It is recommended not to use trap components in the current version of the game.Bug:9888

Huh. That's good to know. Is that just a problem with weapon traps or does that effect the screw press as well? I've noticed my game has been crashing in 43.03 every year it seems.

Really excited to see this being reborn again, been playing the 34.11 version for the past 5 years. I may just be a tiny bit obsessed >.>
Title: Re: =-~Corrosion~-= [UPDATING] ***43.x (thanks Evil Bunny)*** <<Infected>>
Post by: IT 000 on May 19, 2017, 12:00:03 am
Well, I've added quite a lot of features from the previous versions such as steel making, and fixed a lot of bugs. All the big stuff is ready to go for the 20th.

Plants and stuff has changed dramatically. Might have to take a second release to address it. The realistic plants mod looks interesting so I will likely reach out to him and see if I can use it in my mod.

EDIT : Fascinating, so in previous versions I extended the GROWDUR tag to make plants take a long time to grow. Looking over the raws, I would assume that this tag has since been replaced with [GROWTH_TIMING:0:59999] However the GROWDUR is still used in underground plants. Is GROWDUR replaced by GROWTH_TIMING? Or am I missing something? Might have to ask some other modders on the subject.
Title: Re: =-~Corrosion~-= [UPDATING] ***43.x (thanks Evil Bunny)*** <<Infected>>
Post by: IT 000 on May 20, 2017, 02:00:30 pm
Bang