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Dwarf Fortress => DF Modding => Masterwork DF => Topic started by: Meph on May 02, 2016, 05:43:17 pm

Title: Future of the mod - Progress & Suggestions - race poll
Post by: Meph on May 02, 2016, 05:43:17 pm
Future of the Mod

Here is the space to discuss future plans, goals and suggestions for the mod.

Suggestions:

General mod features:
- Decorations (using TWBT to make fancy decorative buildings)

Complete mods to add:
-

Adv-Mode:
- Classes like rogue, wizard, barbarian at embark
- animal companions

Dwarves:
- Rune-Magic (dwarven mages)
- More merchants (buy/sell items for gold coins)
- Distillery/Brewery (better still)
- Mineral farming (grow your own gems/minerals)
- Thatchery (wicker weaving, thatch roofs, etc)
- Stables (feed animals indoors)
- Prison (lock up specific dwarves for X seasons manually)
- Colosseum (fights against creatures with rewards... can be easily abused?)
- Chemist (blackpowder for muskets/flint-lock pistols, explosive traps/catapult ammo)
- Gunsmith (muskets, flint-lock pistols)
- AOE buff workshop (formerly tavern/music, but vanilla DF has that now)
- Custom trading workshop (order "box/chest of X" from caravans, unpack items)
- steam engine (make power)
- Landmines/Turrets (exploding mechanical creatures and automated siege-engine creatures)
- coin mint (batches of coins for traders, guilds, etc.)
- Trap engineer (better trap comps)
- rune-armory (improve armors with rune magic)
- warbeast kennels (armor war pets, train their skills?)
- Workshop to create new dwarves (formerly "town portal" that teleports in a new migrant)
- Workshop to hire heros (unique high-level mercenaries that join your civ)

Kobolds:
- Wooden weapons and armor.
- Totem/skull helmets.
- antler and horn based weapons.
- tattoos or tribal warpaints.
- steal finished items from other civs, mostly weapons, armors, anything shiny.
- ogres as pets that adopt kobolds. (like cats do)
- dirt-digging only to create holes to live in.
- access to dirt/earth at embark. 0 point cost, can only be used for constructions, aka walls.
- fisher gremlins, pets that fish.
- special beekeeper with unique products from hives. dye, drinks, poisons, etc
- Fence (illegal trader) that swaps stolen goods for other goods. (20$ for that jacked car radio, k?)
- tribal meeting grounds: form a tribe, gives every civ-member a specific bonus, but you can only select one. Lets say I add 5 pre-set tribes, each kobold fortress can only have ONE of those. (using interactions and display_name changes, kobold to "X-tribe kobold".) The boni should have a huge effect on the fort.
- Shroomshop, grow magic mushrooms etc and random-up your emotions/thoughts of workers.

Succubi:
- Temple of sin, esoteric order, altar of nightmares, Abyssal temple, temple of fire. (aka the workshops from MFD for 34.11)
- Glass Armory, Glass Weaponry.
- Obsidian Forge. Refine it into volcanic glass, very sharp, very brittle. Use it to create custom trap-comps or ammo, spear tips, etc.
- Slade Crucible, turn slade stone into a metal version.
- Pin Pricker, a workshop that decorates armors with spikes, which increase the damage of the succubi attacks (or adds interactions to be done in melee combat to "hit" enemies with the spikes, causing heavy bleeding and pain. This can be done with item-syndrome, similar to what I did in MDF34.11 with runes on dwarven weapons/armor)
- Spark, 1x1 workshop that just starts a fire. Simple, but set them up on the surface to easily start controlled surface fires or burn down your caverns.
- Harpy nest. Grow flying trainable_hunting monsters with sharp claws.
- Magma Pit, replaces Crematory. Does the same thing, but sounds more fitting to the theme.
- Summoning Circle: Fire. Run scripts like "plant extirpate/immolate shrubs/trees/all" to instantly turn every brush or tree into ash or fire.
- Alchemist. Work with brimstone (sulphur) and saltpeter and oils. Maybe for special ammo or catapult ammo or exploding trap components.
- Decorations. 1x1 workshops that fit demons/dungeons. Skulls, heads on pikes, chains, that sort of thing. TWBT allows custom tiles for custom workshops. :)
- Gargoyle Mason. Make living statue-pets. (Maybe: IMMOBILE, but I think newer DF version stop immobile creatures from using interactions and fighting back.). Relatively weak pets with a high sight range. Set them up on the map as scouts to spot ambushes, etc.
- Magma Waterfall/Aquifer thing. Maybe Magma Gargoyle. Something that spawns a flow at a tile. This allows for easy construction of magma waterfalls.
- Thorny plants that succubi can grow in their farm plots. They are inedible, but can be used to make "thorny branches", a trap-comp that acts like barbed wire for your weapon traps. Could also make "crown of thorns" a custom helmet.
- If Putnams hackwish still works: Darkpact, small workshop that allows commute with the devil. Sacrifice the worker (a soul) to run hackwish once, getting one free item of your choice. Which probably will be "adamantine + biggest weapon in the raws".
- Some way to turn all released clowns from the HFS either tame, friendly, kill them or make them leave the map. Either way, the HFS shouldnt be a danger to you.
- Dungeon/Torture chamber: Hurt the worker physically, but increase their positive emotions/thoughts.
- Spanking/Whipping bench: Trains whip skill.
- Pillory: Turn one worker into an immobile creature for a while, but increase the mood of every nearby civ member. Aka they take pleasure in public humiliation.
- Item: Chastidy belt. turns wearer sterile while wearing it. (good for overpopulated forts, community forts, best-military-women-shouldnt-get-baby-shields)
- Item: Blindfold. turns wearer blind. (good for siege operators, stops them from running away when enemy gets close)
- Iron Maiden. Turns the worker into an adrenalin-fueled super-soldier for 1-2 months, but makes them bleed out at the end of that time. (delayed bleeding/deadly syndrome).
- Sacrifical altar: Pasture pet on top of workshop, run reaction, pet dies... get reward.
- Black Candle: Turns EVERYONE on the map blind for a month. Makes for interesting fights with sieges, especially if they bring a lot of archers.

Elves:
-

Humans:
-

Goblins:
-

Orcs:
-

Naga:
-

Necromancers:
-

Hermit:
-

New GUI settings:
-

New utilities:
-

New tilesets:
-


Note: This is not finished yet, I'll add more things as I go on.
Title: Re: Update log - Current "what I'm doing"
Post by: 123nick on May 02, 2016, 06:39:31 pm
awesome! i cant wait too see this progress log :D
Title: Re: Update log - Current "what I'm doing"
Post by: Meph on May 02, 2016, 06:47:09 pm
Ideas for some races, this time the mod should stick far closer to vanilla DF in terms of lore:

(http://i.imgur.com/h7Bf4zf.png)

Dwarves, Elves, Humans, GOOD. (good-ish)
Kobolds, Werebeasts, Naga, SAVAGE. (less intelligent, more beast-like)
Goblins, Necromancers, Vampires, SLAVERS. (evil, but with purpose)
Demons, Titans, Nightcreatures, EVIL. (evil, just for the sake of it)

Still need some ideas for cavern invaders, although I dont know if they still work or are a good idea in the first place. Previous ones were: Antmen (hivemind with queen), Blind cave ogres (blind huge brutes), Elementalmen (inorganic civ would be fun to write)

I would butcher Smakes old Orc content and create a new Goblin mode out of it. Not a copy, but a spiritual successor.

I would scratch the Gnomes. While I myself love the concept, it is the least favourite race, requires tons of dfhack that I cant update/fix, are hardest to learn, and havent been written by me in the first place.

I'm unsure about the Succubi. On the one hand, Boltgun, you are super reliable and do good work. On the other hand, they are very far removed from what vanilla DF demons are like. They have their own character, their own theme, the lusty argonian maids demons. I kinda want to make a playable fire-based civ, but also a invader-only demon civ that uses actual vanilla DF demons. Obviously impossible to do both. ^^
Title: Re: Update log - Current "what I'm doing"
Post by: Rekov on May 02, 2016, 07:39:51 pm
I would suggest drow for your cavern invaders. I'm not 100% I understand what you're going for, but they at least live in caves. :P. They would obviously fit into the Slavers category there.

All of this looks amazeballs so far, Meph. You mentioned a little about the player races in terms of the gnomes getting axed, and potentially the succubi. Do you have any plans to develop the other races (like elves) into playable races in fortress mode?

Finally, are there any specific sprites you need drawn? This is something that I feel at least somewhat capable of doing, if it would help.
Title: Re: Update log - Current "what I'm doing"
Post by: Sver on May 02, 2016, 07:43:05 pm
Feel really sad about the gnomes. But, well...
Do you have any plans to develop the other races (like elves) into playable races in fortress mode?
I double that question.
Title: Re: Update log - Current "what I'm doing"
Post by: cerevox on May 02, 2016, 07:57:40 pm
Perhaps have the succubi behind a "Not Lore Friendly" checkbox? That way you can insert other wacky races if the mood strikes you also using the checkbox, but they won't be shoved in anyone's face if they value their lore-pure races. Or just leave an empty slot for them? I really like them and don't mind adding them in myself if needed, although I can't speak for anyone else.
Title: Re: Update log - Current "what I'm doing"
Post by: Urlance Woolsbane on May 02, 2016, 08:53:59 pm
I don't think that the disparity between Succubi and HFS demons is a problem. It makes sense, in light of the Succubi's modus operandi. Perhaps they could transform into randomized demons upon death?

As for cavern invaders, I've always thought that molemarians could be really cool, if expanded upon. How about giving them poisoned arrows?

Also, what about some sort of sapient moss? Something really hard to kill, like the giant sponges of yore.

EDIT: Wrote "ruthertaurs," meant "molemarians."
Title: Re: Update log - Current "what I'm doing"
Post by: LMeire on May 02, 2016, 11:37:33 pm
How about troglodytes as a cavern faction? They could have castes based on overworld races that have gone feral after staying underground away from civilization for too long. Maybe give them a rare "shaman" caste that can instantly convert fortress populations into more trogs if they get too close.
Title: Re: Update log - Current "what I'm doing"
Post by: Urlance Woolsbane on May 02, 2016, 11:55:33 pm
How about troglodytes as a cavern faction? They could have castes based on overworld races that have gone feral after staying underground away from civilization for too long. Maybe give them a rare "shaman" caste that can instantly convert fortress populations into more trogs if they get too close.
That reminds me of the fabled Deep Dwarves.

Heck, a Deep Dwarf-transformation-mechanic would be really cool, and seems like it should be quite feasible with DFHack.
Title: Re: Update log - Current "what I'm doing"
Post by: Meph on May 03, 2016, 01:52:29 am
Troglodytes = Blind cave ogres.

Trogs are just humanoids that stayed underground for too long, so I took the largest humanoid I had for that. ;)

Succubi I dont want to get rid off... they are great. and Boltgun updates them, there are no issues keeping them. Its just that I ALSO want to do a more vanilla-DF heavy demon civ, and then we have 2. ^^

Maybe Succubi can bring demons in sieges, just like goblins bring trolls?
Title: Re: Update log - Current "what I'm doing"
Post by: cerevox on May 03, 2016, 02:21:02 am
The top tier summon the succubus can do at the summoning pit is a "Random underworld entity". I haven't actually cast it myself for fear of immediate fort implosion, but it looks to me like the succubi already have HFS demons they use, so dragging some along to smash down doors in sieges would fit perfectly.
Title: Re: Update log - Current "what I'm doing"
Post by: Boltgun on May 03, 2016, 04:02:23 am
As a matter of fact, I can easily do that! A script that scan for clowns and add them to their minion list.

Btw they already bring 2 of the 40d demons to sieges.

They get more closely related to the HFS over time. I am drawing from older content that has been since removed as lore became more thin over time. This should be all solved when the myth generator will be released. They should be properly tied to hell and with all the right information available.
Title: Re: Update log - Current "what I'm doing"
Post by: Meph on May 03, 2016, 04:23:20 am
As a matter of fact, I can easily do that! A script that scan for clowns and add them to their minion list.

Btw they already bring 2 of the 40d demons to sieges.

They get more closely related to the HFS over time. I am drawing from older content that has been since removed as lore became more thin over time. This should be all solved when the myth generator will be released. They should be properly tied to hell and with all the right information available.
Ok.  I also extracted the world.dat for 42.06 with 150 vanilla DF demon types. I wanted to frankenstein something together from that.

Do you know if spawnunit (create-unit) understands friend/foe by now? Imagine this example:
Human mage can summon friendly creatures when you play as humans.
You play as Succubi.
Humans siege.
Human mage is in the siege, summons "friendly creatures".

Will the creatures be friendly to your civ and attack the siegers, or will they be friendly to the human siegers and attack you?
Title: Re: Update log - Current "what I'm doing"
Post by: SpiritArmor on May 03, 2016, 04:34:11 am
I'm a little sad to see Orcs get goblinized; for me, the draw of the Orcs is how much of their fortress's economy is unapologetically based on !!MURDER!!, and the Orcs themselves- size, equipment, castes- are absolute murderbeasts. It's cathartic to see a kitted-out Orc squad plow through an entire human army, an act that even Dwarves would be leery of.

Goblins... I LOVE goblins, but I don't see them filling the same niche as Orcs. They seem like they'd play more like Kobolds. And even if Orcs are bundled up as a caste within Goblins, I'm a little wary of having to juggle between two castes that differ so much as Goblins and Orcs.

Just my two cents, though. Still eager and waiting to see where you go with this glorious mod.
Title: Re: Update log - Current "what I'm doing"
Post by: Meph on May 03, 2016, 06:16:37 am
I'm a little sad to see Orcs get goblinized; for me, the draw of the Orcs is how much of their fortress's economy is unapologetically based on !!MURDER!!, and the Orcs themselves- size, equipment, castes- are absolute murderbeasts. It's cathartic to see a kitted-out Orc squad plow through an entire human army, an act that even Dwarves would be leery of.

Goblins... I LOVE goblins, but I don't see them filling the same niche as Orcs. They seem like they'd play more like Kobolds. And even if Orcs are bundled up as a caste within Goblins, I'm a little wary of having to juggle between two castes that differ so much as Goblins and Orcs.

Just my two cents, though. Still eager and waiting to see where you go with this glorious mod.
The orcs were written by the now-inactive Smakemupagus.

I had a look at their raws, but they are rather unkown to me and have lots of dependencies to the old versions. Which means I'd have to re-write them, but in that case they lose their identity anyway, since I'd write different Orcs than Smakemupagus did.

If someone says: "Hey-Ho, I want to write Orcs", I wont say no. ;)
Title: Re: Update log - Current "what I'm doing"
Post by: Insanegame27 on May 03, 2016, 06:23:20 am
I wouldn't mind picking up where Smake left off, but we all know how that turned out with the Wasps and then my attempt at the Insects.


I don't want to see the Orcs axed or polehammered or daikatana'd. They are the ones who should be doing that. Plus with all the fancy new description stuff the cultural aspect of orcs can go deeper. Dwarves dig deeper underground, orcs dig deeper spiritually and culturally.
Title: Re: Update log - Current "what I'm doing"
Post by: Boltgun on May 03, 2016, 07:33:03 am
As a matter of fact, I can easily do that! A script that scan for clowns and add them to their minion list.

Btw they already bring 2 of the 40d demons to sieges.

They get more closely related to the HFS over time. I am drawing from older content that has been since removed as lore became more thin over time. This should be all solved when the myth generator will be released. They should be properly tied to hell and with all the right information available.
Ok.  I also extracted the world.dat for 42.06 with 150 vanilla DF demon types. I wanted to frankenstein something together from that.

Do you know if spawnunit (create-unit) understands friend/foe by now? Imagine this example:
Human mage can summon friendly creatures when you play as humans.
You play as Succubi.
Humans siege.
Human mage is in the siege, summons "friendly creatures".

Will the creatures be friendly to your civ and attack the siegers, or will they be friendly to the human siegers and attack you?

Spawnunit is now modtools/create-unit, it can accept group and civ ids so using the caster's civ should create something friendly to it.
Title: Re: Update log - Current "what I'm doing"
Post by: Meph on May 03, 2016, 09:52:33 am
Mh... what would you guys think about an entire civ made of Forgotten Beasts that can siege from the caverns?
Title: Re: Update log - Current "what I'm doing"
Post by: Urlance Woolsbane on May 03, 2016, 12:27:20 pm
Mh... what would you guys think about an entire civ made of Forgotten Beasts that can siege from the caverns?
I once modded goblins to bring Forgotten Beasts as mounts, using a bit of hex-editing jiggery-pokery. Suffice to say, they proved overwhelming (mind, I'm not the best of players.) So yeah, give them a civ if you want, but make sure they don't come until relatively late-game, else the player won't have a chance (at least not without exploits.)
Title: Re: Update log - Current "what I'm doing"
Post by: Meph on May 03, 2016, 02:33:00 pm
I now have werebeast invaders. 12 werecreatures form the civ, each caste using different weapons, this way I can give them unique graphics. :)
Title: Re: Update log - Current "what I'm doing"
Post by: dead on May 03, 2016, 04:14:29 pm
Mh... what would you guys think about an entire civ made of Forgotten Beasts that can siege from the caverns?

I'm surprised this wasn't already a thing. Also, titan civ siege on top. Yes to the werebeasts with unique graphics. Yes to all the things.
Title: Re: Update log - Current "what I'm doing"
Post by: Meph on May 03, 2016, 04:44:24 pm
There is now a nightcreature civ with 150 different castes. All unique.

I'm not sure if I should give them weapons and armor or not.
Title: Re: Update log - Current "what I'm doing"
Post by: Sver on May 03, 2016, 05:24:37 pm
Though I can barely imagine a werebeast civ (since from lore point of view, as in vanilla, different species of werebeasts don't get along), night creature civ (you mean night trolls, right?) sounds interesting.
Title: Re: Update log - Current "what I'm doing"
Post by: Meph on May 03, 2016, 06:16:55 pm
Yeah... I think every player will just die.

Quote
Civilized World Population

   1358 Dwarves
   4143 Elves
   904 Goblins
   1226 Humans
   1664 Kobolds
   2524 Necromancers
   499 Nightcreatures
   3521 Titans
   1464 Vampires
   4114 Werebeasts

   Total: 21417
I like this.

edit: I'm just going to leave this here.

Spoiler (click to show/hide)

PS: If you like to join a community test fort, head over here: http://www.bay12forums.com/smf/index.php?topic=157923.msg6974863#msg6974863 (also starts friday)
Title: Re: Update log - Current "what I'm doing"
Post by: jason0320 on May 03, 2016, 10:35:19 pm
Well I am going to pick up Orcs, but not the Smake Orcs. I'll make them more traditional, dnd-like, but with some twist to fit in the df verse.
I will also make Drows & Elves, both dnd-like.
And some Underdark races like Mind Flayers and Beholders as invaders, maybe playable if I figure out how to make race-exclusive armor.
Maybe some cthulhu races like Mi-go and/or Great Race of Yith, if I got time.
BTW is itemsymdrome usable in current dfhack 0.42.06?
Edit: It seems not, so no magical swords.
Edit 2: It seems that itemsymdrome is merged with item-trigger.
Edit 3: Feel free to give suggestions :)
Title: Re: Update log - Current "what I'm doing"
Post by: dead on May 03, 2016, 11:04:22 pm
So, Meph, how are these FBs and Titans going to work with the tavern system? We could hire their mercs and train them to be an insane FB army. Or how stupidly dangerous it is to build a location that these CIV can just show up and decide to get into a bar fight. Also, do you have 150 unique graphics for those FB? Lol, that's insane. 
Title: Re: Update log - Current "what I'm doing"
Post by: vjmdhzgr on May 03, 2016, 11:05:23 pm
As far as making goblins more orc-like, you could just imagine the goblins as Middle Earth goblins, which is to say, the same thing as orcs, though generally referring to the unorganized, smaller ones. They're probably closer to that than to any other type of goblin, with them having the same body size as elves and dwarves, being led by a dark lord, living in dark towers with ruined land surrounding it, and being as strong as dwarves, with significantly more endurance.
Title: Re: Update log - Current "what I'm doing"
Post by: SabbyKat on May 04, 2016, 12:18:41 am
Mh... what would you guys think about an entire civ made of Forgotten Beasts that can siege from the caverns?

Two points to note:

~ The random composition of them, would need to be you know, not so random. As A critter of snow is... a joke. But a group of 10 steel or mythril, would be fortress ending without much real way to deal with it (1 titan you can lure into a trap and deal with, 10? Good luck).

~ Secondly, Syndromes. The deadly dust specifically (and fire a bit lesser so) are... absurd. If not choking to death, you're blown everywhere to your death. Imagine 10 titans with dust. Or 5 with dusts, 5 with fire, and the dust exploding the fire and igniting the entire damn cavern... actually, that'd be fun in a demented way :P

More so, I believe you would have to rigidly define the invaders into castes (Metal-Caste, Stone-Caste, etc) - obviously, making the 'deadly ones' act like the 'military leader' of their unit (so only 1-2 would exist at max size).

Similarly, the syndromes would have to be rewritten (so they are less... insane when there's 10+ titans at once). However, I think a general wide pool of non-super-lethal syndromes is great. Why? You beat them back... but suddenly your military/civs are beginning to pass out randomly, feverish, diseases running rampant causing madness (the classical titan syndrome issue of dust, it spreads like a bastard). Doesn't need to be lethal - but debilerating in some sense, would ensure even if you beat them, you won't leave unscathed, unless prepared.

Further, the size of siege would have to be VERY sensible. I could see about 10 at 'max size'. Even 10 is absurd, but still viable - especially if say 4-6 are 'soft' material (flesh, goo, etc - easy to 'kill' generally), 1-2 harder (stone or such), and 1 'metal' caste foe (presuming max size). So you can dispatch over half them fairly easily, but the others are a little tougher. This would further, force you to diversify. Axes are great!... but not against such variety. yet spears are not 'god mode' against the metal caste style titans, etc. Hell, you could even vary their actual 'size' (some 200 feet tall, some 15 feet - all 'titans/giants' in essence, which are what FB are).

If done right? It'd be brilliant. Hellishly difficult without the ol' cheap tactics, but for someone like who embarks in an undead, terrifying, thrall-cloud biome and finds it boringly easy? Perfect. ;)

Title: Re: Update log - Current "what I'm doing"
Post by: cerevox on May 04, 2016, 12:28:51 am
Well, considering the fact that deadly dust isn't even self-safe, much less friendly safe, I suspect that most FB sieges will self implode during the first fight, when all FB's vulnerable to any of the other's dust all die.
Title: Re: Update log - Current "what I'm doing"
Post by: jason0320 on May 04, 2016, 01:03:52 am
BTW how is the Naga thing going?
Title: Re: Update log - Current "what I'm doing"
Post by: Meph on May 04, 2016, 02:51:41 am
Well I am going to pick up Orcs, but not the Smake Orcs. I'll make them more traditional, dnd-like, but with some twist to fit in the df verse.
I will also make Drows & Elves, both dnd-like.
And some Underdark races like Mind Flayers and Beholders as invaders, maybe playable if I figure out how to make race-exclusive armor.
Maybe some cthulhu races like Mi-go and/or Great Race of Yith, if I got time.
BTW is itemsymdrome usable in current dfhack 0.42.06?
Edit: It seems not, so no magical swords.
Edit 2: It seems that itemsymdrome is merged with item-trigger.
Edit 3: Feel free to give suggestions :)
You want to make 6-7 races, yet dont know how to make race-exclusive armor. Considering that it takes me about 15-30 days of full-time work to make one race playable, I would suggest that you start with something smaller.

