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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Hugo_The_Dwarf on June 05, 2012, 11:57:15 pm

Title: [MAJOR]: <)(Regeneration: Forced Evolution)(> V1.5 out 14/08/13
Post by: Hugo_The_Dwarf on June 05, 2012, 11:57:15 pm
(http://fc09.deviantart.net/fs71/f/2013/145/1/b/regen2_by_hugothedwarf-d66k6wy.png)


Credits:
Spoiler: Where credit is due (click to show/hide)

Regeneration
Forced Evolution

alters all of standard files, so anything that requires any vanilla file to be
altered will remove features or make RFE Unstable.
Every update to regen the 'raw' foulder should be cleared out, as files get
constantly re-organized. So it's possible for dupe raws. Which is Bad

My Mod Manager is included, this program lets
you apply your desired Graphic Pack anytime you like.
Also works as a backup in case you tried to alter
some files and managed to break it, just
run your graphic back again to refresh
the "raw/objects" foulder


<*Details*>
Regeneration adds in a new civs, and drastically changes how DF is played. Being able to play as three different races:
the Humans in which you start out building a surface village and work your way to the magical science of creating life from essence.
the Dwarves as you expect to play vanilla DF but now have a more expanded Industry and can create clockwork automatons late game.
and the Kobolds play as the dog-like skittish thieves as you always wanted, assemble your tribe, and survive.

Most creatures no longer die from a bruised brain as I included a three-part-brain, so to kill someone you gotta pulp their bone case.
Magic is in and most races use it to an extent, some are better with magic then others. Such as humans, they have mastered the art of magic.
Unarmed combat is slightly more flavorful now that there is back hands, elbow smashes, and knee bashes. (also planning on adding in martial arts)
The caverns are more dangerous now that there are two extra cave civs that can ambush and siege (vanilla cave tribes can too), so don't get too comfy down there.
A few cave creatures can now go into stealth mode (most water based predators can do this in the water) so expect cave beasties to be jumping out at you.
A stronger metal known as Mithril can be traded for from the elves (elves in Regen are not your standard hippies, think LoTR)
Here is a List of civs:


Friendly Playable Playable but everyone hates you Hostile Hostile but live in Caves

High Elves (these guys trade mithril)
Humans (Playable and trade buddies)
Dwarves (Playable and trade buddies)
Kobolds (Playable, Hard Mode, no allies)
Unholy (Evil, Late Game, Undead)
Exiled Elves (Evil, Bad High Elves)
Vashta Nerada (Goblins, Orcs, Trolls, Evil)
Standard Animal People (Caves)
Troglodytes (Cave, like goblins)
Gremlins (Cave, Like Kobolds)

Regen also has some niffty things called "resource buildings" these include the Mineshaft and Quarry the term "resource" is double sided, it takes tools to use these
and the tools break making using them more of a "I need this material, and I need it now" other then a casual use building.
Also humans and dwarves have a building called "screw pump well" with this you can get water anywhere you want, it gives you the ability
to pump water into buckets for hospital use or into barrels for drinking, dwarves can also use this to fill a steam trains cargo bay with water to have it dump it
creating a 7/7 tile of water allowing you to fill your own ponds and legoons.

But that's not it, many industries have been expanded on. Dwarves can use an Advanced Furnace to batch smelt ores,
but they can build a Grinder to make the ore more fine, which allows for more products. Humans can make more glass
items with the advanced glass furnace, and both can use the Lumberyard which allows for better tree processing and
extra wooden items. Dwarves also get the Brewery, which allows them to make better booze that sells very well or can
be drank for a bonus effect.




<*Download*>
Files
Description
***Regen: FE V1.5 [MM] (http://dffd.wimbli.com/file.php?id=5611)***
Manager Only (smaller DL)
***Regen: FE V1.5 [DF34.11 P&P] (http://dffd.wimbli.com/file.php?id=4831)***
Pre-Packed (larger DL but just need
to unrar and play)


<*Wiki (http://regenfe.wikidot.com/start)*>
    Currently under construction, but a good deal of info is in.
    Need help running a new building? Go here.
    Features is a good place to start on that page,
    as it links to everything that may interest you.


<*Recommended Tilesets*>
Spoiler (click to show/hide)
If there are any other good tilesets feel free to post there link here
<*Helpful things*>
Spoiler (click to show/hide)


<*Features*>
Spoiler (click to show/hide)
<*Change Log*>
Spoiler (click to show/hide)



Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 2
Post by: profit on June 06, 2012, 04:40:19 pm
=)
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 2
Post by: Pan on June 06, 2012, 09:28:11 pm
Skeletons as a civilization? Wouldn't that conflict with necromancers? Not just lore-wise, but technical issues might arise, too.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 2
Post by: Hugo_The_Dwarf on June 06, 2012, 09:41:15 pm
I thought about that, As the old Regen had Zombies and Skeletons. Then along came secrets and interactions and vanilla Necromancers, then I was like "Well that sucks" but then I thought why not make Liches? Lore-Wise, Liches are Necromancers that sought out pure immortality (no need to eat, drink, or sleep, etc..) and have mastered a wide range of spells. Since I needed a endgame creature that will make even the most strongest fortress scared, I decided to keep Skeletons. They can bleed to death still but it's very hard to do that, as hitting them turns their bones to dust (which leaves dusting because that is their blood)

Also technical isses? I know skeletons are or at least should be unraisable. So no need to worry about an evil biome or pesky necromancer bringing skeletons back to life. The rare and powerful lich caste needs more work atm. Right now it's basically a god, which is scary.

They are easy to remove as their entity lives in "entity_regen" past trogs and gremlins

Back to Lore
You mean DF lore? or Regeneration's Lore?

EDIT:
Ok was playing around with the new "Skull" and harder bone materials and reactions. And it is gltichy-er then I would have never thought. Not only does "make Skull Helm" take a skull and make a helm from it. But it forever grabs the helm making skull helms from the same helm afterwords until removed :/

And the harden bone reactions don't work at all, Which baffles me. It's too late for me to try and solve it. But it could be a typo somewhere, even if the errorlog swears nothing is wrong. Yay paper trails.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 2
Post by: CaptainKobold on June 07, 2012, 12:07:34 pm
Very much looking forward to trying this out!  Unfortunately, I likely won't have a chance until Tadlotlindrirajer dies.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 2
Post by: Hugo_The_Dwarf on June 07, 2012, 11:44:05 pm
I might have to delay the "Tough Bone" update, and maybe the skull helms for kobolds due to an oddity. I probally just failed to set up the MATERIAL_REACTION_PRODUCTs and REACTION_CLASSes properly.

Also have to give liches their amulets so they can die (other then getting their skull bashed in :P)

Progress has been delayed slightly due to work, and this massive lawn of mine to cut

well here is the new changelog
Quote
New
-Woodcrafting is now needed to make wooden clubs
-Geneforge playstyle added to humans.
-Spears can be made from wood by kobolds
-New Kobold items
--Armor--
-Banded skirt
-shin guards
-blocking bracer
--Changes to kobold stuff--
all kobold related clothes should never rot. Not sure if true or not.
-Hard bone "tough bone" and "Skull" bone materials are made so now you can harden bones when your kobolds, and make skull helms
-Damaging the skull can now knock out a creature for a time, breaking the skull and tearing the brain are finishers
-Skulls are made from a harder bone. Either use a good weapon, or tear the upper spine and have the creature bleed/suffocate
-Kobolds can now take 5 bones and make 1 tough bone chunk, which can be made to make iron grade bone armor and weapons
-Whips should be nerf'd
-Aquafiers removed

Bolded is causing alot of issues atm

EDIT:
You could play a side camp ;) haha just kidding Im sure alot of people would hate me if something I did delayed the camps progress.

EDIT2:
Figured it out, I wanted 5 bones used. Well I guess it doesn't count bones as stacks, So it was looking for 5 seperate stacks.
Also Minecarts and wheel barrows can hold twice as much, Kobolds now have wagons and hand carts
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 2
Post by: Hugo_The_Dwarf on June 08, 2012, 12:57:05 pm
Kobolds can look for thick bones in a stack there is 50% chance for 1 and two 25% chances for 1 (toal of 3 if your lucky) but since your using bone chunks it takes more yo make things from it. So if you got alot of bones, and need Iron grade armor, make Skull Helms and look for Thick Bone Chunks.

It's time for me to work on humans now. have to rework some lore from the other side mod I was working on to make it fit better.

Then probally work on an Advanced Glass Blowers workshop, as well as fix some other workshops (the transition from Phoebus to Ascii is evident here)

EDIT:
Updating OP to links of what I think is good Tilesets
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 2
Post by: Hugo_The_Dwarf on June 11, 2012, 01:12:35 am
Update, slightly delayed. Me and Sanure found a nifty website that is a warehouse of old games, talk about a blast from the past. So we were/are distracted by playing the good old memories, but here is a small update on what is done and what is getting done:

changes:
Kobold military squads can now have 30-20 bolds in a squad
Shamans can talk to unhappy bolds
various bone making reactions and new bone materials (I hope they don't clutter menus up too much)
Duplucate GENERAL noble in dwarves has been removed
Humans have nobles now
Fixed yup custom buildings, should look nicer/ cleaner now

To do/working on
Still playing with the humans getting them to play like I want them to. The noble names are baffling me, im not good with goverment positions and names and such.
Weapon making in adv mode (sanure)
More weapons/weapon upgrades (sanure, hugo)
spells.

There is a more I think, they just don't want to surface at this moment
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 2
Post by: Sanure on June 12, 2012, 12:51:18 pm
Hey, Sanure here or Sir Schnozzle the fifth, inside joke...,

So while doing the Adventure mode reactions for regen, i figured i might as well post a kind of to do list for people to look at and maybe want to hit me for the order i picked things in lol.So with out further ado:

1.basic gathering and tool design and clothing(includes leather armor) - done
2.weapons - almost done
3.armor - will be done after i decide how i want to do this
4.basic alchemy - may leave this to hugo, cause i may cause undesirable power...
5.advanced alchemy - last to be worked on. again may leave this to hugo lol

If there is anything you guys and gals want added, just message me or complain to hugo about what you want changed or added and ill get to adding it. see ya!
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 2
Post by: Hugo_The_Dwarf on June 13, 2012, 02:25:57 am
I will be getting Alpha 3 out hopefully soon (day or two) as I work out some things with humans and their new *powers* (which the new alpha will probally lack)

also the Blast Furnace will be called Advanced Furnace so I can add new glass making reactions to it.

alot of bugs and oddies have been removed. As well as Liches being nerf'd

And plans for Jake's Black Powder Fire Arms being added in, and my paper/ink/wirting industry being worked on and to be made more useful other then making medical texts to train your doctors.

Quote from: Changelog
Alpha 3
-Woodcrafting is now needed to make wooden clubs
-Geneforge playstyle added to humans.
-Spears can be made from wood by kobolds
-New Kobold items
--Armor--
-Banded skirt
-shin guards
-blocking bracer
--Changes to kobold stuff--
-Hard bone "tough bone" and "Skull" bone materials are made so now you can harden bones when your kobolds, and make skull helms
-Damaging the skull can now knock out a creature for a time, breaking the skull and tearing the brain are finishers
-Skulls can make a harder skull bone for helms.
-Kobolds can now take 1 stack bones and make 1-3 tough bone chunks but sometimes no tough bone will be found, which can be made to make iron

grade bone armor and weapons
-Whips should be nerf'd
-Aquafiers removed
-Fixed kobolds having no metal bug.
-Goblin and Kobold roles swapped, Kobolds now steal children.
-Vanilla Minecart and wheelbarrow capacitry doubled, new kobold Wagons (track) and hand-carts added. Vanila MC and WB stats
-Fixed up the look of some custom buildings, and added functions for them to take on the color of building mats.
-Kobold Warband marshals can have up to 30 bolds, and Warband Leaders can have up to 20
-Shamans can now Meet with unhappy kobolds and calm them down (if they are good at it)
-Humans given custom nobles
-Fixed a dupe noble that the dwarves had
-Liches given kill zone amulets
-Some Op spells removed from liches
-Humans playable
-worms can be gobbled by respected critters that do so.

Getting so close to V1.0 that I can taste it.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 2
Post by: Hugo_The_Dwarf on June 14, 2012, 12:48:23 am
Well well, When I get Alpha 3 ready for release, Humans should be able to make shapers (cheaply :() and make creations very easily. But hey its all in good fun until I can flesh it out and add more flavour and tech trees. heaven knows merging Jake's gun mod in will require some mroe tech tree love.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 2
Post by: Hugo_The_Dwarf on June 15, 2012, 02:47:24 am
Alpha 3 is nearing completion, I'm doing a quick test to see if everything works out fine. Once that is done a few more tweaks and she is ready to go.

Also I will me making a story/comunity fort with Alpha 3

right now if you play as humans you can get shapers right off the bat, but there is a hitch, shapers are 50% weaker but have spells. But armored foes are resistant to the ranged spells.

Alpha 3 is 99% done so expect to see it tomorrow.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 2
Post by: Hugo_The_Dwarf on June 15, 2012, 11:20:46 am
Alpha 3 is up, I hope there aren't any bugs that I missed, Errorlog is clean and I was able to turn a human into a shaper, turn a large beetle into a essence beelte (male and female) and have them breed making essence that I could shape into a working servile.

I will be now making a test fort, so I will acually be able to play my mod for once :P instead of power 1-2 year tests. The fortresses history was made by me and Sanure last night (or was it this morning :P) as we were discussing science on new ways to mod things. And new creatures for Regen:FE and for his own personal Mod.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 3 Humans are Shapers
Post by: Hugo_The_Dwarf on June 16, 2012, 12:36:22 am
Started my play through here, Haven't done anything as of yet. But there is the thread http://www.bay12forums.com/smf/index.php?topic=111605.0 (http://www.bay12forums.com/smf/index.php?topic=111605.0)
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 3 Humans are Shapers
Post by: Hugo_The_Dwarf on June 16, 2012, 11:57:35 pm
Posting those tilesets in the OP was the best Idea I had yet, Also found some more things to fix up with my playthrough. And this doesn't mean Im stopping the fort, I'm gonna run it till the bitter end. Even if it means building a army of creations when all humans die.

But here are the changes so far

Quote
New
-All organic tissues have a healing rate
-All organ tissues are now renamed to "soft tissue"
-Blood Beast attacks modifed a bit.
-Made the milita apointed by the exp. leader and mayor
-Human Excutioner no longer does law enforcement, just killin
-Elves (high) only come later in the game, due to mithril
-Fixed odd naming of essence pod, and allowed them to be stockpiled correctly
-Made Beetles no longer need grazing.
-Made some beetle nestbox drops more rare.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 3 Humans are Shapers
Post by: Hugo_The_Dwarf on June 17, 2012, 11:45:33 pm
More to the change log as I go through my play fort

Quote from: new to log
-Fixed all of the Blood Beast attacks, as well as added some new flavour combat moves, like knee/elbow bashing (Thanks Putnam, I never thought to look at the vanilla bite attack  for proper format)
--New combat moves for civlized races
---back hand
---elbow bash
---knee bash
-Made Essence easier to kill
-Shapers have 3 combat spells, and slow can hit 3 targets, and befuddle can hit 5

I will also be planning ways to "train/learn" new spells, Ice so far is the standard as it's the safest. But the option to train and use fireball is a good one (fire immunity no) and other spells. Plus new creations. Also have to get Jake's guns in here too. Also big thanks to Putnam for showing me a neat trick with creature attacks
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 3 Humans are Shapers
Post by: Hugo_The_Dwarf on June 18, 2012, 10:02:14 pm
I have brought the poll from the old thread back, and here are some new changes

-Exiled Elves only come in SPRING and AUTUMN and should come around goblins or later.
-Changed the shrub tiles for small trees hopefully won't make the caves and surface look funny anymore

Plans for new spells are in the making. Also new things for humans to shape. But I will have to show dwarves some love soon.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 3 Humans are Shapers
Post by: Hugo_The_Dwarf on June 20, 2012, 12:03:19 am
Well the fortress I was playing died, but I have learned a great deal of what must be changed. So I will start on Modding dwarves, Gunpowder Weapons AHOY!
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 3 Humans are Shapers
Post by: Hugo_The_Dwarf on June 21, 2012, 12:34:23 am
Working on Getting guns in, So far just playing around with ammo and the weapon making. Like shaping it will probally be a tech tree that needs work (Maybe tools like Shell loaders, and items like Barrels, Stocks, hammer (what hits the bullet I guess, not a gun expert) some mechnisms) But all guns will be iron-steel grade metals.

I will also be trying out making [ROTS] metal types for the bullets, to see if spent ammo stuck in the wierdest places with rot to nothing. So either pick up the bullet asap or don't worry about it and make more (I sugget no worry, as making more ammo is better since each box will have 50 rounds in it.)

So as for Jake's mod GPFA (http://www.bay12forums.com/smf/index.php?topic=85060.0) it has been horribly butchered. All I took was Rifles, and pistols (in which I added a short sword to) and both weapons use the say ammo (so you can have your rifleman squad captain use a pistol and short sword, as well as not get ammo confusion)

But I altered Gunpowder making (black powder) so you now make 10 portions instead of 3, and every 50 rounds of ammo takes 1 portion, and a copper or lead bar. But since I will be using a rotting metal (hope it works) I will probally make an alloy of copper and lead (since the only alloy so far that takes lead is Lay Pewter) For those that want gunslingers and sharpshooters (blowgun skill) copper and lead are your new fav metals.

So trade for those for mass ammo making, or get a mineshaft (if your're playing as dwarves) and a quarry (saltpeter and Brimstone for gunpowder)
I will go with the name "Leaded Copper" as found here: Leaded Copper (http://www.copper.org/resources/properties/microstructure/cu_leaded.html) and it's real name I guess is "Molybdochalkos" found here: Molybdochalko (http://www.levity.com/alchemy/zosimus_crab.html) - which to me is gibberish, and having a big scary name makes you wonder "what am I shooting?" so "Leaded Copper Bullets" it is.

One of my biggest fears of this rotting metal is that it will rot in quivers, I hope that is not the case. I am doing tests right now on if Metal can rot, and if it does, can it rot in quivers

EDIT:
Ok looks like dropping ROTS on it doesn't make it rot, I even changed the template from METAL to SINEW (nothing uses SINEW for reactions) because I thought the IS_METAL was what might have been stopping it from rotting. Nope it is the item type. I make MEAT from it "leaded copper chop" and dumped it on the same spot with a single "leaded copper bullet" and waited. The chop "MEAT" is now "Rotten" and the bullet remains strong. The artifial leaded copper chop has now rotted to nothingness, I guess there is no way of making ammo that rots when not in use...

EDIT2:
I'm still using Leaded Copper for ammo if you're wondering
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 3 Humans are Shapers
Post by: Jake on June 21, 2012, 03:16:06 am
Hammers as a component of firearms are a bit later than the period I was aiming to simulate, though I have been looking into the possibility of percussion cap firearms for a future mod. Wikipedia's article on flintlocks (http://en.wikipedia.org/wiki/Flintlock) should give you some idea. I definitely like the idea of making gun barrels, stocks etc as a separate process though, and might go down that route with BPFA once reactions that require fuel don't have to automatically use all of a bar of coal.

And if you're making ammunition rot so that your dwarves can't pick up an expended bullet and reuse it, I've honestly never seen a missed shot be recoverable the way crossbow bolts are, at least not in Arena Mode. I think it might actually be a function of the game engine, with the odds of spent ammunition being reusable depending on its velocity.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 3 Humans are Shapers
Post by: Hugo_The_Dwarf on June 21, 2012, 01:52:29 pm
I found that rotting ammo is impossible, so now I need to make a "rebox" ammo reaction. Which will be buggy as heck since it could just grab the same ammo, or a full box if it is near. And having spent ammo laying around just bothers me, I hate useless clutter. Ammo would be ok if I could grab it all and melt/destroy it. But sometimes ammo goes into a river, or large pond. And there is sits for all eternity :/

Also that article is very interesting, I was going for ammo that has the percussion cap in them. Like todays ammo, I think. Hammer strikes the bullet igniting the built in propellent and firing the slug. Guns in regen are sortof a mix of old Black Powder weapons and modern, since dwarves and the like have access to some modern day science stuff. --- Wheellock interested me as well

And I will have to do more testing with spent bullets. I hope your right Jake :P

But I still wish ammo could rot tho. Or at least make it rot over time. when not collected

 
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 3 Humans are Shapers
Post by: shabang50 on June 21, 2012, 02:10:17 pm
Just a quick bump;
A) This mod looks friggin awesome, loving the 'bolds challenge and
B) Where (or even IS) there a wiki for this series of mods? I read a vague allusion to a wiki earlier, but google failed me :P
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 3 Humans are Shapers
Post by: Hugo_The_Dwarf on June 21, 2012, 02:22:22 pm
Haha the wiki is still under construction but this has something that is *close* to what regen has for a guild http://regenfe.wikidot.com/features The wiki has alot of work to go yet, So far Captain Kobold has been nice enough to work on it. But with me working on Regen and helping the Kobold lovers by updating KC I have little time to add to the wiki.

also

I might be making dual weapons and the like as a player only make them by taking two of the weapons (Short sword + Short sword = Dual Short Swords) altho evil civs and unplayable ones will have natural access to them.

A while back I thought V1.0 was close, but I might have to make another alpha release instead.
But I should probally take some time to write up a better and up to date manual.

Also thanks ;)
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 3 Humans are Shapers
Post by: Hugo_The_Dwarf on June 21, 2012, 08:45:13 pm
I have a few things to alter, and add. Then I'm getting Alpha 4 out, In which I will be using a slightly customised Alpha 4 for a succession/story fortress. And in the off times when I'm not playing my turns I will start on a manual so everyone knows how to use what. And since shaping for humans is complex enough as is I think it will probally take alot to flesh out.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 3 Humans are Shapers
Post by: Hugo_The_Dwarf on June 21, 2012, 09:11:41 pm
I have released Alpha 4, Dwarves now use gunpowder rifles and pistols w/short swords (gunsmiths shop) so get your alchemy labs built and those quarrys digging saltpeter and brimstone and get making some fire arms.

Quote from: The Log
Alpha 4
-All organic tissues have a healing rate
-All organ tissues are now renamed to "soft tissue"
-Blood Beast attacks modifed a bit.
-Made the milita apointed by the exp. leader and mayor
-Human Excutioner no longer does law enforcement, just killin
-Elves (high) only come later in the game, due to mithril
-Fixed odd naming of essence pod, and allowed them to be stockpiled correctly
-Made Beetles no longer need grazing.
-Made some beetle nestbox drops more rare.
-Fixed all of the Blood Beast attacks, as well as added some new flavour combat moves, like knee/elbow bashing (Thanks Putnam, I never thought to look at the vanilla bite attack  for proper format)
--New combat moves for civlized races
---back hand
---elbow bash
---knee bash
-Made Essence easier to kill
-Shapers have 3 combat spells, and slow can hit 3 targets, and befuddle can hit 5
-Exiled Elves only come in SPRING and AUTUMN and should come around goblins or later.
-Changed the shrub tiles for small trees hopefully won't make the caves and surface look funny anymore
-Breastplates can now be made from Bone at the craftshop
-Dwarves can now make pistols and rifles
-Dwarves can now make leaded copper bullets and wood bullets for training

I need a break from modding for a bit :P also some game breaking issues should be fixed now, and high elves should come after you have a large and wealthy fortress. But outcast elves will probally still murder you with their insanely powerful mounts. ;)

Now in these alphas I would like anyone who plays it to try out the new features, like Human Shaping, Kobolds with Harder Bone making, and Dwarves with gunpowder weapons. Oh and Firearms use the blowgun skill and will be known as gun slingers and sharpshooters.

Oh and for the poll I will be asking a new question reguarding the highest voted liked topic. Just so I know what about the topic could be improved on
I will be holding this current poll until the 23rd.

Also in reguards to that change log I think I should have it so that small trees cannot be harvested but only seeds can be gained by processing a log of that tree.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on June 21, 2012, 11:57:27 pm
Some news while I am at it. I am now working on "Buildings" in the regenfe.wiki So far Mason's Workshop is done, now I'm moving on to the Mineshaft.

So all in all, I might forget about the manual for now and just update the wiki. Formating will be pretty bland until CaptainKobold can make it all look pretty (he has more know how with wiki's then I)
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on June 22, 2012, 11:43:21 am
Updated the OP to have a link to the Wiki, I've done more work on the buildings section. So I'm jumping around the Wiki Updating what I can.

So far 5 buildings are done, which are the ones everyone will be mainly using. And now I'm working on Tools more importantly assemblies. Each Building has a reaction code for those that can dig through raws and see what reaction takes what. But the Tool sections I'm making will have a user friendly description on how they are made and what they are used for.

EDIT:
Also how is everyone liking the knockouts from skull damage? I'm thinking of making skulls a tougher bone. I know the game says "hard bone" but that is a lie, It's just as weak as vanilla bone. Might give it copper stats.

EDIT2:
Oops removed the "How to use the features" part from the Features Page on the wiki
Altho the more important ones that have complex stuff have links to their pages and they have explainations on how to use them.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on June 22, 2012, 09:22:52 pm
Did some more Wiki Work http://regenfe.wikidot.com/features, Kobold buildings like the crutch training building needs to be added into that table.

