I love TCs, and this drug induced zombie world is probably the most realistic possibility I've seen put forward why zombies should exist...
Looks promising, allthough nothing I would use.
(thanks Deon for that :p)
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).
Could always download another dwarf fortress :pQuoteYou 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!
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.
I got a smokee in early Autumn of my first year. Is this a bug?
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
I agree with NightS. How do you get metal anyway?
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.
EDIT: You have discovered an expansive cavern deep underground.
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
Also, li'l bug in the safe stone file, some DEEP_SPECIAL tags are duped
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.
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.
GOOD NEWS EVERYBODY!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 :).
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.
I'm too much of a noob to put the new tissues in vanilla DF. :-[
but in all seriousness, the crowbar is in real life quite a weapon.
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
Might wanna change the thread title, BTW.
1 pole + 1 knife (any kind you want, i suggest large knifes) + 1 (or 2) screw/s -> 1 spearFix'd
1 pole + 1 axe + 1 (or 2) screw/s -> 1 poleaxe
1 pole + 1 arm + 1 (or 2) screw/s -> 1 polearm
P.S.- Remove pus from the rotting skin syndrome, it only stains all the map and lags a lot when they come.
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
Oh, and sawmills should require a mechanism, but that is another story.
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.
mod pus to evaporate at very low temps? Easy and cheap solution!
I hereby watch this mod with interest. Pics or it didn't happen! That is, screenshots, please? Pretty please?
Quotemod 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.
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.
The pus evaporates off, leaving constant clouds of smoke trailing the Infected. :-\
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.
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!!!
This topic alerted me to a possible glitch in the Dojo building.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!
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.
Also, the trader says "Greetings from the Mountainhomes!"lol.
What mountainhomes? Aren't those mountains made out ofexplodiumdeadly crud?
Also, the trader says "Greetings from the Mountainhomes!"
What mountainhomes? Aren't those mountains made out ofexplodiumdeadly crud?
Oh...
I embarked, and the opening screen is still dwarven.
"After a journey from the Mountainhomes"
"Provide for your dwarves"
1.0.3 is out, the shear number of fixes and changes hastened the release time.You're welcome :)
* 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 ofexplodiumdeadly 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
Humm... I made custom profession names, and now they've all disappeared... I don't know when that happened, though... Strange.
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.
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.
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?
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 zombiesHumm... 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.
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.
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...
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
That'd be funny :DQuoteHey, 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.
Ahh, I see. The idea I got was that it was long term death. I wasn't here...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?
small problem: there is no "make cupronickel bars (use ore)" in the smelter
Keep up the good work!
Once I get settled in, I'm going to build a megaproject monument to the tenacity of humanity! Volcano rock, wood blocks, and gold!
I worship thee.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.
Could you please scam the book and post it for the good of dwarfkind (pretty please :3 i really want to see it)
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.Why do you say such nonsense?
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
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.
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.
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
Hey, forget about the major river, we'll do the fort in the sea, ok?
just one question: is the crowbar one handed? i am planing of having a team for cleanup armed with pistols and crowbars.
Is rigid rock not supposed to be fire safe? I can't make a smelter with it.
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.
just one question: is the crowbar one handed? i am planing of having a team for cleanup armed with pistols and crowbars.GORDON FREEMAN.
:oHmm... 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.
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.
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
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.
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.
...would bee niceI see what you did there.
That weapon is eelevant to my interests.
think that's what he meantThat weapon is relevant to my interests.
why exactly?
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.
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
idea: new gem, garbage. What does it do? You can proccess it at a specialized workshop to get a random item/s.
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!
Ah, Crucible Furnace and Sawmill have the same hotkey right now! C leads to the Crucible Furnace
Didn't we already have steel shotguns? :PBecause their modern equivalents have golden AK-47's.
Anyway, why do the warlords get all the cool melee stuff? All we have are crowbars. :'(
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
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...That's basically plate armor from vanilla DF.
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.
I like your ironworks scheme a lot. Great job :).
Didn't we already have steel shotguns?
Anyway, why do the warlords get all the cool melee stuff? All we have are crowbars. :'(
are the instruments different? cuz i really haven't bothered.
chainmail. suckish against bullets and stabbing weapons, but good vs bites and slashes.
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...
I think the Enlightened should have better survival stuff (better crops, building materials, etc.) and then the War Lords are... well, War Lords.QuoteDidn'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.QuoteDidn'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.
peace man. *smashes a zombie with his crowbar*
i said MAN.
It should have to be cookable, no plump helmets! ;)I think the Enlightened should have better survival stuff (better crops, building materials, etc.) and then the War Lords are... well, War Lords.QuoteDidn'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.
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.
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.
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...
yes, like some kind of mushroom.
that grows in winter and autumn.
you know, like REAL LIFE mushrooms
'Shroomsyes, 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! :Dyes, 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.
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....
Battery acid (H2SO4, also known as sulphuric acid if i splelt that right) + jam pot = Acid "grenade" !!! cool but not possible right now...Yeah? Well I can make a shotgun out of pipes.
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
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.Fixed.
Owner: Necro910
More, I'd say, a shotgun assembled from junk. Would YOU throw out a perfectly good metal pipe?:-[
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
yup. FUN is nevertheless FUN.Artillery :D
how about some new siege weapons.
Angst mein Maschinengewehr!! BWAHAHAHAHAHAHAHAHAHAHA!
Zeds on tanks?What will be the next, monkeys with shotguns? Oh god. Oh god, what did i justOOHA OOHA!
say...
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. :PYeah, ballista are low-tech, but are simple to make (compared to other medieval things).
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?
Zeds on tanks?What will be the next, monkeys with shotguns? Oh god. Oh god, what did i just
And also, can wrought iron be used for 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
:-\
how about some new siege weapons.
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?
it is called "the Free Man" oh the irony.
it's a crowbar.
