<*Download*>
| <*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) | <*Helpful things*> Spoiler (click to show/hide) | ||||||
<*Features*> Spoiler (click to show/hide) | <*Change Log*> Spoiler (click to show/hide) |
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
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.
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.
-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
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
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
-Add tech tree for gun making (maybe not because gunpowder will take time to make, due to trying to obtain saltpeter and brimstone)
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.
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)
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)
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.
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!
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 :/
He I think I still working on it the IRC is somehow blocking him :/
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
-snip
So I'm still waiting on Sanures updated Adv. Mode reactions :P
-snip-
NEWSo 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.
-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
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.
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.
NEWYellow 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.
-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.
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)
huh. how do i pick my race for fortress mode? i'm a tad lost here <_<
[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]
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.
-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)
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"
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.
QuoteBut 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 ?
Oh hey Sanure been awhile :P Ready to work on Regen again? Lol
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)
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) |
Fire | Ice | Earth |
Level 1 | Level 1 | Level 1 |
Ember (physical damage) | Icicle (physical damage) | Mud Ball (physical damage) |
Level 2 | Level 2 | Level 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 3 | Level 3 | Level 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) |
Stage | Effect |
1 | This is the starting stage, very slow to cast and mostly targets only 1 foe |
2 | This is the second stage, casting time is reduced (lower cooldown) and very rarely adds another target (can hit more then one) |
3 | This is the third stage, casting time is reduced (lower cooldown) and very rarely adds another target (can hit more then one) |
4 | This is the forth stage, casting time is reduced (lower cooldown) and very mostly adds another target (can hit more then one) |
5 | This 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 |
I assume by Dwarven Mines, you mean the kaboom kind right?
coolI agree with this guy.
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.
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)
[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]
Yes, Soundsense does work with every mod. :)
Please make it compatible with Mayday tileset :D
guh... I need to stop dropping from existence....
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.
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
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.
Progress of Slap Graphics: | Progress of Mod: | |
Done | I 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. |
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. |
|
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.
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.
Subterranean crop table:
|
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)
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
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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
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.