As about 70% of those buildings need their pages made, If you need help on what a building does, or how to make it. Shout out here, or if you are feeling brave Regen V5.0 (http://www.bay12forums.com/smf/index.php?topic=92138.0) has a outdated feature list, that can be picked apart then pieced together to help solve some questions. But I am always happy to explain something.

Filling this Wiki is gonna be awhile yet, since there are alot of categories, that have alot of entities within them. And pretty much each one needs a page to describe it (Weapons and the like I can get away with a generic page for the types, Like Dual, Throwing, Guns. Because really those are the only weapons that have anything different from vanilla weapons.)

Also sometime 2morrow I will be making the new Poll so far the winners are:
Different Races and Playstyles: 4
The new Difficulty: 3
Special Upgrade-able Castes:2

since the rest atm are just "1" vote they may not be poll'd about.

Also there was a old succession game that hosted old Regen as it's Mod for several forts Flash Freeze (http://www.bay12forums.com/smf/index.php?topic=88252.0) was the last successful fortress before zombie invasion. It was run by "The Master" and I had fun joining in.

Now mentioning above fortress, another succession fort is in the planning. And it will take place before Project Flash Freeze, so another evil glacier with a slightly modified Alpha 4 (To allow Human shapers to co-exist with Dwarves.)

I feel I need a little break from modding, and acually playing my mod (again) since my last play was fairly short due to elven ambushes.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on June 23, 2012, 05:40:32 pm
New poll is up, I'm changing one to be (other) so you can post here why you like so many new races to play as. Or you can post so a new race can be made playable.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on June 24, 2012, 12:37:23 pm
While working on KC 2012 It seems Regen's kobolds where just altered Vanilla Bolds. Now they are Cute Bolds once again. And have a justice system now.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on June 24, 2012, 08:46:56 pm
Here is the small changelog I've managed to chug along at
Quote from: The Log
NEW
-Removed "make wooden wheel" from lumberyard, un-needed
-Removed above reaction from entites.
-Fixed spelling errors for assemblys should now be called assemblies
-Skulls are now as strong as copper, should help keep death by headshot a bit harder.
-Brewing better booze and drinking it has a noticable effect now.
-Kobolds are now KC's origional Cutebolds
-Kobolds now have law enforcement and executions
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on June 25, 2012, 11:33:56 pm
Played around with the Wiki some more, There are some spoilers that will be in a future release of Regen. I decided I would allow Dwarves to Shape, but in a different sense. Where Humans make living breathing creatures from essence. Dwarves simple use the magical life force to animate various constructs, Only close thing that a Dwarf can shape is a homonculis which is the dwarven equal to Serviles. Only with different abilites and quirks.

Also managed to figure out how to barrel water in a way is drank. But I'm still testing to make sure it does not sate the need for booze, but only thirst.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on June 27, 2012, 12:43:04 am
Ok now I'm redoing what castes can do, The Tinker will still be able to make Automations (Simple Iron automation with weapon arms, to a Bruiser with two cannon arms with chainsaws.) turrents, landmines (that can autohide to ambush invaders with a violent explosion)

Tinkers will probally be the most resource comsuming caste since the way to activate the construction process is not 100% accurate. Since I will be using Inhaled Syndromes to give the "Turn X into Y" Humans have an advantage due to being able to just read from a book as many times as they wish to shape something (planned feature will be shapers need books and book stands to allow them to shape stronger creations)

I will probally power along, and Get V1.0 done. As well as the Wiki. Because I will be making Shaping and Thinkers hard to get upgrade castes, and will be fairly resource dependant. Shapers and Tinkers will be a optional choice for those that wish to try something new, or enjoy the feeling of having complex creations to fight for you or do your dirty work.

Goblins will also be casted, so goblins invasions will consit of:

Goblins
Orks
Trolls (a surface dwelling kind)
Ogres
Special castes that will probally surpise you

outcast elves I find are dangerous enough with all there Mounts so they get nothing speical. Oh and a new lizard race, and a ton of outcast/exiled races to fight off.

Plus I have to caste out kobolds, and give them their methods of gaining said castes. Kobolds need a fighting chance in this dangerous world, even if the chance is a small one.

Seems like a alot but it's not, I just gotta stop messing around and sit down and mod.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on June 27, 2012, 03:47:56 pm
I have made my personal Wiki Source public for DL, it is in the "<*HELPFUL THINGS*>" section of the OP, Will be putting the link ing my Sig sooner or later. So fellow Modders that don't have your own stockpile of wiki data on your HDD here you go, this will also help new modders because it is easy to navigate the pages, allowing you to switch between token topics without much hassle.

now reguarding Regen
I have mocked up some more castes, and am wokring on the wiki atm. But to tweak a few things here and there. A kindof back and forth deal.

Also another quote fromt he log:
Quote from: The Log
-Can now fill barrels with water at the Screw Pump Well, for drinking
-Shapers can only be on the High Council (9 shapers = 9 kings, beware those that get the council)
-Dwarves have the Tinker and Pure castes (Tinkers make machines, Pures are hardcore battle Dwarves)
-Humans have a Guardian Caste which functions like Pure Dwarves
-Humans have negative effects by being in caves
-Dwarven Pures need booze else they have very scary withdrawls
-Kobolds have Shaman and Shadow castes

These are all new, but they are only so far just fluff and don't do anything atm. But once I sort out the raw files and ordering of events they will. The off to making Shaman spells and weaknesses, and the Shadow Kobolds auto hide effect.

EDIT:
Reworked the OP a bit and added more to the Features section
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on June 28, 2012, 01:50:24 am
Finished all the human and dwarf buildings on the Wiki, so if you wonder what a building does check it out. Altho the Kobold buildings need work still, and Tools and what not need more work. I could probally go into more detail on requirements, But that is why I dropped the Reaction Codes on the buildings.

But yea Kobold buildings, And Tools with what they do, and how they are made. Not to mention the Monster's page, which will have all the new wild critters that I add in or is not native to Vanilla DF. And the Races, can't forget about them. Adding in Lore/Descriptions for them is sortof a hassle, since Regen alters quite a bit vanilla lore. And new civs so everyone needs their story retold for those that care to read it, plus it describes what they have.

Now I think I played with teh Wiki enough, back to modding.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on July 01, 2012, 12:50:53 am
ok hitting a slight snag, im trying to plow through tho. But I know this is what I need to do:

-Finish fleshing out Dwarven castes and how to upgrade to them
-Dwarven special pets? I might remove the tinkers or have them be a sortof full-metal alchemist kinda dwarf. Uses alchemy and tech to transmute creatures into mechanical beings. Acually might do that. FMA Dwarves ahoy! Might even give them a power to bring back a dead dwarf and place their soul in a animated suit of armor/machine/golem what have you.
-Get the Geneforge made up for humans
-Get the advanced furnace to make various new glass items, plus get Sanure's new glass making tools put to use
-Make shaper equipment for humans, so Shapers can experiment more to learn *new* creations/spells
-Make Puresteel for humans
-Make Bloodsteel for dwarves
-Make mithril more of a white/silver or green color, and have new lore on it's making
-Add tech tree for making shapers
-Add upgrades for human guardians (pure dwarf, aka is a melee caste)
-Add tech tree for gun making (maybe not because gunpowder will take time to make, due to trying to obtain saltpeter and brimstone)
-Add cave fear to humans
-Add bad juju to dwarves that don't get their drink
-Make more magic
-Make various ambush critters use a auto-hide ability (beware there will be "A <creature> has sprung from ambush!" so expect suprising losses)

Probally more, mainly fixes tho. I might have to release an alpha 5 -.-

EDIT:
also fixed my sig, the link went to the old regen thread. now it comes here
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Jake on July 01, 2012, 06:10:08 am
Quote
-Add tech tree for gun making (maybe not because gunpowder will take time to make, due to trying to obtain saltpeter and brimstone)

If you don't want to use potash as a direct substitute for saltpetre like I ended up doing, you might try a reaction to make saltpetre from something else; ash and sewer brew (standing in for aged urine) were the reagents I narrowed it down to.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on July 01, 2012, 12:43:31 pm
Well I can't get my hands on urine ;) unless I make it or use FILTH_Y and a crap ton of reactions to begin a "aging" process lol.

Potash I might use, but I have a "Quarry" building where you can dig up Brimstone and Saltpeter if you can make the tools for it.
In Regen you can get basically any natural resource in the game, if you got the resources to make the tools.
It's kindof a trade off, you got a ton of metal, but not enough coal?
make some tools, and dig for coal in the mineshaft.
Need flux no problem dig for it.
need iron to make steel? dig for it. etc

But tools break, so making one set for a large mining operation wont last long.
Since Regen has been geared towards Industry atm, but soon it will be magic too. And tech.

After that has been balanced out then I can start on adding in the new races.

But I might make Potash a Saltpeter subsitute
Thanks Jake
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Arbinire on July 01, 2012, 09:43:23 pm
Hey Hugo, I'm giving this a try but I'm not sure I'm doing it right.  I tried sticking it in with the LNP but ended up having all of my civilizations coming out as trolls, gremlins, and dragons.  Right now I downloaded a fresh copy of regular ol' dwarf fortress and copied the files over, along with the phoebus graphics pack.  If something similar happens to the civilizations in this world gen I'll post you my logs so you can tell me what I might be doing wrong.

Besides that, I like the sounds of everything so far.  Wish I had a head for modding cause the things all you modders put out is really inspiring.

gamelog
Spoiler (click to show/hide)

errorlog
Spoiler (click to show/hide)

edit: yup, happened again, put in my gamelog and errorlog
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on July 01, 2012, 10:02:46 pm
Once I get V1.0 out I'll try and make a Phoebus Version again (love that Graphics Pack)

But this is the issue:
For Regen I have
creature_regen_dwarf.txt
creature_regen_elf.txt
creature_regen_goblin.txt
creature_regen_human.txt
creature_regen_kobold.txt

I ripped dwarves, elves, goblins, humans, and kobolds out of "creature_standard.txt" for easy altering for myself so when you DL a fresh copy of 34.11 you have to clear out the "raw" foulder and drop Regen's innards into the empty cavity.

And the unreconized caste token is because of the dupe raws HUMAN+HUMAN = null so my upgrades or transformations go nuts.
And the reason the civs are Trolls and other random beaties is because DF needs something to fill those null'd out gaps.

But the Graphics side for phoebus should work (sprites and such) so that should work. I'm sorry that Regen is so incompatiable with other mods... Sometime after V1.0 (that i'm working on now, unless Everyone wants me to release a Alpha 5) I can stick the mentioned 5 races back into the "creature_standard.txt" once more, but for a maybe a quick fix go into "creature_standard.txt" and delete
DWARF
ELF
GOBLIN
HUMAN
KOBOLD
and try again... wait why does your errorlog not show dupe entries of MOUNTAIN, PLAINS, FOREST, SKULKING, etc..

If you want I can upload a pre-installed DF+Regen: FE (aka Plug and Play) version.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Arbinire on July 01, 2012, 11:00:31 pm
Once I get V1.0 out I'll try and make a Phoebus Version again (love that Graphics Pack)

But this is the issue:
For Regen I have
creature_regen_dwarf.txt
creature_regen_elf.txt
creature_regen_goblin.txt
creature_regen_human.txt
creature_regen_kobold.txt

I ripped dwarves, elves, goblins, humans, and kobolds out of "creature_standard.txt" for easy altering for myself so when you DL a fresh copy of 34.11 you have to clear out the "raw" foulder and drop Regen's innards into the empty cavity.

And the unreconized caste token is because of the dupe raws HUMAN+HUMAN = null so my upgrades or transformations go nuts.
And the reason the civs are Trolls and other random beaties is because DF needs something to fill those null'd out gaps.

But the Graphics side for phoebus should work (sprites and such) so that should work. I'm sorry that Regen is so incompatiable with other mods... Sometime after V1.0 (that i'm working on now, unless Everyone wants me to release a Alpha 5) I can stick the mentioned 5 races back into the "creature_standard.txt" once more, but for a maybe a quick fix go into "creature_standard.txt" and delete
DWARF
ELF
GOBLIN
HUMAN
KOBOLD
and try again... wait why does your errorlog not show dupe entries of MOUNTAIN, PLAINS, FOREST, SKULKING, etc..

If you want I can upload a pre-installed DF+Regen: FE (aka Plug and Play) version.

I wouldn't complain if you did :P and definately thanks for the quick reply and for doing so.  I honestly have no idea why there's no dupe entries for the MOUNTAIN, PLAINS, and everything else.  The order I did everything in was first was unpacked vanilla 34.11 DF.  I then unpacked REGEN_FE_ALPHA4 and cut/pasted the raw folder straight across.  Finally I unpacked the phoebus graphics, stuck them in the DF folder, then ran his assembler and all the .bat files to update my .ini files.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on July 01, 2012, 11:23:21 pm
Well Alpha 4 [DF34.11 P&P] (ASCII) (http://dffd.wimbli.com/file.php?id=4831)
there you go CC DF34.11 ASCII right out of the tin with Regen: FE Alpha 4 installed. I suggest using some of the tilesets that I have posted links to on the OP I like that last one, It is acaully very nice, rather large but i got a wide screen so it is all good.

<*Recommended Tilesets*>
Spoiler (click to show/hide)

Saddly if you want graphics the only thing that is compatable to a degree is Sprites, nobles might be a bit off due to my alterations, and a few custom critters will lack pictures. So remember "graphics" foulder only :P cause Phoebus alters plants and stone layers for his tileset, and that will mess stuff up bad for Regen :P

also I am updating the Poll, question is:
"Humans and Dwarves" with the questions asked relating how they should be progressed (Full Metal alchemist dwarves or simple steampunk, Magic tier for humans, or religeon)
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Arbinire on July 01, 2012, 11:32:27 pm
Well Alpha 4 [DF34.11 P&P] (ASCII) (http://dffd.wimbli.com/file.php?id=4831)
there you go CC DF34.11 ASCII right out of the tin with Regen: FE Alpha 4 installed. I suggest using some of the tilesets that I have posted links to on the OP I like that last one, It is acaully very nice, rather large but i got a wide screen so it is all good.

<*Recommended Tilesets*>
Spoiler (click to show/hide)

Saddly if you want graphics the only thing that is compatable to a degree is Sprites, nobles might be a bit off due to my alterations, and a few custom critters will lack pictures. So remember "graphics" foulder only :P cause Phoebus alters plants and stone layers for his tileset, and that will mess stuff up bad for Regen :P

also I am updating the Poll, question is:
"Humans and Dwarves" with the questions asked relating how they should be progressed (Full Metal alchemist dwarves or simple steampunk, Magic tier for humans, or religeon)

Thank you Hugo.  I also followed your advice and removed the listed races from the creature_standard.txt, and that worked for the civilizations.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on July 01, 2012, 11:39:22 pm
You're Welcome, but like my OP says Regen alters pretty much every vanilla raw file so any overwrite may ruin some features ;)
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Arbinire on July 02, 2012, 12:01:13 pm
think I may have a bug for you Hugo.  Using the version you packed for me I started a fort using the CLA tileset(v9).  I had my smith taken by a fey mood before reaching magma, so I set up a wood burning furnace and smelter.  I have a stockpile of wood on the surface level of my fort (flatland embark) that is nearly full, and two levels below that is where I have my furnaces.  When I queue up the furnace to burn charcoal though, I get the "so and so needs logs" message, despite having a nearly full pile up top.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on July 02, 2012, 12:09:59 pm
Odd I just a quick test run with the prepacked version, but I'm using toadies ASCII and my wood burner grabbed wood just fine. are you using barrows? or special take and gives?

I'm going to get the CLA and try with that. And see that sorcery is going on.

EDIT:
you can use "Save Target As..." by right clicking the two tilesets on the OP for just the tileset.
But i'm trying to DL the v09 as it probally has the creature graphics as well.

EDIT2:
did you get the stand alone or pre-installed?
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Arbinire on July 02, 2012, 02:09:53 pm
I'm using the stand alone, but kinda weird.  I just restarted from a save before the fey mood popped up, built my furnaces and it's now working fine.  The only possible thing I can think of (i forced quit earlier so I'm not sure) was that one of my initial dwarves who was set as a woodburner/armormaker was the one with the fey mood and was being queued to burn the charcoal, which'd be weird since I had 3 other dwarves flagged for woodburning.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on July 02, 2012, 05:18:39 pm
Just a random bug then I guess, That is good to hear. Because if it was a Regen bug I'd have to find it, and fix it. :P naturally
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on July 04, 2012, 01:40:54 am
Update! well on my progress, not another alpha or V1.0 but something that might be interesting to know:

-Blast Furnace renamed to Advanced Furnace
-Fixed an oddity with bone horror combat.
-New English language for Humans, translation will repeat it'self but I could care less.
-Dwarves mature at age 6, but are not fully grown until age 12
-Some cave creatures can now ambush at will, and GCS had web shooting ability slowed down by 10x

the last one might be a fun one to play with. Also only some of the cave critters can do it at will, others need to be in water to activate.

I'm currently chugging through interactions (first time using COUNTER_TRIGGERs so I hope they work as planned) and arragning the castes in the creature files to how I want them (OCD)

As soon as I get these weakness, dependancy things working right. Then I can get onto buildings, reactions, upgrades. Once I have a good deal of Tech trees finally worked out then I can make V1.0

As much as I hoped not to do I might have to release a Alpha 5, since It might take me a good bit to invent all the buildings and stuff, then update the Wiki.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on July 05, 2012, 11:04:14 pm
Ok looking at the Poll voters have asked for:

Human Mages (Wizards, I may play with this concept by using tennis reactions to say "train" magic skills. The more a wizard/mage fights the more he levels up to use stronger spells or be able to cast that spell faster/more often)

And steam punky dwarves (naturally) altho Full Metal Alchemst like dwarves are a close runner up. I will gear my modding towards clockwork steam machines. Only issue I forsee is some of these automations will desire to wear clothes. They will have no emotions so there is really no point, but due to the current DF they will put socks and coats on. Maybe the more humanoid Automations will be controllable (other then the clockwork spider, that is a machine that will be dedicated to labors.)

Oh boy this will be fun re doing the dwarves again :P to fit in their mechanical and controllable friends. I will make a few of them simply pets that can be trained for war so they can be stationed as guards.

I also upped the amount of essence beetles can make, But I will also have to make a "control" totem or tower or some magically and sciency creature thing that when near beetles makes them sterile for a time so you don't have essence-splosions. But since when a finished version of Regen is done, shapers/tinkers will be sort of a mid-end game thing unless you are very lucky or cheat to get everything you need.

I'm am nearing an Alpha completion #5 in which Humans and Dwarves will have the fighter castes, I put the kobold castes on hold for now because Kobolds got alot of love at the start of these alphas.

I am now going to do a test run to make sure that All the desired effects are working right. Wish me luck
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on July 06, 2012, 03:02:02 pm
Did a quick human playthrough, no errors. Found that Cave_Adapts is added/removed through transforming into a creature/caste with it, just like FLIER. Altho ALCOHOL_DEPENDENT must count as a personality trait and thus SOUL so no amount of transforming can add/remove that.

I guess it evens out. I wanted Guardians (human fighter caste) to have the same booze dependancy as Dwarven Fighters do. But I guess having negative effects by being in caves is good enough. Altho if you transform a human that has a need for booze (yes non-ALCOHOL_DEPENDENT creatures can need booze, altho it is rare.)

Re-did some caste and nobles and entities and more reactions for more interacitons for more FUN!

Quote from: the Log
NEW
-Removed "make wooden wheel" from lumberyard, un-needed
-Removed above reaction from entites.
-Fixed spelling errors for assemblys should now be called assemblies
-Skulls are now as strong as copper, should help keep death by headshot a bit harder.
-Brewing better booze and drinking it has a noticable effect now.
-Kobolds are now KC's origional Cutebolds
-Kobolds now have law enforcement and executions
-Can now fill barrels with water at the Screw Pump Well, for drinking
-Shapers can only be on the High Council (9 shapers = 9 kings, beware those that get the council)
-Dwarves have the Tinker and Pure castes (Tinkers make machines, Pures are hardcore battle Dwarves)
-Humans have a Guardian Caste which functions like Pure Dwarves
-Humans have negative effects by being in caves
-Dwarven Pures need booze else they have very scary withdrawls
-Kobolds have Shaman and Shadow castes - On hold.
-Blast Furnace renamed to Advanced Furnace
-Fixed an oddity with bone horror combat.
-New English language for Humans, translation will repeat it'self but I could care less.
-Dwarves mature at age 6, but are not fully grown until age 12
-Some cave creatures can now ambush at will, and GCS had web shooting ability slowed down by 10x
-Removed some non-existing reactions from enties
-Allowed humans to acaully make the Lumberyard assemblies, instead of being taunted by the Lumberyard.
-Essence Beetles now produce 1-3 essence instead of just 1, allowing for easier shaper/tinker operations
-3 more ways to make gunpowder is in, use potash, pyrite, brimstone, saltpeter in 4 different combos to make GP
-Renamed some human nobles
-Added a breeding control caste to essence beetles
-Can now make more essence beetles from essence, but you still need Large Beetles to get the operation going.
-Can now shape Control Boxes from Essence (stops all beetles in sightrange from breeding, in case of essence overflow)

I have some more tests and things to add before I release Alpha 5. Also found out that Shapers are magically made to lead Human Civs which = awsome. So when I get the tech tree made up for shaping, players that don't want all the hassle of trying to make a geneforge can just wait for their... Shaper overlords to come, Altho 9 mandates at once seems like a horrible fate, but remember these are badass shapers, and suffer no ill effects of the geneforge.

I will be dropping demands and mandates down tho, I've never played long enough in any fortress to get a king, let alone the High Council.

Shamefully I'm working more on Humans atm, but they had more to test. Time for me to add more to dwarves and give Tinker's a test run.

Annnd checking the poll again, now FMA dwarves are winning... I will allow Tinkers to be able to resurrect "normal" dwarves as 1-2 things:
Animated Suit of Armor (Like Edward's younger brother)
Obsidian Golem (Like old Regen's Golem Caste)

I will maybe have both options, but they will be costly and a one timer if the second form dies, tough luck.
Animated Armor will probally have higher def stats, but heal slower from wounds
Golems being made from obsidian might be weaker in def, but can heal faster

But both will have a weakness to something. Golems will need booze to function at 100% have no emotion and imcapable of equiping things, but have great strength. Armor will probally lack eating, drinking, sleeping, etc. But will have emotions, but as a bonus you can layer more armor on it. Remember to keep this guy clothed.

I play on intergrating the side mod Project Clockwerks that I made for SlashH for the automations that dwarves can make. Which means I can get rid of the Essence Beetle Idea for dwarves, since I want that as a HUMAN only feature. Tinkers need to take say a cat or a dog and make some sortof cyborg/clockwerk machines that go around and "assemble" little automations that a tinker can upgrade for various tasks.

EDIT:
Genned a new test world and I found a Kobold Necromancer Tower :o Also it seems kobolds make towns too. So that maybe the case.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on July 06, 2012, 08:42:50 pm
My Poll has been trolled :P 14 votes

8 for both dwarf options
5 for both human options

lol I think I'll leave the poll up for one more day, thus deciding the victor for the future of dwarf kind. And if they remain equal well... crap :P more work for me.
(Or add a bigger variety of options, Time for me to dig into my big fat list of "what to add to Regen" that 'The Master' cooked up. And poll those options)

I've taken a slight break from modding Regen so I can acually play it. And see how it is, Having fun so far got my first migrant wave. My head guy is my first shaper, and I made two guardians. With the arrival of these migrants I can now make those guardians full time soldiers so I have a decent defence against this giant wildlife :o

Oh forgot to mention all Dwarven fighters and Human guardians require no sleep and are sterile. But that is a price to pay for perfect *cough close enough cough* soldiers. First things first, I'm going to hoard all the essence I can cause I know with migrant waves I should be swimming in able hands to do work. Now since Humans cannot stand the caves for a duration of 1 month (as they start to get the effects of cave sickness) I will building my houses surface side, around the volcano. I just hope this time Elves don't have access to flying creatures, or I may be in trouble.

Also tempted to make my IRC public in the OP
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on July 07, 2012, 12:26:31 pm
Locked the poll and 18 voted

9 for FMA dwarves
11 for Steampunk dwarves
8 for Wizards/Mages for Humans (to go along with the Shaper)
6 for Religeon stuff

So after this fort goes tits up (which might be soon, it appears I am a crappy player :P) I will be working on clockwork creations and methods of how to make them. Since FMA was voted for quite a bit, I will have to discuss how this will work out in the IRC. Since I want dwarves to be really magically crippled, what little magic they have is for bringing clockwork machines to life. I may just take the "resurrect" concept and use that, steampunk for dwarves is the way to go. Maybe dwarves can cook something up in the alchemy lab.

Also:
SO MANY FLYING CREATURES HERE! Makes it hard to hunt for meat for my guardians (they only eat meat)
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 4 Dwarves with guns
Post by: Hugo_The_Dwarf on July 07, 2012, 10:09:20 pm
I think my little human fortress is going well, My shaper owns a small overlook next to the volcano in the west. While the rest of the humans live in a rather large looking apartment complex, complete with a comunity dinning hall and medical rooms. Above is housing arrangements, I might have to add another level but I"m not concerned since I have dorms and personal rooms set up.