That indeed belongs in a hall of fame.Quoteit 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?
i have made a artifact weapon.
it is called "the Free Man" oh the irony.
it's a crowbar.
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.
As far as i know, humans dont have the [TRANCES] tag, so they can't get into martial trance nor get strange moods
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.
Maybe something to do with OCD or lack of mental medication?QuoteDwarves 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.
just so we're clear, I DID mod the mod (nice set of words, lol) and added [TRANCES] to humans.
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?
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 :DDwarf Fortress:
-snipity snip snip, snip!-
there's no mention of the trench knife or spike in the readme. bug?
edit.: you forgot da shrooms, man!
derpWise words, from a wise man.
Quoteedit.: you forgot da shrooms, man!
They are a rather high priority on plants I want to add. But my Cigar studies smegged everything up.
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.
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...
Lasher. Lasher would be better. I mean, chains with blades? It's the modern cat o' nine tails!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?
we need a graphic set for this modAgreed. We need one now! :D
oh, yeah, i can't seem to be able to make trench spikes or knives. bug?Trench spikes/knives are warlord-only.
or you did not update the file.
Why? Because war lords are lords of war!oh, yeah, i can't seem to be able to make trench spikes or knives. bug?Trench spikes/knives are warlord-only.
or you did not update the file.
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
Quoteedit.: 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!
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.
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.Quoteedit.: 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?
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.
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.
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.
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?
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.
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?
1. Try 2% chance of SEV:1 necrosis (cancer, tar, etc.) and a 1 to 4 chance of dizziness.QuoteAlso, 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?
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!
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
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.
Yup.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!
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
Fully Endorses the Corrosion Mod.Thanks a bunch :)
All of this is epic, in epic proportions!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)QuoteFully Endorses the Corrosion Mod.Thanks a bunch :)
Is there a chance I could do an LP on it?
Start game -> CheckDwarf Fortress:
Embark -> Check
Get attacked by scavengers within first 30 seconds -> Check
Herbalist suffocates, causing unhappyness -> Check
Tantrum Spiral -> Waiting...
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
Start game -> CheckDwarf Fortress:
Embark -> Check
Get attacked by scavengers within first 30 seconds -> Check
Herbalist suffocates, causing unhappyness -> Check
Tantrum Spiral -> Waiting...
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.
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
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.
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.
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.Oh dear Armok. There shall be BLOOD in your name! WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
(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.
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?There's only four, and it tells you what they do. You don't really need a manual/forum with that.
And nice a graphics pack for this game woot woot
"V"iewing every immigrant is annoying. It's easy to find out, but it is still a pain in the beard.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?There's only four, and it tells you what they do. You don't really need a manual/forum with that.
And nice a graphics pack for this game woot woot
I do agree that having it visible in the 'U' menu would be nice, but not changing the 'v' -> 'z'.And remove Giant Omega Derp Monsters. Maybe some mutated ones instead, such as fallout type creatures :)
EDIT: I am now having a joint attack of giant capybaras and scavengers. I think you should tone down the scavengers a bit.
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 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.
And remove Giant Omega Derp Monsters. Maybe some mutated ones instead, such as fallout type creatures :)
I detect a sex joke :))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
Well considering my fort is almost entirily in that 'dark hole' I suppose I am the master of deep dark hole plunging and claiming.I detect a sex joke :))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
Gonna go get cave lobsters from that deep hole? Be careful, there's some deadly diseases in there! (FB's)Well considering my fort is almost entirily in that 'dark hole' I suppose I am the master of deep dark hole plunging and claiming.I detect a sex joke :))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 had giant spitting ticks made of blood, so I left. :DGonna go get cave lobsters from that deep hole? Be careful, there's some deadly diseases in there! (FB's)Well considering my fort is almost entirily in that 'dark hole' I suppose I am the master of deep dark hole plunging and claiming.I detect a sex joke :))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
lol. In reality, everything is just one big sex joke.
Wow did I really say that? This is the eighth or ninth time today something I've said could have been taken sexually. :PCIRCUS YEAH!
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.
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.
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 ^_^
Ok IT here is my first video for my LP of this Mod
http://www.youtube.com/watch?v=x6eBsM41y00
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?
QuoteAlso, 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. :)QuoteAlso, 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.
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
Grass is brown everywhere. All trees have the dead tree "bridge ends" tile.
Please hurry with the next update! I wanna get started with Dawnboat!
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
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:
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.
Alright, I'm in 5 sigs now 8)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
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
(http://img690.imageshack.us/img690/9791/allib.png)I'm fine with overlapping job graphics, I just want my eyes to not take LSD when I'm looking at the floor :P
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!
(http://img690.imageshack.us/img690/9791/allib.png)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
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!
*looks at graphics*DAT GRASS!
(http://insom.info/waprod/images/Reactions/datass.jpg)
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.
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)
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*
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! :))
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)
More Misc JobsHey there, buddy! I see we have the same profession :))
Drunk, Prisoner, Merchant, Thief, Master Thief
(http://img541.imageshack.us/img541/1208/newother.png)
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
Not zombies, backwards talking face crabs.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.
AND SOME NINJAS! (http://www.youtube.com/watch?v=c1ey8EnVSiA)Not zombies, backwards talking face crabs.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.
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.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.
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.
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.
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
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
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?
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.
Whenever i start a fort, in fall or late summer, the infected come, does this ALWAYS happen?
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.Hurray! I'm going to go explode now, goodbye.
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.
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)
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
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
I think it would be Dwarftastic or Dorftastic. Not 100% sure.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.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.
Yup. InDeed.I think it would be Dwarftastic or Dorftastic. Not 100% sure.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.
Oh aye, it could be one of those too. In any case, real zombies? Real infected? That's real D right there.
OoooOOoooOOO I cant wait for the Infected to be able to "infect" others :PYup! That would be epic.
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!!!!
Ooh, look, a birdie! :PI 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.
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!!!!
Ooh, look, a birdie! :PI 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.