BTW how is the Naga thing going?
Not at all. Lots of other things to do first. Ask in a year again.

Well, considering the fact that deadly dust isn't even self-safe, much less friendly safe, I suspect that most FB sieges will self implode during the first fight, when all FB's vulnerable to any of the other's dust all die.
Not if I altered their raws a bit to stop that.

-syndromes-
Again, I took the most OP stuff out. Fire, for example. Lower fire rate for webs, too.

Title: Re: Update log - Current "what I'm doing"
Post by: jason0320 on May 04, 2016, 03:14:17 am
You want to make 6-7 races, yet dont know how to make race-exclusive armor. Considering that it takes me about 15-30 days of full-time work to make one race playable, I would suggest that you start with something smaller.
On second thoughts I'll start with Mind Flayer and Beholder.
BTW How can I make race-exclusive armor? Make a race's size unique?
Edit: It seems that I need to forbid the armor type in the entity setting, but dwarf can still make one in the form of artifact.
Title: Re: Update log - Current "what I'm doing"
Post by: Insanegame27 on May 04, 2016, 04:17:08 am
Alright, after much deliberation I'll pick up Smake's Orcs. I haven't modded for a bit, but this should be fun. I'm against making them more goblin-y and in favor of more culture stuff. If anyone doesn't want this, say so now, or forever hold your peace
Title: Re: Update log - Current "what I'm doing"
Post by: Meph on May 04, 2016, 05:00:24 am
Alright, after much deliberation I'll pick up Smake's Orcs. I haven't modded for a bit, but this should be fun. I'm against making them more goblin-y and in favor of more culture stuff. If anyone doesn't want this, say so now, or forever hold your peace
Have you asked Smake?
Title: Re: Update log - Current "what I'm doing"
Post by: IndigoFenix on May 04, 2016, 05:05:21 am
I'm a little apprehensive about demon, titan, and night creature civs.  These creatures have specific thematic roles in DF and I think making them into proper civs would detract from that.  To say nothing of their procedurally generated nature.

I do like the idea of an (optional) powerful hostile civ to challenge players, but that role would be better served by something else, frost giants perhaps.

Some other races could perhaps learn to summon or befriend  existing powerful creatures as a late game ability.  Titans for elves, forgotten beasts for dwarves, and demons for goblins would fit thematically and symmetrically.
Title: Re: Update log - Current "what I'm doing"
Post by: Insanegame27 on May 04, 2016, 05:06:23 am
Alright, after much deliberation I'll pick up Smake's Orcs. I haven't modded for a bit, but this should be fun. I'm against making them more goblin-y and in favor of more culture stuff. If anyone doesn't want this, say so now, or forever hold your peace
Have you asked Smake?
Didn't you say Smake was inactive?
Title: Re: Update log - Current "what I'm doing"
Post by: Meph on May 04, 2016, 05:07:35 am
Yes, he has very young twins and no time to mod. He still checks the forums now and then, and his wife plays orcs. He will respond when you write him.
Title: Re: Update log - Current "what I'm doing"
Post by: jason0320 on May 04, 2016, 06:15:20 am
Hello Fenix, how is Gnomes going? Will they be updated?
Title: Re: Update log - Current "what I'm doing"
Post by: Meph on May 04, 2016, 06:45:52 am
I'm a little apprehensive about demon, titan, and night creature civs.  These creatures have specific thematic roles in DF and I think making them into proper civs would detract from that.  To say nothing of their procedurally generated nature.

I do like the idea of an (optional) powerful hostile civ to challenge players, but that role would be better served by something else, frost giants perhaps.

Some other races could perhaps learn to summon or befriend  existing powerful creatures as a late game ability.  Titans for elves, forgotten beasts for dwarves, and demons for goblins would fit thematically and symmetrically.
Demons and FBs would be additional cavern invaders, off by default.

Titans, night-creatures and werebeasts are survace invaders. Titans replace the frost giants as late game invaders, while werebeasts and night-creatures would work like kobolds: They send a single thief or snatcher. IF they managed to steal/snatch enough, they send sieges. I mostly wanted to see more of them in Fort-Mode. Werebeasts transform and run away in vanilla, while nightcreatures never appear in the first place.

I have not done the demon/Fb races yet, but the titans and nightcreatures are done. Each one has 150 castes, procedually generated. I only removed the fire-breathing abilities.
Title: Re: Update log - Current "what I'm doing"
Post by: Rekov on May 04, 2016, 06:47:23 am
You want to make 6-7 races, yet dont know how to make race-exclusive armor. Considering that it takes me about 15-30 days of full-time work to make one race playable, I would suggest that you start with something smaller.
On second thoughts I'll start with Mind Flayer and Beholder.
BTW How can I make race-exclusive armor? Make a race's size unique?
Edit: It seems that I need to forbid the armor type in the entity setting, but dwarf can still make one in the form of artifact.
Nooo, do elves! I've been waiting years for MF elves, lol.
Title: Re: Update log - Current "what I'm doing"
Post by: jason0320 on May 04, 2016, 07:29:57 am
Nooo, do elves! I've been waiting years for MF elves, lol.
Welp, I won't have time for Elves, like Meph said, maybe leave it to other guy with time and talent.
And I actually don't have any idea of Elves, I could only come up with some dnd-styled Elves, that will be bland and is not DF-lore friendly.
Edit: I almost finished the design of Illithids, I'll post it when it's done. Basically illithids are squid-face humanoids with mind power, e.g., stunning, paralyzing and brainwashing. They feed on brains and reproduce by implanting larvae into other humanoid races. They will be first implemented as invader race and if they are not too broken/weird to be excluded, they will be made playable as a civ.
Title: Re: Update log - Current "what I'm doing"
Post by: Boltgun on May 04, 2016, 07:50:12 am
The issue with elves and humans is that the game is only interesting when you dig down. As a result, doing them will lead you to redesign the whole world's ecology to provide any challenge. That's much more work than doing a regular race.
Title: Re: Update log - Current "what I'm doing"
Post by: Sver on May 04, 2016, 08:02:31 am
Dunno, one of the most fun forts I had was an above ground village, where digging was only used for mining out valuables and a bit of extra building material. And that's in vanilla.
Title: Re: Update log - Current "what I'm doing"
Post by: jason0320 on May 04, 2016, 08:10:59 am
Well I think the most problem making is that, lore-wise Elves live on trees and make everything out from trees, and those can't be implemented.
IIRC there was a playable Elf mod, Elves get wooden weapons/armors form reactions, but the tree-loving hippy ethic made it always a loyalty cascade when a fight broke out.
Title: Re: Update log - Current "what I'm doing"
Post by: jason0320 on May 04, 2016, 08:50:04 am
Should I just post design or with playable version?
Edit: Oops, double post.
Title: Re: Update log - Current "what I'm doing"
Post by: IndigoFenix on May 04, 2016, 09:27:38 am
Hello Fenix, how is Gnomes going? Will they be updated?

I would like to try and update the gnomes for the new version, unfortunately I don't have the time right now to write up a whole machine system like before.  Of course, the complexity of using them is a large part of what made them unpopular.

The main focus of the gnomes is to encourage indirect methods of defense such as pets and machinery.  Once I have a better idea of what the focus of the new MDF will be like I'll see about remaking them in a more user-friendly way.

I'm hoping the new MDF will be more adventure friendly than the old one.
Title: Re: Update log - Current "what I'm doing"
Post by: Sver on May 04, 2016, 09:45:42 am
Just want to say that I'll definitely be eagerly waiting for the gnomes.
*waves pointy hat*
Title: Re: Update log - Current "what I'm doing"
Post by: smakemupagus on May 04, 2016, 09:57:07 am
Hi Insane and anyone else who is interested,

I would very much like there to be Orcs (not just goblins) in future versions of MW, so I definitely support anyone working on it, and will almost certainly play a bit, and maybe mod a bit so that my wife has the features she wants ;) and give you feedback which you can take or leave as you see fit.

As to whether I cast my vote for any particular Orc project as "the official MW Orcs," depends on the output product, I guess.  There are only a small handful of modders I would really endorse sight-unseen, and I have no idea how many of the folks I know are still active :D

There was a Community Patch or maintenance project that picked up Orcs for me while I was away once before, and it significantly improved the mod.  But, it was initially pretty buggy, and took me probably as much work to fix than it would have to do the changes myself.  I couldn't be a part of something like that now, mostly because i don't know how DFHack and such work these days, and what the state of balance is regarding different enemies, materials etc. in the core Masterwork, so it is too complex for me to unravel and rebuild stuff on the fly.  If i were to be actually participating in something again it would probably have to be starting from scratch, like just uruks and snaga and some orky ethics and stone axes, and gradually building back up from there.  (and my availability is like, 30 minutes a couple times a week)
Title: Re: Update log - Current "what I'm doing"
Post by: Rekov on May 04, 2016, 10:31:12 am
I am somewhat willing to concede that the current version of DF might not quite be up to an engaging playable elf civilization. Multi tile trees went a long way though, and being able to build constructions in them without ending the world did too. I don't necessarily think an elf civ should be prevented from digging, or at least I wouldn't if there was some way to disincentivize it. Something I suggested a long time ago, but probably still can't be implemented in DF is the notion of 'cave sickness.' Unlike cave adaption where dwarfs spending too much time in caves become dependent on them, the idea with cave sickness is that elves that spend too much time underground become increasingly ill to the point of death. You could tweak the numbers so that it's a really bad idea to send elves underground unless it's life or death, and living underground permanently is entirely non viable. But like I said, I don't know if that's doable.

Other than that, all elves would really need are the ability to grow wood without destroying trees, a few kinds of metal grade woods for their weapons (and potentially armor), maybe a low end metal grade leather, and a bunch of weird animal pets.

Drow on the other hand, I think can fairly successfully be implemented, though not necessarily in their D&D form. They would need hereditary castes, which I think we can assume are coming, but aren't there quite yet.
Title: Re: Update log - Current "what I'm doing"
Post by: LMeire on May 04, 2016, 10:40:26 am
...
Something I suggested a long time ago, but probably still can't be implemented in DF is the notion of 'cave sickness.' Unlike cave adaption where dwarfs spending too much time in caves become dependent on them, the idea with cave sickness is that elves that spend too much time underground become increasingly ill to the point of death. You could tweak the numbers so that it's a really bad idea to send elves underground unless it's life or death, and living underground permanently is entirely non viable. But like I said, I don't know if that's doable.
...


Humans in 6.2 already do that, to a point. They'd slow down and frequently blackout from dizziness unless you kept everything in the sunlight and/or kept the miners on rotating shifts. I think there was talk about extreme cave sickness causing boogeymen to spawn around them, but I never witnessed that happen myself in the 20 or so human forts I did with extensive ill-advised mining.
Title: Re: Update log - Current "what I'm doing"
Post by: Rekov on May 04, 2016, 10:55:08 am
Humans in 6.2 already do that, to a point. They'd slow down and frequently blackout from dizziness unless you kept everything in the sunlight and/or kept the miners on rotating shifts. I think there was talk about extreme cave sickness causing boogeymen to spawn around them, but I never witnessed that happen myself in the 20 or so human forts I did with extensive ill-advised mining.
Oh, that's really cool then! One of the problems I have with the current playable elves mods is that they all just take mining away entirely. I think there are a number of totally reasonable and lore-friendly reasons for a tree dwelling civilization to occasionally want to dig. Making a cistern for cold weather biomes, mining out ice to damn a river, and so on.
Title: Re: Update log - Current "what I'm doing"
Post by: Meph on May 04, 2016, 01:35:56 pm
...
Something I suggested a long time ago, but probably still can't be implemented in DF is the notion of 'cave sickness.' Unlike cave adaption where dwarfs spending too much time in caves become dependent on them, the idea with cave sickness is that elves that spend too much time underground become increasingly ill to the point of death. You could tweak the numbers so that it's a really bad idea to send elves underground unless it's life or death, and living underground permanently is entirely non viable. But like I said, I don't know if that's doable.
...


Humans in 6.2 already do that, to a point. They'd slow down and frequently blackout from dizziness unless you kept everything in the sunlight and/or kept the miners on rotating shifts. I think there was talk about extreme cave sickness causing boogeymen to spawn around them, but I never witnessed that happen myself in the 20 or so human forts I did with extensive ill-advised mining.
I had a prototype for that but never implemented it, seems too easy to farm bogeymen... get a hallucinating miner, station your military around it, train your military skills for free...

I will post more info on the "future of the mod" on friday. This especially for Smake, IndigoFenix and Boltgun, as well as everyone who wants to add projects to it.
Title: Re: Update log - Current "what I'm doing"
Post by: Nelia Hawk on May 04, 2016, 04:00:59 pm
Drow on the other hand, I think can fairly successfully be implemented, though not necessarily in their D&D form. They would need hereditary castes, which I think we can assume are coming, but aren't there quite yet.

there was a drow mod back in the day... http://www.bay12forums.com/smf/index.php?topic=70258.0

no idea if since then someone else made another drow one.
Title: Re: Update log - Current "what I'm doing"
Post by: Rekov on May 04, 2016, 04:34:51 pm
Drow on the other hand, I think can fairly successfully be implemented, though not necessarily in their D&D form. They would need hereditary castes, which I think we can assume are coming, but aren't there quite yet.

there was a drow mod back in the day... http://www.bay12forums.com/smf/index.php?topic=70258.0

no idea if since then someone else made another drow one.
I loved that mod! Rhenaya :( :(

I've been veeery slowly working on a drow tileset in case anyone feels like remaking it.
(https://i.sli.mg/t9rM7y.png)
Title: Re: Update log - Current "what I'm doing"
Post by: Meph on May 04, 2016, 06:20:15 pm
Succubi are updated.

Dwarves got a couple of trader workshops, but very basic.

Added deons wanderers friend for Adv mode.

GUI now has options for Aquifers and Harder-Learning (50% skill learn rate)

Siegers/Invaders are still very basic. I havent done much on their items, graphics, ethics, etc yet. They are pretty much a goblin-copy entity with fancy creatures instead of goblins.
Title: Re: Future of the mod
Post by: Urlance Woolsbane on May 04, 2016, 11:07:33 pm
I'm a Masterwork newb, so apologies if this is in the wrong place, but would Meph et al. be interested in biome-themed zombies? It's just an idea I had that probably doesn't merit an independent release, but which might go nicely with a larger corpus.
Title: Re: Future of the mod
Post by: IndigoFenix on May 04, 2016, 11:54:43 pm
Concerning cave sickness, it might be better (and more realistic) to cause bad thoughts and personality changes for surface creatures who stay underground instead of dizziness and unconsciousness, now that syndrome moods are a thing.
Title: Re: Future of the mod
Post by: Meph on May 05, 2016, 04:14:13 am
I'm a Masterwork newb, so apologies if this is in the wrong place, but would Meph et al. be interested in biome-themed zombies? It's just an idea I had that probably doesn't merit an independent release, but which might go nicely with a larger corpus.
How would that work? regional interactions are rather unreliable; and none other have biome-specific tags.

Concerning cave sickness, it might be better (and more realistic) to cause bad thoughts and personality changes for surface creatures who stay underground instead of dizziness and unconsciousness, now that syndrome moods are a thing.
Good idea. :)
Title: Re: Future of the mod
Post by: Molay on May 05, 2016, 06:18:42 am
I'd like to make a suggestion for a cave race: The Pale Ones (Agartha)

If you've played a Dominions or Conquest of Elysium game before, you'll know right away what they are.

However, here a short description.
They are cave-dwelling, amphibious (live as well on land, the Pale Ones, as in the sea, the Wet Ones)  one-eyed humanoids with exceptional vision in the dark that live for a very, very long time. The older they get, the larger they become. Old Ones are essentially giants, a few times the height of a human. The younger ones are probably human-sized, perhaps a little taller. They get their name because of their pale skin, possibly caused by a lack of sun in the caverns where they live.

They are not the most formidable fighters; a bit clumsy perhaps compared to other races, but they are tremendously strong, to the point that they throw rocks at enemy fortifications, where puny humans would have to build siege equipment. So, really strong. They mostly use spears to impale their enemies (note: spear sounds so mundane when you consider the size they have; they are more like oversized pikes). Only the most honored tend to wear "full body" (basically just a breastplate) armor, most Pale Ones forgo the use of armor; there are layers and layers of tissue to cut, and cut deep, before any vital organ could be hit anyway. Most small weapons will have a tough time as is, without them being armored.

The Pale Ones are also versed in a few schools of magic which might not necessarily need to be represented in dwarf fortress. One however very well could: Necromancy. It's not unheard that Pale Ones call upon their elders, the deceased ones that is, and bring them back to life to fight for them. Similarly to animating their own dead, they also animate and imbue the elements with life, commandeering Rock Elementals and Fire Elementals.

The Pale Ones keep troglodytes as we keep pets; except troglodytes are enormous, although relatively stupid, beings. They don't use any weapons, but rely on pure strength to stomp their enemies to death. They are larger than most young pale ones and could possibly challenge a cyclops in smaller groups.

Oh, before I forget, the Ancient Ones (so the really old guys) have neat magic weaponry, which could possibly be modeled by making them out of a new metal. Although those weapons would be unusable by dwarves due to the size difference, dwarves could get their hands on that metal by melting it. Could quite possibly be somewhere between steel and volcanic. It's magic after all.

Here you can read about their lore: http://dom4.wikia.com/wiki/Agartha_(Early_Ages)
And here you can have a look at some of their units, along with sprites to give you an idea: https://larzm42.github.io/dom4inspector/ (Go to the units tab and select EA Agartha - Pale Ones).

So in summary:
Giant pale humanoids, one eye, very strong but not agile, very tough. Can swim, is amphibian. Few are armored, but their thick layer of tissue helps mitigate a good amount of damage even if unarmored. Preferred weapons would be spears. Elite Pale Ones carry magical weapons and armor, which could be melted down to acquire a better-than-steel metal for reforging in dwarf-sized armor/weaponry.
Could also field some undead variants (Reanimated Old Ones, necromancy -- Umbrals). Could also field rock elementals. Does also field Troglodytes, huge but stupid creatures that don't use weapons but trample/punch things to death.


If you have any questions regarding this, please let me know. I'd love to clarify!

PS: I voted in favor of more regional effects, whether and such, as I supposed everyone else would vote for CIVs anyway (yeah, yeah, I thought too meta here) only to see few people did. Note that I only voted for something else than CIVs because I believe them to be an integral part that will be included either way, or have support either way. So in a sense, I voted for my second pick. I'm sometimes stupid like that :)
Title: Re: Future of the mod
Post by: Meph on May 05, 2016, 06:31:49 am
Testing...

(http://i.imgur.com/Pj6Ld1j.png)

A evil biomes with a hemomancer tower (blood-controlling mage) full of blood men. The hemomancer is also a vampire, and upon embarking it starts raining goblin blood.

Nice.
Title: Re: Future of the mod
Post by: Urlance Woolsbane on May 05, 2016, 01:32:17 pm
How would that work? regional interactions are rather unreliable; and none other have biome-specific tags.
Ach! Hmmm... Can DFHack be used to force a regional interaction?
Title: Re: Future of the mod
Post by: bennerman on May 05, 2016, 02:22:26 pm
Assuming this is where we post suggestions, could you see about sorting through all the animal people and deciding which ones should be able to jump and which ones shouldn't be able to? I feel like, for example, Saltwater Crocodile men should be able to jump just fine, and it may be worth looking at Rhinoceros men and Elephant men, as they have probably lost enough mass vs their source animal that they could potentially jump without shattering all of their bones.

For now, my bandaid solution is to just add

[CV_REMOVE_TAG:CANNOT_JUMP]

to the creature variations under "Animal Person".
Title: Re: Future of the mod
Post by: peasant cretin on May 05, 2016, 04:01:56 pm
Reading this thread with great interest :)

I cast my vote for "More Interactions (weather, rains, regional effects)" particularly for Adv mode. Weather currently has visibility effects which impact range combat, but weather doesn't provide the buff/debuff syndromes that could affect you in combat, crafting, etc...

Cold weather (rain, snow) could affect races in certain ways as opposed to warm weather. Environment doesn't play as much of a role as it should, currently.
Title: Re: Future of the mod
Post by: Meph on May 05, 2016, 04:25:20 pm
Reading this thread with great interest :)

I cast my vote for "More Interactions (weather, rains, regional effects)" particularly for Adv mode. Weather currently has visibility effects which impact range combat, but weather doesn't provide the buff/debuff syndromes that could affect you in combat, crafting, etc...

Cold weather (rain, snow) could affect races in certain ways as opposed to warm weather. Environment doesn't play as much of a role as it should, currently.
Unfortunately weather in that case are clouds and mists. While I can do rains of special materials, these stick to the ground. Unlike normal rain, which disappears. It would clutter the map with puddles, cause a lot of cleaning-labor spam and cover everything with contaminants. I think both the FPS impact and the visual change outweight the positive effects of immersion through rain-syndromes. Especially since these would stay even after the rain has finished, since your character would be covered in the liquid that infects him with the syndrome.
Title: Re: Future of the mod
Post by: peasant cretin on May 05, 2016, 04:30:56 pm
True, true. Forgot about FPS issue.
Title: Re: Future of the mod
Post by: Insanegame27 on May 05, 2016, 05:26:27 pm
Meph, IDK if this is already a thing, but framerate can be massively increased by dropping something called [G_FPS_CAP:50]. It's set to 50 by default, it shows how many times per second DF paints a new screen for the player. Changing this makes next to no difference in terms of gameplay, but it will massively increase FPS. Many people can manage this at 5GFPS, although I play on 10.
Title: Re: Future of the mod
Post by: Rekov on May 05, 2016, 06:07:47 pm
One or both of the older MWs had some changes to farming, didn't it? Where surface crops take a whole year to grow.

Either way, it never made sense to me that surface crops can be grown whenever but underground crops are tied to the seasons. It seems like it should be the opposite.
Title: Re: Future of the mod
Post by: Meph on May 05, 2016, 06:28:37 pm
Meph, IDK if this is already a thing, but framerate can be massively increased by dropping something called [G_FPS_CAP:50]. It's set to 50 by default, it shows how many times per second DF paints a new screen for the player. Changing this makes next to no difference in terms of gameplay, but it will massively increase FPS. Many people can manage this at 5GFPS, although I play on 10.
its set to 25 and an option on the first page when you open the GUI.

One or both of the older MWs had some changes to farming, didn't it? Where surface crops take a whole year to grow.

Either way, it never made sense to me that surface crops can be grown whenever but underground crops are tied to the seasons. It seems like it should be the opposite.
Yes, changes, no, not like you describe. It was the other way around, underground stuff took a year (thank to less light/rain), surface stuff took 1-2 seasons to grow.

I will add balancing features like harder farming and harder mining, thats planned.
Title: Re: Future of the mod
Post by: The_Falconer on May 05, 2016, 10:15:27 pm
Ive always liked the Kobolds the best and im rather interested in helping updating and bringing them more features, however im not super familar with modding dwarf fortress.  Id probably start by re-adding the old ranged weaponry the kobolds had other than the blowgun, which were the bolas and sling iirc.
Title: Re: Future of the mod
Post by: jason0320 on May 05, 2016, 11:54:16 pm
I came across some interesting new scripts that will improve fps and add more flavor: deteriorateclothes, deterioratecorpses and deterioratefood.
Those scripts do exactly what they says on the tin: wear out clothes, refuse and food after several months. They will take care of all the corpses and thier clothes after a battle without the use of atom smasher also prevent player from sitting on a hundred years worth of food.
And they are easy to activate, go check http://dfhack.readthedocs.io/en/stable/docs/_auto/base.html.