But defences are lacking :( I only have abot 6 soldiers, but I'm getting my shaper on that, by making some war beasts to fill the ranks. Once he finishes making more Essence Beetles, And since this fort is doing so well (in my eyes) I will be making a story fort. All the while I am finding things to fix, and planning out the next wave of updates.

Also be back with an edit once I find my notes on which questions to ask for the Poll next.

EDIT:
I unlocked the Poll and new questions are up, vote away I'd love your feedback.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 cometh *in progress*
Post by: Arbinire on July 08, 2012, 12:35:35 am
woot, first to vote XD

Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 cometh *in progress*
Post by: Hugo_The_Dwarf on July 08, 2012, 12:12:36 pm
Ok for some, reason unknown to me is. A kobold Ambush showed up, and all those tiny little guys have TOWER SHIELDS!! Da **** is this?

Kobolds should only have bucklers, and Blocking Bracers.
Cave invaders always use shields, so I guess invaders use the best avaliable shield item there is.
Which means kobolds probally have invaded and conquered some human towns and plundered Tower Shields.

which pisses me off, I want entities to use what I want them to use :P none of this "thought" that they are displaying. lol

Something I can't fix, Well looks like I have to see if my military is armed and trained enough to battle this new terror and live.

EDIT:
Clawbugs are scary, a trained for war clawbug stung a kobold in the head, breaking the neck, at the same time sending the kobold flying off the cliff.

But in other news, I'm still debating on what creature must be transformed into metal machines so that dwarves can make more metal constructs.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 cometh *in progress*
Post by: Hugo_The_Dwarf on July 09, 2012, 10:32:15 pm
Slight update as I chug along through this play through

Quote from: the Log
NEW
-Removed "make wooden wheel" from lumberyard, un-needed
-Removed above reaction from entites.
-Fixed spelling errors for assemblys should now be called assemblies
-Skulls are now as strong as copper, should help keep death by headshot a bit harder.
-Brewing better booze and drinking it has a noticable effect now.
-Kobolds are now KC's origional Cutebolds
-Kobolds now have law enforcement and executions
-Can now fill barrels with water at the Screw Pump Well, for drinking
-Shapers can only be on the High Council (9 shapers = 9 kings, beware those that get the council)
-Dwarves have the Tinker and Pure castes (Tinkers make machines, Pures are hardcore battle Dwarves)
-Humans have a Guardian Caste which functions like Pure Dwarves
-Humans have negative effects by being in caves
-Dwarven Pures need booze else they have very scary withdrawls
-Kobolds have Shaman and Shadow castes - On hold.
-Blast Furnace renamed to Advanced Furnace
-Fixed an oddity with bone horror combat.
-New English language for Humans, translation will repeat it'self but I could care less.
-Dwarves mature at age 6, but are not fully grown until age 12
-Some cave creatures can now ambush at will, and GCS had web shooting ability slowed down by 10x
-Removed some non-existing reactions from enties
-Allowed humans to acaully make the Lumberyard assemblies, instead of being taunted by the Lumberyard.
-Essence Beetles now produce 1-3 essence instead of just 1, allowing for easier shaper/tinker operations
-3 more ways to make gunpowder is in, use potash, pyrite, brimstone, saltpeter in 4 different combos to make GP
-Renamed some human nobles
-Added a breeding control caste to essence beetles
-Can now make more essence beetles from essence, but you still need Large Beetles to get the operation going.
-Can now shape Control Boxes from Essence (stops all beetles in sightrange from breeding, in case of essence overflow)
-Made High Council Members for humans (9 kings) allowed to do work, so they maybe be used for shaping.
-Had to fix essence again, to stop them from dying on creation.
-Upped the chance of seeds by 20% when processing trees.
-Humans can now make "large barrels"
-Essence Beetles no longer need to eat. (didn't I fix this already?)
-All creatures in layer 3 now have NOT_LIVING and OPPOSED_TO_LIFE to prevent bone horrors and blood beasts from killing everything down there, Also paves the road for the planned creatures.
-Essence Beetle Males are now a darker green. So you can tell which one is male and female.
-Battle creations should heal faster now.

Why do I always have massive change logs?

Question:
Anyone get the Human's 9 High Council Members?
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 cometh *in progress*
Post by: Urist McAddict on July 10, 2012, 08:55:22 am
Maybe tweaking with sizes you can make them be unable to use bigger shields, dunno, i'm no modder =P
Also, is this mod ASCII intended or there will be a custom Graphics pack coming soon as a newbie pack?

This mod seems different enough, i'll wait it's 1.0 to try out =)
Keep up the good work!
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 cometh *in progress*
Post by: Cheesoburgor on July 10, 2012, 10:10:11 am
Do you need any help with this mod. Id LOVE to help :)
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 cometh *in progress*
Post by: Hugo_The_Dwarf on July 10, 2012, 01:12:40 pm
Maybe tweaking with sizes you can make them be unable to use bigger shields, dunno, i'm no modder =P
Also, is this mod ASCII intended or there will be a custom Graphics pack coming soon as a newbie pack?

This mod seems different enough, i'll wait it's 1.0 to try out =)
Keep up the good work!

My sprite skills are a bit rusty, But yes I hope to have a custom tileset and sprites for Regen.
After I get 1.0 out I should have only issues with bug fixing, as I will be putting new features on hold
Until I get some things made up, Like updating the Wiki. A custom tileset (since I think Sprites need to be the same size as the tileset else crash).
I doubt I will be able to make a new banner, but I am trying lol.
As for sprites I was thinking of a old game called "Exile" now the current sprites for that game are 28x36 but I should be able to mimic the style in a smaller size. But I want to try 28x36 sprites and see how hard it is to play DF :P (since I remember somewhere there was a 128x128 tileset  :o)

Do you need any help with this mod. Id LOVE to help :)
I could use some more help :P Sanure was working on Adv. Mode reactions so I have a partcial and slightly buggy system going for that, He I think I still working on it the IRC is somehow blocking him :/

But yeah PM and I will send you the IRC link, and we can farther discuse what you want to help with :P

Also
Thanks to the both of you for showing such interest :)
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 cometh *in progress*
Post by: Sanure on July 10, 2012, 05:53:06 pm
He I think I still working on it the IRC is somehow blocking him :/

heh you would not imagine the amount of rage i have for the irc :3
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 cometh *in progress*
Post by: Hugo_The_Dwarf on July 10, 2012, 11:57:37 pm
He I think I still working on it the IRC is somehow blocking him :/

heh you would not imagine the amount of rage i have for the irc :3

It is a grave annoyance.

Also test fortress died due to me getting bored, No luck with getting the High Council. But ambushing critters worked. The two new cave 3 beasties are very difficult to kill, so getting rare and good alchemy ingredients from them is a go. Found out a few creations don't heal from crippling wounds. Will be doing some tests to fix this, since a cave 3 monster can heal even broken bones.

Argh adding in automations to dwarves is gonna be a pain... But thankfully I have my old mod Project Clockwerks (not really mine, but I did do the hard work of making it)
So I will have to tweak the hell outta it, make the boilding rocks and interactions that give interactions to do interactions to make autmations which need more interactions jk maybe not that much. But for one upgrade/build a creature workshop, I need to make 3-5 different things.

So I'm still waiting on Sanures updated Adv. Mode reactions :P
I still need to make the tech tree for Shapers
Still need to make mages, and a tech tree
Still need to make a Dwarven Tinker tech tree
Gun making tech tree
Make things for Dwarves to upgrade to other castes
Make a breeder creature similar to Human Essence Beetles
Add more stuff to the advanced furnace
Allow humans to make the advanced furnace (but can only batch smelt any ore, only dwarves now how to batch smelt and grind ore) leaving slag as a near worthless by-prduct (dwarves can make use of it)
Expand on the paper industry
Fix stockpiling of tallow (and maybe wax?) candles
Start the alchemy/potion/poison making stuff
Start adding alchemy ingredients to some beasties

Also did I mention Alpha 5 is now out?
Saddly this is another human update, Dwarves had hit a snag. And the changelog is gettting WAAAAAAY too long, and I think it is time to release some more fixes and misc. stuff for those that are enjoying the alpha versions.

But now Dwarves are under the scope and will be working hard on them tomorrow/afternoon (depending on what you consider a new day) and automations, since I have to decide:
Which ones count as a controllable civ member (warning when dead it's ghost will haunt the fort)
Which ones are more of super pets
and which ones count as the resurrect feature.

After I get that sorted out probally alpha 6 :/ but after that all the groundwork will be there to support the making of the tech trees.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 cometh *in progress*
Post by: Sanure on July 11, 2012, 03:14:50 am
-snip
So I'm still waiting on Sanures updated Adv. Mode reactions :P
-snip-

on that topic, I have good news and bad news. good news is that i am working on completely finishing the adv reactions. bad news is... wait... do i even have bad news? Hugo, do i even have bad news?
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 awaits
Post by: Hugo_The_Dwarf on July 11, 2012, 12:52:19 pm
Right on :P Also I'm planning on making armor more generic, like removing some of the extra stuff I made for some reason (kobolds will keep their custom stuff, since they acaully have custom stats, making them unique) the others are basically copies :/also will be renaming mail shirts to chain mail.

And will be doing some number crunching to get a
Cloak/Cape
Breastplate
Chain Mial
Leather
Shirt

combo like system going, same with
Greaves
Chain leggings
leather
pants

kinda deals. Will also be playing with things to make invaders wear full gear.

EDIT:
Have added a few things, untested as of yet, but I *HOPE* will make entities work the way I want them too.

Also I have picked 3 automations for players to be able to control they would be:
Worker - simple slave that will do labors, or if really needed made for cannon fodder. *can't equip*
Defender - the old Defender will probally be renamed to something more *mencing* also can't equip
Assassain - when first built will lack the auto hide/ambush ability until you choose to activate it, anydwarf not just a tinker can do this. *can't equip*

All controllable automations will have NOEMOTION to prevent tantrums from being naked. And when did you see a robot show emotions? (this is clockwork not Star Trek)

Automations/devices that count as PETs
Warrior - will be renamed to something more, military like. maybe Clockwork Guardian
Mine - Immobile suicide construct, can autohide to "surprise" invaders (must be pastured/pitted)
Turrent - long range automated defence system, immobile.
Power Geode assembler - a small clockwork spider that roams around gather materials to make power geodes (in which can be made into automations/devices)
Spider control node - this when near any clockwork spider will halt productions of power geodes

I might be able to skip Alpha 6 and get right into 1.0 (everytime I say that never turns out that way) since I have ideas of how the humans Geneforge will work and what Dwarven Tinkers will use.

As well as using some of Sanure's Adv. Mode tools in the Advanced Furnace for advanced glass making things.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 awaits
Post by: Hugo_The_Dwarf on July 12, 2012, 12:22:15 am
I have added the 3 Civ Controllable Automation castes to dwarves, tests with the Centurion are going well. Safe to say normal wildlife has nothing on it. Just renaming a few things, and cleaning up some unused raws a fully working. Made a few additonal changes. and tada, Automations castes are now complete in teh dwarf creature

All that needs to be done now is the rest of PET automations, an "explosion" interaction (which will be used for a few other critters too) then fleshing out the dwarven "upgrade path" also the last poll for human mages, they will be on hold. As they are now stuck in a rather long to-do list lol

I will probally try and draw up a mock flowchart on how things work for Humans and Dwarves or at least the planned and prone to alterations tech trees
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 awaits
Post by: Hugo_The_Dwarf on July 12, 2012, 02:18:13 pm
Alright still chugging through re-formatting automation Pets and the interactions and what does what and when.

But here are some very sad looking charts
Spoiler: Shaping Chart (humans) (click to show/hide)

Sometime on the Regen Wiki I will be adding a sort of flow/ what works with what kinda thing to each race page (right now I think I have a list of things that are like 5 steps ahead of Alpha 5)

And I have to fix the Fyora still, for a fire breathing lizard it doesn't like fire too much. Also add the Ornk, basically a livestock creature shapers can make, that is like a cow, pig, and a sheep all in one.

I think I'll let dwarves add metal and stuff to large beetles using their life force to create the clockwork spiders and control nodes that will start the dwarven automation industry.

Which means, Alpha 6 will make dwarves have the same free-bies as Humans do for shaping.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 awaits
Post by: Hugo_The_Dwarf on July 13, 2012, 11:22:17 pm
Sorry for lack of update, Been tinkering with my wiki rip, this time including as much as the wiki as I can, with added little tips too, like how reactions work and accents in descriptions and stuff.

But on to Regen
Quote from: the Log
NEW
-Dwarves no longer can make (dual) weapons normally, and can only make crossbows with bayonets
-Humans no longer can make (dual) weapons and can only make normal crossbows, but can still make bow + weapon combos
-Breastplate with Paldrons have been removed, and removed from entites.
-Kobold Necklaces and Ankle Bands can only be made from cloth.
-Added Forced to certain Items for entities
-Fixed a Guardian related description phrase as it is not true.
-Ported Automations from Project Clockwerks, intergrated into Regen.
-Made Fyora's Fire Proof
So far it's more of fixes and removing redunant items. I expect this to grow very large... again. But right now I've been hit with alot of work, and Regen hasn't got much love lately.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 awaits
Post by: The Master on July 14, 2012, 04:35:40 pm
gets down on one knee and proposes to Regen.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 awaits
Post by: Meph on July 14, 2012, 05:29:16 pm
 - I like how humans are forced to live above ground with the progessive cave sickness
 - I like how Dwarven Fighter upgrades require Booze to stay at their prime

Just two quick question about what exactly these two points mean, and how you achieved this.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 awaits
Post by: Hugo_The_Dwarf on July 14, 2012, 06:14:31 pm
gets down on one knee and proposes to Regen.
I have spoken with Regen and she says yes :P

- I like how humans are forced to live above ground with the progessive cave sickness
 - I like how Dwarven Fighter upgrades require Booze to stay at their prime

Just two quick question about what exactly these two points mean, and how you achieved this.

With science done by Indigo Phonix (that's a bad spelling of his name)
I used a counter system that adds negative effects the longer in caves/subterrian tiles. All humans were given [CAVE_ADAPT] and this interaction:
Spoiler: Creature level (click to show/hide)

And I haven't really fully tested dwarves yet, but this should work to have them very strong when drunk and go berserk if they don't drink anything for a year:
Spoiler (click to show/hide)

Appling the power up syndrome is as easy as altering the Humans "cave fear" Can Do Interaction.
If you wish to use these give IndigoP some credit for his SCIENCE, and if you rip these from me. At least credit for putting it together lol.

Since the cave weakness takes a month, it allows humans to still to mining missions or plunder the caverns. But lingering will be bad juju.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 awaits
Post by: Kingsdragon on July 14, 2012, 11:05:47 pm
I do like to see a fellow Spiderweb Software fan, but I believe out of respect for Jeff Vogel, you should credit him for use of his ideas in your OP. Not stirring shit, just saying if someone used your work, you would want that to be aknowledged.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 awaits
Post by: Hugo_The_Dwarf on July 14, 2012, 11:07:57 pm
Ah sorry, good point. I've been so busy bouncing around I forget to update some things. Thanks for bringing that to my attention, I guess having "Intergrated Geneforge playstyle" is not much of a credit justice.

EDIT:
Updated, there is a reason why I have
"If Asked for permission to use something of yours and your not on here PM and let me know"
in the credits :P but I guess Jeff Vogel won't be visting this thread will he?
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 awaits
Post by: Kingsdragon on July 14, 2012, 11:13:25 pm
No worries. I love those games, haha. Wouldn't mind trying a DF version. That would be very interesting! Never used
mods before though.

EDIT: No I don't suppose he will. Thanks mate.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 awaits
Post by: Hugo_The_Dwarf on July 14, 2012, 11:32:33 pm
No worries. I love those games, haha. Wouldn't mind trying a DF version. That would be very interesting! Never used
mods before though.

EDIT: No I don't suppose he will. Thanks mate.

I have a GF TC that i under hatius until Toady allows more things to be modded (Since I can't go with immoblie essence pools that spawn essence..) have to wait until he fixes IMMOBILE breeding.

But in Regen I only have the most basic of Creations, and Fyoras... lol Are not immune to fire
Thahds and Clawbugs are... need more work, but they do their job :P and Serviles are done. Other then personality things

I plan on making almost all GF creations, plus Crystal Pylons, I have ornks done but not in A5, A6 will have tho.
Maybe you can offer ideas on how upgrading a normal human to shaper should be?
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 awaits
Post by: Kingsdragon on July 15, 2012, 12:08:22 am
Ideas I can help with but if it's modding advice you'd be lost asking me.

Are there any variables that can be added to a mob that have levels? (1, 100)
Might be an idea....
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 awaits
Post by: Hugo_The_Dwarf on July 15, 2012, 01:09:08 am
Hehe never fear I reached the level where I do science to try and figure new things out :P

Anyways, I could do a leveling system... But it would be massive, and time comsuming to make.
And DF has it's own leveling system anyways :P

Nice suggestion, And I may use it. Since I will be playing with that concept for mages.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 awaits
Post by: Kingsdragon on July 15, 2012, 01:13:22 am
After this highly successful fort succumbs to fps death Im so checking this out... I mean mages :D
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 awaits
Post by: Hugo_The_Dwarf on July 15, 2012, 02:42:00 pm
:P the only mages so far is Human Shapers (icicle, ice shards, ice storm, befuddle/confuse/dizzy, slow), but Alot of people voted for Mages for humans, And I will be making them once I get dwarves updated.

Still got alot to work on.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 awaits
Post by: Hugo_The_Dwarf on July 15, 2012, 08:47:42 pm
Minor update
Quote from: the Log
NEW
-Dwarves no longer can make (dual) weapons normally, and can only make crossbows with bayonets
-Humans no longer can make (dual) weapons and can only make normal crossbows, but can still make bow + weapon combos
-Breastplate with Paldrons have been removed, and removed from entites.
-Kobold Necklaces and Ankle Bands can only be made from cloth.
-Added Forced to certain Items for entities
-Fixed a Guardian related description phrase as it is not true.
-Ported Automations from Project Clockwerks, intergrated into Regen.
-Made Fyora's Fire Proof
-Fixed up Automations some more, and reworked some body plans
-All automations be it dwarven caste or pet versions can now clean selves and friends.
-Re organized some materials, tallow candles and some special items should stockpile now.
-Made a self-destruct interaction, explosively !!FUN!!
-Made landmines, that work as intended 95% of the time.
Yellow is new stuff. Yup that's right a landmine, Arena tests show it dies from it's own explosion *most* the time. A few resulted in it surviving, altho round 2 usally ends it, or survivors get it (yup the landmine can explode more then once.) The explosion is massive tho, and very, very deadly. This thing puts dragons to shame, truely dwarven craftdwarfship at work. I'll be working on turrents next. Fairly simple, going to be alot easier to get to work then landmines. took me a few hours of tinkering to get it right.

Progress almost seems slow. But there is Progress.

EDIT:
Landmines might be.... OP, a landmine one shot killed one of the cave 3 beasts. So is this good? or Bad?

EDIT2:
Thanks to Vherid for pointing me to Andux's Program "Weird Text Format Tools" here http://dffd.wimbli.com/file.php?id=4175 I will be able to alter those announcment files. To something more generic since you can embark as 3 races, always getting a A Dwarven Outpost and dwarf refs all the time, I can now make is something more broad.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 awaits
Post by: Hugo_The_Dwarf on July 17, 2012, 12:17:24 am
Alright hopped around a bit some more, this time updated the wiki a bit more, mainly features and the Dwarves. With their neat pets and castes.

Played a bit more with the custom tileset (3 tiles done WOO!) k not that impressive, Sprites may, or may not be easy to do. Since the game I'm borrowing sprites from lack dwarves (once done another update to credits.)

Just setting up the Turrents body plan, then off to making the stuff so one can start the automation/clockwork business.

After those are setup, making of teh *SUPER* buildings will be next
Humans = Geneforge + Circle of Mages + Hall of the Guardians
Dwarves = McUrist's Mechanical Emporium + Hall of the Warrior

for the Humans these buildings will do:
Geneforge:
Alter a normal humans genes and force basic knowledge into his/her mind. Allowing them to shape creatures

Circle of Mages:
Have a human offer blood/valuable things in hopes to be blessed by the ancients to become a mage

Hall of the Guardians:
A human can take an oath to become a guardian, the oath involves bearing no more children. So they become better protectors.

for the Dwarves these buildings will do:
McUrist's Mechanical Emporium:
Here you have a mechanic go to be trained as a Tinker by McUrist himself.
You can also bring materials and coins to McUrist and he can build and sell you assembiles that Tinkers can use to build clockwork machines from Power Geodes.
Or simply transform a Large Beetle to Clockwork Spiders so you can start your clockwork business.

Hall of the Warrior:
Train blood thirsty fighters here, Meat, Mead, and Battle are what these dwarves want.

I may have to give guardians/fighters more bonuses for the longer they are in service, or something more then a 50% boost to phys. stats.
But all these buildings and super castes are optional, they are just something to strive to get and use. Like addy, I can't remember the last time I acaully mined some out and used it :-/

Oh Btw this post started at like 11AM lol, so that means
I got turrets done, might need to nerf them a bit. Stockpile issues *should* be fixed no time to test with all the work I've been doing in RL.
so far turrets are fun things to place at key points behind fortifications, they shoot at basically anything. Altho they can still charge and push things to death.
Onward to interactions and boilding stones. and buildings! then alpha 6. And that should be it for the ground work.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 awaits
Post by: Hugo_The_Dwarf on July 17, 2012, 12:16:21 pm
I'm going to put a new poll up, It's interesting noone likes how dwarven fighters need to always drink booze. But I guess most forts always have enough booze anyways ;)

I'm making a new poll if I should go 1 of 2 paths:

Make generic materials (animal leather, bird feather, rough wood, wool, etc.)
and make less stone types (only about 2-3 for each layer type)
And make a "colored brick making" workshop for those that like to build with color.
Or stick with How Regen more of adds onto vanilla

generic material will increase FPS and make trade menus eaasier (why so much leather or meat to pick from?)
Stone layers, Meh I don't think removing a bunch of them will help very much.
Colored Brick Making shop might be fun?

EDIT:
Finished up the interactions for crafting automations, now off to the "learning" reactions + Boiling stones.

EDIT2:
Alpha 6 is 2/3 done
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 5 awaits
Post by: Hugo_The_Dwarf on July 17, 2012, 11:50:08 pm
Quote from: the Log
Alpha 6
-Dwarves no longer can make (dual) weapons normally, and can only make crossbows with bayonets
-Humans no longer can make (dual) weapons and can only make normal crossbows, but can still make bow + weapon combos
-Breastplate with Paldrons have been removed, and removed from entites.
-Kobold Necklaces and Ankle Bands can only be made from cloth.
-Added Forced to certain Items for entities
-Fixed a Guardian related description phrase as it is not true.
-Ported Automations from Project Clockwerks, intergrated into Regen.
-Made Fyora's Fire Proof
-Fixed up Automations some more, and reworked some body plans
-All automations be it dwarven caste or pet versions can now clean selves and friends.
-Re organized some materials, tallow candles and some special items should stockpile now.
-Made a self-destruct interaction, explosively !!FUN!!
-Made landmines, that work as intended 95% of the time.
-New intro message on embark.
-Fixed a typo in clockwork spider body plan
-Turrets added, automated defences are a go.
-Dwarves can now craft automations.
-Creations of humans and dwarves now learn fish disection 10x as fast (was 5x)

ALPHA 6 released!
Check the OP for Downloads

What is included in A6?
-You can now test out all the dwarven crafting goodies,
before I put the cost system in.
-Have fun with Assassin Automations, but you need to build a
"TRAINING STAND" and make "TRAINING BAGS" and "TRAIN" centurions and assassins there until they make a *masterpiece*.
Should be fast

-Various things have been removed for better and easier gameplay.

Training bags use FISH DISECTION as the skill, so make sure your fishermen are not hitting the gym while your machines of war sit idle.
So as I chug along until I finish V1.0 I'll be bouncing around making various charts, and trees on how the features work, not to mention guides.
I will also be making Mages, and even more spells, and the Alchemy/Potion making stuff.
And re-working the advanced furnace
Also voting on the future of the mod ends once I release V1.0.
So this is the last version you will get to play with freebies.

If you're having trouble getting Shaping/Crafting to work, shout out. Currently making the guide atm is not on the train of progress to V1.0, it's an after thought.
But I can derail for a bit to explain something if asked.

EDIT:
FUUUuuuuuu---
Just relised why the P&P version was so big, it had a test world still in it >.>
Re-up-loading

EDIT2:
Re-uploaded, should be alot smaller now :P
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 6 make those war machines!
Post by: Hugo_The_Dwarf on July 18, 2012, 10:29:36 pm
Updated the OP a bit more, not much. Just the features I think, and the warning label under the Credits.

Checked the Poll and it seems the votes lean towards the 2 hardest things to do :P well 1 hard to me is "time consuming"
But I should have not too much trouble just as long as I can figure out all of Notepad++'s features.