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!!!!
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.
I learned it from Civilization II and III. So I had a head start :POoh, look, a birdie! :PI 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.
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!!!!
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 :POoh, look, a birdie! :PI 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.
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!!!!
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 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.I learned it from Civilization II and III. So I had a head start :POoh, look, a birdie! :PI 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.
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!!!!
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 ^_^
Tbh i never actually built walls in Civ II and III untill late game ^_^. I normally just built Libraries and Granaries instead LOL
Lol I was always bad for just going into the whole Science thing first then conquering so defence was second to last for me :PScience is my first priority. Then military. After I have nukes, I vaporize their swordsmen.
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?
Mr IT 000?
Do you know how i can make a weapon that hits multiple enemies at once?
What's the news with 1.0.7? Have you been busy with RL stuff, IT 000?
like I said, change all the grass to one generic grass. Or "grass" for land, and "moss" for caverns.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
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.
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
Just make sure they are not defective all the time ;).It's more Fun!
Would a bunch of depressed alcoholic stressed refugees know how to make a tear gas canister that actually worked? :PIt 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*)
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.
!!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.
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!
:))
and add potatoes!Also known as a Bloated Tuber.
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.
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.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.
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.
yup. too much.Even in the event of a global apocalypse and having all resources obliterated, the Russians will drink Vodka.
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!
you will not deny the ancient slavic right to vodka!You forget, I am a dwarf. And I have magma to destroy your booze.
BURN, TRAITOR!!!!
and the sheer power of the slavic ingineuity shall block magma with water. BY THE GALLONS!Then I must apply more magma!
and then my AK-wielding troops, supported by tanks that will not fail, even if encrusted in magma shall destroy you utterly!
BWAHAHAHAHAHAHA!
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
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?Gas masks would be great for fighting against the stone sickness. Albeit it would kinda kill the fear of mining :-\
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.
Dunno if this has been posted, but I noticed corn isn't brewable. WTF?AMERICAAAAA!
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!
Gas, clothes, food (duh), and drink! Here's to America! :PDon't forget meat. We make our meat out of corn too :P
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:
Just... Pole + rock block/earthenware block = BIG hammer?
A quick and simple idea :P think of a big sledgehammer
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)
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!
Dunno if this has been posted, but I noticed corn isn't brewable. WTF?
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 drunk distilled rat.
hey, it was booze.
Progress on the tileset?
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, 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!
and the nazis should have trench coats to that gasmask, please.
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.
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.
Keep up the good work IT I rated ur mod 9/10 on my "reviews" ^_^
blueberries
wild strawberries
raspberries
take your pick.
the nazis sound like krieg stormtroopers
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
and PLEASE make the baseball bat A BIT MORE POWERFUL..
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.Quoteand 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.
Alright I did a few quick tests with the baseball bat.You could just increase the velocity to make it more realistic, and/or increase wood density.
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.
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.Quoteanyway: 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.
edit:I'm pretty sure beds are hard-coded to be sleepable.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.Quoteanyway: 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.
I use Ice.So let me get this straight:
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.
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)
Giggity.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.
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.
Just don't embark with one of the poison stones like I did, fastest fort death ever.Why? But it's Fun!
This way you wont have 40 full sets of clothing but there is still something gained from the encounter.
... 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
Also I have noticed a total lack of gloves in the game, so maybe fingerless gloves for the player race?
whoops! i forgot the clay area!Look something up that grows in the cold, I'll help. Then you can live out your state socialist dreams :P
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
How about lingonberries?That'll work! Red cabbage might work too.
Potatoes :PPotatoes are normally brown, but it depends on the soil and species.
whoops! i forgot the clay area!Look something up that grows in the cold, I'll help. Then you can live out your state socialist dreams :P
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
OH HERP A DERP.whoops! i forgot the clay area!Look something up that grows in the cold, I'll help. Then you can live out your state socialist dreams :P
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
Hello? Beets!
and, IT, could you make red colour plant grow only in taiga and tundra?
I'm literally dieing to get a hand on 1.0.7That could be taken as
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.
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]
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.I could help with the Nazi civ. Just tell me what you want and I'll go throw it in! ^-^
Thanks for your patience by the way, I understand it can be brutal waiting.
We love you, IT 000!
Sorry about the whining.
But I don't think it's a reason to insult me like that
I could help with the Nazi civ. Just tell me what you want and I'll go throw it in! ^-^
[SAD]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
OOH, what about "Reinheit"? That is german for "purity".this
just so that we are clear, nazi germani had the first assault rifle ever. EVER.I already knew that. I'm infamous among my peers as a WWII fanatic :P
i like the kar idea.
EVER!
[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]
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.That's what I suggested.
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.
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.
OOH, what about "Reinheit"? That is german for "purity".
Also, make the Nazis have fewer troops, but are armed to the teeth. That makes it more realistic! :))
at the fourth question:Yeah I made a Pick, I was mining with it...
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.
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!
shark suits.
snip
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.
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.
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!
trench knife and a trench gun (superior shotgun with a bayonet and different ammo)
edit.: IT 000, have you got any reinheit graphics?
shark suits.
Go to (o)rders, and go to (r)efuse, then hit dwarves gather refuse from (o)utside
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.
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.
what happens when you spawn as a forgotten beast?
About the armor situation, how about scale mail Mint coins -> scale Mail?
progress on the 1.07. =^.^= pweeeeeeaseeeeeee :3Same. 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.
U should have some fun.LOL I IS KILLING UR MINERS IN UR FORT
Do you know when a miner mines into dangerous stone you should make the game go "LOL I IS KILLING UR MINERS LOL"
U should have some fun.LOL I IS KILLING UR MINERS IN UR FORT
Do you know when a miner mines into dangerous stone you should make the game go "LOL I IS KILLING UR MINERS LOL"
LOL IZ SAPPIN UR SENTREHmodded TF2 where a spy voice saying that instead of engineer sound clip, it is needed.