Edit: the progress of the illithid mod, if anyone care: creature, body plan and basic interaction are done, civ, equipment and reaction will be next. Items with item-trigger will be added later.

Edit 2: After consideration, I think dnd-like illithids will be too powerful, also doesn't fit in dwarf fortress universe. The new illithids be slaver race in dark fortress. They will stun their enemies and eat their brains! Prepare your Tin foil hats.
Beholders will also not be dnd-like, after all this is not a dnd conversion mod. They get new castes, each castes have unique abilities, basically different type of projectiles for each castes.

Edit 3: Should I make a standalone post like ☼Illithids☼ - Everything Illithid Mode? I think my posts are irrelevant to this thread.
Title: Re: Future of the mod
Post by: Putnam on May 06, 2016, 02:09:18 am
Meph, IDK if this is already a thing, but framerate can be massively increased by dropping something called [G_FPS_CAP:50]. It's set to 50 by default, it shows how many times per second DF paints a new screen for the player. Changing this makes next to no difference in terms of gameplay, but it will massively increase FPS. Many people can manage this at 5GFPS, although I play on 10.

IIRC difference becomes negligible if PRINT_MODE is set to STANDARD, especially on multi-core machines where a second core is utilized for rendering purposes IIRC (2DASYNC also does this, but STANDARD is faster and stable enough).
Title: Re: Future of the mod
Post by: Meph on May 06, 2016, 02:10:16 am
I came across some interesting new scripts that will improve fps and add more flavor: deteriorateclothes, deterioratecorpses and deterioratefood.
Those scripts do exactly what they says on the tin: wear out clothes, refuse and food after several months. They will take care of all the corpses and thier clothes after a battle without the use of atom smasher also prevent player from sitting on a hundred years worth of food.
And they are easy to activate, go check http://dfhack.readthedocs.io/en/stable/docs/_auto/base.html.

Edit: the progress of the illithid mod, if anyone care: creature, body plan and basic interaction are done, civ, equipment and reaction will be next. Items with item-trigger will be added later.

Edit 2: After consideration, I think dnd-like illithids will be too powerful, also doesn't fit in dwarf fortress universe. The new illithids be slaver race in dark fortress. They will stun their enemies and eat their brains! Prepare your Tin foil hats.
Beholders will also not be dnd-like, after all this is not a dnd conversion mod. They get new castes, each castes have unique abilities, basically different type of projectiles for each castes.

Edit 3: Should I make a standalone post like ☼Illithids☼ - Everything Illithid Mode? I think my posts are irrelevant to this thread.
First write something. Then test it. Then release it as a mod. Then, when you have people liking it and enough content, you can ask me if I want to add it to MasterworkDF as an optional mod in the mods tab.

Meph, IDK if this is already a thing, but framerate can be massively increased by dropping something called [G_FPS_CAP:50]. It's set to 50 by default, it shows how many times per second DF paints a new screen for the player. Changing this makes next to no difference in terms of gameplay, but it will massively increase FPS. Many people can manage this at 5GFPS, although I play on 10.

IIRC difference becomes negligible if PRINT_MODE is set to STANDARD, especially on multi-core machines where a second core is utilized for rendering purposes IIRC (2DASYNC also does this, but STANDARD is faster and stable enough).
print mode is TWBT
Title: Re: Future of the mod
Post by: Insanegame27 on May 06, 2016, 02:10:46 am
Meph, IDK if this is already a thing, but framerate can be massively increased by dropping something called [G_FPS_CAP:50]. It's set to 50 by default, it shows how many times per second DF paints a new screen for the player. Changing this makes next to no difference in terms of gameplay, but it will massively increase FPS. Many people can manage this at 5GFPS, although I play on 10.

IIRC difference becomes negligible if PRINT_MODE is set to STANDARD, especially on multi-core machines where a second core is utilized for rendering purposes IIRC (2DASYNC also does this, but STANDARD is faster and stable enough).
Not everyone has a multicore beast of a computer, Putnam.
Title: Re: Future of the mod
Post by: Putnam on May 06, 2016, 02:14:54 am
I mean, like

2 cores

it's not necessarily a beast of a computer, it's any computer from the last 10 years or so

print mode is TWBT

Oh, gosh. I'm guessing that's STANDARD, considering the fact that TWBT works with it (obviously).
Title: Re: Future of the mod
Post by: Insanegame27 on May 06, 2016, 02:19:46 am
No, many modern computers only have a single core. My dedicated gaming PC is only single core. I do not own a single multi-core device (my parents own a dual core laptop though) and all of my stuff was bought in the last 10 years.
Title: Re: Future of the mod
Post by: Meph on May 06, 2016, 02:21:15 am
No, many modern computers only have a single core. My dedicated gaming PC is only single core. I do not own a single multi-core device (my parents own a dual core laptop though) and all of my stuff was bought in the last 10 years.
Single-core is really rare though.
Title: Re: Future of the mod
Post by: jason0320 on May 06, 2016, 02:36:05 am
First write something. Then test it. Then release it as a mod. Then, when you have people liking it and enough content, you can ask me if I want to add it to MasterworkDF as an optional mod in the mods tab.
OK thanks.
Title: Re: Future of the mod
Post by: Putnam on May 06, 2016, 02:38:16 am
No, many modern computers only have a single core. My dedicated gaming PC is only single core. I do not own a single multi-core device (my parents own a dual core laptop though) and all of my stuff was bought in the last 10 years.

I sincerely doubt that. I can't even find single-core CPUs for sale. What's your CPU?
Title: Re: Future of the mod
Post by: Meph on May 06, 2016, 09:24:44 am
Updated the Fortress Defense creatures and entities to 42.06. No more crashes at worldgen when trying to use them.

Test embark:
Quote
Civilized World Population

   376 Dwarves
   130 Elves
   153 Humans
   355 Kobolds
   234 Nagas
   183 Necromancers
   607 Nightcreatures
   188 Orcs
   109 Vampires
   304 Werebeasts
   361 Nagas
   118 Warwolves
   157 Dark stranglers
   24 Frog demons
   280 War elephants
   314 Hellfire imps
   351 White tigermen
   198 Beak wolves
   88 Ferric elves
   390 Jotunar
   113 Great fiend spiders
   509 Greater badgermen
   154 Pandashi
   220 Raptor men
   94 Furies
Title: Re: Future of the mod
Post by: The_Falconer on May 06, 2016, 01:10:53 pm
Meph how does one make shovels only able to dig dirt?
Title: Re: Future of the mod
Post by: Putnam on May 06, 2016, 02:49:25 pm
By making all stone undiggable.
Title: Re: Future of the mod
Post by: The_Falconer on May 06, 2016, 04:16:28 pm
By making all stone undiggable.

How would I go about that? I have shovels done currently, still figuring out why they aren't appearing in workshops but I can embark with them.
Title: Re: Update log - Current "what I'm doing"
Post by: omada on May 06, 2016, 10:06:59 pm
Oh god, raining goblin blood? A dream that came true? No dwarf would ever be grouchy of being caught in the rain anymore.

I kinda want to make a playable fire-based civ, but also a invader-only demon civ that uses actual vanilla DF demons. Obviously impossible to do both. ^^

I don't know if it's impossible because of the time, because of the work (modding things is an alien thing out of reach for me to understand) or because it would be a incompatible lore.

If it's about the lore, and what you really want is doing an inorganic civ, would be a nice idea of a elemental-civ with tons of castes (fire elemental, water elemental, air, fog,rock etc.) and they could have many excuses to be there

(i am repeating some things here, but it's just to make sure i can be understood, so much time without writing in English)

Good: "The nature is getting alive"
"Their original plane is dying, ours is the best option"
"good gods created them so balance could be restored"

Savage: "The elements are alive! And they are fighting back"
"a god of [anything related to nature] sphere brought the elementals so order could be restored"

Slavers: "The nature is alive! And it swear REVENGE"
"wizards are growing elementals, and mindless slaves are constructing weird ~natural~ buildings, may the gods save us"
"god X brought elemental so wars could be waged"

Evil: "The elements are alive! And they are ANGRY"

The play-style could be something like this (or something else you got in mind):

Could sacrifice two kinds of elementals [water and air] or just one in the right workshop [water elemental in a rune furnace or something] to make another one [fog? mist?]

Could lock a pair of them like animals so they can breed (???)
Title: Re: Future of the mod
Post by: Putnam on May 06, 2016, 10:29:44 pm
goblin and elf blood and all that are definitely things that happen in vanilla DF

however, with modding, it is possible to make weird rains give good thoughts ever since 0.42.01.
Title: Re: Future of the mod
Post by: Meph on May 07, 2016, 03:34:00 am
- elemental race -
That would be a cool concept for a race :)

Earth and Fire elementals would be easy to do, water a bit more tricky because of the AI, air even more so... I wouldnt know how to simulate air/wind powers properly.
Title: Re: Future of the mod
Post by: Putnam on May 07, 2016, 03:36:20 am
Roses has scripts that can make units projectiles for the "push people around" dealio.
Title: Re: Future of the mod
Post by: bennerman on May 07, 2016, 09:02:31 am
Ooh, how about different varieties of fertilizers, for low wood embarks? Saltpetre, for example, can be used to make potash. As can bat guano (would be a good idea for another pet, maybe?). Additionally, blood meal and bone meal are good sources of nitrogen and phosphorus, respectively, so perhaps you could help people utilize what little wood they have by doing a 1 bone meal + 1 blood meal + 1 ash/potash/lye = 3 fertilizer?

Just something to thing about. Not sure if you did anything like that in any of the other versions.
Title: Re: Future of the mod
Post by: Meph on May 07, 2016, 09:20:19 am
Ooh, how about different varieties of fertilizers, for low wood embarks? Saltpetre, for example, can be used to make potash. As can bat guano (would be a good idea for another pet, maybe?). Additionally, blood meal and bone meal are good sources of nitrogen and phosphorus, respectively, so perhaps you could help people utilize what little wood they have by doing a 1 bone meal + 1 blood meal + 1 ash/potash/lye = 3 fertilizer?

Just something to thing about. Not sure if you did anything like that in any of the other versions.
I didnt... its a good idea. First time I hear about blood meal, too. Cant do bat guano though, since there is no refuse of that kind in the game.
Title: Re: Future of the mod
Post by: Golbolco on May 07, 2016, 01:41:37 pm
Ooh, how about different varieties of fertilizers, for low wood embarks? Saltpetre, for example, can be used to make potash. As can bat guano (would be a good idea for another pet, maybe?). Additionally, blood meal and bone meal are good sources of nitrogen and phosphorus, respectively, so perhaps you could help people utilize what little wood they have by doing a 1 bone meal + 1 blood meal + 1 ash/potash/lye = 3 fertilizer?

Just something to thing about. Not sure if you did anything like that in any of the other versions.
I didnt... its a good idea. First time I hear about blood meal, too. Cant do bat guano though, since there is no refuse of that kind in the game.
Would it be possible to get bats to "lay" guano, similar to how the boulder crabs lay rocks?
Title: Re: Future of the mod
Post by: Meph on May 07, 2016, 01:43:57 pm
Ooh, how about different varieties of fertilizers, for low wood embarks? Saltpetre, for example, can be used to make potash. As can bat guano (would be a good idea for another pet, maybe?). Additionally, blood meal and bone meal are good sources of nitrogen and phosphorus, respectively, so perhaps you could help people utilize what little wood they have by doing a 1 bone meal + 1 blood meal + 1 ash/potash/lye = 3 fertilizer?

Just something to thing about. Not sure if you did anything like that in any of the other versions.
I didnt... its a good idea. First time I hear about blood meal, too. Cant do bat guano though, since there is no refuse of that kind in the game.
Would it be possible to get bats to "lay" guano, similar to how the boulder crabs lay rocks?
too much work. it would be slower than farming plants/trees and burning them.
Title: Re: Future of the mod
Post by: Meph on May 07, 2016, 02:38:50 pm
Spoiler (click to show/hide)

Some progress picture... I made all vanilla creature content optional and also added 1300 new creatures with Knight Otus random creature script. Mix and merge as you seem fit. :)
Title: Re: Future of the mod
Post by: bennerman on May 07, 2016, 03:28:44 pm
Ooh, how about different varieties of fertilizers, for low wood embarks? Saltpetre, for example, can be used to make potash. As can bat guano (would be a good idea for another pet, maybe?). Additionally, blood meal and bone meal are good sources of nitrogen and phosphorus, respectively, so perhaps you could help people utilize what little wood they have by doing a 1 bone meal + 1 blood meal + 1 ash/potash/lye = 3 fertilizer?

Just something to thing about. Not sure if you did anything like that in any of the other versions.
I didnt... its a good idea. First time I hear about blood meal, too. Cant do bat guano though, since there is no refuse of that kind in the game.
Would it be possible to get bats to "lay" guano, similar to how the boulder crabs lay rocks?

I was bouncing around the same idea, but I figured it'd cause breeding problems, what with bats giving live birth and the game thinking they are egglayers.

A workshop task like milking or sheering would probably be best. That being said, I think meph is hinting that he doesn't wanna do the guano thing at all. :P

Spoiler (click to show/hide)

Some progress picture... I made all vanilla creature content optional and also added 1300 new creatures with Knight Otus random creature script. Mix and merge as you seem fit. :)

Daaayum.
Title: Re: Future of the mod
Post by: Meph on May 08, 2016, 07:19:38 am
Progress update:

I added taxidermy, you can turn corpses into statues and remains into figurines. They keep their names, so a dog corpse would be turned into a "stuffed animal statue of a dog. The picture is showing a dog, done by dwarf X".

And I'm trying out custom workshop overrides with twbt:
(http://i.imgur.com/VU4XMFb.png)
Title: Re: Future of the mod
Post by: The_Falconer on May 08, 2016, 11:47:31 am
Meph how exactly do the kobolds gain the ability to embark with helmet snakes and giant cave spiders?
Title: Re: Future of the mod
Post by: Meph on May 08, 2016, 11:57:39 am
Meph how exactly do the kobolds gain the ability to embark with helmet snakes and giant cave spiders?
open raw/scripts/addpettociv.lua and add these lines at the end:
insertPet("KOBOLD","SHALSWAR","MALE") insertPet("KOBOLD","SHALSWAR","FEMALE") insertPet("KOBOLD","RAT_KOBOLD","MALE") insertPet("KOBOLD","RAT_KOBOLD","FEMALE") insertPet("KOBOLD","SPIDER_CAVE_GIANT","MALE") insertPet("KOBOLD","SPIDER_CAVE_GIANT","FEMALE") insertPet("KOBOLD","HELMET_SNAKE","MALE") insertPet("KOBOLD","HELMET_SNAKE","FEMALE") insertPet("KOBOLD","GIANT_BARK_SCORPION","MALE") insertPet("KOBOLD","GIANT_BARK_SCORPION","FEMALE")
Title: Re: Future of the mod
Post by: LMeire on May 08, 2016, 01:23:03 pm
Do taxidermied animals keep their tissue values like other animal products or is this just for show?
Title: Re: Future of the mod
Post by: Meph on May 08, 2016, 01:42:46 pm
Do taxidermied animals keep their tissue values like other animal products or is this just for show?
Its just for show.
Title: Re: Future of the mod
Post by: Delta_02_Cat on May 08, 2016, 03:07:30 pm
Wow that dragon altar looks soo coool! Would really love to have different kind of statues and stuff like that :)
Title: Re: Future of the mod - Progress, Polls & Suggestions!
Post by: Urist Reborn on May 11, 2016, 03:45:58 pm
I don't suppose now that you're getting into TWBT workshops there will be the possibility of fixing orientation issues (i.e. everything always facing south)?

I imagine it would require four different versions of each, which sounds incredibly unpleasant and probably not worth the work/UI clutter, but you might be able to think of a better way. Maybe an a rotate workshop reaction that could be run for free, which might minimize UI clutter but still requires as much artwork?
Title: Re: Future of the mod - Progress, Polls & Suggestions!
Post by: Meph on May 11, 2016, 05:07:01 pm
I don't suppose now that you're getting into TWBT workshops there will be the possibility of fixing orientation issues (i.e. everything always facing south)?

I imagine it would require four different versions of each, which sounds incredibly unpleasant and probably not worth the work/UI clutter, but you might be able to think of a better way. Maybe an a rotate workshop reaction that could be run for free, which might minimize UI clutter but still requires as much artwork?
I have the ability to rotate workshops, in theory. I'd have to make 1 normal workshop and 3 alternatives and use dfhack to "turn them". it works, but these fancy isometric workshops from RPG tilesets I'd use for decorations are usually from a static perspective, aka I only have 1 picture for them, not four.
Title: Re: Future of the mod - Progress, Polls & Suggestions!
Post by: Urist Reborn on May 11, 2016, 05:30:31 pm
I have the ability to rotate workshops, in theory. I'd have to make 1 normal workshop and 3 alternatives and use dfhack to "turn them". it works, but these fancy isometric workshops from RPG tilesets I'd use for decorations are usually from a static perspective, aka I only have 1 picture for them, not four.
If the trade off is between fanciness and the ability to rotate workshops, I'd vote for rotation. But I'm perhaps irrationally bothered by the issue. I tend to design my forts so all rooms can only be entered from the direction that looks sensible, which often results in really sub-optimal pathing.
Title: Re: Future of the mod - Progress, Polls & Suggestions!
Post by: Meph on May 11, 2016, 06:03:23 pm
I have the ability to rotate workshops, in theory. I'd have to make 1 normal workshop and 3 alternatives and use dfhack to "turn them". it works, but these fancy isometric workshops from RPG tilesets I'd use for decorations are usually from a static perspective, aka I only have 1 picture for them, not four.
If the trade off is between fanciness and the ability to rotate workshops, I'd vote for rotation. But I'm perhaps irrationally bothered by the issue. I tend to design my forts so all rooms can only be entered from the direction that looks sensible, which often results in really sub-optimal pathing.
Then, by all means, please send me 4x the buildings and building designs, and I'll add them. ;)
Title: Re: Future of the mod - Progress, Polls & Suggestions!
Post by: Meph on May 12, 2016, 12:54:37 pm
I'm preparing my release for tomorrow.

Any last minute things anyone wants added?
Title: Re: Future of the mod - Progress, Polls & Suggestions!
Post by: chaosfiend on May 12, 2016, 01:24:16 pm
Well, I might as well reiterate the things I thought would be good to see, mostly concerning kobolds.

A return of Juices and teas, though I assume this might be a tad more long term in waiting to get it.

A slight bit more variety in traps, mostly I wish to see the return of the Totemhammer traps since it seemed to thematic in my mind.

One long term suggestion I want to toss out there is perhaps kobolds gaining a successor building to the Altar of Griblin the Lucky. Again, since Kobolds in this are supposed to be very pagan, perhaps something Totempole based again, that has to do with ancestor worship for the kobolds. I mean, most kobold camps are built, sometimes literally, upon the bones of their predecessors.

Heck, that brings me to another train of thought. Maybe kobolds could even have, (if it is possibly mod-able), an alternate form of 'gravestone'. Instead of burying the dead in a coffin or engraving a slab to honor them, you could convert Totems, (since most forts likely have tons of them) into grave markers, carving the name of the deceased into the totem. Also, since Totems retain their prior creature name, would it not be suitably thematic if your important kobolds, like Warband marshals and such that died in the line of duty, get special skulls you could have saved as their grave-markers?
Title: Re: Future of the mod - Progress, Polls & Suggestions!
Post by: Meph on May 12, 2016, 02:10:29 pm
Well, I might as well reiterate the things I thought would be good to see, mostly concerning kobolds.

A return of Juices and teas, though I assume this might be a tad more long term in waiting to get it.

A slight bit more variety in traps, mostly I wish to see the return of the Totemhammer traps since it seemed to thematic in my mind.

One long term suggestion I want to toss out there is perhaps kobolds gaining a successor building to the Altar of Griblin the Lucky. Again, since Kobolds in this are supposed to be very pagan, perhaps something Totempole based again, that has to do with ancestor worship for the kobolds. I mean, most kobold camps are built, sometimes literally, upon the bones of their predecessors.

Heck, that brings me to another train of thought. Maybe kobolds could even have, (if it is possibly mod-able), an alternate form of 'gravestone'. Instead of burying the dead in a coffin or engraving a slab to honor them, you could convert Totems, (since most forts likely have tons of them) into grave markers, carving the name of the deceased into the totem. Also, since Totems retain their prior creature name, would it not be suitably thematic if your important kobolds, like Warband marshals and such that died in the line of duty, get special skulls you could have saved as their grave-markers?
Thats a bit much till tomorrow, but I'll certainly look into the "skull totem coffin" idea, that should work. Nice idea.
Title: Re: Future of the mod - Progress, Polls & Suggestions!
Post by: chaosfiend on May 12, 2016, 02:23:48 pm
Well, I might as well reiterate the things I thought would be good to see, mostly concerning kobolds.

A return of Juices and teas, though I assume this might be a tad more long term in waiting to get it.

A slight bit more variety in traps, mostly I wish to see the return of the Totemhammer traps since it seemed to thematic in my mind.

One long term suggestion I want to toss out there is perhaps kobolds gaining a successor building to the Altar of Griblin the Lucky. Again, since Kobolds in this are supposed to be very pagan, perhaps something Totempole based again, that has to do with ancestor worship for the kobolds. I mean, most kobold camps are built, sometimes literally, upon the bones of their predecessors.

Heck, that brings me to another train of thought. Maybe kobolds could even have, (if it is possibly mod-able), an alternate form of 'gravestone'. Instead of burying the dead in a coffin or engraving a slab to honor them, you could convert Totems, (since most forts likely have tons of them) into grave markers, carving the name of the deceased into the totem. Also, since Totems retain their prior creature name, would it not be suitably thematic if your important kobolds, like Warband marshals and such that died in the line of duty, get special skulls you could have saved as their grave-markers?
Thats a bit much till tomorrow, but I'll certainly look into the "skull totem coffin" idea, that should work. Nice idea.

Haha, sorry about that meph. My mind just got running and did not want to stop. XD
Title: Re: Future of the mod - Progress, Polls & Suggestions!
Post by: Meph on May 12, 2016, 04:16:37 pm
End of poll 1:

Most people want more playable races; followed by more workshops and furnaces.

Will add poll 2 now.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Urlance Woolsbane on May 12, 2016, 08:31:28 pm
DFHack's ability to switch modes whilst in play seems a natural fit for the Hermit. I assume, given all the GUI-hackery that comes with DFHack, that adding such an option to the adventurer-building menu would be child's play.

Of course, there'd have to be some way of preventing the player from leaving his site, once he's created it. Some sort of penalty, perhaps?
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Putnam on May 12, 2016, 08:34:34 pm
DFHack's ability to switch modes whilst in play seems a natural fit for the Hermit. I assume, given all the GUI-hackery that comes with DFHack, that adding such an option to the adventurer-building menu would be child's play.