But progress was delayed to:
Work
Company

but I got two super buildings made, so far just the exterior (btw I got lazy with the build levels, only the finished product looks pretty. So expect to see flying '%'s when building super buildings.)
no guts yet, but now I got to take a step back and go "Whoa, I need to plan out these tech trees."
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 6 make those war machines!
Post by: nekronuke on July 19, 2012, 12:21:40 pm
huh. how do i pick my race for fortress mode? i'm a tad lost here <_<
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 6 make those war machines!
Post by: Hugo_The_Dwarf on July 19, 2012, 12:58:11 pm
huh. how do i pick my race for fortress mode? i'm a tad lost here <_<

Ah, to pick other races to embark as these are the Steps:

Step 1, start the embark (As in "Start Playing" and picking "Fortress Mode")
Spoiler: Image of Step 1 (click to show/hide)
This is what first loads up, notice the "blue statue icons" that means I'm playing as Dwarves, or a civ that uses smoothed caves/mountain fortresses.
But I want to play as Humans, so I hit the 'TAB' key

Step 2, the neighbour menu.
Spoiler: Step 2 image (click to show/hide)
Now I'm in the neighbours menu, at the top I can see what Civ/Race I am currently "Dwarves" just as I had thought.
But I still want to be Humans so, I hit the 'TAB' key once again

Step 3, Picking a civ
Spoiler: Step 3 Image (click to show/hide)
I have underlined all Human civs, because they like to use Nation and Kingdom to end their civ names, Also the gibberish names are kobolds. Since Humans and Kobolds both make towns they have the same Icons in the world map.

So using the (+ plus) and (- minus) keys to go through the list. If you're not sure if the civ is the race you want, TAB through until you get back to the neighbour menu to see if your desired race is at the very top.

EDIT:
In step 3 Confederacy of Pointing is another human civ.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 6 make those war machines!
Post by: Hugo_The_Dwarf on July 19, 2012, 10:37:05 pm
Hot Damn, Whil'st helping anoter modder on my IRC Channel I noticed making Dwarven Tinkers are broken for A6, I am getting on the fix atm. Very simple, but very annoying for the... 15? people that downloaded. The fix is as easy as replacing the old TINKER_STONE in "inorganic_regen_crafting.txt" with this one:

Code: [Select]
[INORGANIC:TINKER_STONE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:Tinker Upgrade]
[DISPLAY_COLOR:7:7:1][TILE:'#']
[SPEC_HEAT:800000]
[SOLID_DENSITY:9000000]
[LIQUID_DENSITY:9000000]
[MELTING_POINT:5000]
[BOILING_POINT:9000]
[IS_STONE]
[MATERIAL_VALUE:0]
[NO_STONE_STOCKPILE]
[SYNDROME]
[SYN_NAME:Upgrade done]
[SYN_AFFECTED_CREATURE:DWARF:MALE_NORMAL]
[SYN_INHALED]
[SYN_CONTACT]
[SYN_CLASS:UPGRADE]
[SYN_NAME:Upgraded]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:DWARF:MALE_TINKER]
[CE_PHYS_ATT_CHANGE:STRENGTH:50:0:START:0]
[CE_PHYS_ATT_CHANGE:TOUGHNESS:50:0:START:0]
[CE_PHYS_ATT_CHANGE:ENDURANCE:50:0:START:0]
[SYNDROME]
[SYN_NAME:Upgrade done]
[SYN_AFFECTED_CREATURE:DWARF:FEMALE_NORMAL]
[SYN_INHALED]
[SYN_CONTACT]
[SYN_CLASS:UPGRADE]
[SYN_NAME:Upgraded]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:DWARF:FEMALE_TINKER]
[CE_PHYS_ATT_CHANGE:STRENGTH:50:0:START:0]
[CE_PHYS_ATT_CHANGE:TOUGHNESS:50:0:START:0]
[CE_PHYS_ATT_CHANGE:ENDURANCE:50:0:START:0]

The woe of a modder using C&P late at night and tired, to quickly make a mirrored upgrade system.

Also for those that are curious as to my progress.

Quote from: the Log
V1.0
-McUrist’s Mechanical Emporium added
-Hall of the Guardians added
-Circle of Mages added
-Geneforge added, furnace building. Requires magma.
-Fixed gather sticks reaction for adv. mode
-Giant Toads now have a lick attack
-Added Puresteel, 25% stronger then normal steel, but 25% heavier, also better then mithril.
-Sand got a reaction class, so it may now be used in custom reactions.
-Sand can be taken to an advanced furnace to be blown/molded into other glass tools.

EDIT:
Raw only version is now hot fixed

EDIT2:
Hotfixes for both DLs are now up.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 6 make those war machines!
Post by: Hugo_The_Dwarf on July 20, 2012, 10:07:33 pm
Ok with my here and there updating, I've managed to get into potion making. Probally once I hit a snag for "ingredients" I'll be jumping to plants and creatures, and from there who knows.

But humans can now make steel, and buy crates of Essence Pods from the home civ (any human civ) which is the main ingredient for making Pure Steel and a few potions. Reason for including essence in potion making is so Dwarves will have a use for it if they choose to buy crates from humans. They also won't be cheap either, I may include crates of other alchemy ingredients or materials so "large orders" can be made for something. Order crate of gold nuggets, sure beats only having the traders come with 1-5 if you so desire to order raw gold.

Also a plan for tallow, it will be a base for poisons and some "salves" I guess, salves will probally be more a trade good then anything. I could make it a food item that boosts stats, it will be hard it imagin a dwarf/human appling the salve to skin/wounds rather then eating it. Can't wait for Toady to make it so materials can give syndromes through contact (like worn items) then I can make Salve a "CLOTH" item, allowing doctors to wrap slaves around wounds to "speed" the healing process. Altho i've never seen any treated patients remove them :-/

I might have to hop over to adv. mode stuff and work on that (Sanure atm has hit a rough patch, and requires some R&R from everything) cause I know the micro-managment of using poison in fortress mode, will be hella lot easier as an adventurer "Drop weapon, dump poison, pick up weapon, PROFIT!" where as fortress mode requires a few more steps, of dumping, forbidding, reclaiming, etc... But I guess those that invest in making posion for weapons/ammo must have the willpower to use it.

I've somewhat got the tech trees sorted out, The concepts keep changing. As for mages I will probally make a "generic" mage just for V1.0, but I will slowly branch off into different fields/elements "Earth Mage, Fire Mage, Water Mage, Life/Air Mage" Altho the Life/Air mage would be more of a Medic/Buff mage, like increase healing/enduracne(so passing out from exertion is harder) or a "windwalk" spell to give a speed boost (Can't wait for the next release so I can only limit it to movement) and crap like that. Where as Fire/Water/Earth will be the combat mages, each with their own special quirks.

Like Fire mages being the most destructive, flinging fire to and fro maybe even globs of magma (at higher levels)
Earth Mages tossing stone/mud/earth, casting stoneskin on comrades to boost Def, and maybe a petrfy spell (at higher levels)
Water mages using water/ice/snow?(maybe might be too dangerous for all, a last resort melee spell?) maybe a drown/suffocate spell (at higher levels)

Issue is, you will need to hunt alot in cavern 3 for some magical beasties, I'm making it so a human has to do research into magic, which of course requires:
Paper
ink
and something magical to examine

Which even the magical item might get used up from being poked and prodded so much. But after enough notes have been made, they can be taken with a piece of leather to make a "Tome of Magic" which is a building block to make the Circle of Mages.

Now gun making for dwarves... I think the hassle of making gunpowder is a tech tree enough, other then adding in gun parts so everything needs to be assembled there is really nothing much more I can do. Guns in trained gunslinger's hands can be very deadly, much more then a crossbow.

I'm thinking the easiest to make and use of all the *Super* buildings will be the Hall of the Guardians, and Fighter's Guild (sounds better?) because, dedicated soldiers that won't be bringing kids to battle (due to sterile) won't get sad when their meat shield dies. And their natural boost to healing should give them an edge in the hospital.
But they cannot be swapped out for other castes, it's a lifelong commitment being a Guardian/Fighter.

Also looking at the Poll again, It seems I have to also plan for having less materials for creatures (no more ogre's teeth for alchemy, meh they have SLOW_LEARNER so butchering them is impossible anyways) nothing I can't work with.

Back to the human steel making, Humans need to make a "metal vat" in which they take 5 bars of iron, 3 flux stones, extra fuel "coke" and the vat, to make a sort of makeshift Blast Furnace that dwarves use. Humans make 1 bar from all that and 8 slag chunks. Now seems unfair right? I guess it is a little bit of a pain, but hey that's what goblins/exiled elves are for, melt their crap. Besides humans are too transfixed on magic and shaping to really delve into better and more effective methods of steel making (I can always alter this in the future)

So:
Thoughts?
Questions?
Ideas?
Concerns?

Annnnd:
My IRC for Regen:FE (http://client01.chat.mibbit.com/?channel=%23RegenFE&server=irc.slashnet.org) this requires no regestration, just type a nickname (and hope it's not claimed by a registered member) and join in. I try my best to be on it often, But with work sometimes I will be "away"
So post here, or come to the IRC and discuss Regen.
And a word for those that try and Troll, I am Admin of this channel. So please play nice if you come aboard.

EDIT:
Will be working quite a bit 2morrow, so I may not be on the IRC until Late-ish, with a gap for the other job.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 6 make those war machines!
Post by: Hugo_The_Dwarf on July 21, 2012, 09:44:59 pm
Ok I only made a header for Potion Making, since I relised "I don't have any special ingredients other then GREY MOLD!"

But I managed to make a Glass Furnace 2 (like the dwarven Mason's Workshop 2) for humans to use (normal and magma versions) all glass making stuff that involves "blowing" requires flux (something on the wiki mentioned flux, something about making it more 'solid') But since I made a new glass furnace, I gotta add in more stuff for humans to have a real use for it other then the Optional Upgrade Paths (remember Mages, Fighters, Shapers, Tinkers, etc. Are not required to enjoy Regen)

Maybe glass beds and glass anything that can't be made at the normal glass furnace. Maybe add in TES glass armor and weapons? A use for Moonstones (Note to self, give Sunstones, Moonstones, and Bloodstones more value and uses)

Might have to reload Skyrim and see what the crafting guide says about making glass stuff (wait better yet just wiki it, not inclided to reload another clone ripoff with some extras just to figure out what they use to make glass stuff.) Donno if to make it slightly better and lighter then Iron, might make good ammo?

Also here is the Change Log as of now, It's getting big again, maybe cause I document every little thing?
Spoiler (click to show/hide)

Also since of my Mass removal of a huge amount of Animal People and the planned removal of a ton of Giant creatures, I have been looking at making another Civ which is comprised of these two Trolloc (http://wot.wikia.com/wiki/Trolloc) + Myrddraal (http://wot.wikia.com/wiki/Myrddraal)
Been awhile since I read those books, I stopped at the last one the author made, before he died. So once I do make and use them, More credits WOO!
Hate to use someones work/IP without giving them credit. (Sorry Jeff Vogel, for leaving you outta my creds for a good while.)

Of course new civs/races/beasts are not on my mind atm, it's churnning V1.0 which basically means. Finish up those damn tech trees.

EDIT:
Ok finished up the rough draft of teh Geneforge and it's tech tree, It's more of jumping between 2-3 workshops to make what you need. Then it's just collecting Essence Pods so you can make the darn thing.

Essence can be gotten:
From buying Essence Crates from Humans
Butchering Essence (which you can only get essence if you can make essence beetles which means you have to make a geneforge)

I could probally add some cave critter, or some alchemy method for making essence pods. But that all depends if players find it hard to get Essence pods for Pure Steel, Geneforge, Potions.

I think I will make a for fun Potion of immortality stops aging and boosts healing speeds. Also give NO_EAT/DRINK/SLEEP basically making the drinker almost immune to everything. Just a test potion to get me in the groove of things.
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 6 make those war machines!
Post by: Hugo_The_Dwarf on July 22, 2012, 03:47:10 pm
Ok need a small break from modding, at least the labor. I've hit a stump of what to do next, even tho I know what needs to be done.

Time to get the old Pen and Paper out and start jotting new plans out, This mod I think would make my Database instructor go "Wut?" probally cause she doesn't know DF and yes how the mod pieces it'self together it's like a damned spider-web of realationship tables.

I add one thing, have to re-route several reactions/materials/interacitons/enities just to include the new change and roles :/

Also yuo can tack this on the end of the change long

Code: (New to the Log) [Select]
-Went through some reactions, and renamed the "reagent ids" so they better describe what it needs.
-Humans can make Beds, Quivers, Backpacks, Mechanisms, Chains, Splints, Crutches, Anvils, and Slabs from all 3 glass types.
-All new Glassmaking items require flux.
-Renamed "reaction_regen_mine_shop.txt" to "reaction_regen_tool_shop.txt"
-Glass Blower's Pipes can be made at the Tool Shop from metal.
-Geneforge can now be made at the tool maker's shop.
-Pure Steel can be made at the alchemy lab, 50% chance.
-All new Giant Creatures have now been removed through their own variance file.
-Glass bars (metal) can now be made by humans (Same as IRON but 50% lighter and slightly more valueable, 10% sharper)
-Sunstones, Moonstones, and Bloodstones are now very expensive
-Trogs should come with less dangerous mounts, if any at all. Also new armor options.
-Humans can now make Geneforges, Requires magma. Volcanos or digging deep for ye.
-Upgrading Humans to Shapers take place at the Geneforge
-Renamed some "item" only materials and tools.
-Ornk added as new creation to shape, All in one Milk, Wool/Yarn, and meat creature.
-Added more book materials (like shaping, and magic)
-New building "Reading Stand" added, for any reading jobs. As long as you have the magical book (Office Desks still allow doctors to read medical texts, Reading Stands are for more magic based tomes)

Basically the Changelog just doubled in size DX.

Can't do any playtests as of yet, since Human enity needs a few more items, and alot of reactions are scattered and floating in virtual space with nothing using them.
Dwarves and a few Super buildings need to be worked on/made along with proper sites.

So far the "Reading Stand" is for Human Mages and Shapers (still need to make the Mage) I will probally make a "Tinker's Workbench" so a Tinker can activate the creation process with style. Altho Magic and Shaping tomes will probally be infinite, but making them will be the issue. Magic tome will probally need one made, don't know why you would want mass mage training. But Shaping tomes depending on what you will make alot of and how many shapers you have, you might need alot of books.

Also the Copper/Green Glass TES mix of armor is now something Humans can make. It's a litte sharper then Iron, and %50 lighter, But other then that it's the same as IRON, only Weapons, Ammo, and Armor can be made from it. But you need Sunstones/Moonstones as a reagent, Or Simply buy it from the humans. I don't think alot of people will make it, Unless you got alot of the mentioned gems, flux, copper, and sand. Also it's pretty bright green.

So OFF TO THE DRAWING BOARD for me

EDIT:
ok the making of the Circle of Mages is planned out, Brining back old Regen's Focus Crystals, and these will be dropped by a special Cave 3 Beast, Blood Beasts for now. I have a plan for Blood Beast drops once I get a more reliable Focus Crystal Dropper made up.

Hall of the Guardians is easy enough, just some blocks, and statues. Just a easy to get building. Same with the Dwarven Fighter's Guild.

McUrist's Mechanical Emporium might be a bit tricky, probally just alot to make the assembly. Blocks, Tables, mechanisms, maybe some gold coins to grease McUrist's palms so he can send an associate to man his shop(s) *NOTE McUrist's Assocaites do not count as population, simply a cosmetic dwarf icon in the building*

EDIT2:
Glass is slghtly better then IRON against cutting and doing the cutting. But Blunt attacks have some effect on it. I should lower the IMPACT stats, so blunt weapons do more damage?
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 6 make those war machines!
Post by: Matz05 on July 22, 2012, 08:47:41 pm
Probably, I kind of like the idea of a fancy specialized composite material including some kind of plate glass!
"Muahhha! Your swords are useless! ...is that a warhammer? OH NOES!"
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 6 make those war machines!
Post by: Hugo_The_Dwarf on July 22, 2012, 11:41:02 pm
Weaker to blunt it is, probally a simple 15% weakness. Since Maces and WHammers already pierce the heavens, Altho I don't know if that means someone can punch through it with their fists? Might have to play with numbers.

I might be able to churn out more progress 2morrow, but with the work I just did (who cuts, and wants hay raked in the dead of night? I could hardly see what I was raking.) I will probally be tied up with work.

So fun with War-Glass numbers will have to wait until after v1.0, I don't even know why I'm adding more crap :P too easily side-tracked I guess.

And now I try to sleep (doubt I will get any :-/) As I know I'll be shang hai'd off to work lol
Title: Re: <)(Regeneration: Forced Evolution)(> Alpha 6 make those war machines!
Post by: Hugo_The_Dwarf on July 24, 2012, 02:01:26 pm
Almost 3rd page yikes!

Just added in Mages, and all thes stuff to make them. Now I got 3 more super buildings to work on.
I think V1.0 will lack any costs for using them, because it will be quite alot of new stuff I'm going to have to add.

Spells
More Books/Notes/Pages/Paper/etc..
New ink method Blood + Iron Salt
More uses for Blood and Ichor that merchants bring :-\
Costs for using Super Buildings
MOAR POTION MAKING!
MOAR INGREDIENTS!
more plants for alchemy/potion making
Blood Steel for dwarves (Blood + Bloodstones + Steal = heavier Dwarven Mithril?)
Bring Raw Mithril and teh extraction process back (hopefully this time disallowing it as a trade good)
Crates of Goods to order (Wood, Stone, Metal, etc)
A specialized building for burning crap (like old clothes, invader corpses/Unbuterable things)

This changelog is hitting what I want to call the max, When I have to scroll to see the next line in the update It's time to release a update.
I say I got about 4-5 lines left Before I let V1.0 out

Title: Re: <)(Regeneration: Forced Evolution)(> A6 to v1 coming soon
Post by: Hugo_The_Dwarf on July 26, 2012, 10:13:47 pm
Phew been away from Regen for a few days, But I shall get back on v1.0 I will release it once I get upgrading to mages working. And the Hall of the Guardians working right too. Fighter's guild and other special dwarf buildings will have to wait for v1.1, Which will probally just be a quick-fix/Add-on because I will be planning on cutting down materials (since alot of votes say standardized materials) and the custom tileset+sprites (Tilesets first, that's right Plural. I'm going to make a big one 28x36 and then a smaller 18x18 one.)

Since Regen has removed quite a bit of "EXTRA" fauna that toady has gone through the trouble of making 3 varients of (Man,Giant,Normal) I will only have to deal with Normal. I will probally get around to adding GIANT versions back once I get the STANDARD MATERIALS working right (last time I tried this, I crashed to game D:)

Tis a bit late to work on Regen, but I should have time 2morrow. And with that time Release V1.0
Title: Re: <)(Regeneration: Forced Evolution)(> A6 to v1 coming soon
Post by: Hugo_The_Dwarf on July 27, 2012, 10:31:48 pm
Regeneration: Forced Evolution Version 1.0
Released!
Get your's today (Updated DLs in OP)

Quite a few things are amiss atm, But I will be hopping around like aways
between projects. As Regen is not the only thing I work on, or the Wiki Rip.
I've also been messing around with map making+triggers for Armies of Exigo,
And even LAN that over Game Ranger with ToxicShadow.

But I also have the custom tileset to work on and then sprites, It has been
forever since I've done Pixel Art, and smaller releases of Regen will be getting
spit out 'cause I know I've left some things out.

Also the OP and Regen's Wiki needs work too, And with College creeping up
in a month, Regen may be on halt or really slow. But "The Master" has
said something about taking up the modding arms (learning to mod)
so he might be picking up the slack, and Sanure is still dealing with RL
Thingys. So Yeah I hope I can get all that needs to be done before
my time runs shorter then it is now.


Quote from: the Log
V1.0
-McUrist’s Mechanical Emporium added
-Hall of the Guardians added
-Circle of Mages added
-Geneforge added, furnace building. Requires magma.
-Fixed gather sticks reaction for adv. mode
-Giant Toads now have a lick attack
-Added Puresteel, 25% stronger then normal steel, but 25% heavier, also better then mithril.
-Sand got a reaction class, so it may now be used in custom reactions.
-Sand can be taken to an advanced furnace to be blown/molded into other glass tools.
-Sticks given mace skill, due to defaulting to MINING for melee combat.
-Humans have a clunky way of making steel now.
-Crates of Essence Pods can now be traded for from humans.
-Bone Horrors, now drop Gray Mold on death.
-Anvil Hammers now train Hammer skill if used in melee.
-Glass Blower's Pipe now trains Mace Skill if used in combat.
-Chisels now train DAGGER//knife skill if used in combat.
-Woodcutter's axes and Saws now train the AXE skill if used in combat.
-Beakers, Jars, Retorts, and Ink Wells are now made at Advanced Furnace
-Alchemy Labs no longer make Jars
-Office Desks no longer make Ink Wells
-Glass Furnace 2 (normal and magma versions) added for humans to make advanced glass items.
-Humans can make more things from glass then Dwarves
-Went through some reactions, and renamed the "reagent ids" so they better describe what it needs.
-Humans can make Beds, Quivers, Backpacks, Mechanisms, Chains, Splints, Crutches, Anvils, and Slabs from all 3 glass types.
-All new Glassmaking items require flux.
-Renamed "reaction_regen_mine_shop.txt" to "reaction_regen_tool_shop.txt"
-Glass Blower's Pipes can be made at the Tool Shop from metal.
-Geneforge can now be made at the tool maker's shop.
-Pure Steel can be made at the alchemy lab, 50% chance.
-All new Giant Creatures have now been removed through their own variance file.
-Glass bars (metal) can now be made by humans (Same as IRON but 50% lighter and slightly more valueable, 10% sharper)
-Sunstones, Moonstones, and Bloodstones are now very expensive
-Trogs should come with less dangerous mounts, if any at all. Also new armor options.
-Humans can now make Geneforges, Requires magma. Volcanos or digging deep for ye.
-Upgrading Humans to Shapers take place at the Geneforge
-Renamed some "item" only materials and tools.
-Ornk added as new creation to shape, All in one Milk, Wool/Yarn, and meat creature.
-Added more book materials (like shaping, and magic)
-New building "Reading Stand" added, for any reading jobs. As long as you have the magical book (Office Desks still allow doctors to read medical texts, Reading Stands are for more magic based tomes)
-Made it so any fuel type can be accepted by the Advanced Furnace
-Made up the process of making the Circle of Mages
-Blood Beasts now drop Focus Crystals on death, which are needed to make a Circle of Mages
-Mages added, So far just a place holder, but now the High Council can now be a mix of Shapers and Mages
-Transforming to Guardian/Shaper now gives a recup. boost.
-McUrist's Mechanical Emporium is now buildable.
-Only automations and turrets can self clean. The rest of PET clockworks cannot.
-Mages can be made at a circle of mages
-Crates of Essence can now be unpacked at the "Meditation Place"
Title: Re: <)(Regeneration: Forced Evolution)(> V1.0, It's slowly coming together
Post by: Putnam on July 27, 2012, 11:24:05 pm
Was looking for an excuse to post here

I think I found one

PTW
Title: Re: <)(Regeneration: Forced Evolution)(> V1.0, It's slowly coming together
Post by: Hugo_The_Dwarf on July 28, 2012, 09:05:06 pm
Yay? :P Not sure how to respond to that lol

Ok I tried this afternoon to work on the tileset, got about 5-8 tiles done. Had to stop.
I might just have to give a shout out for graphics and a Tileset, a 18x18 sets (I'm sure both sprites and set need to be 18x18 else crash)
I will probally work on the 28x36 super big tileset for fun when the standard materials gets a bit tedious.

Also I'll be cutting down the tree types massively (Tree, Fur Tree(cold areas), Twisted Tree(desert), Cave Tree, Blood Thorn(keep that one), Bone Reacher)
Same with grasses there will probally be only 3-5 grass types. Also Evil grasses... Those twitchy stuff really messes up my eyes.

But Plants I will probally rework, Rope Reed will be cotton. Rat Weed, might be replaced with some other above ground plant.
Normal wheat will be added. With Bread (Normal grain bread, and cave grain bread) Plump Helmets will get split into Brown and White Mushrooms. That can be brewed into the same drink (Dwarven Wine) I guess first order of business is:

Cut down on all materials as possible.
Which will probally mean Regen might have to be considered a Total Conversion? I guess not since it still retains quite a bit of vanilla stuff.
But I think I will have to update the OP to strickly say "Regen alters ALL files" But while I'm doing this material cut down, I'll be working away at the forever promised Potion Making, and getting the other super buildings in. Then their Costs for using them.

EDIT:
I have asked Vherid if he can make a 16x16 Tileset for Regen.

Also delved into the making of Stardardized materials. I think I got Soap/Tallow and the placeholders made up. But I got a ton of templates to make/copy.
Since I'd assume "GIANT" creatures to have a thicker/tougher hide/bone then a normal animal. So I'll be making those variations.
I got the ANIMAL tissue templates done, but they lack materials to target atm. But animals should have broken bones heal normally now, without setting/splinting aka
the non-existant animal care. So wounded Pets should recover from injuries better now.

Oh and I will be adding in 2 part brains (Inner/Outter) so there is no insta headshot kills.
Well that's it for tonight.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.0, It's slowly coming together
Post by: Meph on July 29, 2012, 08:11:01 pm
Quote
But animals should have broken bones heal normally now, without setting/splinting aka
the non-existant animal care. So wounded Pets should recover from injuries better now.