Win.LOL IZ SAPPIN UR SENTREHmodded TF2 where a spy voice saying that instead of engineer sound clip, it is needed.
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
http://mkv25.net/dfma/map-10412-clanburials
progress on the 1.07. =^.^= pweeeeeeaseeeeeee :3Same. 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.
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
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
M-14!HOORAH!
OR AK-47!
AK-47 OWN YOU ANYWAY.OR AK-47!
ME WANTS YESTERDAY!!!!!!
In Soviet Russia AKs own U ^_^
AK-47 OWN YOU ANYWAY.OR AK-47!
ME WANTS YESTERDAY!!!!!!
In Soviet Russia AKs own U ^_^
I swear, the AK is the best Assault Rifle ever. Powerful, cheap, easy to maintain, simple, and indestructible.AK-47 OWN YOU ANYWAY.OR AK-47!
ME WANTS YESTERDAY!!!!!!
In Soviet Russia AKs own U ^_^
LOL yes yes it does ALWAYS owns you EVERY TIME <3 AK
I approve of this "mood weapons" idea, like in the LFR mod. Don't really have any ideas though.A gun gun?
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
Me - Well that gun actually shoots guns too so by doing that you are giving me more guns with which to kill you.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- Wait... wouldn't it be more efficient to just beat the crap out of eachother?Me - Well that gun actually shoots guns too so by doing that you are giving me more guns with which to kill you.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
Enemy - Poppycock! No possible alterations should be possible to such weaponry!
I swear, the AK is the best Assault Rifle ever. Powerful, cheap, easy to maintain, simple, and indestructible.AK-47 OWN YOU ANYWAY.OR AK-47!
ME WANTS YESTERDAY!!!!!!
In Soviet Russia AKs own U ^_^
LOL yes yes it does ALWAYS owns you EVERY TIME <3 AK
:))
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.
ZDRAVSTVUITE!
FAL is meh. It's cool, but not exactly "Good".I swear, the AK is the best Assault Rifle ever. Powerful, cheap, easy to maintain, simple, and indestructible.AK-47 OWN YOU ANYWAY.OR AK-47!
ME WANTS YESTERDAY!!!!!!
In Soviet Russia AKs own U ^_^
LOL yes yes it does ALWAYS owns you EVERY TIME <3 AK
:))
amen to that. and AK-74 is the best of them ALL.
FN FAL is also AWESOME.
just a little fallout fanatic, me.
ZDRAVSTVUITE!
ZDRAVSTVUITE!
Zdravstvuite? Pochemu ty pishesh' po-russki? Kalashnikovy?
ZDRAVSTVUITE!
Zdravstvuite? Pochemu ty pishesh' po-russki? Kalashnikovy?Spoiler (click to show/hide)
FAL is meh. It's cool, but not exactly "Good".I swear, the AK is the best Assault Rifle ever. Powerful, cheap, easy to maintain, simple, and indestructible.AK-47 OWN YOU ANYWAY.OR AK-47!
ME WANTS YESTERDAY!!!!!!
In Soviet Russia AKs own U ^_^
LOL yes yes it does ALWAYS owns you EVERY TIME <3 AK
:))
amen to that. and AK-74 is the best of them ALL.
FN FAL is also AWESOME.
just a little fallout fanatic, me.
ZDRAVSTVUITE!
I have started a Community Fort with this Mod on, lets see how it goes...
Forgive me if this has been stated already, but doesn't wrought iron have a relatively low carbon content?
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?
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.[SPHERE:WIN]
(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.
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)
Laser gun: THE LIGHT! IT BUUUUURNSsoo... 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.
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)
A lot of people could make stuff like that out of junk. Or whatever "Junk" would be 300 years in the future.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
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
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
That seems more like a pain in the ass than anything.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????
http://www.bay12forums.com/smf/index.php?topic=84991.0The graphics version is coming out on Monday :))
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???
What does that mean for my Game, New stuff???http://www.bay12forums.com/smf/index.php?topic=84991.0The graphics version is coming out on Monday :))
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???
What does that mean for my Game, New stuff???http://www.bay12forums.com/smf/index.php?topic=84991.0The graphics version is coming out on Monday :))
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???
Also we do know about the Doctors Workshop only showing 3/5 Skills to train right???
That seems more like a pain in the ass than anything.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????
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
and you forgot to add ] to the weapon size value for pistol.
and why no M4, AK47 and shit for artifacts?
and you forgot to add ] to the weapon size value for pistol.
and why no M4, AK47 and shit for artifacts?
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...
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.
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
edit.
nvm. I just failed to see the point to argue.
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.
How could aNaziReinheit guy get into the fortress unnoticed? But that does sound like aNaziReinheit-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.
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!
Question of the day! I would like new names for the baron, count, and duke. Anyone got any ideas?Baron :: Foreman
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?
We need to know the government system of the Privations. Are they the oh-so-common Feudal lords? Kings? Chancellor? Dictators?
...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.
well, my question has went unanswered, so let me do it agin:They can be used either way, but are best used 2-handed. But you can use them one handed as well.
ARE MAKESHIFT SPEARS ONE HANDED?
come to think of it....
ARE PITCHFPRKS ONE HANDED TOO?
that would be EPIC.
well, my question has went unanswered, so let me do it agin:They can be used either way, but are best used 2-handed. But you can use them one handed as well.
ARE MAKESHIFT SPEARS ONE HANDED?
come to think of it....
ARE PITCHFPRKS ONE HANDED TOO?
that would be EPIC.
Dual wielding is possible, but single wielding is more efficient.
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!
meth in your cereal this morning?PART OF EVARY DELICIOUS BREAKFACE!
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.
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.
We need to know the government system of the Privations. Are they the oh-so-common Feudal lords? Kings? Chancellor? Dictators?
Umm ... Is v1.0.7 almost out yet? It's been a while.
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.