What, you talking 0.43.02? I don't think that particular viewscreen's been mapped out at all. Don't know whether it'll be child's play or nigh impossible yet. I'm not sure if there'll be any inbetween though tbh.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Urlance Woolsbane on May 12, 2016, 10:01:07 pm
DFHack's ability to switch modes whilst in play seems a natural fit for the Hermit. I assume, given all the GUI-hackery that comes with DFHack, that adding such an option to the adventurer-building menu would be child's play.

What, you talking 0.43.02? I don't think that particular viewscreen's been mapped out at all. Don't know whether it'll be child's play or nigh impossible yet. I'm not sure if there'll be any inbetween though tbh.
I wasn't assuming that it was mapped out yet (I'd be surprised if it was,) just, given DFHack's various menu-enhancements (e.g. searching the stocks menu,) that adding a button to it would be business as usual. But I'm only judging by end results, so I could be missing a lot of contrivances behind the scenes. You know far more about the process than I do, so I'll take your word for it.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: cerevox on May 12, 2016, 10:43:18 pm
I adore the idea of nagas and necromancers were a hoot back in...whatever version they were in. Nothing was as funny as sticking a monolith on a wall and watching a refuse stockpile get up and murder a siege. And so, of course, they are warned as hard to write :'(.

Honestly, despite being harder, I would think the unusual races with unique mechanics would be worth more. The things most distant from the standard mold, at least to my eyes, would be necromancers because they just flat out function differently with nagas a 2nd. Necromancers build their citizens from corpses and fight with magic and undead things, their industries are all totally different. Nagas have the same different feel to them. Swimming! Magic! No Legs!

Whereas Goblins/Orcs/Elves feel like extreme ends of things we can already do. A master axedwarf might not be quite as killy as a top orc, but its just a matter of degree. With necros and nagas, its like a whole new thing.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 12, 2016, 11:03:11 pm
The decision comes down to time efficiency.

If I work 20h making a human mode, and 50% of the players try it, because its easy to learn, familiar... is that better or worse than spending 100h on a Naga mode, using dfhack scripts that might become outdated, for a very foreign game experience, which only 25% of players try, because its harder to learn?

Although I have to admit, people did like the Warlocks/Necromancers in the old version...
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 13, 2016, 01:09:52 am
Random idea I had for kobolds: Hoard of gold.

Massive building, when you build it its an empty room. You have reactions to add gold coins, jewelry, etc. Stolen stuff from other civs... after enough reactions, building upgrades, gets a tiny heap of gold/treasure in the center.

Do that a lot of times. Every time, the workshop shows more and more gold on the hoard. (Yes, I can do that with dfhack).

When you reach the maximum level of the hoard, you get to spawn a friendly dragon, attracted by the large amount of gold.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Urlance Woolsbane on May 13, 2016, 01:23:59 am
Random idea I had for kobolds: Hoard of gold.

Massive building, when you build it its an empty room. You have reactions to add gold coins, jewelry, etc. Stolen stuff from other civs... after enough reactions, building upgrades, gets a tiny heap of gold/treasure in the center.

Do that a lot of times. Every time, the workshop shows more and more gold on the hoard. (Yes, I can do that with dfhack).

When you reach the maximum level of the hoard, you get to spawn a friendly dragon, attracted by the large amount of gold.
It seems a bit more gamey than is usual for DF, but it's still a charming idea. I see one considerable obstacle, though: Even a friendly dragon can easily start a wildfire the moment something threatens it.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 13, 2016, 01:38:06 am
I dont see the problem in that. The fires, that is.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Urist Reborn on May 13, 2016, 01:48:32 am
Random idea I had for kobolds: Hoard of gold.

Massive building, when you build it its an empty room. You have reactions to add gold coins, jewelry, etc. Stolen stuff from other civs... after enough reactions, building upgrades, gets a tiny heap of gold/treasure in the center.

Do that a lot of times. Every time, the workshop shows more and more gold on the hoard. (Yes, I can do that with dfhack).

When you reach the maximum level of the hoard, you get to spawn a friendly dragon, attracted by the large amount of gold.
I like this, because it fits with the kobold aesthetic I think. Lots of looking for shinies right now, not as much to do with them yet, so this would round it out.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Col_Jessep on May 13, 2016, 04:49:27 am
The idea with the hoard is amazing! Who doesn't want a pet dragon?
Code: [Select]
/\_./o__        __o\._/\
(/^/(_^^'        '^^_)\^\)
_.(_.)_            _(._)._.

Other than that, I'm fine with any additions to the playable races. I tried succubi and they are fun! I kept getting migrants after the first 2 forced waves though. I think that wasn't intentional. (This was in the first release of Masterwork for DF2014. Maybe you already fixed it.)
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: IndigoFenix on May 13, 2016, 06:07:41 am
Warlocks would be great for soul-based dfhackery.  My old soulshuffle script was a lot of fun to play with.  Not sure if it still works, but it would make a good starting point.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: chaosfiend on May 13, 2016, 09:41:25 am
Random idea I had for kobolds: Hoard of gold.

Massive building, when you build it its an empty room. You have reactions to add gold coins, jewelry, etc. Stolen stuff from other civs... after enough reactions, building upgrades, gets a tiny heap of gold/treasure in the center.

Do that a lot of times. Every time, the workshop shows more and more gold on the hoard. (Yes, I can do that with dfhack).

When you reach the maximum level of the hoard, you get to spawn a friendly dragon, attracted by the large amount of gold.

That sounds like a really neat idea overall, but I'm also a bit worried. As much as I adore when Kobolds get new neat things, I wonder how this would be balanced. Would it be sorta like how humans had their paladins, in that there will be a fairly large time gap. Like how it takes three years between your first training a squire to becoming a full fledged paladin, will there be a fair gap between when you first build the building, and when you will finally can coax a dragon to come settle in your hoard?
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 13, 2016, 09:46:57 am
It would be a one-time thing done from years and years of stealing. Like a high-end goal of your kobold camp.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 13, 2016, 12:52:51 pm
Carpets.

I just worked 6 hours on carpets.

I'm sick of carpets.

220 lines of overrides, 20 reactions with 400 hotkeys, 20 buildings, an a lot of photoshop later, they work.

(http://i.imgur.com/VE8xuWT.png)
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Lord Aldrich on May 13, 2016, 12:58:49 pm
Carpets.

I just worked 6 hours on carpets.

I'm sick of carpets.

220 lines of overrides, 20 reactions with 400 hotkeys, 20 buildings, an a lot of photoshop later, they work.


Those look awesome!
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Urlance Woolsbane on May 13, 2016, 02:19:03 pm
I dont see the problem in that. The fires, that is.
I've never had a wildfire in my fort, but it's generally regarded as a bad thing (the wiki (http://dwarffortresswiki.org/index.php/DF2014:Fire) certainly thinks so)  I seem to recall it being a significant eater of FPS.

There's also, methinks, the possibility of 'bolds getting caught in the cross(dragon)fire.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 13, 2016, 02:46:39 pm
Nah, they are awesome. I often start them on purpose to give sieges something to do.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Urist Reborn on May 13, 2016, 03:24:48 pm
Carpets.

I just worked 6 hours on carpets.

I'm sick of carpets.

220 lines of overrides, 20 reactions with 400 hotkeys, 20 buildings, an a lot of photoshop later, they work.
Now you just have to make it so we have access to every combination of internal and border colors. Should only take a little over 3 days. ;)
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 13, 2016, 04:12:07 pm
Luckily TWBT allows no transparency, it only has one color ;)

But I somehow need to give players access to 14 different colors of cloth. Vanilla dyes dont cut it.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Immortal-D on May 13, 2016, 07:06:22 pm
Glad to see you back mate :)  So if this is the all-purpose feedback thread, I have a couple items;

First, has the current version done anything to clean up the endgame workshops?  I mean, they're amusing and all, but how many metal combos between iron & candy do you really need?  I would personally like to see some of the new ores consolidated with vanilla stones that are normally useless.  For example; Wolframite.  Great for heavy weapons and armor.  Instead of having a whole new metal, you could put those properties on Cobaltite.  Similarly, stuff like Pitchblende & Microcline could be used as dyes & glazes (I feel the Pottery Industry is rather lacking).

Second, my favorite critter; the Boulder Crab :P  I was never able to get the flux-egg reaction to work.  Instead, I removed that part entirely and chopped in the same Shearing reaction used by all the other critters, with a product of marble boulder.  Problem solved.

Lastly, I recommend checking out The Modest Mod (http://www.bay12forums.com/smf/index.php?topic=148265.0).  It's a collection of tweaks that just make so much sense.

That's all I've got for now.  The Banners looks like a lot of fun, can't wait to try it.  My main suggestion going forward is to consolidate; improve vanilla ores instead of adding a ton of new ones, and don't go overboard with fancy metal combos that require like 3 furnaces.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 13, 2016, 07:14:32 pm
Thanks for the feedback.

Could you post the boulder crab raws?

Wolframite makes tungstens now. :)

I only added mithril as a light-steel alternative, and volcanic as a better-than-steel metal. No others so far.

Modest Mod I want to put in for sure.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: smakemupagus on May 13, 2016, 07:25:08 pm
But... cobalt metal isn't particularly dense, while wolfram is.  I agree with the broader idea that it's great to use the minerals and other natural resourses already in the game.

I think there are lots of opportunity for interesting materials better than iron but different than steel.  Variations in Density, ductility vs. Brittle strength, shear vs tensile yield, not to mention using new industry branches for surface or metal-poor forts.  But various tiers of all around super metals are meh.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Insanegame27 on May 13, 2016, 07:33:58 pm
But... cobalt metal isn't particularly dense, while wolfram is.  I agree with the broader idea that it's great to use the minerals and other natural resourses already in the game.

I think there are lots of opportunity for interesting materials better than iron but different than steel.  Variations in Density, ductility vs. Brittle strength, shear vs tensile yield, not to mention using new industry branches for surface or metal-poor forts.  But various tiers of all around super metals are meh.
Hence the reason I love orcs so much. In metal-poor forts you had ironbone and bloodsteel which allowed you to stay completely aboveground if you so chose. My favourite orc fort was an unwalled collection of round buildings in 34.11. I had communal buildings and each noble had his or her own teepee/whatnot. Storage was done via burrowing. All of a sudden hoomens invaded, and everyone died (orcs and hoomans). Orcs beat the siege but the last survivor died from bloodloss. Fun days.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Immortal-D on May 13, 2016, 09:53:01 pm
Hunh.  I recall there being stuff like Orchilium & a ton of obscure Forges ???  I might still be thinking of the old version.  Still, I think expanding on existing Ores would be a good step forward; especially turning them into dyes & glazes.  As to the Boulder Crab, I just dropped my edited one into Vanilla 43.02, and it promptly crashes.  Probably should have tested before I mentioned it, has been awhile since I did anything with this critter :-[

I think the original Crab I am using is the same as yours, except I took out the eggs-as-flux part for Males;

Spoiler (click to show/hide)

I added [SHEARABLE_TISSUE_LAYER:LENGTH:100], but without a token like Bone or Yarn, the game doesn't know what to do with shaved-off chunks of chitin.  The above version has them laying eggs normally, which I recall was bugged in the old Masterwork.  Butchering still produces the special Flux Boulder.  Lastly (and this is where my meager knowledge ends), I think a separate shearing reaction would be required to turn the chitin chunks into a flux stone, but again, without a Token to identify the chitin as such, I'm not sure how to accomplish this.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 13, 2016, 10:03:43 pm
Orichalcum: https://en.wikipedia.org/wiki/Orichalcum

Its still there. 1% of it is in every ore, for every 100 bars of metal you create, you get ONE bar of it. I use it for alchemy, magic and the like... Its a neat kind of counter, no early fort smelts several hundred bars of metal.

Forges are still there. But forges dont make metal; they make items. Smelters make metal.

Dyes & Glazes are actually things I'm looking into as we speak.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: smakemupagus on May 13, 2016, 10:46:26 pm
The reactions for some of the pigment, stained-glass making, and acid distillation in Old Orcfort might be interesting to you if you haven't checked them out before, they are intended to be reasonably plausible both chemically and historically.

[REACTION:MAKE_GLAZE_LEAD]
[REACTION:MAKE_GLAZE_COPPER_LEAD]
[REACTION:MAKE_GLAZE_IRON_LEAD]
[REACTION:MAKE_GLAZE_TIN_LEAD]

[REACTION:RUBY_GLASS_RAW_ORC]
[REACTION:COBALT_GLASS_RAW_ORC]

[REACTION:VITRIOL_ACID_ORC]
[REACTION:AQUAFORTIS_ACID_ORC]
[REACTION:MURIATIC_ACID_ORC]
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: taldarus on May 13, 2016, 11:14:29 pm
The decision comes down to time efficiency.

If I work 20h making a human mode, and 50% of the players try it, because its easy to learn, familiar... is that better or worse than spending 100h on a Naga mode, using dfhack scripts that might become outdated, for a very foreign game experience, which only 25% of players try, because its harder to learn?

Although I have to admit, people did like the Warlocks/Necromancers in the old version...

Sad but true. Do work that doesn't get reset every few months. Even if it means I have to wait for years. It's too much work. :'(

But necromancers are epic...and with the tavern mechanic.  :D (Who knows what they will add by 1.0)

Guess I will hafta try kobolds for now.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 14, 2016, 01:36:21 am
Since I added carpets, players now need the ability to color cloth, get dye, etc.

I'm currently working on embroidery, quilts, padded furniture, that sort of thing. Textile industry.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Curlygraves on May 14, 2016, 10:03:34 am
Would it be possible to use a retired adventurer as the civ start of Hermit mode?

Because that would be pretty sweet.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Rekov on May 14, 2016, 12:12:52 pm
(https://i.sli.mg/MrZZCT.png)
(https://drawception.com/pub/panels/2012/3-30/yk2LjYsFt5-6.png)(https://drawception.com/pub/panels/2013/2-1/G5nYwqK4hs-6.png)
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Boltgun on May 14, 2016, 12:47:17 pm
I still say that elves are savage tribes of rainforest cannibals.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Jaso11111 on May 14, 2016, 02:00:20 pm
(https://i.sli.mg/MrZZCT.png)
(https://drawception.com/pub/panels/2012/3-30/yk2LjYsFt5-6.png)(https://drawception.com/pub/panels/2013/2-1/G5nYwqK4hs-6.png)
ELVES GO HOME!
MAKE GARDEN OF GAIA GREAT AGAIN!

But yea my vote is for Necromancers. I absolutely adore them!
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Rekov on May 14, 2016, 02:21:18 pm
I still say that elves are savage tribes of rainforest cannibals.
I agree with you, but it's a lot harder to find art for adorable crying rainforest cannibal elves. :P

As far as concept goes, I always think of a piece of art from Mortal Online:
(slight nsfw)
Spoiler (click to show/hide)
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 14, 2016, 02:40:35 pm
That is a freaking cool design.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Rekov on May 14, 2016, 02:52:49 pm
It's a shame Mortal Online was something of a let down, but yeah! It's amazing how much you can take from just a piece of art. Spear as a weapon type, they don't care much about nudity so you can do away with a lot of the clothes industry (It's a shame you can't make different civs want specific types of clothing, or maybe you can?). Tattoos, which could be some kind of tattoo based magic or something.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: leoniswulf on May 14, 2016, 03:17:19 pm
Personally I think creating a race of bee people would be great for hivemind cavern invaders. That being said I would be equally happy to see an insect type playable race.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Insanegame27 on May 14, 2016, 04:00:26 pm
Personally I think creating a race of bee people would be great for hivemind cavern invaders. That being said I would be equally happy to see an insect type playable race.
I ended up making hivemind wasps for 34.11 and it ended up flopping. theyre fully playable for 34.11 though if you want them.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 14, 2016, 04:38:58 pm
Quote
(It's a shame you can't make different civs want specific types of clothing, or maybe you can?)
sure you can.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: cerevox on May 14, 2016, 04:45:12 pm
Well, the succubus are all about the skirts, stockings and corsets, although I suppose dwarves would probably wear em if they had em. Dwarves will wear anything.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Jaso11111 on May 14, 2016, 04:50:17 pm
Well, the succubus are all about the skirts, stockings and corsets, although I suppose dwarves would probably wear em if they had em. Dwarves will wear anything.
Aaaaaaaaand the mental image will never go away now, thanks...
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: cerevox on May 14, 2016, 07:01:28 pm
So, since metals have come up, how do the new ones compare? I know heavier is better for blunt, and that whips act like anti-armor lasers almost regardless of materiel used, but beyond that is there any obvious tiering?

Edit: Stuck all the metals into a sheet, and just armchairing it, it appears that...

For blunt weapons, Cobalt and Styg are below steel, while other new metals very from better to WOW. For blades, Mithril, Tungsten and volcanic beat steel. Tungsten outstrips everything except candy blades, but on the flip side, tungsten is hella heavy.

Edit2: And now I am not so sure that the new metals are actually WAY better. Their sheer/impact elasticity is higher, which is worse. Tungsten may not actually be that good as an edged weapon, because of higher elasticity and higher density. Well, it should still be good, but not massively better than steel. Someone with more spare time should arena test these metals.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 14, 2016, 08:38:52 pm
Cobalt should be like iron.
Mithril is like steel, but lighter.
Tungsten is better than steel, but far heavier, if you make armor with it, your units are super slow.
Volcanic is better than steel, made of steel, mithril and obsidian, so its expensive. It also requires magma. Its a end-game material, the only one I really put between steel and adamantine.

Dont know about styg and afelsteel, the succubi mats.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: cerevox on May 14, 2016, 08:42:19 pm
Right, but lighter makes things better at cutting so mithril should be significantly better as an edged weapon than steel. Tungsten also appears to be better than volcanic, but both of them have higher elasticity, so im not sure how much that counter balances their higher sheer/yields.

Styg is pretty much a super light bronze, and Afelsteel looks like a slightly heavier steel clone.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Rekov on May 14, 2016, 09:55:41 pm
Quote
(It's a shame you can't make different civs want specific types of clothing, or maybe you can?)
sure you can.
I know you can set what types of clothing a civ gets. Is this the same as how much clothing a dude needs before they feel fully-clothed? So like.. cannibal elves might only need a shift or a loincloth or whatever, because they don't have that taboo.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: smakemupagus on May 14, 2016, 09:58:59 pm
IIRC Volcanic has exactly twice the modulus and twice the strain@yield [relative to steel]; the way Toady defines his math, the two factors of "2" cancel out.  So if you apply the same amount of stress that would cause the steel to fail, the volcanic will have deformed exactly the same amount (but not fail.)
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 14, 2016, 10:03:10 pm
Quote
lighter makes things better at cutting
no

Quote
Is this the same as how much clothing a dude needs before they feel fully-clothed?
no. they always need shirt, pants, shoes.

IIRC Volcanic has exactly twice the modulus and twice the strain@yield [relative to steel]; the way Toady defines his math, the two factors of "2" cancel out.  So if you apply the same amount of stress that would cause the steel to fail, the volcanic will have deformed exactly the same amount (but not fail.)
What?  :o
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: cerevox on May 14, 2016, 10:35:45 pm
On the volcanic metal, you doubled the the sheer fracture, sheer yield and sheer elasticity. However, elasticity is a bad thing and higher numbers make weapons made of it cut worse. Since you doubled the good and doubled the bad, your end result is basically steel.

Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Urlance Woolsbane on May 14, 2016, 10:57:19 pm
Could someone explain the appeal of the orcs to a Masterwork newcomer? How are they different from goblins? What's their modus operandi? Etc.

Thanks!
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: smakemupagus on May 14, 2016, 10:57:55 pm
IIRC Volcanic has exactly twice the modulus and twice the strain@yield [relative to steel]; the way Toady defines his math, the two factors of "2" cancel out.  So if you apply the same amount of stress that would cause the steel to fail, the volcanic will have deformed exactly the same amount (but not fail.)
What?  :o

Toady uses a material model based on a stress (force per area, or "Pascals") vs. strain (change in length per original length) curve,

http://www.mathalino.com/reviewer/mechanics-and-strength-of-materials/stress-strain-diagram

He treats it as if there is a linear relationship between the stress and strain up until the "Yield point".  That's called the elastic region in real materials -- the material will deform like a spring proportional to the amount of force per area you apply.  If you apply even more force beyond the Yield poitn the material will deform more and more, what is called Plastic deformation, until it reaches the ultimate failure or fracture point.

In the raws, Toady defines the Yield point and the Fracture point both in some unit that measures stress, probably kiloPascals.  That's pretty straightforward, bigger numbers are better, indicating the material is stronger.  But the slope of the linear "elastic" part of the curve matters too -- if you have a material that is tough but "gives way" a lot, you might not get sliced by the sword, but your armor will deform and you'll get badly bruised or broken.  DF combat models this too. 

In engineering handbooks you would usually find the elastic modulus -- i.e. the slope of the line, which is the stress divided by the strain at the Yield point -- which is a good metric for the stiffness of a material.  Toady decided rather than putting the modulus in raws instead to use "strain at yield", which is sort of equivalent, but you have to divide this number into the Yield point to find the modulus.  Therefore, like in Volcanic when you doubled both numbers, the result is twice the strength, but exactly the same stiffness because the two factors of 2 cancel each other.

As I've mentioned before this system gives some room for materials that differ from regular metals in interesting ways.  I.e. you could have materials that are pretty tough but not stiff -- like organic materials in the real world.  Or you could have materials that are very strong up to their yield point but then fail catastrophically with little or no Plastic deformation -- like glass in the real world.  This is how I would design my "Elder Scrolls" inspired materials to be similar "tier" in strength but also different than regular metals (bonemold or ironbone, ashglass, ebonglass).  I don't know for sure how noticeable these distinctions would be in the DF engine... at the end of the day the strength is probably far and away the main thing -- but who knows?

Quote
Since you doubled the good and doubled the bad, your end result is basically steel.

They're equal only in stiffness; volcanic is still twice as good in strength.  It's still much better.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: cerevox on May 14, 2016, 11:30:09 pm
Okay, im sold. I just ran some dwarves with steel armor and volc swords vs steel armor and steel swords in the arena. The volc weapons cut through steel armor like butter. I can't find a single case of a volc sword being deflected by steel armor. Time to toy around with the other metals and see just how much better they really are.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: IndigoFenix on May 14, 2016, 11:31:31 pm
Material values for armor don't matter as much as they should, since the game currently doesn't model cumulative deformation or damage to armor.  So a creature made of steel vs a creature made of steel-strength glass might behave quite differently, but for armor they are more or less the same.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: LMeire on May 14, 2016, 11:44:49 pm
Could someone explain the appeal of the orcs to a Masterwork newcomer? How are they different from goblins? What's their modus operandi? Etc.

Thanks!

My understanding is that orcs are significantly more honorable than their shorter cousins but had a "How the Mighty have Fallen" moment at the hands of the elves that made Orcish society as a whole more opportunistic and war-mongering. Like, if you look at Goblin ethics, it's pretty hard to imagine how their civilizations hold themselves together when any crime for any reason is considered "a personal matter". Orcs meanwhile, need a reason to kill someone- goblins fight and kill because they enjoy causing pain, orcs fight and kill because they depend on raiding to survive and just taking things without defeating the owner first is dishonorable and would make the orc no better than a kobold.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 15, 2016, 12:00:58 am
Orcs also have artisans, dreamwalkers/mages, gunpowder... both mayan/inca and japanese influences... a little bit of the Warhammer orcs in them...
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: cerevox on May 15, 2016, 12:14:39 am
Ran some quick arena tests, this is by no means exhaustive, but at least seems to indicate the tiering.