How ?
Title: Re: <)(Regeneration: Forced Evolution)(> V1.0, It's slowly coming together
Post by: Sanure on July 30, 2012, 10:35:35 am
Quote
But animals should have broken bones heal normally now, without setting/splinting aka
the non-existant animal care. So wounded Pets should recover from injuries better now.

How ?

My guess is hugo added higher healing rates to animals tissues, bones, nerves, etc. It could be something else, however, so I'd wait until hugo replies with the right answer.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.0, It's slowly coming together
Post by: Hugo_The_Dwarf on July 31, 2012, 12:16:07 am
Oh hey Sanure been awhile :P Ready to work on Regen again? Lol

Also reguarding the healing bones: New Tissue Template

Annnnd Mod Update:
1. Delayed due to a old friend flying back to ontario from alberta in which we did a 18hour marathon of Borderlands (Haw Yeah, altho I'm not sold on these B2 trailers)
2. Delayed again, Some medical apointments and AoX
3. Did my first test run for standard-ized materials, It's a success. (now to alter every creature to accept my new system)
4. Fixed the issue with Clawbugs not recovering from broken chitin (crippled) and all animals under the new system shall never be perma crippled from broken bones again.
5. Getting back to Regen again. Right after I fix up the Dwarf Super buildings and get the standard animal materials done, I'll let V1.1 out
Title: Re: <)(Regeneration: Forced Evolution)(> V1.0, It's slowly coming together
Post by: Sanure on July 31, 2012, 01:32:12 am
Oh hey Sanure been awhile :P Ready to work on Regen again? Lol

Heh, I wish i could right now Hugo, but I'm not done with RL problems yet. Though, it does seem that life is going my way for a change ;D As soon as I can get the IRC to cooperate with me, I'll tell you all about it, okay?
Title: Re: <)(Regeneration: Forced Evolution)(> V1.0, It's slowly coming together
Post by: Hugo_The_Dwarf on July 31, 2012, 07:55:35 pm
Well that's good to hear man haha, I still got to wait for my lucky break in RL.

Ok small update I managed to get all COMMON_DOMESTIC pets to use generic materials Altho eggs seem too be the only thing dodging the bullet :-\

I have now made up a Update path, that I will *HOPE* to follow, it consists of 3 phases


PHASE 1
Finishing Super buildings and adding some cost to them
See how to make a trade only like item, without it looking *weird*

PHASE 2
Add more cave 3 critters, and give them a "generic" evil materials
Add special EBO (EXTRA_BUTCHER_OBJECTS) on some critters for "Alchemy/Potion Making"
Bring more creatures to the generic material side.

PHASE 3
Adventure Mode stuff
-Potion/Poision Making (since fort mode will take quite a bit of micro-management to use right)
-Baking/Cooking (Cooked food will increase Recup, so healing after getting wounded is faster) *not 100% sure on this one
-Some basic weapon forging, or kobold method of breaking gear into curde metal versions to make crude stuff.

Alter some materials like "Glass" so blunt damage is more acceptable (aka edged attacks bounce off, but mace/hammer goes through?)


As I've working through these PHASEs I will be releaseing v1.1, v1.2, etc..
With probally some other off topic updates to things. Like bugs I manage to find (Since nobody wants to post issues :-\)
Or some addition that a random fey mood possesses me to make
I expect to hit v2.0 the same time I finish getting all the standard materials done, and probally another race or 2 (good and evil) to add to the flavour of trading and defending.

Also Reply #100
Title: Re: <)(Regeneration: Forced Evolution)(> V1.0, New OP image
Post by: Alkhemia on August 01, 2012, 01:23:21 am
Humans can't make planks in the lumberyard it does not show up not sure if that intentional or a bug, easy fix though.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.0, New OP image
Post by: Hugo_The_Dwarf on August 01, 2012, 01:53:08 am
Thank you, Fixed it :P
I've never noticed in my quick test forts. Since my tests are normally "Does this new thing work the way I want it too?"

But I hope to do a in-depth playthrough at some point, And hope to find no bugs (doubt it, probally find bugs and things that need balancing)
Title: Re: <)(Regeneration: Forced Evolution)(> V1.0, New OP image
Post by: Hugo_The_Dwarf on August 01, 2012, 09:55:38 pm
Glorious, with the use of Notepad++ I will be able to make the "standard-ized" materials much easier now, Alright did old and new birds. But before I get too deep into that, It's back to the super buildings.

Also what I am doing if it's not obvious from the poll

"Generic/Standard-ized materials"
"Custom Tileset + Graphics" (thanks to Vherid, when he finds time for the tileset hehe)
Leave the stone layers alone
Make the color brick making building.

I will probally come up with another poll sometime.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.0, New Poll
Post by: Hugo_The_Dwarf on August 02, 2012, 12:33:52 pm
New Poll is up
It's about what I should do when I need to "work" on something else.

I'm done McUrists costs, you need to mint silver and gold coins to but kits from McUrist.
Some kits you buy in nice large bundles, Others are bought in singles.
And since using a kit is never 100% successful, you may be minting alot of coins and buying alot of kits.
A use for excess gold and silver.

But the "meditation place" will be renamed to "(action place)" because it's not really a building, it's more of a "Use item/ability here" kinda spot.

Also all dwarves get the fighter upgrade at a still/brewery and the reaction is called "Start a drinking contest"
when humans drink too much, we get alcohol poisoning,
when dwarves drink too much, they become savage animals

Humans still have to take an oath at the Hall of the Guardians

I got a few more things to clean up, then V1.1 will be out with probally 5% more FPS and a few more things to trade for like
Crates in the MISC section (where LYE and FUEL is located)
Title: Re: <)(Regeneration: Forced Evolution)(> V1.0, New Poll
Post by: Stronghammer on August 02, 2012, 08:27:16 pm
I downloaded the most resent version of the mod and have noticed the urist shop is missing from the workshops options to build. I double checked furnaces, where is it supposed to be?

Edit: I checked the raws and tool shop and noticed I dont even have the option to build the assembly for the emporium, circle and geneforge
Title: Re: <)(Regeneration: Forced Evolution)(> V1.0, New Poll
Post by: Hugo_The_Dwarf on August 02, 2012, 08:29:48 pm
Oh yeah I had removed that one, Just open up "entity_regen_dwarf.txt" and add "[" to the start of teh PERMITTED BUILDING:
REGEN_MUME

and the PERMITTED REACTION:
MAKE_MUME
I have added headers and the reaction is in "tool maker's shop"
Title: Re: <)(Regeneration: Forced Evolution)(> V1.1 Haw Yeah!!!!
Post by: Hugo_The_Dwarf on August 02, 2012, 10:15:03 pm
Just released V1.1 so check the OP, has a few fixes and Dwarves have a cost system for crafting. Haven't really tested anything yet.. But it should all work just fine...
Title: Re: <)(Regeneration: Forced Evolution)(> V1.1 Update, now with generic materials
Post by: Hugo_The_Dwarf on August 03, 2012, 02:02:18 pm
Checked the Poll, haha so far some have asked for the 28x36 Tileset, here is a preview of what it looks like atm:
Spoiler (click to show/hide)

Altho I will have to rework it, Since well DF and how things work require some tiles to be used more then once for alot of things, which kinda ruins my DF to EXILE feel

Exile is a old game made by Jeff Vogel, owner of Spiderweb Software. And these Tiles are property of him and his graphic designer.
This is from his "Blades of Exile Source Code" release.
It feels like I'm advertising his game :-\ but I have to credit his work, cause well, it sure aint mine.

EDIT:
But I'm a Noob at Tilesets, but Once I figure out all the Do's and Don'ts I'll be going fully Custom or atleast borrowing from alot of concepts.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.1 Update, now with generic materials
Post by: Hugo_The_Dwarf on August 04, 2012, 10:48:05 pm
Alright, large delay, and will be delayed quite a bit 2morrow as well. Buddy is coming back so we will probally do another Borderlands marathon, or something like that.

But I think I will start the castes for goblins or the "EVIL" entity and start some book writing, which will expand the Magic system greatly. Allowing mages to learn more spells that they can fling at whoever looks at them the wrong way.

I also have nothing to report on progress saddly, but I'm getting things mapped out.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.1 Update, now with generic materials
Post by: Stronghammer on August 08, 2012, 06:20:29 pm
Hey

I have gone through a lot of the custom reactions and havent really noticed any problems. However that said it would be nice to have a sort of tech tree to see what workshop does what, and what things come from were. Also would it be possible to make animals more useful. As right now other then meat shields and emergency rations they are a tad useless. Maybe have them give more stuff like when butcher more things that turn into more leather or when sheared they give more wool (or are sheared more frequently.). Other then that everything is great, though I am going to have to go through the geneforge as I have been trying everything else first. (a step guide to that would be handy too).
Title: Re: <)(Regeneration: Forced Evolution)(> V1.1 Update, now with generic materials
Post by: Hugo_The_Dwarf on August 09, 2012, 12:11:05 pm
To make a Geneforge you need:
Discover Magma
Make a Metal Vat at the Tool Maker's Shop
Make steel bars at the smelter with it
Build Alchemy Lab
Obtain essence pods (most likely from trading)
combine Steel bars and Essence Pods at Alchemy Lab to make Pure Steel (50% chance)
take 20 pure steel bars, and 10 essences pods to the tool maker's shop
use Geneforge assembly to build Genforge
Send normal human to become a shaper.

Also don't forget to trade/bring some "large beetles" with you.

EDIT:
I can make faster shearing rates, maybe make them lay unsual eggs (items) for more usefulness?
I may also be able to add more layers of skin to the creature, like a cow or something, so when butchered would give more skins, I think that will work.
Perhaps up dog power? or have a special upgrade caste of dogs in which they are a tad bigger with higher stats?

EDIT2:
I may make a method of getting essence pods through bee farming. Edit: but that may allow all races to get this? might have to make a specially made bee like creature.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.1 Update, now with generic materials
Post by: Stronghammer on August 09, 2012, 09:14:54 pm
i like all of those ideas. also, it is humans with geneforge right? also how does one make the clockworks for dwarves.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.1 Update, now with generic materials
Post by: Hugo_The_Dwarf on August 09, 2012, 09:31:31 pm
Yup Geneforge is Human only, Clockworks for dwarves is made at "McUrists Mechanical Emporium"

In which it is:

Make MME at tool maker's shop
build MME
send normal dwarf to become a tinker
buy desired clockwork kit (costs varying amounts of gold and silver coins)
make a "action place"
set the alchemy labor for a tinker and use desired kit around a "power geode" which is born from "clockwork spiders"
clockwork spiders are made by transforming "large beetles" into them.

Warning results are not always gareented.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.1 Update, now with generic materials
Post by: Stronghammer on August 10, 2012, 12:57:21 pm
awesome. Thanks
Title: Re: <)(Regeneration: Forced Evolution)(> V1.1 Update, now with generic materials
Post by: Hugo_The_Dwarf on August 11, 2012, 11:28:37 pm
Ok sorry for the long withdrawl of progress, I've been tangled with College stuff, which is alot of Paperwork. And work, and all the other excuses.

I've just managed to do some minor work, which is just bashing my head against generic insect materials. got a few bugs fixed, alot more needs to be done tho.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.1 Update, now with generic materials
Post by: Sanure on August 12, 2012, 02:58:23 am
Bad news Hugo. I will be taking a full hiatus from main internet and sticking to LAN only. I have personal issues that must be taken care of before i can focus on anything. In short, I'm going to try to grow up ??? I'll see you and regen when I return.

EDIT: Also forgot to metion that while im away I'll be working on a few things related to DF. Basically something that will pertain to deserts. So for now time to grab regen and go stir crazy 8)
Title: Re: <)(Regeneration: Forced Evolution)(> V1.1 Update, now with generic materials
Post by: Ult1mara on August 14, 2012, 05:05:17 pm
Well done Hugo on bringing back this mod from the brink of death ^_^
Title: Re: <)(Regeneration: Forced Evolution)(> V1.1 Update, now with generic materials
Post by: Hugo_The_Dwarf on August 14, 2012, 11:49:05 pm
Took me a bit, and with some help from Sanure got it dragged out of the grave.

@Sanure
Also good luck with your journey to the elders, I know I managed to grow up too fast. Now I'm too old for most things lol like parties.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.1 Update, now with generic materials
Post by: Hugo_The_Dwarf on August 18, 2012, 03:12:37 pm
quite a delay in a update, and not a very big one. I'm just fixing up Insect generic materials, then I will probally get on making the goblin castes. So invasions from them will never be the same everytime. Will have to rename them to something like.. I don't know, something that is evil sounding and very over-used.

so no more "Goblin Dark Fortress" probally be like "twisted/wicked/orcish/some LoTR Ref dark fortress"

But a issue I see is, I'm heading off to college very soon, So I will probally only be able to get a hotfix out. With some minor features. And try to work on it here and there.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.1 Update, now with generic materials
Post by: Someone1214 on February 22, 2013, 09:11:53 am
I know this might be a thread necro, but when I downloaded the mod I found a bug. When I used the candlemaker's shop, after making five candles, 30,000 thread appeared in the shop.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.1 Update, now with generic materials
Post by: Hugo_The_Dwarf on February 22, 2013, 01:56:52 pm
Not quite sure if it's a necro when the owner was thinking of working on it again.

as for the thread explosion I found the issue, I had a bad ratio.
Basically it took 1/15000 of thread, and made 15000 for each 1/15000 piece of thread

and with a 50% chance of this I can see how that would get cluttered.

I was working on a Hotfix before I had to get tangled up in college work, but alas wasn't fast enough.
Got hung up on goblin castes. I'll see what I can comeup with now
Title: Re: <)(Regeneration: Forced Evolution)(> V1.1 (1.2 under way)
Post by: Hugo_The_Dwarf on April 01, 2013, 02:51:38 am
Hi Hugo here with Regen, been quite a bit but I am working on another update, and hope to get this mod rolling again. This is a basic start of the change log that got done, and have wrote out some things to do before I send out v1.2

Quote
V1.2
-Insect Materials done.
-Fixed worms, they now use stardardize materials now.
-Fixed Thread Explosions while making candles
-Goblins now have 3 castes (Goblin, Orc, and Troll) and are known as "vashta nerada" and are considered twisted.
-Added new spells:
--Berserk, makes a target go crazed attacking anything in sight for 500 ticks (5 seconds)
--Heal, increases the recuperation of a target for 1 second (100 ticks)
-Added new magic classes, and seperated a few current ones into classes too
--Fire, Mainly fire like spells but things like Berserk
--Ice, Ice/Water based magic wil also have slow and heal spells
--Earth, Earth(mud) and confusion/rooting spells will be in here.
--Darkness, Dark magic need not be for only the twisted beasts planned spells are:
---Mind spike, cause exstream pain to the minds of the weak
---Blind, blinds a group of attackers, making archers inable of shooting and making fighters have trouble hitting
---Life tap, heal yourself (or others) at the expense of your target
---Plague, give a contagious and dark sickness to your enemies, that gives terrible symptomes
---Shroud, give allies and self invisablity.
-Magic system for humans will be revamped (to be done)
-Dwarves will have access to magic from trading with humans
-Dwarves will have a magic based caste(s) (to be done)
-Goblinoids will have boss castes for invading !!FUN!! (to be done)
-Look into and make certain systems a bit easier/fix bugs (to be done)
--Making mages
--Making guardians
--Making tinkers
--Making dwarven machines
--making shaper creations
-Work on adv. mode stuff (to be done)
Title: Re: <)(Regeneration: Forced Evolution)(> V1.2
Post by: Hugo_The_Dwarf on April 01, 2013, 05:46:02 pm
I am uploading V1.2 now, Somethings in the changelog are not done as of yet, but since this has been dead for a bit, an alpha that has a few more bits of fixes and features is better then None. There is still quite a bit that needs to be done, but it will be done.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.2 now with a little more !!FUN!!
Post by: Stronghammer on April 01, 2013, 06:29:34 pm
IT LIVES!!!!!! Glad to see work has resumed.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.2 now with a little more !!FUN!!
Post by: Hugo_The_Dwarf on April 01, 2013, 07:11:12 pm
Yup, I'm doing a test fort now, probably will involve alot of debugging cheatery but I've been away from the project so long that a good test run might refresh my mind on what needs to be worked on, from the poll it's Magic and the goblins. I got a rough system for the goblins now, can expand on it now. And some new spells, got to expand on it more.

I almost thought I had overpowered something to an extent that the game refused to gen worlds when I tried making this world, but try 40 was the charm. I tend to find that outcast elves are a bit much to handle (as they tend to kill me alot) well onwards to create a human castle, and start a shaper labortory.

Also just reliazed, tree farming is broken due to all trees being standardized.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.2 now with a little more !!FUN!!
Post by: Hugo_The_Dwarf on April 02, 2013, 08:22:10 pm
I just found out a full set of Pure Steel armor is the most redundant thing ever, it's so heavy you might as well use training dummies instead of people for soldiers because of the speed reduction. Weapons are fine. So I will be making pure steel only a weapon, tool forge-able

I also have to fix the farm-able trees issue, or add all the trees back in but have them use one generic wood type. Either/or.

Doing some modder god powers and allowing the easy use of making mages and shapers I find that the method works well enough, so now all I have to do is work on the seperate mage classes that have a progressive spell learning (new mages will only know the basics, then after time like every year, their spells become stronger or learn new ones)

that is one idea for magic, another would be writing/buying spell tomes for mages and having them read it, that will make it a bit more micro manage-y and annoying and probably overpowered by having your master mage learn all the spells in the game, altho is that not what a master mage would do? (I don't wish to have a one way trip to an ultimate army of mages, thats a bit much) so I plan on making it so mages need the use of their mouth to cast spells and add a "silence" spell that makes the mouth un-useable thus stopping mages.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.2 now with a little more !!FUN!!
Post by: The Master on April 02, 2013, 08:26:28 pm
Anyone up for making a new Regen succession fortress? I think it would disastrously amazing!
Title: Re: <)(Regeneration: Forced Evolution)(> V1.2 now with a little more !!FUN!!
Post by: Hugo_The_Dwarf on April 03, 2013, 02:12:38 pm
That would be quite a fun idea, allow me to make a quick fix with some missed issues before you start one up. Also:

I have created a new poll (since I got the majority of the last poll done) I hope to have a new course of action by the end of the week which to me is the 5th of april 2013.

I'll have an update on my progress later tonight.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.2 now with a little more !!FUN!!
Post by: Hugo_The_Dwarf on April 05, 2013, 04:23:27 pm
Ok ended the Poll, I cast a blind vote and will be subtracting and the results are:


Magic:|
|
|
Trees:
Various Mage Classes to upgrade to
One mage class that "reads" books to learn spells
Both have annually upgrading spells
|
|
|
All vanilla trees back in, with farmable capability,
but they use "rough wood" for being cut (even cacti)


So I'm going to get a vanilla copy of DF so I can bring the trees back so you can  see maples and palms again
but the magic is a bit confusing since there was a tie between two concepts. Which leads me to think:

Humans, they have one mage class, but must learn more complex spells, but can master all.
Dwarves must choose one path of magic as they are more in tune with natural elements (water/ice, fire, earth) fire magic is a type of magic im just iffy on because of all the !!FUN!! it can cause, so I might start with a ember/fire pellet spell, which will work up to  fireball, then maybe a firestorm like spell. With a long cool down on fireball and firestorm. Since those will be very dangerous (might kill your own army by lighting the world on fire, or crash game due to too many temp/fire calculations) but fire pellet/ember will be like the ice/earth shot, more of a physical damage sort.

Also had plans for magic that kinda explodes, going to see how those work in adv. mode (since the arena doesn't respect tempatures as I would have hoped) so might see fire/ice runes, maybe even rooting spells. or even a corpse explosion idk, so many posibilites. And concepts to play with. Have to say magic is one of the more fun things to play with in this Mod, next to shaping/crafting units.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.2 now with a little more !!FUN!!
Post by: Hugo_The_Dwarf on April 06, 2013, 12:22:10 pm
Ok I got a physical damaging fire spell made up which can strike targets with embers, but now I have a delemma for the magic system for humans if I got the route of "learning" magic from tomes/books, when I human upgrades to a mage, what will his starting spells be? Or will they have non at all and you have to scramble to get them to learn some. I figure dwarves will be easier since I'll just create castes respected for each element (Fire Dward, Ice Dwarf, Earth Dwarf) I think dwarves only need 3 castes because i'll just divvy up the different spells between the three castes.

So in a sense Humans are more of a challenge but have better mages.
Dwarves are more gear'd towards industry so magic is pretty much on auto flight
Once I flesh out this magic system I think I'll touch on 'Bolds again and maybe get on the Wiki
and do some updates to info

Anyone have any suggestions for Goblinoid Bosses? 
Title: Re: <)(Regeneration: Forced Evolution)(> V1.2 now with a little more !!FUN!!
Post by: Sanure on April 06, 2013, 01:03:37 pm
Dwarves do have innate ability with elements so i could see them starting with a spell or seven. Humans should have to research spells first. Well, I'm Just a reaction crafter so what do i know. :D
Title: Re: <)(Regeneration: Forced Evolution)(> V1.2 now with a little more !!FUN!!
Post by: Hugo_The_Dwarf on April 06, 2013, 05:21:45 pm
So far dwarves and humans will use the same learning trees until I find some more spells to cook up and toss into the world of Regen. But this is how it works:

Humans when turned into new mages know 2 spells:
-Blind
-Silence
Blind does as it says, makes a target unable to see (good all around) it lasts for 500 ticks which is half a DF day I think, but has a long cool down (3 days I think)
Silence is for opposing Mages (when I add spell casting castes to invaders) this will halt spells from any hostile spell caster (note invaders will have these spells too)

But humans must write/buy magical spell tomes, which are not always 100% chance of working probably a rough 40-60% if you're lucky. But anyways this is the learning tree for each tree of magic:

FireIceEarth
Level 1Level 1Level 1
Ember (physical damage)Icicle (physical damage)Mud Ball (physical damage)
Level 2Level 2Level 2
Ember Spray (physical damage)
Berserk (makes a target become crazed, gainning
extra str and def)
Ice Shards (physical damage)
Slow (reduces the speed of a target by
50%)
Mud Spray (physical damage)
Befuddle (confuses or makes a target dizzy)
Level 3Level 3Level 3
Ember Flurry (physical damage)
Fire Rune (places a rune of fire on the ground
under the target, activated by pressure
once activated releases a cloud of flames)
Fire Ball (projectile capable of igniting
a target or flammable surroundings
Ice Storm (physical damage)
Ice Rune (places a rune of ice on the ground
under the target, activated by pressure
once activated releases a cloud of frost)
Mind Freeze (causes the target to suffer
extreme pain in their brain)
Mud Slide (physical damage)
Heal (gives the target a boost in regenerative
abilities for a short time)
Root (makes a target unable to stand for a short time)

Now ever level is a year, level 1 is the start, but this is the cool thing. The level spell gets better until it is mastered by the time Level 2 starts, the same with level 2 spells they get better until mastered when Level 3 starts. It takes 3-4 to master a tree of magic. Every 3 months a spell gets better, either by faster casting rates or more targets. This Diagram will explain a little better:
Stage
Effect
1This is the starting stage, very slow to cast and mostly targets only 1 foe
2This is the second stage, casting time is reduced (lower cooldown) and very rarely adds another target (can hit more then one)
3This is the third stage, casting time is reduced (lower cooldown) and very rarely adds another target (can hit more then one)
4This is the forth stage, casting time is reduced (lower cooldown) and very mostly adds another target (can hit more then one)
5This is the final stage also new spells for the next level are ready at stage 1, cool down is greatly reduced, and gets an extra target
There is a 3 month period between stages,
where stage 1 is 0 months (new)
stage 2 is 3 months
stage 3 is 6 months
stage 4 is 9 months
and stage 5 is a year (12 months, finished)

Human mages are pretty keen are mastering the spells of a level before learning new ones, However dwarves only like to learn one tree of magic. And are more dedicated to that element, they might get a few more spells in the given tree, but humans can master all trees of magic and have a few extras like blind and silence.
But just because a dwarf cannot master all the magic, doesn't mean the things they can create are not just as impressive.

I was thinking of having dwarves just magically know all their spells, but it's easier for me just to make them share the humans learning trees for now.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.2 now with a little more !!FUN!!
Post by: Hugo_The_Dwarf on April 06, 2013, 09:49:18 pm
Ok I have to disable fire/ice runes for now, they tend not to be working in the way I was hoping them to work. So took them out for now, Going to work on getting a method of learning these spells, then ripping that over to the dwarves in which I will add in their magic castes. Then I'll test it a bit make sure everything is fine and dandy, and V1.3 the big magic update will be released.

EDIT:
Also have to disable Berserk, as it seems to not be working right. That is 3 spells that are mal-functioning.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.2 now with a little more !!FUN!!
Post by: Hugo_The_Dwarf on April 07, 2013, 12:34:42 pm
Alright dispite the 3 spells that refuse to work, I'm working on trying to get the unpacking of magic tomes so you can use them. I also made it so you can trade for Focus Crystals allowing magecraft fairly early (only fair as magic takes so long to master) but tomes of magic is very expensive and have a 30% chance of being destroyed when read so 1 tome won't do you, but if you are lucky it might train one of your mages. I made it so in the combat log you can see if they learned it or not by adding "TARGET_VERB" to the learning interaction.