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.
and it would make sense for using ammo as currency
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?
meth in your cereal this morning?
IT, I agree with everything you said in that last post, except for the berserker thing.
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.
add bows, to train the pistol skill.
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
You can make ammonia from potatoes ya know :3
I'm doing for my upcoming "Dorf Space" mod! ;D
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.
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.
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.
thanks for the tip. now i know that i WONT use cereals, since their plants are [CLUSTERSIZE:1] for everything.The default for vanilla DF is 5 crops per tile.
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.
Necro, CLUSTERSIZE only affects plants gathered via herbalism, not farming.Ah shit.
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.
and there's the alternative: the pistol crossbow!
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.
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?
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?
otherwise, just remove the cereals, cause they do not pay up, except you're into the flour seller thing.
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?
When do you think you'll be releasing the next update/version/etc?
Good to hear we have a new fan! And thanks for your support!Yeah. I enjoy lots of FUN, so this mod seemed like a logical choice :3QuoteWhen 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)-
Bonus points if you have an epic riflemen army on the walls.Good to hear we have a new fan! And thanks for your support!Yeah. I enjoy lots of FUN, so this mod seemed like a logical choice :3QuoteWhen 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)-
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.Good to hear we have a new fan! And thanks for your support!Yeah. I enjoy lots of FUN, so this mod seemed like a logical choice :3QuoteWhen 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)-
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
THEY SHALL RISE FROM THE ASHES!
i still haven't got my answer: how many cereals grow per tile?
otherwise:
yay! pistol crossbow!
yay! tileset progress!
ÜBERYAY!
5 crops per farm tile always, apparently.
CLUSTERSIZE only affects wild shrubs :'(
Urist McHerbalist has found a Giving Tree!
Urist McHerbalist Cancels forage; Tree being cut By Urist McGeorge Washington. "MUST! CHOP! WOOD!"
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.
http://www.youtube.com/watch?v=MFR5oI9wdow (http://www.youtube.com/watch?v=MFR5oI9wdow)5 crops per farm tile always, apparently.
CLUSTERSIZE only affects wild shrubs :'(QuoteUrist McHerbalist has found a Giving Tree!
Urist McHerbalist Cancels forage; Tree being cut By Urist McGeorge Washington. "MUST! CHOP! WOOD!"
5 crops per farm tile always, apparently.
CLUSTERSIZE only affects wild shrubs :'(
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!
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 theirGet 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 xDstoryfort.Spoiler: Main and only Fort Layer (click to show/hide)
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 theirstoryfort.Spoiler: Main and only Fort Layer (click to show/hide)
i still haven't got my answer: how many cereals grow per tile?
i think in meals the jerky should be removed and replaced with soup.
and also, jerky could be replaced with dried. like so: +dried peas+ or +dried [insert name of an animal, preferrably cat] meat+
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 theirstoryfort.Spoiler: Main and only Fort Layer (click to show/hide)
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.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 theirneat. i like it. it can be easily blocked off. what will you use? hatches? bridges? walls?storyfort.Spoiler: Main and only Fort Layer (click to show/hide)
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.
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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
*cries like hell* it's so beutiful! i MUST PLEASE THE BLOOD GOD!!! *sacrifices all the kittens in his fort (namely 32 of them)*What.
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*
*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*
Take 4. This time for real...
http://www.bay12forums.com/smf/index.php?topic=84991.msg2308616#msg2308616
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......
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
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.
Better yet, sacrifice non-virgins infront of their kids!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!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
BLOOD FOR THEBLOODZOMBIE GOD!
Lul. Why not just sacrifice the entire household? Along with the house...It's a general bug. Goblins do it in vanilla, apparently.
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.
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.
Are zombies meant to be at peace with the desert humans?
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:
Heavy Metal Glove
CHEERS!
and have you added the wooden mechanisms?
otherwise, cheers! (drinks the fortress's yearly storage of vodka)
CHEERS!
and have you added the wooden mechanisms?
otherwise, cheers! (drinks the fortress's yearly storage of vodka)
for the 1.0.8, you could make the "heavy bullets", that are used by the reinheit KARs, lugers and artefact weapons.AKA slugs.
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 viewGo into the init and set [RESIZABLE:NO] to [RESIZABLE:YES]
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...
Reaction:
Chain (duh)
Metal bar (for spikes?)
???
PROFIT!!!
edit: for the 1.0.8, you could make the "heavy bullets", that are used by the reinheit KARs, lugers and artefact weapons.
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'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)
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...
Awesome! It will indeed be Fun.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.
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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.No illegal drugs will be added into the game, I prefer to avoid that as it is a hot button issue.Spoiler (click to show/hide)
Looks like a lot of Fun :D
Stimulant: Adrenaline
Hibernation Pill: Cryonics Pill
Suicide Pill: Cyanide
Strength Pill: Hormone Pill
Also, why have a pill to kill in Dwarf Fortress?
Ok. Now I understand: Story reasons. ;)QuoteStimulant: Adrenaline
Hibernation Pill: Cryonics Pill
Suicide Pill: Cyanide
Strength Pill: Hormone Pill
I like your names better then mine :D great job!QuoteAlso, 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.
Just an easy idea for another whip related weapon: COMBAT CHAIN!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)
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
AKA slugs.
Oh and Kerlc, you'll enjoy this lil bit. I'm making Dwarkuta ;D
what's dwarkuta ???Two words:
what's dwarkuta ???Two words:
Victor Reznov. (http://df.magmawiki.com/index.php/Stupid_dwarf_trick#Dwarven_Labor_Camp_.28aka_Dwarkuta.29)
Step 1: Secure the keys. Make weapons.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?
Stimulant: Adrenaline
Hibernation Pill: Cryonics Pill
Suicide Pill:CyanideMagma Pill
Strength Pill: Hormone Pill
edit: is it normal that all the military guys look the same, only different colors?