Volc swords can cut through steel and mithril no problem, but against Tungsten armor they only seem to cut through something like 10-20% of the time. Tungsten swords seems to be pretty much the same, except it bounces on itself pretty much 100%. Mithril swords will go through steel pretty reliably, although not on every hit, while steel swords will reliably fail to get through mithril armor, although some hits will get through. It seemed like about 70-80% both ways.

And of course, blunt weapons continue to not care, and will happily pulp heads through any armor. Whips also mostly don't care. Tungsten whips did seem to do more damage, but its a matter of chipping bones on every shot vs chipping and sometimes jamming bones. Dwarves with iron whips had no problems killing tungsten armored dwarves.

Edit: I should add the caveat, whips, while they do seem to just straight up ignore armor, spend most of their time chipping random bones. Actually getting kills with them takes a lot of shots.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 15, 2016, 12:55:34 am
Oh man, I was so used to MasterworkDF that I forgot all about DF lightsaber-whips.

I'll rebalance them.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: SharpKris on May 15, 2016, 03:54:16 am
off topic a bit- Meph i think it would be neat if the flag icons in your WorldBicyclist site would be clickable and link to the corrosponding blog post.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Blightedmarsh on May 15, 2016, 04:02:30 am
Just a few thoughts on the issue of gauno and FB/Titan civs.


Gauno:

Rather than making gauno an object like an egg or a pelt make it a potential floor tile for caves and caverns. Then have it so that you can gather it in the same way you do with sand.

I don't know if its worth processing it into fertalizer or just spreading it directly onto your crops.

Fun thought; if you make your farm n a gauno tile could it always be fertalized?


Titan/FB:

What if rather than multiple forgoten beasts rolling up ina seige you instead got 1-3 FB each with minnions or spawn wich may or may not be based on them. So an undead Husk FB assualting your caverns aided by a tribe of undead husk trogladites or a bronze collosus leading a bronze man seige of your fortress.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: smakemupagus on May 15, 2016, 04:09:22 am
What happens if you turn off metallurgist in the GUI -- you really can't make any alloys, even brass, bronze or steel, right?  (why would anyone ever do this? :P)

Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: taldarus on May 15, 2016, 07:19:43 am
Lightsaber whips?

O.o
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: omada on May 15, 2016, 08:48:11 am
Lightsaber whips?

O.o

Yes, it's a bug from DF.

Even cooper whips can break your skull behind a steel helmet. And they're fast.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 15, 2016, 10:27:40 am
off topic a bit- Meph i think it would be neat if the flag icons in your WorldBicyclist site would be clickable and link to the corrosponding blog post.
That would require actual blog posts for each country. I dont have those.

Just a few thoughts on the issue of gauno and FB/Titan civs.


Gauno:

Rather than making gauno an object like an egg or a pelt make it a potential floor tile for caves and caverns. Then have it so that you can gather it in the same way you do with sand.

I don't know if its worth processing it into fertalizer or just spreading it directly onto your crops.

Fun thought; if you make your farm n a gauno tile could it always be fertalized?


Titan/FB:

What if rather than multiple forgoten beasts rolling up ina seige you instead got 1-3 FB each with minnions or spawn wich may or may not be based on them. So an undead Husk FB assualting your caverns aided by a tribe of undead husk trogladites or a bronze collosus leading a bronze man seige of your fortress.
Everything you describe is not possible through modding ^^

What happens if you turn off metallurgist in the GUI -- you really can't make any alloys, even brass, bronze or steel, right?  (why would anyone ever do this? :P)
Thanks for reminding me, I wanted to enable the button to put those back into the smelter.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: cerevox on May 15, 2016, 02:39:57 pm
Lightsaber whips?

O.o

Its a combo of the really really high velocity of a whip, combined with its contact size of 1, which is the smallest of any weapon in the game. Whips sort of ignore armor and even flesh and just strike directly on bone. Oddly enough, this means they do nothing but cause pain, unless they hit your skull at which point it typically jams the skull through the brain, or vice versa, whichever way is lethal.

Once they are fixed (maybe contact size 5 to match the large dagger?) the succubus are gonna really suffer. They have a big boost to whip skill, but the blade whip is functionally a sword as far as I can tell and with regular whips no longer being anti-armor lasers they are going to be using maces and hammers over whips, since their metals are worse than dwarves they need to blunt their way through the dwarves superior armor.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Urlance Woolsbane on May 15, 2016, 03:48:51 pm
Could someone explain the appeal of the orcs to a Masterwork newcomer? How are they different from goblins? What's their modus operandi? Etc.

Thanks!

My understanding is that orcs are significantly more honorable than their shorter cousins but had a "How the Mighty have Fallen" moment at the hands of the elves that made Orcish society as a whole more opportunistic and war-mongering. Like, if you look at Goblin ethics, it's pretty hard to imagine how their civilizations hold themselves together when any crime for any reason is considered "a personal matter". Orcs meanwhile, need a reason to kill someone- goblins fight and kill because they enjoy causing pain, orcs fight and kill because they depend on raiding to survive and just taking things without defeating the owner first is dishonorable and would make the orc no better than a kobold.
Orcs also have artisans, dreamwalkers/mages, gunpowder... both mayan/inca and japanese influences... a little bit of the Warhammer orcs in them...
I was worried they were gratuitously grimdark killing machines, but they actually sound pretty cool. Thanks!
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 15, 2016, 05:20:19 pm
I just made myself sad by looking at the manual for the old mod. (wanted to start on a new manual) So much content I've to scrap.  :'(
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Immortal-D on May 15, 2016, 09:04:31 pm
I just made myself sad by looking at the manual for the old mod. (wanted to start on a new manual) So much content I've to scrap.  :'(
Is for the best man.  You said it yourself; Dwarf Mode had become a testing ground for every new feature, resulting in Dwarves having an insanely complicated amount of stuff.  Don't get drawn into that again; focus on the core Dwarf - stone crafting (metal & gem), earthenware (pottery & dyes), a lesser amount of bone & leather crafting (relative to the other races), and engineering (traps, siege equipment, etc.).
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 15, 2016, 09:31:35 pm
I'd also want to expand existing vanilla industries, like food, wood, textiles, glasses, glazes... and a bit of high-end rune and golem stuff for dwarves.

Edit: Ok, seriously now... why did no one tell me that you can make civ-members of non-civ creatures, even retaining their graphics and all? Why isnt there a big multi-cultural fortress mod out there?

I have a ettin sheriff and some goblin miners in my current test fort.

So... now I'm thinking about custom mercenary hiring and bought laborers and hired soldiers and and and...
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Curlygraves on May 16, 2016, 01:11:08 pm
Custom hiring for outsiders would be sweet. No more having thirty performers and no mercs/laborers would be dreamy.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 16, 2016, 01:13:13 pm
Custom hiring for outsiders would be sweet. No more having thirty performers and no mercs/laborers would be dreamy.
I would create them, not take the ones that visit. But I think what you want is already possible, just play Succubi. They convert their visitors. ;)
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Wyzack on May 16, 2016, 01:48:39 pm
>tfw greenskins beating out the glorious human race in the poll

Tis a sad kind of feel
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Jaso11111 on May 16, 2016, 04:52:44 pm
>tfw greenskins beating out the glorious human race in the poll

Tis a sad kind of feel
Yea kinda bumed out about that to. I was really hoping the necros would get some love but oh well.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Rekov on May 16, 2016, 05:43:20 pm
IMO I think Meph should do the races in an order decided by this list of priorities:
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Urist Reborn on May 16, 2016, 05:45:06 pm
>tfw greenskins beating out the glorious human race in the poll

Tis a sad kind of feel
Yea kinda bumed out about that to. I was really hoping the necros would get some love but oh well.
And here I am, liking kobolds...
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 16, 2016, 06:04:05 pm
IMO I think Meph should do the races in an order decided by this list of priorities:
  • The ones Meph wants to do. It's important to let the modder work on what interests them, as it prevents burn-out.
  • DF's base races. Dwarves/Humans/Elves/Kobolds/Goblins are already part of DF, and will have a broad appeal. Get the basics down first.
  • The niche/bizarre races, either in terms of concept or playstyle. These will appeal to less players and are potentially harder to mod.
So... I should do everything. Got it.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Dirst on May 16, 2016, 07:21:26 pm
So... I should do everything. Got it.
The important thing to remember is to do everything in the right order :)
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 16, 2016, 07:37:20 pm
Someone will be happy, because what I want to do, is Necromancers.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: taldarus on May 16, 2016, 08:12:47 pm
 :D
EDIT: I agree with Rekov. Do what you want *cough* necromancers *cough*
EDIT2: Oh comeon! A necromancer operating out of a secrete lair  below an inn, using travelers to fuel his dark arts... HOW COOL!
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 17, 2016, 02:16:50 am
Curious. When the mod started, necromancers and orcs were the leading items, but now the necros are far behind... and humans are almost the most wanted.

Humans... I remember writing one or two workshops for them.

Spoiler (click to show/hide)

Or 193, to be more precise.

Porting/updating that to the new mod might take a while.
Title: Re: Future of the mod
Post by: Insanegame27 on May 17, 2016, 06:36:12 am
No, many modern computers only have a single core. My dedicated gaming PC is only single core. I do not own a single multi-core device (my parents own a dual core laptop though) and all of my stuff was bought in the last 10 years.


I sincerely doubt that. I can't even find single-core CPUs for sale. What's your CPU?
Spoiler (click to show/hide)
So yeah, it's not the best, but not the worst.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: taldarus on May 17, 2016, 07:32:13 am
Curious. When the mod started, necromancers and orcs were the leading items, but now the necros are far behind... and humans are almost the most wanted.

Humans... I remember writing one or two workshops for them.

Spoiler (click to show/hide)

Or 193, to be more precise.

Porting/updating that to the new mod might take a while.

humans...so...human...
Title: Re: Future of the mod
Post by: Meph on May 17, 2016, 09:57:09 am
Well... Orcs, Humans and Necros next, it seems.

More dwarf content, the followup, will be in the coming update.#

@Insanegame27: Intel(R) Core(TM) i7-4720HQ CPU @ 2.60GHz (8 CPUs), ~2.6GHz.

Thats my laptop. I'm really looking forward to DF multi-core support, if it ever comes.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: peasant cretin on May 17, 2016, 05:16:13 pm
Curious. When the mod started, necromancers and orcs were the leading items, but now the necros are far behind... and humans are almost the most wanted.

Humans... I remember writing one or two workshops for them.

Spoiler (click to show/hide)

Or 193, to be more precise.

Porting/updating that to the new mod might take a while.

 :o wow. Looking forward to this.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 17, 2016, 05:37:09 pm
Curious. When the mod started, necromancers and orcs were the leading items, but now the necros are far behind... and humans are almost the most wanted.

Humans... I remember writing one or two workshops for them.

Spoiler (click to show/hide)

Or 193, to be more precise.

Porting/updating that to the new mod might take a while.

 :o wow. Looking forward to this.
Thats whats in the mod already, in 34.11. Check the older version if you want to play exactly that.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 18, 2016, 12:31:55 am
Good news!

Dirst seems to have found the crash-source in The-earth-strikes-back (actually in create-unit.lua) and fixed it. :)
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Wyzack on May 18, 2016, 09:10:15 am
Yes! My human peoples have banded together to get an edge over the greenskin menace!

Seriously though meph this project is your baby and no one wants to see you burn out, so regardless of the poll results you should just make whichever one feels like more fun to you. I had an absolute blast with the old style warlock race despite the literal mountain of bugs, so a reimagining of that would be spectacular. I do hope you keep the "Race doomed from the dawn of time" feel if possible, where they bolster their numbers with undead servants and have a core of 14ish very powerful spellcasters. It was a really interesting dynamic
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 18, 2016, 10:51:16 am
Why is everyone concerned about me burning out? Modding is my intellectual/creative counterpart to my cycling/touring.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: LMeire on May 18, 2016, 12:43:37 pm
General mod content suggestion: More cavern plants.

The standard crops are nice and all, but they seem super-lacking now with the hundreds of over-world crops to pick from. Glowing mushrooms that fight cave-adaption. Mold that can be brewed into milk and then matured into cheese. Maybe push the boundaries for "cavern plant" and get some coral growing for organic stone crafts.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Wyzack on May 18, 2016, 02:30:34 pm
Mostly just based on experiences with other modders, which admittedly does not seem to apply to you :p The amount of content in the final 34 release was fucking immense and i cannot wait till 43 gets there.

Also maybe reminding people that this is something you do as much for yourself as anyone else, and they are not entitled to demand what they want if you are more interested in something else.

That said Humanity Fuck Yeah humans win again
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Urist Reborn on May 18, 2016, 03:20:23 pm
Also maybe reminding people that this is something you do as much for yourself as anyone else, and they are not entitled to demand what they want if you are more interested in something else.
I mean, I agree with this, but Meph is the one set up the poll. Not so much of a demand as an answer to a questionnaire. :)
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Immortal-D on May 19, 2016, 08:38:41 pm
Looking at the current poll, I will just say; tread lightly.  More content for the Dwarves is all well and good, just don't fall into the same problem as old Masterwork where Dwarves get absolutely everything, to the point of being indecipherable.  Case in point; advanced bone and leather crafting.  Crafts & basic armor is fine, but giving those items the same level of enchantments as say Succubi & Orcs would be questionable.

On a similar note; the inclusion or exclusion of firearms.  That subject really depends on the type of Dwarf (and to an extent, civilization) you want to portray; Warcraft/Warhammer style Dwaves with Flintlock & Steam technology, or more Tolkien-esque Dwarves where black powder is a rare & dangerous super weapon of evil.  Speaking personally, I would much rather see the latter.  Dwarves with guns is a legitimate genre, but one I don't feel fits with Dwarf Fortress.

p.s. my latest test Fortress had its' roads paved with carpets, which I find highly amusing :D
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: coolphoton on May 19, 2016, 08:52:26 pm
...I like the massively complex and slightly bipolar MW dwarfs... Because they are almost indecipherable.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: chaosfiend on May 19, 2016, 09:07:58 pm
Looking at the current poll, I will just say; tread lightly.  More content for the Dwarves is all well and good, just don't fall into the same problem as old Masterwork where Dwarves get absolutely everything, to the point of being indecipherable.  Case in point; advanced bone and leather crafting.  Crafts & basic armor is fine, but giving those items the same level of enchantments as say Succubi & Orcs would be questionable.

On a similar note; the inclusion or exclusion of firearms.  That subject really depends on the type of Dwarf (and to an extent, civilization) you want to portray; Warcraft/Warhammer style Dwaves with Flintlock & Steam technology, or more Tolkien-esque Dwarves where black powder is a rare & dangerous super weapon of evil.  Speaking personally, I would much rather see the latter.  Dwarves with guns is a legitimate genre, but one I don't feel fits with Dwarf Fortress.

p.s. my latest test Fortress had its' roads paved with carpets, which I find highly amusing :D

I gotta agree with Immortal-D on this. Already it feels a bit like Dwarves are getting a bit too many features that at least seem a bit better suited for some of the other races.

I like the idea of Gunpowder being a Human exclusive. With Dwarves only really accessing it through trade. I also feel the Boneforge is something far more suited for Necromancers than Dwarves, and Gem weapons seem more a Succubi thing. Dwarves I don't think would use bones, especially if they have the generally superior Rockforge. And Gems I see far more that Dwarves would use them as decorative means, especially when you often have far stronger metals often in greater quantities. Not to mention the Poison Vat. That just feels far more Kobold-like to me than it does Dwarven.


EDIT: In addition, I recently came across a wierd bug with Kobolds. The Clay Shaper building, I have a ton of Sandy Clay. Apparently the only thing I can shape out of Sandy Clay is Grates, under Clay Forming.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Wyzack on May 20, 2016, 08:55:54 am
I will agree that Dorfs had a massive amount of content, but so did the humans and warlocks and probably the others i played less as well. In my opinion the difficulty of playing the extremely complex races from 34 is a bit overblown. If you follow the guides it is very easy to learn how everything works. Whether or not the workshops and reactions thematically fit the race is another matter i suppose, but the game is Dwarf Fortress at heart after all
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Urist Reborn on May 20, 2016, 12:48:07 pm
I think dwarves could stand to have more workshops, but I'm casting my vote for them having enough for now. I think their content could be expanded as more ideas come forward about what should be added, and as other races are implemented. I like the aesthetic additions of this last mod, but I'm not really itching for more of the same.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: coolphoton on May 21, 2016, 09:56:02 am
I sort of agree in the no dwarf gun thing, but explosives, even blackpouter ones seem very dwarfy. Maybe give them something like heavy arbalests(a kind of man-portable ballistia commonly made of steel and cocked with a windlass) as a ruff equivalent. I would suggest the Chu-ko-nu, but that's basically vanilla crossbows anyway...
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: SpiritArmor on May 21, 2016, 12:05:25 pm
Oof, missed the playable races poll! As for the dwarf stuff poll, not voting yet since I haven't been playing the new version (for some reason, 42.0x has far greater lag on the toaster brick computer I've been using on the go, much more than 34.11).

But yeah, if we're going with what the old version had, I agree on sticking with "enough for now," at least until the other races start getting implemented and we see how they play/what their iconic materials and items turn out to be. Once that happens, maybe a little trimming can occur; as much as I love dwarven guns, I wouldn't mind seeing it becoming a uniquely human thing.

On the other hand, it IS Dwarf Fortress, so it always seemed fitting to me that the dwarves got the most stuff. :D


On a completely different tangent, elves (in the far future of the mod)! For some reason, when I think of playable elves, I keep thinking of an older Minecraft challenge rule: The Tree Spirit (http://www.minecraftforum.net/forums/minecraft-discussion/survival-mode/297708-challenge-the-tree-spirit), where you designate one tree as your World Tree and build your settlement up and out by adding blocks to its branches/canopy, nurturing and protecting the tree with your life.

I think it'd be neat to have something similar for MW Elves, though I don't know how something like that would be implemented: a key advancement building/pillar that must be built outside, provides major buffs for all citizens, upgradable for bigger bonuses, and somehow attracts danger like nothing else?
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Avacado on May 22, 2016, 11:32:08 pm
A minor change, but having a scholar's/dancer's/bard's guild for the new location professions would be cool.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: dead on May 24, 2016, 12:28:51 pm
Can you add different population caps? Like for invaders, visitors like with the LNP? I don't know what the visitor cap is, but I like to keep them really low so they don't get into too much trouble. 

I voted for more workshops. I don't know how deep into the merchant workshops you want for the dwarfs, as it is a human thing to have vast trading industries, but I would really like more option in that area. I feel like there's no need to have multiple "Sell ____ drinks for ____ coins" reaction. It can just be one reaction for the drinks and the dwarfs can bring whatever drinks to the workshop to sell. If we really wanted to specify which drinks then we can link stockpiles. This way the workshop is cleaner without pages of the same thing to sell. The same goes the many sell various stone reactions. For gems, there can be multiple groups, like ornamental, semi-precious and rare. Because there are tooltips, description of what the reaction will do can be specify to avoid confusion. Also, I would very much like to be able to sell prepared food and soaps. I don't know how everyone else plays, but I always end up with obscene amount of prepared food, drinks and soap.

I was thinking of a new merchant workshop where you can buy crates of foreign weapons. Let say "Buy weapon crate for ____ coins." You would get 2-5 random foreign weapons of various quality (never masterwork) made out of various metal (never adamantine). The higher the quality and grade of metal, the lower the chances of getting. This way if you're lucky to get an exceptional weapon, then you can use the weaponry to up it to masterwork. This way we can get foreign weapons whenever we want while using up the coins we gained from selling random things. I really enjoy the 'gambling' system that you've added with praying at the temple and like to see it in other things. I remember we used to get loot bags from enemies that gives random things, I thought it was cool.

Lastly, a war kennel. I would really like to see a dwarf specific war animals. Some sort of horned and hoofed animal, that's war trainable, that just charge and kick people, like those rams from the Hobbit movies. Also, some sort of war boar to gore people with their tusks. Of course, the ability to armor them with various metal like in the previous versions. A steel armored battle ram kicks the orc in the shins and it exploded into gore.

Thanks! :D 


 
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Putnam on May 24, 2016, 04:04:22 pm
Can you add different population caps? Like for invaders, visitors like with the LNP?

The LNP doesn't add any of those, those are all options from Dwarf Fortress.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: dead on May 24, 2016, 06:14:53 pm
Can you add different population caps? Like for invaders, visitors like with the LNP?

The LNP doesn't add any of those, those are all options from Dwarf Fortress.

Really? Oh, I didn't know, I just saw it on the LNP menu and assume they're responsible. Well, that makes it easy for me to edit it myself in the init file. Neat, thanks!

P.S. 100 visitors cap is asking for trouble. Lol.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Putnam on May 24, 2016, 06:53:58 pm
The LNP isn't responsible for anything AFAIK, all options you see there are either DF or DFHack options. I'm pretty sure they're labeled as such, too.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: c0mplex on May 25, 2016, 11:06:41 am
Looking at the current poll, I will just say; tread lightly.  More content for the Dwarves is all well and good, just don't fall into the same problem as old Masterwork where Dwarves get absolutely everything, to the point of being indecipherable.  Case in point; advanced bone and leather crafting.  Crafts & basic armor is fine, but giving those items the same level of enchantments as say Succubi & Orcs would be questionable.

You make me sad.

Seriously, I loved having dwarves have a bit of everything because 1) they weren't necessary for the dwarf play style, and 2) they could be used as ways to better acclimate to other races' main mechanics. In fact, I specifically taught myself to mod the old masterwork game (at least just slightly) just to give dwarves a bunch of workshops from the humans and warlocks. I would've given them gnome and succubus stuff too but the files containing them were undecipherable to me so I left them alone.

Overall, I think that giving dwarves more workshops doesn't make them unwieldy because dwarves only really rely on the same basic mechanics as in the base game, leaving all the additional stuff optional to running a dwarf fortress well.


As for the talks about firearms/explosives, I do think that while dwarves should be able to access that stuff, I think that humans should be the superior chemists if dwarves are better at metalworking and thus humans should be the ones that can produce such things. Perhaps the dwarves can get a racial trade workshop thing like what the humans had before that will allow them to trade coin for guns, gunpowder, etc.

I know this sounds hypocritical due to my opinion that dwarves should be jacks of all trades, but gunpowder was already complex and difficult to use (in my opinion) in the old masterwork and conceptually is more advanced than other weapons, so having them be tied to humans instead seems more appropriate to me.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: coolphoton on May 25, 2016, 04:18:58 pm
I have seen Dwarf mode described as a partial tutorial for all the other modes...
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: chaosfiend on May 25, 2016, 05:09:20 pm


Looking at the current poll, I will just say; tread lightly.  More content for the Dwarves is all well and good, just don't fall into the same problem as old Masterwork where Dwarves get absolutely everything, to the point of being indecipherable.  Case in point; advanced bone and leather crafting.  Crafts & basic armor is fine, but giving those items the same level of enchantments as say Succubi & Orcs would be questionable.

You make me sad.

Seriously, I loved having dwarves have a bit of everything because 1) they weren't necessary for the dwarf play style, and 2) they could be used as ways to better acclimate to other races' main mechanics. In fact, I specifically taught myself to mod the old masterwork game (at least just slightly) just to give dwarves a bunch of workshops from the humans and warlocks. I would've given them gnome and succubus stuff too but the files containing them were undecipherable to me so I left them alone.

