Now this is a good looking mod that you have going on over here, but I only have one question that I am just dying for to truly experience this mod for when it makes it's debut.
The invader conversion script, I remember warlock fortress has this script as well for converting things to ghouls, but it went horribly awry seeing how there was a bug with the civilizations that the invader still held it's allegiances to. Needless to say, newly converted races like Dwarfs still were still members of the civilization that my people were with a war with, an insta-loyalty cascade.
I addressed it at one point but I am not sure if it got resolved or not. I'm assuming the latter.
If you are aware of this and this has been fixed for this release then just disregard all that was previously said, besides that it's a nice lookin' mod you got there, can't wait to start the evil sisterhood with fang and claw! (They do have fangs right...?)
Reading the raw is a little crazy indeed. There is no sense of naming, indent of line endings. :P
Planned workshops:
- Masterwork craft shops
- Fleshshaper: Creates bone/flesh blocks and crafts, combine leather into upgraded versions.
- Music stands and steam baths: Produces good thoughts
- Writing/poem/music industry.
- Attorney office: The other end of the warlocks devil deals. Can request knowledge, souls or special items in exchange of specific items.
Other features/ideas
- Warstone and mining hazards : Warpstone will provide a positive effect. I am undecided about black lungs and stuff. For now it is deadly.
- Several creatures must be renamed to fit with the existing HFS creatures.
- Their sieges has to be expanded, they should summon creatures and throw interactions when attacking you.
- The mod employs dfhack scripts with no moderation.
- I have to find an illustration matching the MWDF badges too. :P
- There will be combat hardness and cave adaptation additions, I do not know what will happen yet.
- Most changes done here will be retrofitted into vanilla df.
- I have a good list of creatures to summon and temple interactions that will be added over time.
Reading the raw is a little crazy indeed. There is no sense of naming, indent of line endings. :P
Medit might help with that second one assuming you are indeed on linux.
Notepad++ is what I use, thats why a few files have a different formatting.
What are your plans for future features?QuotePlanned workshops:
- Masterwork craft shops
- Fleshshaper: Creates bone/flesh blocks and crafts, combine leather into upgraded versions.
- Music stands and steam baths: Produces good thoughts
- Writing/poem/music industry.
- Attorney office: The other end of the warlocks devil deals. Can request knowledge, souls or special items in exchange of specific items.
Other features/ideas
- Warstone and mining hazards : Warpstone will provide a positive effect. I am undecided about black lungs and stuff. For now it is deadly.
- Several creatures must be renamed to fit with the existing HFS creatures.
- Their sieges has to be expanded, they should summon creatures and throw interactions when attacking you.
- The mod employs dfhack scripts with no moderation.
- I have to find an illustration matching the MWDF badges too. :P
- There will be combat hardness and cave adaptation additions, I do not know what will happen yet.
- Most changes done here will be retrofitted into vanilla df.
- I have a good list of creatures to summon and temple interactions that will be added over time.
Which of those is the next project? Fleshshaper for example could easily copy reactions from boneforge (warlock) and tanner (dwarves)... and how do you want to handle the two different soul-systems that we use? Itemcorpses and Transformation on your end, while I currently use ebo-items.
You could not give them the tanner, but instead give the fleshshaper similar reactions... different names and reagents, but same outcome, improved leathers.
Toys are gone, the item type is called Illumination in Mdf and is used for braziers, candles and similar objects.
Many object types does not hurt Fps, but many objects do. Its not the variety, but the amount thats bad.
Warlock teleport lacks one correct tag atm, as does that liquid spawners. Roses changed/added a few extra arguments and I didnt notice in the last update. I think a fix has been posted in the Warlock Bug Report thread, but it would be best to talk to Roses directly.
Special leather: Check the netherbark leather. Its steel grade and temp immune, maybe you can use it somehow. The needed plants currently only come from the third cavern.
Animal care: Dwarves also have some features like animal skill training, manual feeding of grazers, neutering or medical treatment and armoring them in iron/steel armor. Maybe any of this helps. But I have to say, your pets are slready awesome. I only changed the duration of the sleep effect on soul wisps for Warlock mode, I think i set it to 5000 ticks.
Aummoninh HFS creatures mostly results in uncontrollable civ member demons that hang around the meeting area or untrainable pets. Same with FBs. They also need actual procedually generated demons, so if a player gens a world with demon number set to 0, it will result in error messages. Its more an easter egg, something for fun than a real thought through feature.
Industries based on bone: Ironbone/Bloodsteel? You dont have to, but at least these things already exist.
Smoking currently is slightly bugged. I can make it Removebadthoughts all, but not Removebadthoughts Him. In short: I can use the ruby script behind it to only affect all civ members, not only the worker, because its ruby, not lua. Maybe you can find s better solution.
Curious what you will do with playing/gambling, I never found a good way to use this.
Shouldnt Succubi torture for fun? (Dungeon Keeper style?)
For relics and shit just copy the dwarf reactions and modify them.
Alright :)
Sorry that I cant be of more help atm. Next month. ;)
You dont need to use research if you dont like it. just make a copy of the workshop you want, call it WORKSHOP_SUCCUBUS and remove the research buildmat. And add the building to the reactions you want to use.
Interesting. Maybe they could trade for real, with caravans?males only? so this going to be weird/limited when you run an Incubus fort.
Suggestions:
A interaction that targets males only, kiss of the succubi. Melee range, turns enemy paralyzed or crazed.
Embark profiles. I havent checked (sorry) but all other races have a few.
Interesting. Maybe they could trade for real, with caravans?males only? so this going to be weird/limited when you run an Incubus fort.
Suggestions:
A interaction that targets males only, kiss of the succubi. Melee range, turns enemy paralyzed or crazed.
Embark profiles. I havent checked (sorry) but all other races have a few.
Interesting. Maybe they could trade for real, with caravans?males only? so this going to be weird/limited when you run an Incubus fort.
Suggestions:
A interaction that targets males only, kiss of the succubi. Melee range, turns enemy paralyzed or crazed.
Embark profiles. I havent checked (sorry) but all other races have a few.
Or have it go both ways. Succubi affect males, incubi affect females.
Yeah, the "good" races siege a bit early.
Are the elves still completely decked out in mithril? Thats something I wanted to change for a while. Evil races have both trouble defeating them, as well as jump most of their tech tree and get "free" mithril gear early.
dog people are more bearded lumberjack types. ^^Hey!Im not a lumberjack >:( *Strokes beard*
So say I play as a royalist succubus fortress, will my succubi and incubi get married? Or will it be one big whoopsie fest full of baby explosions?
Also, are you changing most of the art to be suffering, pain, sex, torture, and marital aids? Because if so, awesome.
In your credits its "* Teleport by Putnam"... thats a second teleport script, in addition to the one by Roses?
rat things to teleport towards enemies.Snow Crash?
So call me an idiot, but I am struggling to run the alpha. I have unzipped the file and such, does it need to be in the same file as the general masterwork file, or can it stand alone? and what is the way to begin the startup etc for it to work?
Every building should be possible one way or another. You can now make saw blades, and research discoveries can be bought at the Attorney's stock (it will mirror the warlock's Devil Attorney over time).