I will uploading a update very soon, stay posted.

EDIT:

Both downloads are now updated to V1.3
Title: Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
Post by: Hugo_The_Dwarf on April 17, 2013, 01:57:46 am
I might be getting some help from an old modding buddy, right now we are preparing a list of things to work on and add in. I'm still trying to brainstorm some more Magic spells and ways to get magic flowing all around to where it is needed (kobolds need some shamans and some love) also some more critters for the caves, even the surface.

I'm still working on a test fort to root out little things, bugs, and balancing issues.

Also things to expect:
-Weapons that have a throwing option will have the skill changed to sword/axe instead of THROW so that the AI will reconize it and use it
-Liches will be nerf'd a bit and made leaders for undead civs, also have a plan for liches that might make them an interesting boss when they decide to invade.
-Spells to replace the ones I disabled for Fire and Ice trees, and extra magic trees
-Kobolds will get extra castes
-Maybe an extra race of evil that will have quite an interesting caste that will just keep on giving.
-Perhaps Alchemy that can easily be moved over to adventure mode
Title: Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
Post by: Hugo_The_Dwarf on April 20, 2013, 12:09:34 am
Updated the Poll, I hope soon to have a moment of free time to hash out a action of doing.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
Post by: Hugo_The_Dwarf on April 21, 2013, 01:52:40 am
Was wondering why noone was voting, didn't unlock the poll
Title: Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
Post by: Hugo_The_Dwarf on April 22, 2013, 09:55:08 pm
A few have voted, I'm going to keep the poll up as I'm just tweaking a few things still. And a good buddy Toxicshadow is helping out in modding Regen. Do not know for how long, but he is getting some shiz done.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
Post by: Hugo_The_Dwarf on April 24, 2013, 03:31:01 pm
Alright voting is closed, I will be focusing on Magic then Alchemy and then just jumping between a New evil race and Working on goblinoid funness, now of course Toxicshadow has worked on the goblins on the side so they are almost done.

I just have to test a Silence Spell then off to work on more magic trees and spells to be learned.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
Post by: Toxicshadow on April 27, 2013, 02:41:09 pm
You reply to yourself too much xD Don't you have an OP for information? Nevertheless, not a bad mod o3o. Been working on the wiki a bit
Title: Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
Post by: Hugo_The_Dwarf on April 29, 2013, 12:22:41 pm
I tend to reply to myself a lot yes, but so do a lot of other authors of their mods lately.

My OP does need quite a bit of an update, which is probably just important as updating the mod itself.

Have been a bit tied up of late. Hope to get back into getting some more updates when I get a test run done/Fortress.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
Post by: Maklak on May 02, 2013, 03:17:43 am
I used your MAGIC_MISSLE_8 idea to propose a shotgun with buckshot for another mod. Thanks. http://www.bay12forums.com/smf/index.php?topic=118893.msg4218316#msg4218316
Title: Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
Post by: Hugo_The_Dwarf on May 04, 2013, 04:50:14 pm
Glad that I could be of assistance. I think I posted that interaction in the Spellbook thread, altho it's so far gone into the depths of the board that only a hotlink in my sig will bring you there (acually the modder's reasource that is in my sig has a link to it.)
Title: Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
Post by: Hugo_The_Dwarf on May 10, 2013, 01:43:25 am
been playing around with the logo recently, now the additional text does seem a bit off from the main name, I'll fix that sooner or later. Still making little tweaks to make the Regeneration experience so much better then it is already.

just so everyone knows the "basics" of what I did:
v1.4
-Dwarven mines have had their sizes reduced, somehow they were massive.
-All weapons that use throwing knives now use the SWORD skill.
-Battle axes that allow throwing of axes use the AXE skill
-Humans can now make wheelbarrows and minecarts
-Humans Cheif Medical Dwarves have been renamed to Cheifs of Medicine
-Outcast Elves have had their triggers upped again.
-Physical/Mental Attributes:
-- Dropped max strength in Goblin caste by 200 (Now 1850)
-- Dropped every Endurance value in Goblin caste by 150
-- Dropped max Endurance and Recuperation by 250
-- Increased every Recuperation value in Goblin caste by 100
-- Made Memory equal to Creativity (Low)
-- Gave Goblins Toughness values (Low)
-- Gave Orcs Toughness values (High)
-- Changed Goblin/Orc/Troll Caste Name to be caste-specific (I.E. When initializing goblin_female, you have [CASTE_NAME] NOT when selecting all gobs)
-- Added Goblin Seekers and Thieves
-- Added Orc Brutes
-- Removed [BONECARN] from creature level, moved it to various castes (I.E. Orc Brute).
-- Added troll destoryers
-Removed some redundant materials
-Created Silence Spell
-All Spells (or most) require speech to be used.
-Added a functional Muscle tissue
-Unholy have been given an Overlord Position
-Goblin Boss castes added, 2 mages and 1 leader
-burn all bodies and remains has been added to kiln

EDIT: like to note that Toxic did a great deal on the goblins and their castes so not to take all the credit for his hard work
Title: Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
Post by: Stronghammer on May 10, 2013, 06:00:52 pm
I assume by Dwarven Mines, you mean the kaboom kind right?
Title: Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
Post by: Hugo_The_Dwarf on May 10, 2013, 09:20:53 pm
I assume by Dwarven Mines, you mean the kaboom kind right?

Kaboom is correct, they are a late game invention and making the workshops is like a tech tree. And is a bit micro managy, but normally late game you are looking for things to do. So it all works out.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
Post by: Stronghammer on May 12, 2013, 07:55:44 am
cool
Title: Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
Post by: Toxicshadow on May 13, 2013, 10:10:00 pm
cool
I agree with this guy.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
Post by: Hugo_The_Dwarf on May 13, 2013, 11:45:16 pm
Ok I updated the OP with some better details and touched on the features section a tad (not much time to do anything more)

also a progress report on the Poll results.
I have done the goblin castes (with the aid of Toxic)
I have added in more Spells

Now just to dig into alchemy and start on the new evil civ (Which will be a late game cave invader, so beware of the caves when the skeletons come)
I've had this evil race in the "to do" list for a very long time, and have some base sketches of them. Expect some pretty badass invaders from the depths
Title: Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
Post by: Maklak on May 15, 2013, 02:56:03 pm
Are you certain that 1.4 and not 1.3 is the newest version for download?
Title: Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
Post by: Hugo_The_Dwarf on May 15, 2013, 09:00:53 pm
v1.3 is currently the "released" and well tested (before release, and tested as much as I could)

where as v1.4 is just the current change log of what to expect when I finish up alchemy and polish off a few oddies (like caste names conflicting with invader profession names)

I apologize to any who might have thought I've released v1.4, There is however a fortress in the community/stories section that is running a v1.4 alpha. I believe the features in it are expanded goblin castes, and a few other bug fixes.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
Post by: Hugo_The_Dwarf on May 17, 2013, 10:29:17 pm
Updates are going a bit slow, Even tho college is over, my main project is not over, only yet it just begun. I and a colleague have started our own game developing company, thus I am learning Java and touching up on my 3D modeling and animation skills once again, and even my photo shopping skills too.

But as I work on the update now I had an idea, as I just learned file I/O (input output for non programmers) and I thought "maybe I can make a settings program" so that users can customize the mod further to make it harder, easier, and perhaps choose which race is playable (instead of all 3 up at once) Altho the problem is that I only learned how to make a display (render window) and not a form (what most applications are) alas won't be that hard to find out with the power of mr. google

I will probably have to push the new evil race for v1.5 and the use of alchemy as well, But I will be making a framework (materials, effects, ingredients) then get reactions and ways of doing it for v1.5 as the log is getting long enough for the release of v1.4
Title: Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
Post by: Hugo_The_Dwarf on May 18, 2013, 11:01:51 pm
I'm just putting some finising touches on V1.4 then im shipping it out, should be done either tonight or tomorrow, will have some nice features and fixes.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: Toxicshadow on May 19, 2013, 10:54:07 pm
Wewt~! New update for Regen! :D
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: Hugo_The_Dwarf on May 19, 2013, 10:56:55 pm
Updater'd to Version v1.4 here is the changelog:

Quote from: The Log
v1.4
-Dwarven mines have had their sizes reduced, somehow they were massive.
-All weapons that use throwing knives now use the SWORD skill.
-Battle axes that allow throwing of axes use the AXE skill
-Humans can now make wheelbarrows and minecarts
-Humans Cheif Medical Dwarves have been renamed to Cheifs of Medicine
-Outcast Elves have had their triggers upped again.
-Physical/Mental Attributes:
-- Dropped max strength in Goblin caste by 200 (Now 1850)
-- Dropped every Endurance value in Goblin caste by 150
-- Dropped max Endurance and Recuperation by 250
-- Increased every Recuperation value in Goblin caste by 100
-- Made Memory equal to Creativity (Low)
-- Gave Goblins Toughness values (Low)
-- Gave Orcs Toughness values (High)
-- Changed Goblin/Orc/Troll Caste Name to be caste-specific (I.E. When initializing goblin_female, you have [CASTE_NAME] NOT when selecting all gobs)
-- Added Goblin Seekers and Thieves
-- Added Orc Brutes
-- Removed [BONECARN] from creature level, moved it to various castes (I.E. Orc Brute).
-- Added troll destoryers
-Removed some redundant materials
-Created Silence Spell
-All Spells (or most) require speech to be used.
-Added a functional Muscle tissue
-Unholy have been given an Overlord Position
-Goblin Boss castes added, 2 mages and 1 leader
-burn all bodies and remains has been added to kiln
-New tool for dwarves to build, Dwarven Steam Train. Effectively the biggest minecart that is buildable, Can be filled with water to "dump" to make pools.
-Screw Pump Wells can now fill Steam Trains with water for "dumping"
-Trogs and Gremlins (cave civs) have had their triggers increased (first, 2nd year cave exploration shouldn't be so dangerous).
-Nerf'd some spell lengths, so the effects wont be as long, and increased the length of heal slightly (hardly noticeable)
-Emotional Advisers no longer make demands
-Dwarven Land Mines have had their explosion upgraded
-Human mages now have Silence and Blind as base spells.
-Created some fire safe tissues so that some monsters survive the situations they are surpose to. (still need to work on other types of materials for special creatures)
-Humans have two new creations that they can shape.

Alot of major issues have been fixed, but a few more cropped up so I'll be working on alchemy for v1.5 and a new baddie. Plus various other fixes.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: Hugo_The_Dwarf on May 21, 2013, 02:10:48 am
Ok Alchemy will probably better benefit the adv. mode players, so looks like I better dig into that and get a nice reaction and tool list done (altho Sanure has done an awesome job with what I have now atm) alchemy for Fortress mode will be probably very little potion making, and more of a chemistry/magic incense/ special and or magical alloys or even some sort of Dr Jeckel and Mr Hyde, probably not, but I will probably give dwarves verson of alchemy as of course an expansion of the gun powder industry and reanimating fallen dwarves as steam powered clockwork dwarven cyborgs (will have some fun with varients).

The evil civ will be Cavern layer, and will be end game (same time skeletons come to siege)
As a sneak peak I will hint at what their lore will be.
They used to be an advanced race of slavers, making the other "lesser" races do their dirty work. Until a revolution ended their reign of terror, what survivors were left fled to the caverns through caves on the surface. And for years have been watching, waiting, and stealing technology and magic from the races, refining it, perfecting it, all the while the other races warred with each other, they have been preparing for their return.

Now I plan for these baddies to be probably OP just so they are a challenge (not just some Lilly liver'd push overs) they will basically be the combined version of all the races strengths, so war machines, augmented soldiers, cyborgs, void casters (ability to summon) even some home brewed beasties that i've been planning on putting in, but never found a valid reason to get them in here.

I'm also planning on making custom hell critters, so randomly generated demons aren't the only things you face down there.

However before I get to that, I plan on doing an interactive fortress soon, I'm acaully getting it ready now. Now as in, it's still in the process about 50% ready to go (just some more mirgrants maybe a few more years) all the while I'll be modding as it "prepares" in the back ground.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: Hugo_The_Dwarf on May 23, 2013, 01:23:08 am
Threw a new poll up, also working my changelog format a bit so it's easier to home in on bugs that you might have found and never reported but 'knew' it would be found by me at some point, would be fixed. So I got categories and what is changed in them.

Still drawing out plans for the new civ. I got the basis of the lore, weapons, armor, castes, magic, but the attacks. That is what is getting me. Cause I feel the new DF update will be soon and I want to update all the attacks if that happens, which means new attacks have to wait till the update so I don't feel like "I made this, now I gotta fix it" kinda deal.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: Hugo_The_Dwarf on May 25, 2013, 02:46:23 pm
After doing some updating I had a great idea for attacks, since the new release will have a drastic impact on the combat system (namely altering all attack formats for creatures) I will move the new attacks into a creature variance file, and apply them to the creatures I wish to have new fighting moves, this means when the update comes out all I have to do to fix all the new fighting moves it alter one file and BAM full scale alteration, also found alot of things I need to fix such as:

Naturally Clothed or Armored creatures
Ink making (I have an artifact that I am using right now when I can simply use Toady's Ink Template)
A few creatures are still managing to escape the standard tissue format
Have to add stronger tissues to creatures that deserve it
Have to create standard "evil" tissues for freaky beasties in the caverns
Rework some caste systems so that stronger tissues can be added to different ones safely
Create some more advanced attacks

Some new attacks I had come up with while Helping ToxicShadow with his Ninja mod he had asked me about interactions and attacks and we came up with what might be an interesting concept. Hope it works.

EDIT: also if noone noticed I have a new poll up
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: Stronghammer on May 25, 2013, 05:48:09 pm
i noticed good sir
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: Hugo_The_Dwarf on May 26, 2013, 02:56:51 pm
Say Stronghammer, what is your input on the mod? the good, the bad, and the ugly?

Also thought I'll toss this in

Quote from: the Log
v1.5
---<AMMO>---
-New ammo "Cannon Balls" which are classed as shell and can be used with Hand- Cannons

---<ATTACKS>---
-Back Hand attack has been made SECONDARY due to the AI using it alot
-Most attacks are now a creature v file, and are known as 'Styles' (will be expanded apon when new DF comes out)

---<CREATIONS>---
-Some creations didn't want to fight, so I added NATURAL in them in hopes they respond to hostiles like dogs

do, the natural enrage just wasn't enough to ensure they engage in combat.
-Also added in BONECARN and NOFEAR

---<ENTITIES>---
-Outcast elves now only come after a large amount of population is reached
-Overseer nobles can now meet with dipomats

---<FARMING>---
-Fixed surface tree farming, they probably gave weird logs, should be fixed now.

---<GOBLINS>---
-Troll castes have gotten an increase in their body size, to counter the humans creation sizes

---<HUMANS>---
-all creations have been given NOEMOTION
-combat creations have NO_SLEEP, and NO_DRINK but still eat.
-Mages and Shapers are now Ageless.
-Creations have their Fish Dissector and standard profession names the same.

---<KILN>---
-Found the proper body burning reaction

---<MATERIALS>--
-Human battle glass no longer makes armor.
-Most weapon grade metals have been classed as "COMBAT_METAL"
-Several inorganics that were dedicated for chaping/crafting have been moved into a creature to prevent weirdness like "Dave SomeHuman likes Landmine Crafting Learning" and forgotten beasts being made out of these non solid materials
-New Gas template was created just so I could shorten some values that I use over and over again.

---<MATERIAL CREATURE>---
-new categorys added (SHAPING and CRAFTING)

---<NEW FILE>---
-c_variation_regen.txt
--adds combat variations for combat styles
---Humanoid brawler fighting style
---Giant Humanoid fighting style

---<REACTIONS>---
-Most tools in the tool maker's shop will be made from COMBAT_METAL or strong metals. (no more tin

shovels)
-All Shaping and Crafting reactions now are directed to new material sources

---<REMOVED FILE>---
-inorganic_regen_shaping.txt
-inorganic_regen_crafting.txt

---<WEAPONS>---
-All Throwing weapons use the BOW skill (AI brought the weapons, not the ammo.)
-Bolter is now a hand-cannon (in a sense it's like a bazooka or large gernade launcher, only with cannon balls)

Kinda Misc stuff, but I'm looking more into the Reaction/Building/Material side of Regen and hopefully expand more on the Alchemy aspect and tech trees, maybe even at some point make a special "Building Set" in which say a University is 3-5 different buildings that can be built all together to make a build building (or of course seperated, but would look better together) so some of these things like Alchemy I'll probably split into seperate buildings that you need the tier 1 (starter) to build the building requirements to make the assembly for tier 2 which allows you to do better alchemy (but lower tier will always be useful, no matter what)

These are the things I'm thinking of because I have the new Race planned out (not put to RAWs yet) and Alchemy stuff is just a brewing.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: Jaso11111 on May 29, 2013, 11:25:18 am
Will ironand work for this or will it break it like phoebus?
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: Hugo_The_Dwarf on May 29, 2013, 11:55:12 am
Short Answer: Yes, it should. Might be some oddities if you drop it right in "like stone walls, and tools" and a few sprites for nobles.

Iron Hand should work, I believe only a few tiles for Tools and Inorganics (like natural stone/dirt walls) just need to be changed, same with Phoebus other then that sprites are assigned normally, But I do have a few new nobles that will need to be set for special graphics.

I've been meaning to make a program that can search through the files and change tiles to be capable with graphic packs

EDIT:
acually i'm going to try to create a java program to do just that, help install graphic packs.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: Hugo_The_Dwarf on May 30, 2013, 01:46:05 am
ok got halfway through my java program for allowing the easy use of ASCII, IronHand, and Phoebus. Only to find that my current method would eat itself once it found a blank line, which in the raws there is quite a bit of those. Instead I will use that method in another manner (loading lists of files) so that a converter method(s) can just go through and find the parts in the files to alter easier.

But while I plug away at that I've also found quite a bit more materials to move into fake creatures thus not to have awkward random beasties made from stuff that just boils at room temp.

Also found some old Golem body parts, and will be including a few monster updates for "<insert material> man" to be more of "<insert material> golem" which will be in a caste system so embarks that have golems you won't be harassed by the same type non stop.

Naturally Armored creatures their method is being played with as I also devise an alchemy method which is inspired by "the Witcher" and once again Jeff Vogels "Geneforge" series. Where most materials will have 1 or 2 "base" elements that you can "extract" into beakers which pure alcohol is used too (say Plump Helmet + Pure Alcohol = Rone Tincture) and you will take these products (tinctures) and combine them together or with other materials or weapons (and some armor types) to create special potions/drinks/food, alloys (tinctures + metal bar = raw mithril), and or "fake artifact" weapons (some tinctures + pure steel 2hander = Soul Ripper) Since Alchemy in Regen is more of a mix of Science and Magic it's only fair that at somepoint I improve the Gun side of it and add other sciency things in (not too far advanced, but believe-able)
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: HARD on May 30, 2013, 06:11:08 am
Please make it compatible with Mayday tileset  :D
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: Sanure on May 30, 2013, 06:45:00 am
guh... I need to stop dropping from existence....
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: HARD on May 30, 2013, 07:13:32 am
Soundsense is working with that mod?
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: Meph on May 30, 2013, 07:16:34 am
Yes, Soundsense does work with every mod. :)

EDIT:
Code: [Select]
[REACTION:DIG_STONE_54]
[NAME:dig for anhydrite]
[BUILDING:QUARRY_REGEN:NONE]
[REAGENT:cart:1:TOOL:ITEM_TOOL_WHEELBARROW:NONE:NONE]
[REAGENT:spade:1:TOOL:ITEM_TOOL_SHOVEL:NONE:NONE]
[PRODUCT:90:1:TOOL:ITEM_TOOL_WHEELBARROW:GET_MATERIAL_FROM_REAGENT:cart:NONE]
[PRODUCT:75:1:TOOL:ITEM_TOOL_SHOVEL:GET_MATERIAL_FROM_REAGENT:spade:NONE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:ANHYDRITE]
[SKILL:MINING]
[SKILL:MASONRY]

You have two skills on all of these... that doesnt work. DF only accepts one of them. I cant remember if it is the first or the last skill, but its definetely only one skill. I tried to make one reaction using any medical skill for example, didnt work, always ended up using diagnose.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: HARD on May 30, 2013, 10:15:04 am
Yes, Soundsense does work with every mod. :)

Should it work when playing human race fortress mode?

or working just with dwarfs?
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: Meph on May 30, 2013, 10:54:27 am
Soundsense will always work. It is a completely independent third-party utility, I wouldnt even know how a mod can affect it. Yes, you can add custom-mod stuff, but no mod will change anything that is already included in soundsense.

So, in short: Yes, it will work.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: Hugo_The_Dwarf on May 30, 2013, 02:13:25 pm
Please make it compatible with Mayday tileset  :D

I can do that, Altho I'm having trouble finding the Tileset and Graphics If you can Link me to a download of it I'd be happy to try to get it working with Regen

guh... I need to stop dropping from existence....

It happens lol There is still adv. mode stuff waiting for you if you so choose to help with that still lol

Yes, Soundsense does work with every mod. :)

EDIT:
Code: [Select]
[REACTION:DIG_STONE_54]
[NAME:dig for anhydrite]
[BUILDING:QUARRY_REGEN:NONE]
[REAGENT:cart:1:TOOL:ITEM_TOOL_WHEELBARROW:NONE:NONE]
[REAGENT:spade:1:TOOL:ITEM_TOOL_SHOVEL:NONE:NONE]
[PRODUCT:90:1:TOOL:ITEM_TOOL_WHEELBARROW:GET_MATERIAL_FROM_REAGENT:cart:NONE]
[PRODUCT:75:1:TOOL:ITEM_TOOL_SHOVEL:GET_MATERIAL_FROM_REAGENT:spade:NONE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:ANHYDRITE]
[SKILL:MINING]
[SKILL:MASONRY]

You have two skills on all of these... that doesnt work. DF only accepts one of them. I cant remember if it is the first or the last skill, but its definetely only one skill. I tried to make one reaction using any medical skill for example, didnt work, always ended up using diagnose.

Takes the last Skill (order of events) I've just been too lazy to fix it (cause masonry is good enough for a quarry me thinks) because the other skill really doesn't kill the mod on runtime :P

Also thank you for answering the questions regarding Soundsense, I'd figure it'd work for all races because it reads events from the Gamelog.txt. I never use it but I've read up on it.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: Sanure on May 31, 2013, 02:09:07 am
guh... I need to stop dropping from existence....

It happens lol There is still adv. mode stuff waiting for you if you so choose to help with that still lol

Ive been thru the adv reactions, so if i dont crash outta existence i "should" be adding a lot of stuff to it.

if there is anything specific i should work on first then send me a message. now to go play a bit of Warframe and pass out
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: Hugo_The_Dwarf on May 31, 2013, 03:21:46 am
Alright well as you know I'm getting into alchemy and potion brewing, I'll probably get back to you on the spacifics but the gathering reactions might need to be altered a lot and/or removed (I know the stick gathering and maybe food will be good to keep.) but crafting needs quite a bit more :P also remember I got Skype (I know that you don't like it, but I've retired Mibbit for now)


Other news, I finally got my program to take a file, read it, alter it, and output it. But there is a hitch, it can't do it to the same file in the same location. So as a work around (too lazy to find a proper way of doing it) would be I will be making a "Regen Raws" and "Regen Data" foulders which will contain "templates" or in this case the originals of the raws, however I'll always upload with Ascii installed, but once I get this thing working in fine order all that needs to be done is run the mini program in the main foulder which will take the files it must alter from the Regen xxxx foulders change them, then slap them in where they are suppose to be.

Now since I am still new to Java (and to IO in general) saves will need to be altered by manual override (run program, copy 'raw' open your uncompressed save and overwrite the old raws in the save to apply the changes), Also since I'm going to be digging through the two to three graphic packs, it's going to take extra time for me to draw out a system that will let my program(s) work in a timely and correct fashion (make lists of files that have tiles changed, graphic files that need overridden, init settings, etc.) of course I would love for someone to make up a list of files that have tiles changed by mentioned before Graphic packs, however I'm quite anal about how things are lain out and done I'd probably tear it up or ignore it and make my own lists anyways.

Also Hopefully I'll be able to make a GUI so I don't need little java batch files to do my dirty work.

Ok so for the past few days I've been busy with company, so not going to lie the only thing that I've been tinkering with is the program atm, only cause I started 30 mins ago. But I have Phoebus and Ironhand downloaded (did I mention this already? Can't remember) gonna be some work remaking this mod (pretty much) but then again some of the new changes coming with the next Release of DF I might be doing it anyways. So onward with change.