Overall, I think that giving dwarves more workshops doesn't make them unwieldy because dwarves only really rely on the same basic mechanics as in the base game, leaving all the additional stuff optional to running a dwarf fortress well.


Human mode is supposed to eventually take on that role as the race that has tastes of all the others, due to their heavy focus on trade and diplomacy. They are to be the Jack of All Trades race of the game.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 27, 2016, 05:54:33 am
This weeks poll:

Quote
How do you like the dwarves as they are now? (v.1.02)
Too many workshops and items.- 6 (9.5%)
Just right amount of workshop and items.- 21 (33.3%)
Should have more workshops and items.- 24 (38.1%)
Just more workshops.- 5 (7.9%)
Just more items.- 5 (7.9%)
Just less workshops.- 2 (3.2%)
Just less items.- 0 (0%)

I'll add a few more workshops, which are obviously optional; that way the people that voted for "too many" can disable them.

New poll about plants and trees.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: TanaNari on May 27, 2016, 12:29:58 pm
Hmm. I'd say add generic wood, and add some "special" wood types after thinking carefully on it.

Featherwood would be great- a convenience without being a game breaker- as well as the various cavern wood types are much more viable- especially if some of us want to run a no-caverns game for the sake of FPS and tighter fort design. Much more convenient for those 1x1 embarks if we don't have to navigate through the caves.

Given how much wood you get from a single tree these days, there won't be any resource imbalance that didn't already exist... and if people really want a tree farm, they could make them via pit digging if they have to.

Just avoid going back the ironbark/steeloak of the past and we're golden. I already explained just how abusive that was in the old version. Same story with a lot of the wood-alchemy like spawning bolts.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Rekov on May 27, 2016, 02:45:32 pm
Thinking far along the road to playable elves, it would be neat to see some elf-exclusive metal grade woods to be used for their weapons, and potentially also for wooden armor or shields. I'm not sure which of the poll options this would fall under which is why I'm posting it. Is there a way to plant saplings that turn into normal multi-tile trees without having to use a farm plot? That would be the most natural feeling way to go if it's possible.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 27, 2016, 03:30:48 pm
I think someone mentioned trees through dfhack, but its not used anywhere so far.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 28, 2016, 03:51:30 am
Courtesy of the modest mod:

(http://i.imgur.com/zL4Cbyw.png)
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: chaosfiend on May 28, 2016, 03:55:25 am
Awesome. I really missed the ability to miss Specific drinks from when I was playing with humans. I can't wait till this is implemented.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Putnam on May 28, 2016, 04:05:42 am
Are custom reactions with mat specification still broken in 0.43.03?
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 28, 2016, 04:57:23 am
Are custom reactions with mat specification still broken in 0.43.03?
I'm not sure what you are asking. what are mat specifications?
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Putnam on May 28, 2016, 05:53:00 am
Since 0.42.06, the user can specify materials that will be used in certain building-based-jobs (not sure about custom reactions still), E.G. have "make rock toys" be "make granite toys" instead.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: FallinBlackstar on May 28, 2016, 12:03:37 pm
Did Something happen to magic?
I remember having random fireballs appear all over the place and the constant dream of having a magic school, but was too lazy to actually start it.
But now it seems to have disappeared. What happend?
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on May 28, 2016, 12:51:37 pm
Did Something happen to magic?
I remember having random fireballs appear all over the place and the constant dream of having a magic school, but was too lazy to actually start it.
But now it seems to have disappeared. What happend?
Magic is still there, in the 34.11 (old) version, but I'm redoing the mod from scratch. Dwarves dont feel very magicy to most people, so they dont get any.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: cerevox on May 28, 2016, 01:16:37 pm
Ehhh, dwarves feel plenty magicky, just not of the casting kind. Magic weapons and armor and crafts. Maybe some way to make magic engravings? Its all about the right word for your magic caster.

Dwarves - Enchanters or Runesmiths to make their magical crafts
Orcs - Shaman, IIRC this is already planned
Humans - Wizards, the jack of all trades of caster, dabbles in bits of everything
Succubus - Sorceress, since sorcery is often considered demonic or evil side, although its perhaps more calling on demons than being demons?
Naga - Sea-Witch? Siren?
Kobold - Witch Doctor? Bone Reader?


You just gotta find the right word and suddenly the caster makes sense.

Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: FallinBlackstar on May 28, 2016, 01:40:24 pm
Did Something happen to magic?
I remember having random fireballs appear all over the place and the constant dream of having a magic school, but was too lazy to actually start it.
But now it seems to have disappeared. What happend?
Magic is still there, in the 34.11 (old) version, but I'm redoing the mod from scratch. Dwarves dont feel very magicy to most people, so they dont get any.

Thanks.
I hope that magic will come back at some point, Lore-friendly or not, 'cause i really liked to see those elemental effects and try to control them.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: chaosfiend on May 28, 2016, 02:46:28 pm
Ehhh, dwarves feel plenty magicky, just not of the casting kind. Magic weapons and armor and crafts. Maybe some way to make magic engravings? Its all about the right word for your magic caster.

Dwarves - Enchanters or Runesmiths to make their magical crafts
Orcs - Shaman, IIRC this is already planned
Humans - Wizards, the jack of all trades of caster, dabbles in bits of everything
Succubus - Sorceress, since sorcery is often considered demonic or evil side, although its perhaps more calling on demons than being demons?
Naga - Sea-Witch? Siren?
Kobold - Witch Doctor? Bone Reader?


You just gotta find the right word and suddenly the caster makes sense.

Yeah, I agree very much with this delineation of the different 'magics' for each race

I agree wholeheartedly that dwarves are not of the more...obvious type of caster, (fireball slinging and such). Orcs being shamanistic sounds very appropriate as well.

Humans...I'm not sure what to think. I recall before thier 'magic' access was restricted to 'buying teachings' from other races. I think this could still work fine. They have access to all the magics, but have to pay for it, and don't have access to the 'top tier' magics.

Succubi, well, they are pretty much magic themselves by their nature alone. Heck, with the 'burning up' bug that happens when they die currently, [I recall reading this in the succubi thread recently], I think it almost makes them feel more magical. I mean, there is so much Circus !FUN! energy inside them they explode like napalm filled pinatas on death. :D Seriously though, I think it does make the feel more like they are not 'earthly beings' if they don't leave a corpse, like thier physical body does not actually exist as but a reflection of thier dark soul given form by magic.... good lord I rambled off topic there.

Naga...That's a tough one to be sure. I mean, Siren sounds cool, but would that step on the toes of Succubi? Beguiling, seduction and all that?

Kobolds, I think that their magic should be focused upon using bones and totems, perhaps with some sort of Ancestor Worship (communing with ancestors to bestow skills, maybe something to do specifically with your dead kobold's souls if at all possible?), as well as stuff to do with Starsigns, (a witch doctor does a dance and calls upon a star sign for some sort of effect), since the 12 star sign castes still matter o kobolds
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: cerevox on May 28, 2016, 03:52:15 pm
I do really like the succubus death vengeance flame, but it isn't 100%. I think it only happens if they bleed or have limbs severed. If they die to blunt trauma but the skin never breaks, or drowning, then they leave a corpse. Most combat deaths though result in a fireball and then wildfire. I also agree that the race as a whole is somewhat magical, but it would still be nice if we had some top tier spells that required an actual designated caster.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: chaosfiend on May 28, 2016, 05:23:01 pm
I agree with you Cerevox. Maybe the succubi could have, instead of being a specific 'caster archetype', their natural magical powers grow, and perhaps through the consumption of many souls, and the use of some reagents, they could slowly tune themselves more and more into becoming like the HFS of the Circus. As they attune themselves more and more to the Circus they gain more powers and strength, but are even more susceptible to fits of rage and tantrums as they cram more and more soul-stuff into their corporeal form.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Boltgun on May 29, 2016, 04:57:58 am
I agree with you Cerevox. Maybe the succubi could have, instead of being a specific 'caster archetype', their natural magical powers grow, and perhaps through the consumption of many souls, and the use of some reagents, they could slowly tune themselves more and more into becoming like the HFS of the Circus. As they attune themselves more and more to the Circus they gain more powers and strength, but are even more susceptible to fits of rage and tantrums as they cram more and more soul-stuff into their corporeal form.

Yep that's the plan, once most features will be done.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: 123nick on June 02, 2016, 01:42:20 pm
will gnomes be re-implimented ever?
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: jimboo on June 03, 2016, 09:51:51 am
To date, I still prefer Ye Olde ☼Masterwork☼ because

- The classic libraries were effective and simple: grow and press some tubers for glue, use ink, pen and something to write on to make simple books for each library, quickly bringing up skills in all the areas – including personality traits.  No more scrambling to keep migrants from mooding into Legendary Tanners.  The new scrolls and scholars system might well be fantastic someday but, not yet.
- Morul’s Tavern had the podium and the speeches raised awareness and trait levels; my child duchess was noble. 
-  Pipeweed calmed tantruming-prone dorfs.
- The Guildhall wasn’t sexist. 
- The Embassy gave more options (although, did Emigrate ever actually work??).  Declaring War on the Elves should be every dwarf’s dream come true.
- Ferric Elves: a great seed idea.
- Magic.  Maybe not dwarfy but the White Wizard was best for battling wandering necros.  Took flippin’ forever to train one, though. 
- War Beasts.  Cool.  Combat texts of Raptors with those spinning, kung-fu, eviscerating back kicks.
- The Apothecary was primed for ‘someday’ syndromes and diseases.
- Better use of the Blood God; why meditate and pray to all these wimpy wannabee deities when you can do blood sacrifice to Armok? 
- Leather: so it was a coding pain and most players didn’t bother with it but studded, lamellar leather armor was lightweight and certainly good enough until invaders come with steel weapons.  A dozen leatherwing bats were good for a large fort’s requirement. 
- Frost Giants.  Maybe Titans are a drop-in match but, bifrost.  And a good storyline. 
- Blast Furnaces: wood (and apples and plums and walnuts …) are everywhere in the new release.  Energy/coke/charcoal USED to be the constraint on a metals industry and that’s the way it should be: magma as a game-changer.  Wood is for the tree huggers, period.  Except for making charcoal, of course, and a second Blast Furnace on the surface close to the Depot fixed that early problem.   
- Runes.  Way dwarfy. 
- Easy mithril was there as a stop-gap when the invaders came unexpectedly early. 
- My chemists never got the hang of making grenades or landmines but it was fun to watch them try.  Exploding landmines from a trebuchet – just how dwarfy can one get?
- The Colosseum.  Gotta have one.  Most of the beasts were a waste of time but is there anything better to train against than a Bronze Colossus?
- Warpstone: less silly than Rock Ghosts, made for great turrets on the battlements.

Yeah, some of the best parts will be incorporated someday in a new release.  But the cafeteria approach to Masterwork worked for me as it was: steampunk was silly so, I ignored it.  Gollums were an interesting idea but more trouble than they were worth so, standard military (w/ a few select, trained warbeasts) was good enough. 

Reborn is now clearly the only way forward with the newest vanilla DF and ‘greatest good for the greatest number’ and all that seems to mean lots of changes for non-dwarf races, OK, but I wonder how many others focus on DWARF fortress?  I dabble w/ Hermit now and again and am glad to see it upgraded but Ye Olde ☼Masterwork☼ still has many advantages for some of us.  Or maybe just me.    :)
 
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Immortal-D on June 04, 2016, 09:36:40 pm
Do you have an estimate on when MW will move to v43?  Going back to the pre-Work Orders update is painful :(
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Putnam on June 04, 2016, 10:11:47 pm
The answer to that, is it always has been, is "when DFHack and other required utilities update".
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Immortal-D on June 04, 2016, 10:34:18 pm
Ah, fair point.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Jaso11111 on June 05, 2016, 03:03:47 pm
Aww yea, Necros are leading the polls!
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: aldehyt on June 10, 2016, 12:18:28 pm
Bloody Necromancers, eating other races, breeding them like a cattle, and use like a puppets...


I want to feel that horror on my skin

Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: chaosfiend on June 11, 2016, 06:10:40 pm
One thing I'd like to ask, is would it be possible to make kobolds be able to use other plant leaves for the Wicker reaction? Currently there are only the Quarry Bush Leaves that can be used, but there are a plethora of other leaves that the kobolds could use, that are otherwise useless to kobolds. I found that I tended to have an excess of leaves in my food stockpiles as kobolds, as I could use most of the other plants I have as booze and oil for the booze burner.

As an aside, would it be possible to make a New thread for kobolds Meph? I feel sad that they are left out right in having their own thread. :<
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: squamous on June 12, 2016, 04:27:18 pm
Just popping in to say that I am hella excited for the eventual 43.03 update. I've been playing the current version for awhile and the idea of all these cool races in addition to being able to build my own stuff sounds awesome.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on June 16, 2016, 10:10:50 am
Just popping in to say that I am hella excited for the eventual 43.03 update. I've been playing the current version for awhile and the idea of all these cool races in addition to being able to build my own stuff sounds awesome.
I have a working 43.03 version here with dfhack and therapist, but TWBT doesnt work yet... not sure if I should upload that tomorrow or not.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: jimboo on June 16, 2016, 11:20:05 am
What is the advantage of TWBT?
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on June 16, 2016, 11:27:46 am
new graphics for items, workshops, multilevel view, different text-fonts and crashes. :P
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: daisha on June 16, 2016, 02:13:30 pm
I have a working 43.03 version here with dfhack and therapist, but TWBT doesnt work yet... not sure if I should upload that tomorrow or not.

I dunno how hardcore the average MWDFer is, but I'm likely to play current version until TWBT works.  Unless it's the human update!   ;)
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: cerevox on June 16, 2016, 09:07:59 pm
TWBT is easy to turn off, you just change to any other printmode and suddenly the crashes are almost all gone. You still get them on stuff like butchering summoned creatures, but the vast majority of crashes seem to vanish without TWBT.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on June 16, 2016, 09:20:42 pm
Quote
You still get them on stuff like butchering summoned creatures, but the vast majority of crashes seem to vanish without TWBT.
I should have fixed that. I thought it was standardized-bones on historic figures.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: cerevox on June 17, 2016, 12:57:00 am
Haven't checked in the newest version, although I will shortly. I am playing the 43.03 version on VBO print mode, and so far no crashes but the game kind of hitches every 20-30 seconds, just a very short pause. No idea what is causing it. FPS does sometimes drop by 10-15 for an instant after the hitch, but other than that its been smooth.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Nidhoggur on June 18, 2016, 03:25:24 pm
Hey Meph, what sort of ideas do you have for the goblins?
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: dirkdragonslayer on June 18, 2016, 04:23:44 pm
With how high yield trees are now, are we going to bring back Wood Stalks as a lower yield alternative for those unfortunate Kobolds that settle in tree-less areas.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on June 24, 2016, 08:50:52 am
Hey Meph, what sort of ideas do you have for the goblins?
Mass production of low-quality gear, largish amount of kids, raiding/snatching units from other civs to work for you, summoning demons (goblin civs in vanilla worship demons or get demon lawmakers/monarchs), no steel, whips and scourges, bows and hooked arrows, poisons to some degree, wargs as mounts/pets, a troll-pen to farm trolls, different sub-types of trolls, a mercenary hiring workshop that lets you buy ogres, ettins, minotaurs, etc...

All in all a bit of a mix of kobolds and orcs I guess.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on June 24, 2016, 03:39:40 pm
Emotions... just had a look at the "add emotions and thoughts through syndromes" thing when writing the smoking for dwarves. I might do a new workshop (maybe two?) for each race that allows all kinds of additions for them, affecting their stress level.

Dwarves = Lounge. Smoke, drink, read, relax, play.
Kobolds = Juice bar. Drink juices/cocktails. (Gives a use for all the plant-based drinks, because otherwise they are pointless. They need no alcohol.)
Orcs = Casino. Gamble, drink and fight.
Succubi = Torture chamber. Hurt themselves.
Humans = Philosophers garden. Meditate, read, listen to a play, relax.

Alternative ideas:
Dwarves = Gaming room. Play all kinds of RPGs, Pen&Paper, card games, rune puzzles.
Kobolds = Thieves altar. Steal stuff, get positive thoughts from getting shinies.
Orcs = Arena. Get good thoughts from fighting.
Succubi = Pleasure room. Rub each other in soap/oil, massages, etc.
Humans = Brothel. Pay money for... services.

There are 169 emotions. The naming can be as you like, for example "she is delighted due to X" with X being a string you enter.

"she is delighted due to winning the tournament".
"She feels pleasure due to a full-body oil massage".
"He feels exhilarated due to fierce combat in the arena against a dwarish prisoner".

All emotions with positive numbers add stress, so some reactions can make people unhappy. Could be part of a harder-X option. Emotions with 0 add nothing, emotions with negative numbers reduce stress... so for these workshops, I can only use the ones with positive numbers. Sadly I cant make succubi feel better due to horror or pain.

Here all the nice ones.
Quote
0   Acceptance   -8
1   Adoration   -1
2   Affection   -2
10   Amusement   -4
19   Arousal   -8
25   Bliss   -1
27   Caring   -2
31   Contentment   -8
36   Delight   -1
49   Eagerness   -4
51   Elation   -2
53   Empathy   -2
55   Enjoyment   -8
62   Exhilaration   -2
66   Fondness   -8
67   Free   -4
73   Glee   -2
76   Gratitude   -4
83   Happiness   -2
86   Hope   -2
96   Interest   -8
100   Jolliness   -4
101   Jovialty   -2
102   Joy   -1
103   Jubilation   -1
108   Love   -1
110   Lust   -1
116   Nostalgia   -8
117   Optimism   -4
120   Patience   -8
121   Passion   -2
124   Pleasure   -4
125   Pride   -4
127   Rapture   -1
129   Relief   -2
132   Repentance   -2
137   Satisfaction   -8
150   Sympathy   -8
151   Tenderness   -2
154   Thrill   -2
156   Triumph   -2
161   Wonder   -8
164   Zeal   -4
169   Admiration   -8

And here all the bad emotions:
Quote
3   Agitation   4
4   Aggravation   4
5   Agony   1
6   Alarm   4
7   Alienation   8
11   Anger   2
13   Anguish   1
14   Annoyance   8
16   Anxiety   4
22   Aversion   4
24   Bitterness   2
26   Boredom   8
29   Confusion   8
30   Contempt   4
35   Dejection   4
39   Despair   1
40   Disappointment   8
41   Disgust   4
42   Disillusioned   8
43   Dislike   8
44   Dismay   2
45   Displeasure   8
46   Distress   2
52   Embarrassment   8
54   Emptiness   4
60   Exasperation   8
64   Fear   1
65   Ferocity   2
68   Fright   2
69   Frustration   8
74   Gloom   4
75   Glumness   8
78   Grief   2
80   Grouchiness   8
81   Grumpiness   8
82   Guilt   4
84   Hatred   2
87   Hopelessness   2
88   Horror   1
90   Humiliation   4
95   Insult   4
97   Irritation   8
98   Isolation   4
105   Loathing   2
106   Loneliness   4
112   Misery   1
113   Mortification   2
115   Nervousness   8
118   Outrage   2
119   Panic   1
126   Rage   1
128   Rejection   4
130   Regret   8
131   Remorse   4
133   Resentment   8
135   Righteous Indignation   8
136   Sadness   4
139   Self Pity   8
142   Shaken   1
143   Shame   4
144   Shock   1
149   Suspicion   8
153   Terror   1
157   Uneasiness   8
158   Unhappiness   4
159   Vengefulness   4
162   Worry   8
163   Wrath   1
168   Restless   8

And the neutral ones:
Quote
8   Amazement   0
9   Ambivalence   0
17   Apathy   0
20   Astonishment   0
23   Awe   0
79   Grim Satisfaction   0
141   Servile   0
(Edit: I might be mistaken, but I read the wiki again... it states the closer the number to 1 or -1 is, the more it affects stress... so... 0 affects it how? AWE would do a lot for stress relieve, or APATHY a lot for extra stress? I dont know)

Boltgun, Smake, what do you think? Good idea, bad idea? Do you want to do the workshops for your races, or should I make them as well? They are not a big influence gameplay-wise, since people barely get tantrum spirals anymore, but they add a lot of atmosphere. :)

They are added to the creature using modtools/add-syndrome and a reaction. For example like this:

Code: [Select]
modtools/reaction-trigger -reactionName SMOKE_PIPE_SWEET -command [ modtools/add-syndrome -syndrome "smoking a nice pipe of sweet galena tobacco" -target \\WORKER_ID ]
Code: [Select]
[REACTION:SMOKE_PIPE_SWEET]
[NAME:Smoke sweet galena pipeweed]
[REAGENT:pipeweed:1:PLANT_GROWTH:LEAVES:PLANT_MAT:SWEET_GALENA:LEAF][REACTION_CLASS:IS_LEAF]
[REAGENT:bag:1:NONE:NONE:NONE:NONE][CONTAINS:pipeweed][PRESERVE_REAGENT]
[REAGENT:churchwarden pipe:1:TOOL:ITEM_TOOL_PIPE:NONE:NONE][PRESERVE_REAGENT]
[BUILDING:KITCHEN:CUSTOM_CTRL_S]
[BUILDING:STILL:CUSTOM_CTRL_S]


And of course you need the syndrome somewhere. This can be pretty much anywhere, you could make one inorganic or material template that houses all the syndromes... since I used pipeweed in the example, I put it in the plant.
Code: [Select]
[PLANT:SWEET_GALENA]
[NAME:sweet galena][NAME_PLURAL:sweet galena][ADJ:sweet galena]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:13][PICKED_COLOR:3:0:0][DEAD_PICKED_TILE:182]
[GROWDUR:500][VALUE:2]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[MATERIAL_VALUE:15]
[STOCKPILE_PLANT_GROWTH]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:sweet galena seed]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:smoking a nice pipe of sweet galena tobacco]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[SYN_AFFECTED_CREATURE:ORC:ALL]
[SYN_AFFECTED_CREATURE:HUMAN:ALL]
[SYN_AFFECTED_CREATURE:ELF:ALL]
[SYN_AFFECTED_CREATURE:SUCCUBUS:ALL]
[SYN_AFFECTED_CREATURE:GOBLIN:ALL]
[SYN_AFFECTED_CREATURE:KOBOLD:ALL]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_INGESTED]
[CE_FEEL_EMOTION:EMOTION:DELIGHT:SEV:1000:PROB:100:START:0:PEAK:0:END:12000:DWF_STRETCH:4]
[SEED:sweet galena seed:sweet galena seeds:3:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[WET][BIOME:NOT_FREEZING][DRY]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:green leaves]
[PREFSTRING:exquisite tobacco]
[PREFSTRING:sweet taste when smoked]
[SHRUB_TILE:'"']
[DEAD_SHRUB_TILE:'"']
[SHRUB_COLOR:3:0:0]
[DEAD_SHRUB_COLOR:6:0:0]
[GROWTH:LEAVES]
[GROWTH_NAME:sweet galena leaf:sweet galena leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:6:7:0:0:NONE]

The important part is that the name of the syndromes (SYN_NAME:smoking a nice pipe of sweet galena tobacco) is the exact string that is entered in the onload.init (modtools/add-syndrome -syndrome "smoking a nice pipe of sweet galena tobacco" -target \\WORKER_ID).
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Putnam on June 24, 2016, 03:50:04 pm
You can also customize which emotion is associated with the thought with add-thought, which I updated to also allow for syndrome strings as well as thought enums.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on June 24, 2016, 03:54:22 pm
You can also customize which emotion is associated with the thought with add-thought, which I updated to also allow for syndrome strings as well as thought enums.
Which means... what exactly? I could make them feel "Humiliation", but force them to associate it with a positive thought?
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Putnam on June 24, 2016, 03:55:49 pm
It means you could take a syndrome that ordinarily makes them feel jubilation and make them feel any other emotion without having to add more syndromes with identical names.