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)
And how exactly do I usually put stuff in a quiver?
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)
I've also heard people use both blade and chain.meh, okay, i'll change it myself. but, yeah it is A POWERFUL AND POTENT WEAPON, MY APPRENTICE *breathes like darthvader*
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.
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.
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
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?
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
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.
Quote1. 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.
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?)
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.
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.
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.
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 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...
and IT, where are the underground shrooms?
we need da shroom!
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!
Also, I accidentaly upset a caravan of Enlightened by offering 34 Crucible Steel bolts in exchange for everything they owned.
I read this earlier in the thread, but where do you make wooden mechanisms? Or is that not in yet...
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)
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!
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*
What, no chain axes?
I am so disapoint guys.
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.
We need chainfists...FAAALLLLCCCOOOONNNN.....
nonono for FAAALLLLCCCOOOONNNN..... you need an power fist.We need chainfists...FAAALLLLCCCOOOONNNN.....
FFFFFFFFAAAAAAAAALLLLLLCCCCCCCCCOOOOOOOOOOOONNNNNNNNNN...nonono for FAAALLLLCCCOOOONNNN..... you need an power fist.We need chainfists...FAAALLLLCCCOOOONNNN.....
Aw you are not a real wh40k fan </3
@IT000
Suggestions:YES, IT000, DO THAT!
- 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.
dunno bout that, but o believe that metalcrafter should be sufficient
- 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.
no. zombies (infected) can't climb. maybe IT000 should add some new castes or something
- Infected climbing (limited flying)
medicine will be added in the next version of DF, respirators are not possible in DF
- 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
it's in the readme. it says IT IS A SWORD. so it's logical it uses the hammer skill. ;)
- List which stockpiles the new items use and exactly what skills the new weapons use
i believe that is already at the end of description: a humanoid who is slow minded, but eager to help, etc.
- Put the name of the Caste in the description, or make some other way to tell!
[/list]
yes, we are well aware. STOP RUINING MY DREAMS, YOU MONSTER! :cries:
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)
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.
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.
Infected climbing (limited flying)
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
List which stockpiles the new items use and exactly what skills the new weapons use
Put the name of the Caste in the description, or make some other way to tell!
and depleted uranium bullets? SYNDROME TIME!!!!!!!!Live uranium is more likely.
and depleted uranium bullets? SYNDROME TIME!!!!!!!!Live uranium is more likely.
What does that have to do with what I said?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?
all of the zombies have fractured or broken teeth!
"MMMmm... Iron"all of the zombies have fractured or broken teeth!
They are trying to eat the bullets.
I think it only affects melee attacks with the rifle. Bullet material determines the damage.
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.
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? ???
uranium/depleted uranium
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.
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!
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
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
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.
They arnt regrowing. The winds of the apocalyptic landscape are constantly unearthing new discarded treasures
Semimegabeast - the Armored Infected (bad name)Meh on the first one, agreed on the second.
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
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...
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
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.
Semi/megabeast: Hobo with a shotgun. nuff said.
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!
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.
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?
I can't give creatures weapons. But if I could I would.
Am I the only sci-fi/fantasy nerd that does not play D&D or Warhammer? :Pall 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)!!!!!!!
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!"
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
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.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.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)
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.
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....)
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?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
mmmmmmmmmmmmmmmmmmmm..... roach soup.
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?
I like the mod. I hope you update with the next version, when curses come out. :D
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.
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 _____ .
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)!
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...
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.
QuoteI 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.QuoteAnd 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?
Is it just me, kerlc, or are you always drunk? :P
What fares better, wooden or leather armor?
What fares better, wooden or leather armor?
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.)
Gold can be made into thread and used in embroidery.Gold rope anyone?
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
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 wikipediaQuoteGold can be made into thread and used in embroidery.Gold rope anyone?
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.
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.
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.
edit: is it possible to make a workshop that makes rotten stuff into potash? like compost heap?
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.
[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
Also. What aboot a bowling ball mace? xD
QuoteAlso. 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
Amazing fort you have there! Any chance you could upload it to DF Map Archive? I'd love to see the rest of ithttp://mkv25.net/dfma/map-10529-glazedtheater - right here!
QuoteAmazing fort you have there! Any chance you could upload it to DF Map Archive? I'd love to see the rest of ithttp://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.
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
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.
I haven't started to try and figure out the workings of making guns
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 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
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.
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)EvasiveSkulking 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)
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)
Shotguns are mmmkay, I guess. You can create glass gunparts, is it possible to assemble a glass rifle?
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.
QuoteI 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.
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.
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$.
Tested, firearms are usable for makeshift spear (1.0.7, tested military rifle and shotgun)
Burner reaction still named 'from blocks' (replaced with planks)
Are the Zombie attacks totally random or is there a general time frame for you to prepare and get ready for the onslaught?
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)
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?
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!)
(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)
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)
IT, didn't you mention somewhere that you could make mechanisms out of wood?
QuoteFascinating, 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*
Incidentaly...wheres the metal armourplate reaction? Cant find it in any workshops, cant even find it in the reaction raws.
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? ???
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
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.
so much carpentry stuff to get done in year 1Corrosion teached me that dormitories and sharing the bedrooms are good and I no longer feel the need of building a room for every survivor.
Quoteso much carpentry stuff to get done in year 1Corrosion teached me that dormitories and sharing the bedrooms are good and I no longer feel the need of building a room for every survivor.
Um do planks get put in the wood stockpile because they wont place them there for me? And if not where do they go?
What's the value of the silk from the spiders in caverns?
SirAaronIII I can't turn the game on right now but I think it was 600 per web.
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.
also, i will be away till saturday. (CAMPING! WOOOOOOOO!!!) can i expect an update?
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.
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.
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)
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.
Sooo.. the reinheit are like the new vegas rangers (but "nazier")?
Do they also have OP revolvers and Anti-materiel rifles?
but why nazi-like? seems kinda strange
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 hippiesThis. And nazis don't work well with zombies in post-apo setting.