EDIT:
So i'm doing the program in .NET I was hoping for Java since it crosses more OS systems but most that play DF on a mac use "Wine"? some sort of Windows virtual machine? Not sure never run a Mac, I just cannot figure it out. Anyways I'm on the right track for getting a nice "Take a file here, change it, inject here" system going, just have to make a few config files that will read from text files to load some nifty interfaces for easy usage. Hopefully have a prototype that can change the correct values in files (I think Phoebus has 3 different tiles for different valued gems?). I have a few ideas in mind to remedy that, by using sort of filters will be very easy for me to do this code since I'm basing the raws off of ASCII . Only thing that might be an issue will be the raw/graphics portion of it, but i'll deal with that when I get there.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: Hugo_The_Dwarf on May 31, 2013, 10:31:08 pm
Ok Update on my Progress:

I've stopped working on the mod for the time being as i'm going head on to this program, I've got what little of my filters to work which mean PROGRESS! (sorry not !!PROGRESS!! don't want my machine on fire) just had most of today to finally hunker down and code away, so far inorganic_gem/soil/mineral are all altered correctly and sprite text files (the files in /graphics that allow sprites for creatures to work right) are injected perfectly so once I get this program running at full I need only one master set of raws to edit, and the program will make the correct changes to the raws so that you can play your fav graphic packs. And While I'm at it, I might throw in some more config files (like picking what civ is playable like dwarves, humans, kobolds. One or 2 or all three if you are the master of the tab key) should be nice to be able to pick and choose how hard or easy your Regen Experience is, because some of the evil civs I have in now I have trouble fighting off (probably cause i'm a noob lol)

I've also Locked the Poll, the 7 voters have it. Everyone wants the Alchemy so I'll draw up advanced plans on it, and farther update the plans for the new evil race and continue in my experimenting with naturally armored/clothed creatures. After of course the program, might as well finish it up cause once it's done. Won't be hard to include other packs into as well (just as long as I can acaully download said packs, can't include something I don't have access too)

Once I get the program done, I'm going to alter my current change log to be V1.4a as an advanced patch and probably bundle DF Hack in too. Once again sorry for those that lack a .NET framework I will at some point convert it to Java once I learn how to make an interface (been mainly using the LWJGL and creating displays for 3d rendering)

Also I think I'll post the changelog as it stands right now:
Quote from: the Log
v1.5
---<AMMO>---
-New ammo "Cannon Balls" which are classed as shell and can be used with Hand- Cannons

---<ATTACKS>---
-Back Hand attack has been made SECONDARY due to the AI using it alot
-Most attacks are now a creature v file, and are known as 'Styles' (will be expanded apon when new DF comes out)

---<CREATIONS>---
-Some creations didn't want to fight, so I added NATURAL in them in hopes they respond to hostiles like dogs do, the natural enrage just wasn't enough to ensure they engage in combat.
-Also added in BONECARN and NOFEAR

---<ENTITIES>---
-Outcast elves now only come after a large amount of population is reached
-Overseer nobles can now meet with dipomats

---<FARMING>---
-Fixed surface tree farming, they probably gave weird logs, should be fixed now.
-Farmable trees have now been reduced to simple "tree" instead of "small <tree name here>" making the plant list alot smaller

---<GOBLINS>---
-Troll castes have gotten an increase in their body size, to counter the humans creation sizes

---<HUMANS>---
-all creations have been given NOEMOTION
-combat creations have NO_SLEEP, and NO_DRINK but still eat.
-Mages and Shapers are now Ageless.
-Creations have their Fish Dissector and standard profession names the same.

---<KILN>---
-Found the proper body burning reaction

---<MATERIALS>--
-Human battle glass no longer makes armor.
-Most weapon grade metals have been classed as "COMBAT_METAL"
-Several inorganics that were dedicated for chaping/crafting have been moved into a creature to prevent weirdness like "Dave SomeHuman likes Landmine Crafting Learning" and forgotten beasts being made out of these non solid materials
-New Gas template was created just so I could shorten some values that I use over and over again.
-Ink has been altered to use the INK_TEMPLATE (still an inorganic)

---<MATERIAL CREATURE>---
-new categorys added (SHAPING and CRAFTING)
-Ice material has been added to the MAGIC category, for Frost Tomb spell

---<NEW FILE>---
-c_variation_regen.txt
--adds combat variations for combat styles
---Humanoid brawler fighting style
---Giant Humanoid fighting style

---<REACTIONS>---
-Most tools in the tool maker's shop will be made from COMBAT_METAL or strong metals. (no more tin shovels)
-All Shaping and Crafting reactions now are directed to new material sources

---<REMOVED FILE>---
-inorganic_regen_shaping.txt
-inorganic_regen_crafting.txt

---<SPELLS>---
-Frost Tomb has been added as a lvl 3 ice spell filling the gap that was made with the absense of Ice Rune (can cause friendly fire)
-Roots duration has been cut in half, in fortress mode it looks like it lasts for a fraction of a second, in adv. mode it lasts a good bit but not too long.

---<WEAPONS>---
-All Throwing weapons use the BOW skill (AI brought the weapons, not the ammo.)
-Bolter is now a hand-cannon (in a sense it's like a bazooka or large gernade launcher, only with cannon balls)

---<OVERALL>---
-most to all files have been reorganized, not saying that any renaming went on just that some tags in files are one liners for a future method of incorperating graphic packs.


PS the OVERALL just bit me in the ass as a few of my filters got confused and had to revert the files back.

EDIT:
Great news, the Phoebus Setting works perfectly (of course I haven't made any Filters for buildings yet, I'll do that sooner or later) now all I must do now is finish up the filters for Iron Hand. And regen will always be ready for ASCII,Phoebus, and Iron Hand anytime.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4 Major Fixes and ORCs! plus some extras
Post by: Hugo_The_Dwarf on June 01, 2013, 01:10:11 pm
Once I finish up a few more filters I'm going to release v1.4a and my Program that will apply your desired graphic pack. After that I'll get back to modding, and will probably tweak my program to work a little better, right now some file paths are hardcoded and config foulders litter the whole thing, not to mention error catching and the file list is not complete which means only a select few files are copied over (not to mention there are no Building filters yet, just finishing up with the plant filters)

By the time this is done all file paths that the program needs should be external (reaches into a file, gathers what file paths it needs, then from there branches out gathering other information it needs)
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Hugo_The_Dwarf on June 01, 2013, 03:08:59 pm
(http://flamesnation.ca/uploads/Image/slap%20chop.jpg)

Hi Hugo here, I'm going to tell you that
Regeneration now comes packed with
Slap Graphics!
You're gonna love my nuts program.

I've pushed out a Hotfix "V1.4a" that has some fixes and alterations, of course I only released this so that I might get some feedback on a few bugs (mainly for the program) I know one issue so far is that Iron Hand's trees look a bit funky, and a few shurbs are a bit odd, Idk if that's me messing up the data mining or not (I know the tree issue should be fixed next release, Iron Hand uses TREE_COLOR to no doubt set colors in places that he wanted them to.) Also something that will pop up in the Errorlog will be a creature that can't use a color modifier, I know the exact critter it is a new monster and it's basically incomplete atm. On that already

Now how to use the program:
NOTE: you do not need to run the program everytime, Applying the changes don't go away until you overwrite them.
 
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Jaso11111 on June 02, 2013, 07:24:31 am
SlapGraphics works fine but may i suggest pouting a little message saying that its done case its a bit confusing when nothing happens. Also are save games from older versions compatible with newer ones?
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Hugo_The_Dwarf on June 02, 2013, 12:17:26 pm
I was just thinking of a "Action Complete" and adding a list box that will hold errors (that label saying "no errors have happened lately" will be the success or not success message)

I also need to handle errors (like if a file path, or file is missing or both are miss spelling (say in a config file)) so if one happens it logs it, moves on to the next. Once it is done it will spit out what error and what file it was trying to do, with some other debugging data, that will help in fixing he problem (mostly errors will be from baddly setup .txt files which is human error, I know for a good bit of testing SlapGraphics I found I had but a capital in the wrong place or a wrong "\" for a path.)

So yeah I'll get on that bit, right now I'm just updating the rawFileList and will probably include a "load art" button which will drop tile sets into the data/art and the raw/graphics. I might have to alter Phoebus's method (has nested foulders for sprites) and make them mingle with Iron Hands art. Also need to update Iron Hands Plant Filter to include tree colors.

As for Older Saves they should be the raws are stored in the save file. I'd probably say to be on the safe side I changed quite a bit around between v1.4 - v1.4a so it might ruin your save, and I cannot gareentee V1.5 when I finish it to work with older saves too because I already know I changed alot in it.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Hugo_The_Dwarf on June 03, 2013, 01:40:18 pm
Ok I'm going to be doing a massive overhaul for V1.5 so this pretty much means "I'm changing how this is going to be downloaded, at least for major changes I will do this. I'm going a P&P (Plug and Play, another meaning is Pre-Packaged) and the RAWS download is going to be more of a "BACKUP" in case you accidentally oops and forgot to make your own backups"

Reason for this, is Slap Graphics is undergoing a massive change, with that the Mod is going under massive changes as well (Files being renamed, moved, deleted) I'm also planning out ways to make it more "user" configure-able (Like access to changing values in the init files for each pack) maybe a difficulty changer (Hard is all Hostiles, Medium is a few new ones, and Easy will probably be only 3 hostiles) along with different settings and such and maybe an option for those that turn off tempeture that certain features are removed (like Shaping, Crafting Clockworks, Making Mages) because they use boiling stones and if no tempeture, no boiled stone.

Progress of Slap Graphics:
Progress of Mod:
DoneI have a "Success" Message show up when there are no issues
If an issues happens a "Some errors have happened" message appears and a "errorLogSlap.txt" is made telling you what went wrong (if it's one error other functions will still go through, it simply records the error and moves on. Before it just said "PROBLEM! STOP EVERYTHING!")
Mainly File clean up and fixing a few materials to more or less kill themselves when spent (automation ammo for one) and things like a soot monster (altho cool, it might just vanish in a puff of smoke, Litterly soot boils into smoke it's a special effect material.
To-Do
Right now i'm trying to get errors to get caught correctly when using a Graphic Pack (Right now ASCII error messages show correctly, but Graphic Pack don't respond in the same manner. Have to reorganize how it handles files and filters, and what to do with said filters on files. Gonna take an complete overhaul, but I'll make a side program that will help me make filters faster. Allowing me to work on the Mod more.
  • Well first there is the industries, they need to be reviewed and altered accordingly.
  • But that is after I get Alchemy at least fleshed out (Materials, Tools to be inspected and made (if need be), and ingredients (what can be extracted from what)), after the fleshing I need to make the dressing (Reactions, buildings, etc).
  • Then I need to work on the Gun Making industry for dwarves (currently disabled I believe until there is a tree (by tree I mean you need these branch items to make the main one)), since making ammo for guns requires Alchemy (gun powder) guns come after that goal (or at least farther work on guns).
  • Reorganize some castes in creatures, at least the ones that require really custom settings.
  • Look into update Kobolds, maybe add some tribal art things to add to equipment.
  • Create more standard materials types "Evil, Ocean (crabs and such)". Then get around to going to each creature and altering materials as see fit (Elephants should use a tougher materials then a goat)
  • Do some preps by changing all base attacks in creatures to variations (so that when new DF rolls out, can do mass repairs effortlessly), not only that but make large beetles a cave critter and dwarf only pet (Yes Humans use them too, so trading for them is just as good as dwarves trading for magic) or you can brave the cave sickness that humans naturally have and try to trap some of them (although the cavern tribes might attack you as well). So in general just got to make some things more balanced, and correct that my absent tinkering has lead to make one thing underpowered (where it used to be powerful) and other things overpowered (by adding untested powers to it)

The Mods Todo is bigger cause there is alot of backlog (and fixing bugs are more priority then new features, so bugs slow the list too) and even if the ToDo for Slap Graphics looks small that little paragraph is a whole other story all together, since it likes to play games with me (damn code)
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Sanure on June 03, 2013, 03:54:18 pm
How well do guns work in Dwarf mode/ how fast do they fire? Im thinking of making some gun making tools for adventure mode after i finish the armor part.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Hugo_The_Dwarf on June 03, 2013, 04:44:04 pm
How well do guns work in Dwarf mode/ how fast do they fire? Im thinking of making some gun making tools for adventure mode after i finish the armor part.

Right now they shoot as fast as a Dwarf gets a turn, idk if the next version will allow faster firing (through the attack/movement split) or dual firing (two pistols)
Guns are a mix of gunpowder and modern percussion cap ammunition (hammer strikes percussion cap, ignites gunpowder, fires bullet and discards shell casing)
Since you are making tools I'll be able to use them too, I was thinking:
-Stock
-Barrel
-Hammer
-Cartridge chamber
-Bolt
-Trigger

In my mind i'm combining the Barrel, Muzzle, and Sight into one. The Bolt and it's handle as one, etc.
So basically until we know how ranged weapons act in the new version all firearms are bolt action in a sense.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Toxicshadow on June 03, 2013, 07:02:45 pm
Working on a remake of the Slap Chop commercial for your Slap Graphics; going to be good :P
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Sanure on June 04, 2013, 12:11:45 am
How well do guns work in Dwarf mode/ how fast do they fire? Im thinking of making some gun making tools for adventure mode after i finish the armor part.

Right now they shoot as fast as a Dwarf gets a turn, idk if the next version will allow faster firing (through the attack/movement split) or dual firing (two pistols)
Guns are a mix of gunpowder and modern percussion cap ammunition (hammer strikes percussion cap, ignites gunpowder, fires bullet and discards shell casing)
Since you are making tools I'll be able to use them too, I was thinking:
-Stock
-Barrel
-Hammer
-Cartridge chamber
-Bolt
-Trigger

In my mind i'm combining the Barrel, Muzzle, and Sight into one. The Bolt and it's handle as one, etc.
So basically until we know how ranged weapons act in the new version all firearms are bolt action in a sense.

Cool. as soon as i get finished with the armor reactions (will include resizing the armor you find) ill begin working on gun making and weapons.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Hugo_The_Dwarf on June 05, 2013, 01:37:06 am
Alright so I've gotten to a point with Slap Graphics in which it does roughly what I want it to do (And fixed alot of oddities with Iron Hand, not all of them tho still random ass tiles wandering about) but now I'm currently working on some Alchemy right now, I've made up 3 buildings (well 2, the third was the current alchemy shop) in which each one will serve a different function, and in tow need products produced at each one (one deals with chemistry like Sulfuric Acid, Black Powder (gun powder), Iron Salts (the product of Iron and Sulfuric acid), and distilling alcohol (Sulfuric Acid and Coal Gas wiki link (http://en.wikipedia.org/wiki/Ethanol) now some true chemists will probably argue, and please due I'd like to know the proper way of making "pure alcohol" and its uses)

Another will deal with making special Alloys (through science and other fantasy things) and extraction of base elements from "hard" materials, will also have fun things like "Lead to Gold" even tho real alchemists only managed to make "fool's gold" in Regen we got magic (and science) raw glass can also be brought here to make containers and tools that are alchemy related.

The final one will deal with extraction of base elements from "soft/organic" materials, tinctures (pure alcohol + certain plants or magical body components), potion making, and I don't know what else it could do. Probably make more caustic liquids and things for other workshops and devices, maybe move the mercury extraction here plus quicksilver production.

I will have I think 5-7 custom materials that will be extracted from various materials, in which said materials can be mixed and matched in the 2 new alchemy shops for potions or alloys or harder certain materials (make tough leather, which can be farther strengthened to make a lightweight but durable armor.) Will be able to have some fun with this. And once I get that done, might has well bring back the paper and writing industry to further expand various industies (mainly alchemy, imagin some special reactions requiring alchemist notes).
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Hugo_The_Dwarf on June 05, 2013, 09:10:30 pm
I've created a new poll regarding Alchemy (think of it as part 2) and the Industries I currently have (Candle Making, Mining, Quarries, Brewing, Lumbering, Smelting, Glass making, and Writing/ink/paper) including Gunsmithing (which I believe have disabled up until now, if I haven't; work on it some more)

Right now I have 7 custom materials related just for alchemy, and As you know I have the buildings done, now I just have to make up potions (and maybe some poisons) and some mixtures of these new materials and some other stuff to make these magical drinks (that mostly everyone will drink in fortress mode, and I mean everyone) so these potions will have very long lasting effects (maybe a year or 6 months) potions of regeneration might be good for already wounded but out of bed people (broken leg or arm) which also means anyone will drink it and waste it. Unless you do something with barrows and forbidding drinks to special rooms.

But this gives me an idea, maybe special potions can be made with alot of elements and materials to make a "permanent"  effect potions, even special ones like Potions of immortality, no sleep, no emotion, no pain (might have side effects for these, something maybe intermittent and sort of bi-polar like no pain might cause coughing up of blood every now and then) I will also allow the making of Mithril (but I have to do it in a way where the civ (other then high elves) have access to it naturally)

Also "Pisskop" gave me a great idea for a new cave 3 (hellish layer) critter, which will be a huge pain in the ass if it decides to wander around into your fortress (and even if you can't see it, you'll know it's there) and also the chosen critter to be its minions will have a ranged interaction, making them more of a pain in the ass. But the drops from them will be worth it (High level elements and ingredients) the "Big Mama" will for sure drop very rare parts. I'm also adapting this idea for a summoner caste for the new evil race, for the extra !!FUN!!

EDIT:

Also any comments so far? Also HARD do you have a copy of Mayday? I can't seem to find it and I wouldn't mind at all adding it into Slap Graphics.

But for everyone else thoughts?

EDIT2:

Just reworked to OP and added a little more information on it.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Maklak on June 07, 2013, 04:30:30 pm
I made you a plant table with my script. (http://www.bay12forums.com/smf/index.php?topic=126953) Lots of trees got misclassified as plants because my script doesn't understand BASIC_MAT:PLANT_MAT:TREE:STRUCTURAL token (yet) and expects USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE. Ah, I think this is not actually a bug and special plants that can be processed into logs can be grown in this mod. The rest of it looks OK.



Read 113 plants.

Dfhack # getplants commands for easy designating tree cutting and plant gathering:

Aboveground bushes: (only edible, cookable or brewable)
# getplants ROOT_MUCK TUBER_BLOATED BERRIES_PRICKLE BERRIES_STRAW_WILD GRASS_LONGLAND HERB_VALLEY WEED_RAT BERRIES_FISHER REED_ROPE SLIVER_BARB BERRY_SUN VINE_WHIP

Aboveground trees:
# getplants MANGROVE SAGUARO PINE CEDAR OAK MAHOGANY ACACIA KAPOK MAPLE WILLOW GLUMPRONG FEATHER HIGHWOOD LARCH CHESTNUT ALDER BIRCH ASH CANDLENUT MANGO RUBBER CACAO PALM

Underground bushes: (only edible, cookable or brewable)
# getplants MUSHROOM_HELMET_PLUMP GRASS_TAIL_PIG GRASS_WHEAT_CAVE POD_SWEET BUSH_QUARRY

Underground trees:
# getplants TOWER_CAP FUNGIWOOD BLOOD_THORN



Aboveground crop table:
 
Name
 ID
ValueGrowsSeasonsEatCookBrew (Value) (Cook)Products (Value)Hints
mangrove
 MANGROVE_SMALL
166All yearNoNoN/AN/A--
saguaro
 SAGUARO_SMALL
166All yearNoNoN/AN/A--
pine
 PINE_SMALL
166All yearNoNoN/AN/A--
cedar
 CEDAR_SMALL
166All yearNoNoN/AN/A--
oak
 OAK_SMALL
166All yearNoNoN/AN/A--
mahogany
 MAHOGANY_SMALL
166All yearNoNoN/AN/A--
acacia
 ACACIA_SMALL
166All yearNoNoN/AN/A--
kapok
 KAPOK_SMALL
166All yearNoNoN/AN/A--
maple
 MAPLE_SMALL
166All yearNoNoN/AN/A--
willow
 WILLOW_SMALL
166All yearNoNoN/AN/A--
larch
 LARCH_SMALL
166All yearNoNoN/AN/A--
chestnut
 CHESTNUT_SMALL
166All yearNoNoN/AN/A--
alder
 ALDER_SMALL
166All yearNoNoN/AN/A--
birch
 BIRCH_SMALL
166All yearNoNoN/AN/A--
ash
 ASH_SMALL
166All yearNoNoN/AN/A--
candlenut
 CANDLENUT_SMALL
166All yearNoNoN/AN/A--
mango tree
 MANGO_SMALL
166All yearNoNoN/AN/A--
rubber tree
 RUBBER_SMALL
166All yearNoNoN/AN/A--
cocoa tree
 CACAO_SMALL
166All yearNoNoN/AN/A--
palm
 PALM_SMALL
166All yearNoNoN/AN/A--
muck root
 ROOT_MUCK
125N/A? All yearYesYesswamp whiskey (10)N/ABrew
bloated tuber
 TUBER_BLOATED
125N/A? All yearYesYestuber beer (10)N/ABrew
kobold bulb
 BULB_KOBOLD
125N/A? All yearNoNoN/AEXTRACT(Flask): gnomeblight (100)
 
--
prickle berry
 BERRIES_PRICKLE
125All yearYesYesN/AN/ACook
wild strawberry
 BERRIES_STRAW_WILD
225All yearYesYesstrawberry wine (30) (Y)N/ABrew
Longland grass
 GRASS_LONGLAND
225All yearYesPr.Longland beer (10)FLOUR: Longland flour (20)
 
Brew
valley herb
 HERB_VALLEY
525N/A? Spring NoYesN/AEXTRACT(Flask): golden salve (100)
 
Cook
rat weed
 WEED_RAT
125All yearYesYessewer brew (10)N/ABrew
fisher berry
 BERRIES_FISHER
225All yearYesYesN/AN/ACook
rope reed
 REED_ROPE
225All yearYesNoriver spirits (10)THREAD: rope reed thread (2)
 
Thread Brew
blade weed
 WEED_BLADE
225All yearNoNoN/ADYE: emerald dye (20)
 
Useless Dye
hide root
 ROOT_HIDE
125All yearNoNoN/ADYE: redroot dye (10)
 
Useless Dye
sliver barb
 SLIVER_BARB
125All yearNoNogutter cruor (60)DYE: sliver dye (20)
 
Brew
sun berry
 BERRY_SUN
325All yearYesYessunshine (120)N/ABrew
whip vine
 VINE_WHIP
125All yearYesPr.whip wine (10)FLOUR: whip vine flour (25)
 
Brew Mill


Subterranean crop table:
 
Name
 ID
ValueGrowsSeasonsEatCookBrew (Value) (Cook)Products (Value)Hints
bulbous plant
 PLANT_TANNIN_2
358All yearNoNoN/AN/A--
fungiwood
 FUNGIWOOD_SMALL
166All yearNoNoN/AN/A--
bulbous mushroom
 PLANT_TANNIN_1
358All yearNoNoN/AN/A--
plump helmet
 MUSHROOM_HELMET_PLUMP
250All yearYesYesdwarven wine (10)N/ABrew
pig tail
 GRASS_TAIL_PIG
250All yearYesNodwarven ale (10)THREAD: pig tail thread (2)
 
Thread
cave wheat
 GRASS_WHEAT_CAVE
283All yearYesPr.dwarven beer (10)FLOUR: dwarven wheat flour (20)
 
--
sweet pod
 POD_SWEET
283All yearYesPr.dwarven rum (10)SUGAR: dwarven sugar (20)
 EXTRACT(Barrel): dwarven syrup (20)
 
Brew
quarry bush
 BUSH_QUARRY
283All yearNoPr.N/ALEAF: quarry bush leaves (5)
 OIL: rock nut oil (5)
 SOAP: rock nut soap (5)
 PRESSED: rock nut press cake (1)
 
Leaves Embark
dimple cup
 MUSHROOM_CUP_DIMPLE
241All yearNoNoN/ADYE: dimple dye (20)
 
Useless Dye


Fake plant table:
 
Name
 ID
ValueGrowsSeasonsEatCookBrew (Value) (Cook)Products (Value)Hints
power ups
 POWER_UP
100N/A? NoneYesNoN/AN/A--


Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Hugo_The_Dwarf on June 07, 2013, 05:51:56 pm
that's pretty cool, altho I believe I cut the growable trees down from a varity to a standard "tree" since they all produce the same wood, figured might aswell just make a growable tree just a generic thing. Still have the big trees that you chop down as vanilla (willows, oaks, birches, etc) I'll also be throwing in a few more plants to the mix (cotten, Mandrake, some disturbing plants for cave level 3

Anyway to make your script find materials in the plants? Because my power-up plant is going to hold all my potion materials and other extras, would be cool see it say POWER_UP has these syndrome materials:
-item
-item
-item

maybe not worded like that, but you'll figure it out.

And since im here posting here is a sneak at my plans for alchemy:
Quote
Rone - stone/minerals
Aehl - blood/meat
Fahe - plants

Ierha - Fahe + Aehl
Iethr - Rone + Aehl

Areeoa - Ierha + Iethr + Moon/Sun/Bloodstone gems

Rone is extracted from base stone/minerals, it's the element of earth in a sense
Arhl is extracted from organic tissues like blood and meat/muscle/bone as it's the element of life
Fahe is extracted from organic fiberous tissues (like plant matter) it's the element of growth

Ierha is produced from combining life and growth elements to make the element of creation
Iethr is produced by combining  earth and life elements to make the element of protection

Areeoa is made from mixing the elements of creation and protection, and a magical gem stone to create the element of soul


These elements can be mixed with other materials to produce new ones, or another kind.
such as:
growth + stone = flux
life + stone = fuel
earth + stone = obsidian

metals may require two elements for simple transmutation but metals can be mixed with the greater elements to produce new alloys

also elements + plants (and sometimes tinctures) can produce potions with benefits, some more drastic ones can have side effects but will grant a permanent boost. Only potions that require Areeoa and very rare and distilled ingredients can grant safe boosts and even boosts that no other potion can give (like agelessness, need of sleep removed, greater regeneration) There will even be a super potion that will be incredibly hard to create but it will grant to consumer near immortality and superhuman(dwarven) attributes, giving them an edge over lesser beings (putting them almost at odds with vampires)

potion making will be by far the most difficult thing to manage in my opinion, which I think mainly advanced players will attempt to try as lots of chemicals and high grade materials will be needed to get a decent potion making setup possible. I know so far one creature in the 3rd cavern layer will need to be hunted for gray mold, this mold has regenerative and body bolstering qualities. Also a new plant will be created (along with some extra cave critters) that will allow for rare ingredients found nowhere else.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Maklak on June 07, 2013, 06:39:01 pm
Hm...