...Not copying raws is a priority for me for easy updating at a future date, though, so I might be weird that way.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on June 24, 2016, 03:57:51 pm
Ah, ok. Thanks. :)
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on June 24, 2016, 05:01:51 pm
Quote
Humans- 33 (30%)
Goblins- 8 (7.3%)
Elves- 17 (15.5%)
Necromancers- 52 (47.3%)
People voted for necromancers most, although I dont know exactly how I should do them now. A lot changed and I can completely redo them.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Gwolfski on June 24, 2016, 05:29:02 pm
The new suggested rooms look nice. I think all of them should be added (both lists)
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: Meph on June 24, 2016, 07:55:32 pm
So... I looked into porting the old human mode and I just do this:  :'(

So much stuff has to be rewritten. 300+ reactions that used LUA_HOOK now need to be remade to use the Onload.init.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Fairin on June 24, 2016, 08:27:48 pm
woo hoo i voted and if no one else votes, my vote actually mattered!

to be quite honest if it ended up being like CKAN (kerbal space program) or CFAN (the literal clone of CKAN) for factorio.. or the steam workshop in its idea i would perfer that, making it show all the mods in one place, which are updated and compatable with each other ect ect...
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Urlance Woolsbane on June 24, 2016, 09:54:59 pm
I voted "Bad Idea." I fear that the sort of mod that wouldn't simply be included wholesale in Masterwork is the sort that would have its selling points obfuscated by the surrounding hustle and bustle.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Dirst on June 24, 2016, 10:02:41 pm
I voted "Bad Idea." I fear that the sort of mod that wouldn't simply be included wholesale in Masterwork is the sort that would have its selling points obfuscated by the surrounding hustle and bustle.
It depends on what it means to preview a mod.  Things like First Landing or Trashworld are total conversions that you can't really do piecemeal whereas a player can go a while without even realizing that The Earth Strikes Back is active.

The only solution I can think of is a zipped save as the preview, which also requires enough documentation to explain what the hell is going on.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Meph on June 24, 2016, 10:54:30 pm
I mean adding a small part, maybe 1 civ, a few creatures, a few items, a few plants... make a note in their desription "GENESIS" or "FIRST LANDING", so that if players can identify where they are from when they encounter them while playing.

All of these would be OFF by default, merely an option to give other mods more exposure. You see cool plants, see that they are from mod X, think that the content is good, and that you maybe want to try out mod x.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: chaosfiend on June 24, 2016, 11:20:17 pm
The biggest thing I wanna know, is will you be able to have information easily available to tell people what mods are going to have massive conflicts with each other in one way or another? Because I'm sure there will be many folk that will just see multiple new features that you put in, and not read on them at all knowing what they do, (see the several Preta threads), or what pieces might conflict.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: daisha on June 25, 2016, 01:14:34 am
I mean adding a small part

I think "preview" mods would be ignored by those players who are competent to configure mods on their own and frustrating to those players who are not because they'd find themselves unable to access the full content of the mod if they liked the preview.  (Of course, it might encourage a sliver of the users to develop said competence, but unless education is your lifequest probably not enough to justify the labor.)

I think you could use your popularity as the big fish in the DF modding community to get community buy-in for an open source mod manager/launcher.  If you maintain the whole thing on github, people would have the option of adding a module for their own mod to your launcher, putting their mod within two or three clicks of anyone running your launcher.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Fairin on June 25, 2016, 06:16:42 am
I mean adding a small part

I think "preview" mods would be ignored by those players who are competent to configure mods on their own and frustrating to those players who are not because they'd find themselves unable to access the full content of the mod if they liked the preview.  (Of course, it might encourage a sliver of the users to develop said competence, but unless education is your lifequest probably not enough to justify the labor.)

I think you could use your popularity as the big fish in the DF modding community to get community buy-in for an open source mod manager/launcher.  If you maintain the whole thing on github, people would have the option of adding a module for their own mod to your launcher, putting their mod within two or three clicks of anyone running your launcher.

http://ckan.org/

what is it whats it do? .. this is what it does for Kerbal... http://forum.kerbalspaceprogram.com/index.php?/topic/90246-the-comprehensive-kerbal-archive-network-ckan-package-manager-v1180-19-june-2016/
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Meph on June 25, 2016, 06:47:10 am
I know Paul, after all, he is on bay12 too. Urist McTeellox.

I'm not going to do a all-out mod-launcher for everyone. First of all Mac and Linux users would complain because I'd do it in VB, second I'd have a lot more work on my hand, third I'm not even sure if I have the ability to do so and fourth because PeridexisErrant has been working on that on and off for a year now and its still not there.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Rakden on June 25, 2016, 09:03:56 am
About 'factions', succubi and warlock problem:

I see Succubi as 'refuges' from Hell. In my opinion, they are not completly evil - they are only trying to survive on hostile surface, where nobody wants them. Also, they love beautiful things like any other race (glass/gem stuff) and are quite tolerant (they 'accept' other races into their cities, right? :P) I'm not quite sure if they should be considered as 'evil' race, but of course, they can't be good either. I think that they could fit into 'neutral' or 'Slavers' faction.

And Warlocks. In Masterwork, Warlock = Undead. But, honestly - they only want immortality, knowledge and/or power. They are like mad scientists/mages but that doesn't mean that they are completly evil. I think that they could fit into 'Slavers' faction too - and trade with Succubi (you know, warlock-demon pacts and stuff).

But if Warlocks/Undead and Succubi/Demons are more neutral than evil, who should be the 'Evil'?
Both of them want to survive, but neither wants destruction or doom.


The 'evil' race should cooperate with Clowns to bring Fun into world. Or at least: they should try to bring Circus to surface. So I think that some 'Cult' or 'Sect' who want to see the world burn could be good. 'Cult of Carp' maybe?

Sorry for any mistakes, because English is not my native language.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Meph on June 25, 2016, 09:08:19 am
Ehm... Rakden, its nice that you are so tolerant, but Succubi torture people, ally with demons and corrupt/mutate captured prisoners into monsters. Warlocks kill everything they see, write books with blood on human skin, etc...

I'm not sure how much more evil things could be.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Rakden on June 25, 2016, 10:02:17 am
Well, of course they are both evil.

Succubi are merciless for their enemies, they corrupt them and sometimes they seek allies among demons from Underworld. And they use souls in their dark rituals.
But they do it to survive, and they do feel pain when their friends or pet die (even if it is corrupted enemy or simple monster from hell).
When I played as them, it felt no different from playing as Dwarves or Humans. But still: do they want destruction? Or do they want to bring their 'friends' to the surface? I doubt. After all, they had a reason to escape from Hell. The same reason why they do not want to go back.

But Warlock on the other hand are different from Succubi. They are Undead, 'cursed' creatures. They want death to the living and destruction of surface. They seek power to bring more and more chaos into world. They are cruel to their prisoners and they use souls in their workshops. Both their enemies, and their own. Also, they do not feel anything about death of their own people - after all, they can revive them later, right?


So - they both may be evil. And they are dangerous to others. But all Succubi do is to survive. While Warlocks want destruction.
I think that Succubi should be in 'Slavers' faction and Warlocks in 'Evil' faction - just like before.

And honestly: do anyone think that Succubi will want to call or bring HFS?
And do Warlock will be able to controll their guests?

I doubt.

But Warlocks will surely try to do it.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Meph on June 25, 2016, 10:35:40 am
Quote
And honestly: do anyone think that Succubi will want to call or bring HFS?
And do Warlock will be able to controll their guests?

I doubt.
Maybe I'm overthinking this, but isnt this like trying to interpret a literary text while the author is sitting next to it; it would make more sense to ask the author than say "this is what the author meant".
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: daisha on June 25, 2016, 11:25:55 am
Maybe I'm overthinking this, but isnt this like trying to interpret a literary text while the author is sitting next to it; it would make more sense to ask the author than say "this is what the author meant".
Authorial intent doesn't count for much in the world of hermeneutics, unfortunately.  It is absolutely ordinary for critics to discount an author's own opinions about their world, particularly with regard to the moral quality of a character or civilization.  One of the most interesting books out there imo (in the sense that it's interesting to me that it exists, not that it's my favorite book) is Kirill Eskov's The Last Ringbearer which is the tale of the War of the Ring told from the perspective of Mordor.  Of course, Mordor considered from the perspective or Mordor is more benign than Mordor from Gandalf's perspective.

I, too, raise my eyebrow at the idea of a civilization that self-IDs as evil.  I don't question that we should consider the succubus evil, because they eat our fear and pain.  But to them, our fear and pain is just their food.  Objectively, there's not a ton of difference between a human's beef cookbook and a succubus's torture manual.  Evil is a question of faction membership, which is how you have it, so thumbs up.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: cerevox on June 25, 2016, 08:32:16 pm
Relativistic morality. Succubus aren't evil, they are just doing the things that are appropriate for their culture. You can't blame them for torturing and warping their prisoners into twisted forms, or of giving each other massages with the blood of their foes as oil(which would be quite a cool mechanic for the lounge idea under consideration, use a prisoner as a reagent.) It is simply a part of their culture. No other culture has the right to come in and say this is good or bad.  :P
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: smakemupagus on June 25, 2016, 10:28:38 pm
"I'd like to add partial content of major mods/total conversions, off by default, as a sneak-preview. Play it, see the content, if you like it, go and play the proper mod."

Example: "Terrible weapons" mod.  If it unlocked an industry chain where you can use cheap, maybe non-weapons grade junk metal, rocks, glass to make these peasant weapons, it would be cool.  But just dumping the whole list into the forge - meh.

"Historical weapons" -- if it unlocked different flavors of existing entities (say, 3 or 4 different "Human" entities that may or may not co-exist in a given world) with different martial traditions, maybe divergent ethics, it would be cool. 

For sneak preview of total conversions -- it works Ok if it's some sort of element that really stands alone (like a new race).  But if it's a different kind of piece like a new industry mechanic, new materials, or an extended weapon list, then it would be best if it feels connected cohesively and not just tacked on.  So without knowing quite what you have in mind i'm not sure how to cast a vote.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Putnam on June 25, 2016, 11:38:52 pm
I'd prefer as much of whatever mod of mine's included be included as possible, really.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Meph on June 28, 2016, 02:56:17 pm
Human mode update is progressing nicely. I think I'll be done for the friday release.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Metaltooth on June 29, 2016, 07:45:29 am
Human mode update is progressing nicely. I think I'll be done for the friday release.
Will I finally get to live out my dream of being a human pistolero with flintlocks?

Or well any muskets in particular
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: daisha on June 29, 2016, 02:16:16 pm
Human mode update is progressing nicely. I think I'll be done for the friday release.
Will I finally get to live out my dream of being a human pistolero with flintlocks?

Or well any muskets in particular
This thread provides Meph's human mode documentation. http://www.bay12forums.com/smf/index.php?topic=159106.0 (http://www.bay12forums.com/smf/index.php?topic=159106.0) We're promised "handcannons" via the Cannon Engineer shop, the highest level of the engineer's guild.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Meph on June 29, 2016, 02:28:02 pm
They also have flintlocks and muskets, just like the old human mode.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Metaltooth on June 29, 2016, 04:14:24 pm
Quote
This thread provides Meph's human mode documentation. http://www.bay12forums.com/smf/index.php?topic=159106.0 (http://www.bay12forums.com/smf/index.php?topic=159106.0) We're promised "handcannons" via the Cannon Engineer shop, the highest level of the engineer's guild.
Quote
They also have flintlocks and muskets, just like the old human mode.

this is absolutely fantastic

Both Fortress mode and Adventure mode will have so many new fun toys
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Splint on June 29, 2016, 09:52:22 pm
Question, do the humans have anything similar to other civs' combat castes in the release? it'd be a little odd if they didn't, though its obvious from what I saw elsewhere you were dissatisfied with how the Knights turned out in he legacy version.

Could always have Legion analogues under the names of Watchmen, Siegemen, and Men-at-Arms (Armor, shield, blunts - ranged - armor, shield, edged weapons, respectively.)
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Meph on June 30, 2016, 05:03:49 am
Question, do the humans have anything similar to other civs' combat castes in the release? it'd be a little odd if they didn't, though its obvious from what I saw elsewhere you were dissatisfied with how the Knights turned out in he legacy version.

Could always have Legion analogues under the names of Watchmen, Siegemen, and Men-at-Arms (Armor, shield, blunts - ranged - armor, shield, edged weapons, respectively.)
They have 5 secret castes (warrior, thief, barbarian, monk and cleric) that rarely arrive as migrants; and they have 5 military castes (guard, marksman, squire, knight and paladin) but I have not written a building to transform them into such yet. There is still lots of content I'd like to include to humans, but I feel like they are already fairly large as far as workshops go...
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: kizucha on July 01, 2016, 05:15:26 am
So meph do we not get new shiny(dark and dangerous of course) necromancers and get instead the old grumpy rotting warlocks from before? ;D
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Meph on July 01, 2016, 06:41:01 am
So meph do we not get new shiny(dark and dangerous of course) necromancers and get instead the old grumpy rotting warlocks from before? ;D
Because the old ones cant be ported.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: kizucha on July 01, 2016, 06:46:47 am
Oh ok, i was a bit confused, like after the humans got first, you added the old style warlocks to the poll and dont even mentiont the new necromancers i thought you had thrown them over board. :)
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Meph on July 01, 2016, 07:25:32 am
Well, how can a non-existing race of necromancer that no one ever played be your favourite race? ^^
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: kizucha on July 01, 2016, 09:59:12 am
Well, imagination. 8) I wanted to see them but i'm fine with the old ones. ;)
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: SharpKris on July 01, 2016, 03:47:55 pm
TBH all i want from the old warlocks is the prisoner bug to be sorted out, besides that playing them is insanely fun.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Meph on July 01, 2016, 08:06:10 pm
Progress - trying out the 43.03 version with twbt.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Teneb on July 03, 2016, 02:50:57 pm
Thinking about it, I think there's one thing the mod really should have: reactions for the workshops of other races. Could range from just being able to do limited versions of what the others could, to changing them into unique workshops for the race that can't be acquired otherwise. Would make cross-race reclaims far more interesting.
Title: Re: Future of the mod - Progress & Suggestions - Poll on races!
Post by: 123nick on July 05, 2016, 03:09:39 pm
To date, I still prefer Ye Olde ☼Masterwork☼ because

- The classic libraries were effective and simple: grow and press some tubers for glue, use ink, pen and something to write on to make simple books for each library, quickly bringing up skills in all the areas – including personality traits.  No more scrambling to keep migrants from mooding into Legendary Tanners.  The new scrolls and scholars system might well be fantastic someday but, not yet.
- Morul’s Tavern had the podium and the speeches raised awareness and trait levels; my child duchess was noble. 
-  Pipeweed calmed tantruming-prone dorfs.
- The Guildhall wasn’t sexist. 
- The Embassy gave more options (although, did Emigrate ever actually work??).  Declaring War on the Elves should be every dwarf’s dream come true.
- Ferric Elves: a great seed idea.
- Magic.  Maybe not dwarfy but the White Wizard was best for battling wandering necros.  Took flippin’ forever to train one, though. 
- War Beasts.  Cool.  Combat texts of Raptors with those spinning, kung-fu, eviscerating back kicks.
- The Apothecary was primed for ‘someday’ syndromes and diseases.
- Better use of the Blood God; why meditate and pray to all these wimpy wannabee deities when you can do blood sacrifice to Armok? 
- Leather: so it was a coding pain and most players didn’t bother with it but studded, lamellar leather armor was lightweight and certainly good enough until invaders come with steel weapons.  A dozen leatherwing bats were good for a large fort’s requirement. 
- Frost Giants.  Maybe Titans are a drop-in match but, bifrost.  And a good storyline. 
- Blast Furnaces: wood (and apples and plums and walnuts …) are everywhere in the new release.  Energy/coke/charcoal USED to be the constraint on a metals industry and that’s the way it should be: magma as a game-changer.  Wood is for the tree huggers, period.  Except for making charcoal, of course, and a second Blast Furnace on the surface close to the Depot fixed that early problem.   
- Runes.  Way dwarfy. 
- Easy mithril was there as a stop-gap when the invaders came unexpectedly early. 
- My chemists never got the hang of making grenades or landmines but it was fun to watch them try.  Exploding landmines from a trebuchet – just how dwarfy can one get?
- The Colosseum.  Gotta have one.  Most of the beasts were a waste of time but is there anything better to train against than a Bronze Colossus?
- Warpstone: less silly than Rock Ghosts, made for great turrets on the battlements.

Yeah, some of the best parts will be incorporated someday in a new release.  But the cafeteria approach to Masterwork worked for me as it was: steampunk was silly so, I ignored it.  Gollums were an interesting idea but more trouble than they were worth so, standard military (w/ a few select, trained warbeasts) was good enough. 

Reborn is now clearly the only way forward with the newest vanilla DF and ‘greatest good for the greatest number’ and all that seems to mean lots of changes for non-dwarf races, OK, but I wonder how many others focus on DWARF fortress?  I dabble w/ Hermit now and again and am glad to see it upgraded but Ye Olde ☼Masterwork☼ still has many advantages for some of us.  Or maybe just me.    :)
 

i know im a month and 2 days late too reply too this but i agree with you whole-heartedly. i loved how much stuff the old version had. all the weaponry, aimable catapults, steamengines, how gnomes had the drilling rig that made lava actually obtainable for me! its amazing.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Meph on July 05, 2016, 06:02:13 pm
Quote
aimable catapults
thats still in. Steamengine will come back too.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: chaosfiend on July 06, 2016, 04:38:56 am
I'm so sad that currently it seems Kobold, Succubi and Hermit are last in polls. Those are my three faves of the races in Masterwork!
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Meph on July 06, 2016, 05:50:53 am
Easy explanation: Most people play dwarves because its dwarf fortress, humans are the newest and people are excited about them, and necromancer are the last ones missing, so people vote for them in hopes to see a comeback.

Besides, 59 people voted. 995 people downvoted the current version. ;)
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Insanegame27 on July 06, 2016, 07:42:33 am
Come on Orcs, you can do eet!
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Fairin on July 06, 2016, 03:40:34 pm
Easy explanation: Most people play dwarves because its dwarf fortress, humans are the newest and people are excited about them, and necromancer are the last ones missing, so people vote for them in hopes to see a comeback.

Besides, 59 people voted. 995 people downvoted the current version. ;)

how dare 995 people downvote this =(>.<)=
Spoiler (click to show/hide)
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Boltgun on July 07, 2016, 02:39:52 am
Also dfhack 43.-03 r1 is out so I guess we can start upgrading to this version.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Meph on July 07, 2016, 05:34:09 am
Also dfhack 43.-03 r1 is out so I guess we can start upgrading to this version.
Already done... waiting for friday to release it.  :)
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Greyehame on July 08, 2016, 08:02:27 am
Easy explanation: Most people play dwarves because its dwarf fortress, humans are the newest and people are excited about them, and necromancer are the last ones missing, so people vote for them in hopes to see a comeback.

Old warlocks were always my favorite civ because they provided a mechanic none of the other races did - the ability to control my rate of growth.  Unless I was facing an unusual amount of Fun, by 2-3 years in any fort I made would be at or nearing the pop limit, which is growing way to fast for my taste.  Newly established outpost becomes the capital in 3 years?  Really? 

Some of that can be altered by modding wealth thresholds, but at least for my limited skills, significantly slowing down the influx of migrants was impossible.  Warlocks provided a welcome solution to that problem which allowed me to develop & expand my fortress at a rate I could control.  I liked a lot of other things about them, but this is far and away the feature that made them my favorite to play.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Urist Reborn on July 08, 2016, 10:53:25 am
Easy explanation: Most people play dwarves because its dwarf fortress, humans are the newest and people are excited about them, and necromancer are the last ones missing, so people vote for them in hopes to see a comeback.

Old warlocks were always my favorite civ because they provided a mechanic none of the other races did - the ability to control my rate of growth.  Unless I was facing an unusual amount of Fun, by 2-3 years in any fort I made would be at or nearing the pop limit, which is growing way to fast for my taste.  Newly established outpost becomes the capital in 3 years?  Really? 

Some of that can be altered by modding wealth thresholds, but at least for my limited skills, significantly slowing down the influx of migrants was impossible.  Warlocks provided a welcome solution to that problem which allowed me to develop & expand my fortress at a rate I could control.  I liked a lot of other things about them, but this is far and away the feature that made them my favorite to play.
I agree with the problem, though warlock was never really to my taste purely for aesthetic reasons. Would it be possible to make a slow migration button on the GUI? I just don't want my fort population to double simply because I built a dormitory. Not only is it immensely unrealistic, it leaves no time to revel in the fun of having your original seven. The alternative I've used the most has been a no migration, birth controlled fort. But it's just the other extreme.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Teneb on July 08, 2016, 11:03:06 am
Easy explanation: Most people play dwarves because its dwarf fortress, humans are the newest and people are excited about them, and necromancer are the last ones missing, so people vote for them in hopes to see a comeback.

Old warlocks were always my favorite civ because they provided a mechanic none of the other races did - the ability to control my rate of growth.  Unless I was facing an unusual amount of Fun, by 2-3 years in any fort I made would be at or nearing the pop limit, which is growing way to fast for my taste.  Newly established outpost becomes the capital in 3 years?  Really? 

Some of that can be altered by modding wealth thresholds, but at least for my limited skills, significantly slowing down the influx of migrants was impossible.  Warlocks provided a welcome solution to that problem which allowed me to develop & expand my fortress at a rate I could control.  I liked a lot of other things about them, but this is far and away the feature that made them my favorite to play.
I agree with the problem, though warlock was never really to my taste purely for aesthetic reasons. Would it be possible to make a slow migration button on the GUI? I just don't want my fort population to double simply because I built a dormitory. Not only is it immensely unrealistic, it leaves no time to revel in the fun of having your original seven. The alternative I've used the most has been a no migration, birth controlled fort. But it's just the other extreme.
The only modding allowed re: migration is the population cap in the init file. You can either have no migrants, or regular.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Urist Reborn on July 08, 2016, 12:26:21 pm
Easy explanation: Most people play dwarves because its dwarf fortress, humans are the newest and people are excited about them, and necromancer are the last ones missing, so people vote for them in hopes to see a comeback.

Old warlocks were always my favorite civ because they provided a mechanic none of the other races did - the ability to control my rate of growth.  Unless I was facing an unusual amount of Fun, by 2-3 years in any fort I made would be at or nearing the pop limit, which is growing way to fast for my taste.  Newly established outpost becomes the capital in 3 years?  Really? 