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?
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. :)
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).
QuoteReally? 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 ::))
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?
Note: Sawmill doesn't require Chop Axes to be used...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..
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....
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.
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.
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.
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!
hmmmm... where do i make the new bullets? the casings? the powder?
Why use trees if you can dig out ancient ruins and deconstruct stone tombs? With our Zombie Apocalypse Archeology Settm anything can be dug!
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
Mini-mod will be probably completed in the next one-two days.
Big images ahead!Mini-mod will be probably completed in the next one-two days.Spoiler (click to show/hide)
I'm taking Pan's suggestion and I'm cleaving a few words. This should make it more bearable.
I'm taking Pan's suggestion and I'm cleaving a few words. This should make it more bearable.
What, the long names?
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?
silver is no longer a weapon grade metal. it's not DURABLE.
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?
Livestreaming this mod with Hollow Earth mini-mod tomorrow! http://www.bay12forums.com/smf/index.php?topic=87836.msg2396971#msg2396971
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.
So it appears that the infected ride on giant jaguars... :-\
So it appears that the infected ride on giant jaguars... :-\
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
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
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
# 1Spoiler: 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.
# 1Spoiler: 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.
-snip-You need to edit the resolution in the init file.
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.-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.-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.
What skills do the sickle, crowbar, and machete use.
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?
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?
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.
Of the same version, yes, it runs without a hitch.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.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?
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.
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.
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..
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)
I wish you good luck, and hope your LP will last. Kills me to not be able to view it though :'(
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 (#)?
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
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!
IT I was wondering do U think you should introduce more Mace like weapons?
Simple questions: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.
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.
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?
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.
IT i have a new video up for this mod now ^_^
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.
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
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?
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...
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?
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.
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.
Just curious, are you waiting for 31.26 to release v1.0.9?
Next video is up ^_^
http://www.youtube.com/watch?v=B07DBDYBoqE
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.
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 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.
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
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.
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.
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.
Wow... that's great. :o Can't wait to see the comic when it starts!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)
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.Wow... that's great. :o Can't wait to see the comic when it starts!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)
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.
May I use the sawmill part of the mod in my troll mod (see sig)?
Ideas:
Prospecter's shop: Now, you can consume a medkit plant and out comes medical supplies. or A crate with food or ammo
Next video is up peeps on http://www.youtube.com/watch?v=uII8FKFf-aw
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)
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.
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.
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...Was he a berserker? They tend to do that sometimes.
epic win
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...Was he a berserker? They tend to do that sometimes.
epic win
Also, graphics look good. There's just something I like about the ascii though. It is a mystery.
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...Was he a berserker? They tend to do that sometimes.
epic win
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
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)
I also just got done with batteries, here's a schematic of how they work.Spoiler (click to show/hide)
Enjoy!
The stuff you are suggesting is a *tad* beyond what can currently be modded into Dwarf Fortress.
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.
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.Once .26 comes out, you can make some kinda potion ("Disposable Gas Mask") that turns the human into the immune class.
Again, as soon as gas masks are possible they'll probably go in. But it doesn't seem likely in the near future.
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.
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.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?
<snip>
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.
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.Once .26 comes out, you can make some kinda potion ("Disposable Gas Mask") that turns the human into the immune class.
Again, as soon as gas masks are possible they'll probably go in. But it doesn't seem likely in the near future.
But we have to wait for that.
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. :-\
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.
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.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?
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?
<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.
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.
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.
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
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!
<giant scorpion>
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...
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!
and IT, i don't like the idea about the pneumatic pistol. just because you'd need a smaller pump.
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
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
[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)awesome story, :bow: :bow:Why thank you :D
... i'll just leave an idea here: Mutated bears. And lizards.a.k.a. everything is worse with bears (http://tvtropes.org/pmwiki/pmwiki.php/Main/ptitleeyyr8ln8spjv)
Oh, they are sooooo screwed...
And SirAaron your avatar is really cool.Why thank you. :D
"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.
... 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)
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
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.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 :DSpoiler (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.
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
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
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.
it's nice to see that the pneumatic rifle is dangerous :D
and IT, what about the 'shrooms?
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?
yay! rainbow blood!O_O
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)
yay! rainbow blood!HAIL! HAIL!
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)
yay! rainbow blood!HAIL! HAIL!
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)
soo... we'll get not ONE species of shroom, but SEVERAL, each with its own capabilities? AWESOME!
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)
i've just found star silk web in that funny place using dfreveal.
Hurray!
is possible to make guns produce smoke when they shoot?
Maby make the bullet have 2 layers? One that does the smoke and another thats the core? Is it posible to do that?
IT 000 what are your plans for the next release?(I mean both,the mod and the vanilla one)
Hurray!
is possible to make guns produce smoke when they shoot?
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.)
IT 000 what are your plans for the next release?(I mean both,the mod and the vanilla one)
Gloomapeck Silk being processed into a deadly metal to zombies (probably not very effective against other creatures), and a few underground plants.
Thinking of trying this mod. One question though, do the Reinheit and Sand Devils fight the infected species when their on the same map?
Thinking of trying this mod. One question though, do the Reinheit and Sand Devils fight the infected species when their on the same map?
Would it be possible to create a syndrome that causes severe unhappiness?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.
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?
[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]
[WEAPON:ITEM_WEAPON_BEARDED_AXE]
[WEAPON:ITEM_WEAPON_SPLITTING_MAUL]
I noticed we have the lack of Gloves as armor, leggings too (metal). Could anyone tell me why?
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.
:oSpoiler (click to show/hide)
:oSpoiler (click to show/hide)
you, my sir get a Joker!
and, no i do not care if it's a big picture. why so serious?
The Enlightened just defy logic altogether, they do not accept food. They come armed just like normal humans yet they have unjustified ethics.
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.
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.
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
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.
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.
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.