I fixed aboveground trees by adding TREE:PLANT_MAT:TREE:WOOD token to change plant type to "WOOD". Now there is a getplants macro for aboveground trees for this mod.

> I believe I cut the growable trees down from a varity to a standard "tree" since they all produce the same wood, figured might aswell just make a growable tree just a generic thing.
Well, I used the RAWs from the first post, which may not be up to date. Yes, it is probably best if you have just one type of wood producing plant and call it plywood or wood stalk or bamboo or whatever. Less clutter that way.

> I'll also be throwing in a few more plants to the mix (cotten, Mandrake, some disturbing plants for cave level 3
The whole point of my script is so that people can update tables like these quickly once they modify their plants.

> Anyway to make your script find materials in the plants?
This is out of scope for my script. All it checks are the plant RAWs (in this case plant_regen.txt), not material templates, reactions or anything else. I might add syndrome column (speaking of which the faster healing syndrome boosts recuperation 10 times, not twice) at some point, because more than one mod uses them, but I don't plan too many mod-specific extensions (with the exception of FoE, which gets full support).
The point of my script is to perform the bulk of boring work when making crop tables for mod manuals. You're actually supposed to look at the produced tables and edit them manually to better suit your needs before posting them as part of a manual. Making the script smarter is just too many corner cases and I'm fed up with it. For example there is nothing inside Masterwork's wood stalk that says it can be processed into wooden logs called branches, so I'd need to either hard-code that or look at reaction RAWs.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Hugo_The_Dwarf on June 07, 2013, 08:10:10 pm
fair enough on regards to extra coding.

@Mod
I'm going to try an experiment with clothing and armor, it's gonna make things a tad bit more difficult combat wise, but should stop some exploits (and maybe stop those random moments where a giant's shirt can block a steel axe)

lots of things to do, so little time.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Hugo_The_Dwarf on June 09, 2013, 09:16:01 pm
Ok so I've made up the Potions, and some methods of extracting elements. I just need to add in some mixing reactions which will probably be the majority of the third Alchemy Labs duties (Alchemical Workshop) to handle mixing of elements to make potions and greater elements

Still thinking of a way to make raw mithril at the metallurgy (ingredients wise) same with potions (probably Suger and some other things to make certain potions)

Who knew that this potion making crud would be so complex?
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: HARD on June 12, 2013, 09:03:12 am
Can you add those two tilesets?

http://www.bay12forums.com/smf/index.php?topic=126934.0

http://www.bay12forums.com/smf/index.php?topic=53649.0
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Hugo_The_Dwarf on June 12, 2013, 10:51:39 pm
Can you add those two tilesets?

http://www.bay12forums.com/smf/index.php?topic=126934.0

http://www.bay12forums.com/smf/index.php?topic=53649.0

Obsidian's spin on Phoebus I have added in already, however I just managed to get my hands on May Day. So I should have 4 packages bundled in for the release of v1.5

Iron Hand
Phoebus
Obsidian
May Day (maybe, hope to get this in for sure)

I'll probably remove accented chars from lang files because of some oddities with text regarding certain packs, and setup some filters for buildings and all should be well (I hope) slowly getting the potion making done up, then a few transmutations, as well as roaming fixes and balancing issues.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Hugo_The_Dwarf on June 13, 2013, 09:03:38 pm
Ok I got Mayday put in with some standard settings (since mayday is very close to vanilla (well some of his tilesets) I haven't made up any filters (also there was no raw/objects so could pry for any special changes))

I've also changed my mind, once I get alchemy done and a few other tweaks im going to release v1.5 because i'm going to safely assume that the next release of DF will be in roughly a month if not longer (this is my prediction, don't go by this as what the great Toad said. This is my opinion, he hasn't given out no dates or exact time frames (at least during the making of this post))

I'm also going to split my two download options to "Regen FE: Complete" and "Regen FE: Hot Fixes" the complete will be basically a pre-installed game with currently 4 (5 if you count ascii) graphic packs that you can choose from, and the Hot Fixes will be small changes that will most likely compatible with saves (when I make a patch) these will mostly be graphic pack updates. I'm also tweaking Slap Graphics a bit more, and soon I'll have an option to choose a location (since right now it's hard coded) have to find some way of getting the program to load up everything in "data/saves/" so you can just "pick" what file you wish to be updated be it the local raws or a save to update minor changes.

I've just managed to make a mockery of a filter maker, *WARNING* using it is at your own risk the worse that could happen is that Slap Graphics crashes or you accidentally overwrite a .txt file. the filter maker is developer use only, and is located in a "filters" tab so you don't actually have to stare at it. I'm currently trying to get a settings option up so features can be toggled off and such but right now it's just their to look pretty, Probably will have to rewrite the code and re-arrange files about to get the new system to work correctly, didn't expect the program to advance to this level.

current changelog atm for V1.5
Spoiler (click to show/hide)

I've got like I said some transmutations and a few more potion making options to go, then probably push it out and upload some quick fixes as I progress.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Hugo_The_Dwarf on June 15, 2013, 09:00:01 pm
Ok I made a new poll up. 11 choices, and 4 you can pick from. Some options if they gain the greatest favour might be included in the next release (v1.5) or will be a power goal for the hotfixes.

So vote away, and please give feedback on the current version, I can't find all the bugs or things that might need some "improvment" as everyones play style is different. Heck a feature might seem too OP and should be removed or nerf'd Idk.

Hope to get some of your opinions!
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Toxicshadow on June 18, 2013, 11:54:46 pm
Funstuff. Really enjoy playing Regen; voted in the poll. Ye need more voters though! >.<
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Hugo_The_Dwarf on June 19, 2013, 12:09:10 am
I'm going to leave the poll up for another 24 hours before I lock it and make a judgement on what to do based on the results, I've been working on several things like trying to get ammo that will degrade slowly if not contained properly (works sorta) and guns + gun making (I have some standard guns in right now, but just playing with some numbers to get a desirable effect)

Been trying to make my own Night creatures and curses and regional weather effects, and non of them are popping up, kinda making me sad. Going to remove throwing weapons (from civs and all that, leaving it in for adventurers a simple convert this to weapon to allow throwing knives (which at some point will be craft able))

And yeah kinda need some more voters lol Would be nice to really know what people want or interested in.
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Hugo_The_Dwarf on June 19, 2013, 10:20:52 pm
Alright locked to poll looks like the winners are:

Guns
Ink and Writing
Weapon and Armor Balancing
and Clockwork Dwarves from the grave

Time to head off and do some work.

EDIT:
4 voters?
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Stronghammer on June 21, 2013, 11:07:58 am
i was sure to vote
Title: Re: <)(Regeneration: Forced Evolution)(> V1.4a !!HOTFIX!! Now with SlapGraphics!
Post by: Hugo_The_Dwarf on June 21, 2013, 04:03:26 pm
I got a resurrect interaction made up, but it only works once (can't re raise a dead cyborg (called clockwork dwarves)) I might make some different variants as some point but right now they sort of look like the cyber demon from Doom 2 and cyborgs from CnC Tiberium Sun, I'm just trying to see if my auto repair works as I intend. I know I had a small oddity where a dwarf was raised as a cyborg but somehow left a corpse behind (luckily it didn't raise as another one) But during this experimental testing I've found a way to improve my summoning method by 100% for hostiles (special ones, some hostiles would be suicide to use a summon)

Now once I test all the features of cyborgs i'm going to make it so tinkers can learn this ability and ship it off to McUrists Mechanical Emporium then move onto weapon and armor balancing (which may or may not allow the use of fingers to wrestle people) be weird do see someone strangle another to death with his little finger.

But I know I hope to have Caps cover the head, but Helms and Hoods will cover ears and noses and other facial features that are exposed.
Gloves and such should cover fingers, same with socks and boots.

Then of course lowering the protection given by clothes, but allowing armor to be more efficient which will lead to me making weapons that are suppose to bypass armor able too, and weapons like short swords a bit harder to slash through armor (still possible, but not easy) and I think whips are still OP so I will have to deal with those (might make them and edged attack with a very small PENETRATION value.)

then after that Dive into the writing industry (allowing for skill training and perhaps sellable novels)
Title: Re: [MAJOR]: <)(Regeneration: Forced Evolution)(> V1.4a
Post by: Hugo_The_Dwarf on June 26, 2013, 03:39:00 pm
with some help from "evictedSaint" I got some clothing and armor layering things to work right, weapons will be a bit different to test intensivly but I've been messing with whips a bit and they are somewhat nerf'd just got to lower the momentum modifier and that should take some of the OP out of them.

also generalized clothing items so many types that did all the same things seemed redundant, some even just sat there unused so just tossed em.

Ink making and such will probably be a easy fix, which I can probably flesh out the Ink/Paper making and Guns out at the same time.

EDIT:

Also dropping in a temp fix for the bug that when migrants come those with high appraisal skill (called Traders) will be "friendly" however peasants will be non exsistant
all dwarves and humans will have a natural +1 in apprasing, and a natural +2 to engraving in which apprasing skill cannot be learned (to prevent migrants and such from getting too talented and showing up as friendly traders that you still need to bury/slab if they die from invasions.)
Title: Re: [MAJOR]: <)(Regeneration: Forced Evolution)(> V1.4a
Post by: Hugo_The_Dwarf on July 01, 2013, 03:13:51 am
Been a little busy with the Java Project, And Raw Cloner. But sometime I should finish up making the gun parts and then the reactions, and an Assembly for the Gunsmiths shop.
Title: Re: [MAJOR]: <)(Regeneration: Forced Evolution)(> V1.4a
Post by: Hugo_The_Dwarf on July 16, 2013, 10:15:35 pm
Ok so some major progress has been made on the Java Project which gives me some time to work on Regen, and I decided since I've advanced in my programming logic and knowledge I expanded Slapgraphics, which that name no longer suits it, considering it now has...

SETTINGS SUPPORT!

Yes now you too can control what is in your Regen Experience all with a few clicks, which means I'm gonna rename the programs name but have the Slapgraphics title in there somewhere :P, also for those that are dying for v1.5 I still got some things to work out. But I think I might have a few new creatures and an entity when I release, and yes release before the new DF version is out. Oh here is the current changelog as of now:

Quote from: the Log
-----------------------------------------------------------------------------------------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-----------------------------------------------------------------------------------------------------------------
v1.5

---<CREAUTRES/BODIES>---
-Made a cyborg body, eyes, joints
-Tinkers had viewranged upped a bit.
-Body detail plan made for cyborgs
-Creation (geneforging and automations) creatures should act like dogs (naturally aggressive to hostiles)
-Some new "Full" bodies have been made (full spine,organs,humanoid,features)
-Main races have had Full plans applied to them

---<ITEMS>---
-Added a belt item for pants
-Removed low boots
-Removed Extra Clothing items
-Slings now use the BOW skill

---<MATERIALS>---
-inorganic_regen_magic has been transferred to a creature.
-inorganic_regen_automation has been transferred to a creature.
-PLANT_ALCOHOL_TEMPLATE has [REACTION_CLASS:ALCOHOL] added to it for distilling.
-Sun/Moon/Blood stones now have [REACTION_CLASS:SOUL]
-All Ignouis stones have [REACTION_CLASS:RONE] (excluding ores)
-Blood/Ichor, Muscle/meat/organs, and bone all have [REACTION_CLASS:AEHL]
-Most plant materials have [REACTION_CLASS:FAHE]
-Potions have been added to the POWER_UP plant placeholder.
-Probably fixed a stockpile bug where scale and chitin goods wern't being hauled to stockpiles

---<ENTITES>---
-kobolds have been currently disabled as playable for now. (fortress mode)
-Humans have had their language changed back to vanilla for now.
-Throwing weapons have been removed from entities, reserved for adv. mode

---<PLANTS>---
-Farmable towercaps and natural towercaps had a raw confusion, as been fixed.

---<BUILDINGS>--
-Two new alchemy shops have been made, and the first one renamed
--Chemists Workshop (smallest alchemy shop, makes simple products)
--Metalurgy Workshop (medium alchemy shop, works with alloys and extracting base elements from minerals)
--Alchemcial Workshop (large alchemy shop, works with making poitions and extraction base elements from organics)
-Set custom build keys for new buildings so they shouldn't conflict with vanilla or each other.

---<REACTIONS>---
-Alchemy reactions are seperated into the different workshops
-Pure Alcohol (Eythonal) can be made by using fuel and Sulfiric Acid (oil of virtol)
-Potions can now be brewed, and elements extracted and combined is now possible
-Added reactions to buy and use clockwork assembly kits, which allow tinkers to raise dead "normal" dwarves to serve again
-All shopping reactions now have a "(#)" so you know how many kits you get per buy.
-Lumberyard can now make 12 pulp from 1 log instead of the old 1:1 ratio
-Added two ways of making quills for writing

---<INTERACTIONS>---
-Made an resurrect and transform spell, that turns dead dwarves into cyborgs

---<LANGUAGE>---
-All accented chars have been removed

---<FILE CHANGES>---
-inorganic_liquid_regen (removed)
-creature_material_alchemy (added)
-creature_material_crafting (added)
-creature_material_magic (added)
-creature_material_shaping (added)

---<GRAPHICS>---
-Messed around with a few things and added some graphics for some regen related critters.

---<SLAP GRAPHICS>---
-updated the program so it runs a bit more stable and file sequence
-Added Obsidian's Alternative Phoebus graphic set.
-Updated Phoebus to a newer set (most to all vanilla critters now have graphics)
-Added Mayday
-Added in a Settings tab

Also have been upgrading a few of my other utilities just to keep up with SlapGraphics and it's needs.
Title: Re: [MAJOR]: <)(Regeneration: Forced Evolution)(> V1.4a
Post by: Hugo_The_Dwarf on July 19, 2013, 04:31:26 pm
So still messing around with the "Mod Manager" I've decided just to call it that, here is a screen capture:

(http://fc08.deviantart.net/fs70/f/2013/200/e/c/untitled_by_hugothedwarf-d6e7bqu.png)

Ok I will go from top left to bottom right:
-Slap Graphics package list, this is where you can click and choose a installed graphic pack (installing one for the manager is not easy atm)
-Settings Panel, here you can check off what settings you want (installing these is very easy)
-Apply Package, this button here does two things at once. One it applies the Package by copying the files from "manager/rootRaws/objects/" applies filters (if a package is selected) and then runs the "Apply Settings" event
-ASCII, this simply un-selects any package in the Slap Graphics list so when the "Apply Package" is clicked ASCII is loaded instead
-Refresh Raw File List, This is mainly used by me atm, but what it does is populates "rawFileList.txt" in "manger/config/" so the "Apply Package" feature works correctly.
-Apply Settings, this button does just that, applies the checked settings, but it does so after everything is done (applied package) as it alters things in the "raw/objects/" and "/data/init/" actually it can alter anything anywhere just as long as the file path is defined in the chosen settings.

Now you will be seeing this mod manager in almost all of my other mods that I will be updating (like the RTS mod) and is actually being modified heavily due to be starting out with I/O stuff so my methods of storing data and such look a bit unorthodox. And to be honest my Mod Manager can work with any mod, but right now it's not ready for consumer use as its not friendly, at all. One mess up anywhere and you might never find what is causing the issue. So me being me, I can just go "Oh here's the JAM!" because I have the source code and debugger (and the basic error output that MM has built in)

But maybe V3.0 might be ready for other modders use.

As for Regen, Still working on the new race.
Title: Re: [MAJOR]: <)(Regeneration: Forced Evolution)(> V1.4a
Post by: Hugo_The_Dwarf on July 30, 2013, 04:21:25 am
Update on the progress.

I've decided to go all out on the Mod Manager, as it's going to be the most important asset to Regen (and any other mods I host) and i'm a firm believer of strong foundations, and this manager is my foundation (handles all the stuff that I, and you the user would find tedious).

Shamefully only windows users can use this GUI (.NET Framework 4) unless Mac or Linux users know a way to use it, then perfect. I know Java applications work all across the OS's and I hope to port it to Java once I figure out how to make frames/forms/panels 'w/e' it would be called in Java so I can make a GUI in that.

But since it's been such a big delay (and previously said some features might not make it) I'm going to mash as many new things as I can and fix broken ones too so v1.5 will be a very big update. 
Title: Re: [MAJOR]: <)(Regeneration: Forced Evolution)(> V1.4a
Post by: Hugo_The_Dwarf on August 06, 2013, 12:16:06 am
I've just finished the mock up and some old drawings I found for two of the units for the Donkin.

The Donkin are an endgame cavern invader, which a well off fortress will have more trouble fighting then the Liches and their skeletal hoard.
Donkinshnorf were a great and advanced civilization of blue skinned white haired rulers of ether, and being powerful as they were they regarded the other races as lessers and seen fit only for slavery. But as any race under oppression there was rebellions and uprisings, and since the combined numbers of all the races greatly outmatched the Donkin, even with their advanced technology and ether they were forced underground but not after taking thousands of dwarves, elves, goblins, orcs, and humans down.

Now after centuries of waiting under the world, stealing ideas, magic, and slaves. They were almost ready to retake the world as their ancestors once held, but to ensure that history would not repeat itself they sought out the sister of ether, the void. Magic to the Donkin is obtained through Ether which solely is controlled by males, and the Void which only a female can handle, but the Void is not just a source of power, it is a plane thought to be the second hell. After several failed attempts into the Void to harness its power, but finally one was able to tame the horrors of the void and she was known as the first Void Walker.

The Donkin are a very caste dependant invader (like most of the invaders in Regen) and here is the summary of the castes I have planned of now:

Spoiler: Grunt (click to show/hide)

Spoiler: Knight (click to show/hide)

Spoiler: Lord/Void Walker (click to show/hide)

The Donkin also sport a War construct, it doesn't count as a golem, but yet not an automation due to the nature of how it runs.

but this is step one of many. I have to create the body parts, body detail plans, some new materials etc etc. But progress is progress
Title: Re: [MAJOR]: <)(Regeneration: Forced Evolution)(> V1.4a Update underway
Post by: Meph on August 07, 2013, 03:33:52 pm
Nice work on the settings. Which language did you use to write it? I assume its VB, because you mentioned .NET-Framework. Could I have a look at the source, just curious to see how you handled things. Especially the race-change checkboxes, because I use a button to cycle through them in mine.
Title: Re: [MAJOR]: <)(Regeneration: Forced Evolution)(> V1.4a Update underway
Post by: Hugo_The_Dwarf on August 07, 2013, 04:25:10 pm
Nice work on the settings. Which language did you use to write it? I assume its VB, because you mentioned .NET-Framework. Could I have a look at the source, just curious to see how you handled things. Especially the race-change checkboxes, because I use a button to cycle through them in mine.

PM'd you regarding my Mod Manager

Also just checked and Regeneration has a total of 1505 downloads (if raws and pre-packed are added together) to me this is a huge thing.
Since I'm posting might as well say what i've been doing.

so as you can see I'm all over the place, and the Donkin will for sure be one of my largest and most complex races yet.
Title: Re: [MAJOR]: <)(Regeneration: Forced Evolution)(> V1.4a Update underway
Post by: Hugo_The_Dwarf on August 12, 2013, 04:43:22 pm
Was randomly searching an image of a crab so I could see how many legs they have (cross referencing the CRAB_BODY in body_default) and stumbled upon this http://www.amusingplanet.com/2011/11/christmas-island-is-small-australian.html (http://www.amusingplanet.com/2011/11/christmas-island-is-small-australian.html) which gave me the idea of giant red crab invasions in SAVAGE ocean/lake biomes. Of course maybe not call them red crabs but something frightening, of course nothing some butter and a mace squad can't fix ;)

Also have been rolling some ideas around my head for a manual and Lists of <objects> to put with Regen all HTML and readable like.
Title: Re: [MAJOR]: <)(Regeneration: Forced Evolution)(> V1.5 out 14/08/13
Post by: Hugo_The_Dwarf on August 14, 2013, 06:23:42 pm
Alright I just got the Plug and Play (large DL) of V1.5 up the smaller one messed up somehow.

I had to leave the new race out for now, as they are gonna take a loooong time to make (kinda a perfectionist like that)

So everyone enjoy the newest version and the potion making (hopefully that works, not much time to test it)
I will fix the MM (smaller DL) later tonight

EDIT:
Nvm both downloads work, just I messed up changing a v1.4a to a v1.5 just a graphical error.
also my Mod Manager V3.0.0 is packaged with both for V1.5

EDIT2:
Oh forgot since I just bundled it up all quick, the Plug and Play is already setup with ASCII using Grim Fortress 12x12
if you would like to change this open/run ModManager.exe click a graphic pack then click (apply package) there is also a settings tab for the mod so you can toggle things on and off, I'd suggest against turning temperature off unless you are not using any transformation/creation/upgrades/etc like the Geneforge or McUrists Mechanical Emporium.

Also just to change a tileset click the one you want then hit the (use tileset) button, should make the changes needed. Not I added ASCII for sets that are purely Ascii, using them with phoebus or the other packs might just make things look off, Mayday however I think works with ASCII as well. Didn't have much time to actually test this.

So hope to hear back with bugs and such. Have fun.
Title: Re: [MAJOR]: <)(Regeneration: Forced Evolution)(> V1.5 out 14/08/13
Post by: Hugo_The_Dwarf on August 18, 2013, 10:33:24 pm
I've put a pull up, don't be afraid to post suggestions for the Mod Manager or Regen, both are very welcome.
Title: Re: [MAJOR]: <)(Regeneration: Forced Evolution)(> V1.5 out 14/08/13
Post by: Hugo_The_Dwarf on August 24, 2013, 11:40:48 pm
Progress will be on Pause or very slow, Please report any bugs or suggestions here.
Title: Re: [MAJOR]: <)(Regeneration: Forced Evolution)(> V1.5 out 14/08/13
Post by: Stronghammer on August 26, 2013, 11:37:08 am
i just downloaded the newest version and will let you know if I find anything. Im going to give the humans a try.

Edit: Well i found an error. When trying to create a new world the game spits out "cannot find "regen_critters.png" I think it is a naming issue as when I look in the raw file there is a graphics_regen_critters.png im going to change it to see if it fixes the problem.

Edit: Its not a naming issue, the file i found is a txt file and i dont seem to be able to find a png file.

Edit: The file manager grphics folder has the required file, i suppose the manager didnt copy it over.
Title: Re: [MAJOR]: <)(Regeneration: Forced Evolution)(> V1.5 out 14/08/13
Post by: Hugo_The_Dwarf on August 26, 2013, 11:59:08 am
which pack did you use?
Phoebus
Obsidian
Spacefox
etc..

This could be my error of not placing that file where it should be (some might have it, others will lack it) was kinda in a rush to get it out, and that is a game breaking error (as in DF will refuse to run if that image file is not where it wants it to be)

I might not be able to upload a fix, but it's relatively simple, whichever pack you found this error happen go into:
<your df directory>/manager/rootRaws/graphics/
and copy the file "regen_critters.png" to the
<your df directory>/manager/<graphic pack>/raw/graphics/
folder. This will stop it from giving this error, and if you genned a world already just drop that file into the saves raw/graphics/
Title: Re: [MAJOR]: <)(Regeneration: Forced Evolution)(> V1.5 out 14/08/13
Post by: Baijiu on September 27, 2013, 07:26:37 am
I downloaded the prepackaged version and could not get the Mod Manager running at all. I'm using Windows 8. :(
Title: Re: [MAJOR]: <)(Regeneration: Forced Evolution)(> V1.5 out 14/08/13
Post by: Hugo_The_Dwarf on October 10, 2013, 12:29:55 pm
wow been gone for awhile, sorry for the late reply. I compiled the Mod Manager on Win 7 pro, but I have a friend with Win 8 so I can try and do some platform testing there.

Been really busy with College lately and several other Java projects aswell

I know if you want to play the mod in ASCII since the Mod Manager is broken you can find the modded raws in "manager/rootRaws/objects/" and copy them to the main "raw/objects/" that is the ascii version.

Do you get any errors that pop up when trying to open the ".exe" or it just doesn't open at all?
Title: Re: [MAJOR]: <)(Regeneration: Forced Evolution)(> V1.5 out 14/08/13
Post by: Hugo_The_Dwarf on July 08, 2014, 09:00:45 pm
New update is out of DF so I will be looking into working on this again. But I have a few fluff things to work on like the OP being a bit of a mess, so will probably redesign that for ease of reading,

Then try to port my Mod Manager to Java so that more OSes and PCs will be able to use it. (porting won't be too hard, I have to logic done in C# just need to transfer that to Java)
If not I can always just update the .NET version and include an ASCII dl, will be thinking of other ways to allow the procurement of graphic packed versions that don't involve me making many DFFD listings or cramming one DL full of extra size (noone likes massive DLs)