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
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
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
How do we kill smokees?
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.
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.
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.
Gloomapeck? really? it brings the image of a bird with the flu to my head.
synner: he's (probably) going to add titanium, wich will (hopefully) be stronger than steel.
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.
Riot Shields
It would be great to have a few "unknown plants" with different products which you can learn only after processing it.
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.
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
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.
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
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)
also: what is Vittac's and Dwarfu Bread Mod ???
Just noticed this but all my people are female, is that normal?
Ah ya that was my problem I used theripist and noticed that and was to lazy to check in the game lol.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.
Mod sounds awesome... I just think the tileset is hideous, is it playable with something else?
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.
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.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.
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.
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.
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 onfunction.SetCallback("Move",keeperchange)
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
And in other news...
(http://img684.imageshack.us/img684/2322/babyc.png)
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))Didn't realize berserkers were that good, maybe melee is feasible, even if that was just luck.
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.
so, this time around: SCAVENGERS!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.
all killed by my berserker. and then he killed half of my minutemen. (3 from a 5 people squad) ouch.
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.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.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.
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.
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.
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.
Goddamn that makes cut gems I need rough gems.
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.QuoteGoddamn 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.
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.QuoteGoddamn 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 :-\
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
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.
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.)
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.
TrueRecovering 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.
[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
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. onfunction.SetCallback("Move",Mfolder)
so far this would handle the the recent version of Corrosion with little fuss.
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.
Dont mind me, but can you add tilesets for most of the things like plants.
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 :(:(:(:(
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.
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.
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]
Lol, i always had seeds from cooking. Strange, so i should disable cooking from plants?
as far as the penicilin idea is concerned: crops already only give one harvest per season.
but otherwise the suggestions are good.
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.
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.
*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...
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?
QuoteFirstly, 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.
QuoteFirstly, 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.
Well, the bear trap COULD require some mechanisms (you know, to pull the trap back in place) and that would make sense, right? right?
QuoteFirstly, 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.
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. :-\
And none of that Twiligt/Warm Bodies bullshit either! YAY!
Oh my ******* god, were-vampire-zombies!
wow, how could a laptop be left in the shower? are you a workoholic?
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.
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?
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.
Hey, it dies on world-gen:
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.
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?
QuoteHey, it dies on world-gen:
Hey Squee, try downloading the pre-packaged version, that might solve the problem.
QuoteHey, 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.
QuoteHey, 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.Quotealso, 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.
I use a mac, and corrosion works fine for me. I just install it on my own to make sure it's done correctly.
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.
seems some very limited mining should be possible...
I havent seen any standard undead in 3 different forts. Just wondering if it may be a bug?
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!
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.
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!
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.
new ep of my LP is up on the toobs
http://youtu.be/hDP7OO5QDi4 (http://youtu.be/hDP7OO5QDi4)
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.
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?
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.
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.
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.
From the Corrosion blog:QuoteI'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 :]
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 :]
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 ;]
i'll have the pre-packed version up in a jiffy.
there (http://dffd.wimbli.com/file.php?id=5587).
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
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.
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.
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
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.
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.
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.
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
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 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.
I'll look into it, maybe I'm missing something.
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)?
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. :)
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)
Posting to follow! Once my current fort has crumbled I'll give this a shot or five for sure.
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 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.
I'll look into it, maybe I'm missing something.
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!
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 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.
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
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.
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.
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. :)
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.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.
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.
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.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.
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.
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?
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.
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.
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. ;)
What does rock chop axe mean?
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.
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.
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.
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.
It might seem like that, but here's how the math looks on paper.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:
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.
It still feels wrong though that wooden pellets aren't the clearly economic way to train rifle skill, but that's just my opinion.
....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.
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?
This is mostly a kludge though. Research on this kind of stuff is relatively new, so I'm pioneering new territory here...
Are titans still inside corrosion?
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.
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 :)
Are titans still inside corrosion?
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*
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.
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?
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.
Keep getting these stupid mysterious deaths.
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.
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.
Why not just use the rigid rock directly, then? :P
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?
Can anyone direct me to whre I can find what materials are fire safe and which are not?
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'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.
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.
New Human Caste : Coward, very fast, but will curl up into a ball if threatened.
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.
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.
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.
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.
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.
Insane Zombie in Straight JacketGo 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.
(Concept Phase still undecided what it will do)
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.
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.
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.
Insane Zombie in Straight JacketGo 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.
(Concept Phase still undecided what it will do)
IT00, how about some attention to Ravenmist? Make some executive decisions to keep your advertisements alive, damn it! :P
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.
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.)
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
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, I love this <3. I went into a town and was almost killed by a motorcycle. Careful on the road, kids! :D
* Divide skull out into the following partsDecided against it.
- 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
- Brain Stem : Instant death. Don't know how I'll do this specifically, perhaps just have crazy heavy bleeding with no healing rate.
* Make sternum, skull, and ribs out of stronger materialI'm still dabbling in making bodies, couldn't quite figure out how to do this.
so infected "infecting others" now gone so does this mean a revise to the lore is needed?
* 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?
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.
Just have to say, great mod. That is all :P
How about just clusters of safe rock in hard rock?
So do infected actually turn other units into infected or is that kinda removed?
i can't make metal bullets in adventure mod! How can i make bullet?
Just wanted to say IT, Love the corrosion mod, awesome work mate :D
oh I was wondering about adventure mode infected and being able to play as one to ransack whole towns.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.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.
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
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?
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
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 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
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.
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.
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.
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.
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.
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.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.
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?
Did you check each file?
Also, could you modify it for PeridexisErrant's Starter Pack?
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.
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.
I am just playing your version so I am more like a tester right now :DDidn'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.
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'.
I know this is a Nerco but.... is this still being worked on?Check the post above you.
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.
... do you have any ideas for making new traps available?
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.
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.
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.
Good to hear! I'll make a concerted effort to update food before the first release.
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