Some of that can be altered by modding wealth thresholds, but at least for my limited skills, significantly slowing down the influx of migrants was impossible.  Warlocks provided a welcome solution to that problem which allowed me to develop & expand my fortress at a rate I could control.  I liked a lot of other things about them, but this is far and away the feature that made them my favorite to play.
I agree with the problem, though warlock was never really to my taste purely for aesthetic reasons. Would it be possible to make a slow migration button on the GUI? I just don't want my fort population to double simply because I built a dormitory. Not only is it immensely unrealistic, it leaves no time to revel in the fun of having your original seven. The alternative I've used the most has been a no migration, birth controlled fort. But it's just the other extreme.
The only modding allowed re: migration is the population cap in the init file. You can either have no migrants, or regular.
Is there anything that could be done to scale back the value of all goods so that migrants will come slower for the same amount of real wealth? The size of migrant waves is in proportion to wealth, right?
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Teneb on July 08, 2016, 12:37:02 pm
Great Quote of Giza
Is there anything that could be done to scale back the value of all goods so that migrants will come slower for the same amount of real wealth? The size of migrant waves is in proportion to wealth, right?
The best you could do is reduce the value of all materials and items in the files. Some stuff is hardcoded, though.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Urist Reborn on July 08, 2016, 04:07:06 pm
Great Quote of Giza
The best you could do is reduce the value of all materials and items in the files. Some stuff is hardcoded, though.
If that's not going to work, would there be a way to poof away two thirds of every migrant wave or something? You could even group by families so you don't poof away half a family, or something?
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Fairin on July 08, 2016, 04:30:43 pm
in the past i'd lock the dwarf limit at 20, play till i feel like i need moar, unlock it to 50, then 80 then 120 and so on usually in autumn every other year
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Meph on July 09, 2016, 07:51:32 pm
Thanks to Roses I was able to make a fancy new toy.

(http://i.imgur.com/Y9dxPS8.png)
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: chaosfiend on July 12, 2016, 01:36:10 pm
Any Chance we can get the TotemHammer traps or something Skull/totem related for the kobolds next update? My fort of Murkruin has like, 70 totems and nothing to do with them at all. Since you removed Trading for kobolds, I can't even sell them off and they are just taking up space.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Meph on July 12, 2016, 01:57:50 pm
I'm averse to tiny changes to single civs, I'd rather make one big "kobold update" and work only on that for a week. Although I might face a little dilemma next friday: I did a lot of work on Naga, but its still more a concept and testing than anything I could release.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Teneb on July 12, 2016, 06:25:52 pm
I'm averse to tiny changes to single civs, I'd rather make one big "kobold update" and work only on that for a week. Although I might face a little dilemma next friday: I did a lot of work on Naga, but its still more a concept and testing than anything I could release.
Release an optional test version for them?
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Splint on July 12, 2016, 06:57:56 pm
Could always roll a few minor updates together for a release along with that test version.

Kobolds need stuff to use thier totems for. I for one, am in favor of sling-grenadiers if it's possible. Or maybe totem helmets? Or using them in the totem pole if they aren't already? (Been ages since I played kobolds.)

Or possibly use them as offerings in a shrine for stuff? Like, x totems go in, y chance of success?

Humans I think could still use more reliable military castes rather than what are essentially luck-based ones to go with harder learning for humans.

Possibly go over the manual again, fix typos, update information on things (some stuff looks like it might still be 34.11 era MW stuff, but I could be wrong.)

Wish I could provide more in the way of minor suggestions, but Dwarves seem pretty well rounded off for the most part, Boltgun works on the succubi, and orcs never really needed much else to start with that I could recall.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: chaosfiend on July 13, 2016, 01:39:29 am
Could always roll a few minor updates together for a release along with that test version.

Kobolds need stuff to use thier totems for. I for one, am in favor of sling-grenadiers if it's possible. Or maybe totem helmets? Or using them in the totem pole if they aren't already? (Been ages since I played kobolds.)

Or possibly use them as offerings in a shrine for stuff? Like, x totems go in, y chance of success?

Yeah, I love the thought have having more skulls, and general skullduggery among kobolds.

I love the ideas of them using Totem Skulls almost like grenades of sorts. Doing something like heavily scoring the skull, so that they burst open when thrown, either filled with some sort of Caustic/Sickening toxin, or maybe filled in the skull cavity with biting/stinging vermin, like the Stingchuck from the Pathfinder Roleplaying game. As either a thrown weapon, or perhaps as Catapult Ammo? Something that Kobolds would be able to use from behind their safe walls.

As said before, using them again As Totemhammers would also be a fun thing! You can never have enough traps!

Also, something I just noticed in the Training Room for Kobolds. There is Sword, Spear, Hammer, Axe and Mace training, but no training option for large daggers or whips. Is there a reason for this?
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Meph on July 13, 2016, 07:31:30 am
dagger is not a military skill, and no training whips exist... a training whip would still be the same as a whip. Its the same material. ;) I can add these two.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Metaltooth on July 13, 2016, 07:50:22 am
dagger is not a military skill, and no training whips exist... a training whip would still be the same as a whip. Its the same material. ;) I can add these two.

I can see dagger as being a skill perhaps a marksman or archer would have
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Meph on July 13, 2016, 09:22:08 am
Me too, but today does not. If you set the military to "any melee weapon", they will never take a dagger. There is no profession for dagger-users, you will never see a dagger-bold, like you'd see a sword-bold. It simply does not exist in the code.

Its only used for/by thieves that appear on your map.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Metaltooth on July 13, 2016, 11:34:13 am
Me too, but today does not. If you set the military to "any melee weapon", they will never take a dagger. There is no profession for dagger-users, you will never see a dagger-bold, like you'd see a sword-bold. It simply does not exist in the code.

Its only used for/by thieves that appear on your map.
Perhaps there should be something like a thief you can train?
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Putnam on July 13, 2016, 06:47:54 pm
Cannot add new professions or skills.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Splint on July 13, 2016, 07:55:04 pm
Idea: Have the trap parkour thing train knife user as well, since it's those bolds who have to deal with traps that traditionally need to use knives  anyway, right? And the same break chance works out, since the bold might whack an sprigning out thing or something wrong and shatter the blade.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Dracko81 on July 14, 2016, 01:57:23 am
Cannot add new professions or skills.

I don't know how modding works with DF, but can you reassign skills?  Say mining because kobolds don't mine and is unused.

Do individual races have differing skill trees?

Obvious issue then is if mining is enabled, daggers might become OP for a few kobolds.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: chaosfiend on July 14, 2016, 03:15:55 am
Question, are several of the Megabeast Hermits still borked in how they work? I recall that the Ettin was not working and at least one or two others were kinda borked.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: TaigaR on July 14, 2016, 04:00:28 am
Meph, could you please make mod launcher for Linux? Or maybe make some kind of text file with settings to launch Masterwork on Linux?
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Meph on July 14, 2016, 07:04:36 am
Meph, could you please make mod launcher for Linux? Or maybe make some kind of text file with settings to launch Masterwork on Linux?
no, I cant.

Question, are several of the Megabeast Hermits still borked in how they work? I recall that the Ettin was not working and at least one or two others were kinda borked.
If I knew which, I could say more ^^

Cannot add new professions or skills.

I don't know how modding works with DF, but can you reassign skills?  Say mining because kobolds don't mine and is unused.

Do individual races have differing skill trees?

Obvious issue then is if mining is enabled, daggers might become OP for a few kobolds.
nope
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: chaosfiend on July 14, 2016, 01:20:16 pm
Alright, after some quick play, so far I have found that the Ogre, Giant, and Ettin are somewhat bugged, They will Mine with the copper, but not chop wood with the fungi training axe I gave them, and they will not construct buildings from my test
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Dirst on July 14, 2016, 01:35:45 pm
Alright, after some quick play, so far I have found that the Ogre, Giant, and Ettin are somewhat bugged, They will Mine with the copper, but not chop wood with the fungi training axe I gave them, and they will not construct buildings from my test
Wooden training axes no longer cut down trees for anyone.  Though you might expect a giant to bludgeon a tree down with a training axe.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: chaosfiend on July 14, 2016, 02:35:16 pm
Alright, after some quick play, so far I have found that the Ogre, Giant, and Ettin are somewhat bugged, They will Mine with the copper, but not chop wood with the fungi training axe I gave them, and they will not construct buildings from my test
Wooden training axes no longer cut down trees for anyone.  Though you might expect a giant to bludgeon a tree down with a training axe.

Oh that was changed? Okay, then that at least reduces one problem. But yeah, I tried again, and Ettin certainly is not listening to any jobs I try and give to it.

Ahhh, I think what screws it up most, is if you try and assign any job to your hermit BEFORE it's designated as a Hermit. If you try and give it any sort of jobs while it is still designated as an Ettin and not a Hermit, it messes up something.
Title: Re: Future of the mod - Progress & Suggestions - NEW POLL! SNEAK-PREVIEWS
Post by: Blazebase on July 14, 2016, 02:51:48 pm
Hey Meph - are you going to add back the extra ranged weaponry? You know - the Spear/Axe/Bola/Hammer throwers? I found those to be quite useful in the hands of my dwarves who were able to handle a full stack of steel throwing spears (Which was like 87 lbs. or something like that) or I'd just place a bunch of them inside of my weapon traps to turn enemies into pincushions (I also found it quite funny how if you put heavy metal throwing spears inside those traps and the victim still lives - they will have roughly 20 - 30 pounds worth of spears jutting out of them slowing them down quite a bit.)

I do think that they need their values and weight reworked though - I do remember distinctly that I would mass manufacture rose gold bolas that weighted like 137 pounds and sold for like 8000 base for just one bar. So yea.

And congrats on keeping the Masterwork Mod alive and well for as long as you have man - been playing since 34.11 and haven't stopped since.
Title: Re: Future of the mod - Progress & Suggestions - Kobold update poll
Post by: Meph on July 17, 2016, 01:55:12 pm
Blazebase: Bola throwers and slings are back for kobolds, the others I dont think I'll add. The values I cant dictate, they are calculated from the size... so a stronger weapon will automatically be worth a lot.
Title: Re: Future of the mod - Progress & Suggestions - Kobold update poll
Post by: Devast on July 24, 2016, 12:36:38 am
I apologize if this has been asked before but when do you look to update MW to a new version of DF?
Title: Re: Future of the mod - Progress & Suggestions - Kobold update poll
Post by: Meph on July 24, 2016, 07:13:39 am
as soon as the utilities are updated.
Title: Re: Future of the mod - Progress & Suggestions - Kobold update poll
Post by: Urist Reborn on August 05, 2016, 07:35:08 pm
My ultimate answer for your poll is that whatever works best for you will ultimately work best for the mod, but I cast my vote for short unfinished updates, because I think if that works out it could help keep the community interested.
Title: Re: Future of the mod - Progress & Suggestions - Mod dev poll
Post by: chaosfiend on August 05, 2016, 10:20:05 pm
Overall I think I prefer to get a large update all at once, rather than several small updates. Unless its a small bugfix update or something, I'm more than happy waiting three weeks between major releases. Gives me plenty of time to play that release without worrying that something better will appear in the next release.
Title: Re: Future of the mod - Progress & Suggestions - Mod dev poll
Post by: Evans on September 14, 2016, 07:22:12 am
Here is a suggestion:

I saw you mentioning adding Skavens to MDF.
While it's all good and stuff, would be fun to mash them with my hammerers for the good of the empire, maybe you would consider something else entirely.

A tribal civilisation of animal men.

They are already in the game. They already can be part of the fort. They can have jobs, titles, positions. Not sure about pregnancy and children for non-fort races, so perhaps some smart choice of starting the original tribal race (some cat men perhaps? cats are smart, cat men are dwarf-sized).

They could attempt to "civilize" any captured beast men, with sole exception of birdmen (their pathfinding is broken; let's say lore wise, that bird man prefer freedom of the skies to the cages underground).

Now, you might not be thrilled by the idea of hamster men scurrying around your farms.
So perhaps picture this:

Spoiler (click to show/hide)
Spoiler (click to show/hide)

A massive, armor-clad elephant man warrior charging into battle, leading a group of rhino maceman:
Spoiler (click to show/hide)

And somewhere there, Ajani Pride gathers:
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Seriously now.
There is an awful lot of lore regarding all sorts of beast men in fantasy games and books for this to be a reasonable concept.
They could have their shamans, their traders, their emissaries even - maybe a tribal king to the Beast Men Alliance
Title: Re: Future of the mod - Progress & Suggestions - Mod dev poll
Post by: Thelo on September 14, 2016, 08:36:28 am
Here is a suggestion:

I saw you mentioning adding Skavens to MDF.
While it's all good and stuff, would be fun to mash them with my hammerers for the good of the empire, maybe you would consider something else entirely.

A tribal civilisation of animal men.

They are already in the game. They already can be part of the fort. They can have jobs, titles, positions. Not sure about pregnancy and children for non-fort races, so perhaps some smart choice of starting the original tribal race (some cat men perhaps? cats are smart, cat men are dwarf-sized).

They could attempt to "civilize" any captured beast men, with sole exception of birdmen (their pathfinding is broken; let's say lore wise, that bird man prefer freedom of the skies to the cages underground).

Now, you might not be thrilled by the idea of hamster man scurrying around your farms.
So perhaps picture this:

Spoiler (click to show/hide)
Spoiler (click to show/hide)

A massive, armor-clad elephant man warrior charging into battle, leading a group of rhino maceman:
Spoiler (click to show/hide)

And somewhere there, Ajani Pride gathers:
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Seriously now.
There is an awful lot of lore regarding all sorts of beast men in fantasy games and books for this to be a reasonable concept.
They could have their shamans, their traders, their emissaries even - maybe a tribal king to the Beast Men Alliance

I'M IN FOR THIS.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Yinseng on September 16, 2016, 10:18:11 am
I voted nagas but really I'd much rather gnomes.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: 123nick on September 16, 2016, 11:31:58 am
I voted nagas but really I'd much rather gnomes.
me too. id have something as close as possible to gnomes. unfortunately, gnomes are also the hardest to port over to 43.03, though :(
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: randomgenericusername on September 16, 2016, 12:08:32 pm
i hope necromancers have some features old warlocks had
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: SQman on September 18, 2016, 06:32:09 am
Personally I would like to see playable goblins. I've never really liked the more gimmicky races (warlocks, gnomes, kobolds), and always enjoyed playing the more straightforward ones. I feel like goblins would be pretty simple yet different enough to be entertaining.

I'm not really feeling the Skaven. We already have slightly Warhammery orcs, but orcs are common in fantasy works and there's a lot of tropes associated with them. Now Skaven are strictly Warhammer things, and I don't think they would really fit in. Under a different name? Sure. Maybe just ratmen from 40d, or current rodent men.
In fact, rodent men could have several castes that correspond to different rodent species, like rat men (creativity, social skills), hamster men (digging, farming), capybara men (big and strong, dumb). I don't know how that would work with vanilla rodent animal men, or if that isn't too simillar to orc and kobold castes.

One thing I really miss is the amount of new creatures in the old Masterwork. I remember having a giant herd of forest spiders, getting invaded by elves on terror birds, hunting outlandish creatures ported from some obscure game in the caverns.
Most extra creatures now come from DDD, Mythical Monsters Mod, and Arctic Additions, and while these are all fantastic mods, you need to choose a very specific embark to get modded animals.
Sure, there are random creatures, but who actually wants to be swarmed by 200 kinds of horses, 100 types of sheep, and 50 types of pikes?
Basically what i'm saying is that I'd love to see more modded animals, preferably something more mundane than IndigoFenix's stuff, yet fitting a fantasy world.

Also, I really miss the decorative grass from old MW. Underground dwarven zoos will never be the same without it.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: FallinBlackstar on September 18, 2016, 03:54:15 pm


One thing I really miss is the amount of new creatures in the old Masterwork. I remember having a giant herd of forest spiders, getting invaded by elves on terror birds, hunting outlandish creatures ported from some obscure game in the caverns.
Most extra creatures now come from DDD, Mythical Monsters Mod, and Arctic Additions, and while these are all fantastic mods, you need to choose a very specific embark to get modded animals.
Sure, there are random creatures, but who actually wants to be swarmed by 200 kinds of horses, 100 types of sheep, and 50 types of pikes?
Basically what i'm saying is that I'd love to see more modded animals, preferably something more mundane than IndigoFenix's stuff, yet fitting a fantasy world.



THIS: upvoted
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Meph on September 18, 2016, 05:39:21 pm
Understood. :)
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Evans on September 19, 2016, 04:57:36 am
A bugfix/request:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=9588

Please remove [MEANDERER] tag from animal men (possibly best to do by c_varation file) otherwise they are stumbling about re pathing every few steps in fortress mode when they become your citizens.

Until the bug is fixed (if ever, it's 6 month old already) animal men being part of the fort will not function correctly and might starve/dehydrate while crawling to haul a wood log from the other side of the map.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Dwarf-Zero on September 19, 2016, 01:59:44 pm

Please make transsexual and homo dwarfs optional. 
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Putnam on September 20, 2016, 01:10:06 pm
there are no trans dwarves in vanilla and there is no way to add them in any proper way without DFHack

bisexual/homosexual/asexual dwarves are a vanilla feature, and making it an option is somewhat complicated with all the goddamn castes
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: c0mplex on September 20, 2016, 03:18:18 pm
Yeah, I'm putting my vote in for the Necromancers. I always felt that the warlocks were the most interesting race from the old masterwork. Sure they shared similarities with with the succubi, but I liked them thematically far more-so.

So assuming that Necromancers will be similar to the Warlocks, that's the next race I want to see more than anything else.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: thegamemaster1234 on September 20, 2016, 04:40:40 pm
I also voted Necromancers, since I also liked the Warlocks back in the day. They were basically Necromancers anyway.

Truth be told, I'd vote for Gnomes instead if it were possible, though I do understand the difficulty of not only understanding the scripts, but translating them to work with a new version...
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Meph on September 23, 2016, 12:27:59 pm
Just wanted to let everyone know that I've been working on creatures today, but there are way more than I thought... the update will be a bit late, I'll release it tomorrow, when I'm done with all of them. Makes no sense to do half of it. ;)
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Evans on September 23, 2016, 12:41:55 pm
Remember Meandered tag, Meph.

This can potentially affect animal person in hermit mode  >:(
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: kekkres on September 23, 2016, 02:46:28 pm
Personally I would like to see playable goblins. I've never really liked the more gimmicky races (warlocks, gnomes, kobolds), and always enjoyed playing the more straightforward ones. I feel like goblins would be pretty simple yet different enough to be entertaining.

I'm not really feeling the Skaven. We already have slightly Warhammery orcs, but orcs are common in fantasy works and there's a lot of tropes associated with them. Now Skaven are strictly Warhammer things, and I don't think they would really fit in. Under a different name? Sure. Maybe just ratmen from 40d, or current rodent men.
In fact, rodent men could have several castes that correspond to different rodent species, like rat men (creativity, social skills), hamster men (digging, farming), capybara men (big and strong, dumb). I don't know how that would work with vanilla rodent animal men, or if that isn't too simillar to orc and kobold castes.

One thing I really miss is the amount of new creatures in the old Masterwork. I remember having a giant herd of forest spiders, getting invaded by elves on terror birds, hunting outlandish creatures ported from some obscure game in the caverns.
Most extra creatures now come from DDD, Mythical Monsters Mod, and Arctic Additions, and while these are all fantastic mods, you need to choose a very specific embark to get modded animals.
Sure, there are random creatures, but who actually wants to be swarmed by 200 kinds of horses, 100 types of sheep, and 50 types of pikes?
Basically what i'm saying is that I'd love to see more modded animals, preferably something more mundane than IndigoFenix's stuff, yet fitting a fantasy world.

Also, I really miss the decorative grass from old MW. Underground dwarven zoos will never be the same without it.
considering how warhammer uses skaven i feel like a skaven race could easily be renamed a goblin race and vice versa
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Meph on September 23, 2016, 03:49:53 pm
kekkres, I wanted to make Skaven with 3 unique features:
 - Clans that cause infighting. 4 in total, controlled by castes, that do not like and debuff each other.
 - Heavy debuff for being outside, bonus underground. Like reverse-cave-adaption, aka "no aboveground settlements/fighting".
 - Joining clans means a random (?) civ-member is murdered, to prove their commitment.

Thats different from Goblins.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Teneb on September 23, 2016, 06:14:52 pm
Yeah, goblins would involve, at least in my opinion: Something tied to demons and angels (since vaults (and thus angels) can only appear in goblin sites). Trolls (absolutely required). Snatching (differentiated from orcish slavery by actually getting new citizens instead). Probably something more. I remember Meph saying something about mass-making crappy stuff, but I dislike that (personal preference, though)
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Evans on September 24, 2016, 10:22:13 am
Quote
Changelog:
- Fixed graphics packs (sorry, broke Ascii-based packs last update).
- Female boulder crabs give FLUX eggs now.
- Naga Eggs are no longer insanely valueable.
- Animal Men no longer have MEANDERER tags, which made them slow.
- Added 431 new creatures.
Thanks Meph.

There are still things absent from ye olde masterwork, mostly small things when concerning creatures:
- unicorns have no pet_exotic tag in raws
- dragons have no child/child_name tag. afair they had it back in YOM so if you were *very* lucky you could breed them?
- probably more I will report as I see them :)

Anyway, I have to be honest that in years of playing YOM I never encountered a facehugger in caves :D
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Meph on September 24, 2016, 10:25:02 am
They are vermin, they dont show up in the list of animals. But if your dwarves hang around them, they get bitten, just like a mog hopper might bite a dwarf, or a bee stings. The dwarf then is infected, a few months later bursts into a "green devourer". ;)
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Evans on September 24, 2016, 11:25:19 am
Nice! :D

I wonder how it gets noted in the Legends? :)
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Sopel3pl on September 26, 2016, 02:25:43 pm
Why you don't create a race like parasite. Race that need to catch organic host to survive. Like human, dwarf... horse. Invaders of that army could be very intersting.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Meph on September 28, 2016, 07:48:45 am
Working on the next update... I want to update and add three more mods: Wizards Tower (from 31.25), Fear the Night (from 34.11) and Zm5s Creatures from his large DragonsDogma/Warcraft/random mod pack (from 43.03).

Here the creatures that will be added, and the 400 from last update. Thought a list would be nice:

Quote
Here a list of the 500+ new creatures added in the updates 1.16 and 1.17:

FEAR THE NIGHT MOD
These are rare, high-end secrets and curses from world-gen. You only encounter them as megabeasts, or as wizards on top of their towers. You can learn their secrets too, if you defeat them.
- demon dog
- slasher
- brawler
- flaming zombie
- infernomancer
- summoner fiend
- lich fiend
- dark fiend
- inferno fiend
   
WIZARDS TOWER MOD
These are the summoned creatures from the wizards, which only appear in necromancer towers. You can learn their secrets. The creatures themselves may also appear in certain biomes, but are rare.
- leaf man
- hair man
- ink man
- flesh man
- beer man
- cheese man
- egg man
- gingerbread man
- milk man
- strawberry man
- syrup man
- spore man
- sweat man
- wax man
- wolfman
- pus man
   
ZM5s DRAGONSDOGMA
These are creatures from the game of DragonsDogma, most of them rather difficult enemies.
- garm
- gorecyclops
- cockatrice
- statue
- eliminator
- awakened one
- cave brute
- gazer
- saurian
- sulfur saurian
- geo saurian
- saurian sage
- pyre saurian
- feral goblin
- evil eye
- vile eye
- cursed dragon
   
ZM5s WARCRAFT
More creatures from the game of Warcraft.
- drowner
- strigoi
- mossrova
- treant
- flesh eater
- kvaldir
- mammoth
- shoveltusk
- skardyn
- meat pile
- sleipnir* (renamed from Nightmare, because a nightmare already exists in the mod)
- crystalline tender
- frost sprite
- grell
- withered
- cenarian
- bog beast
- fungal monster
- fungal horror
- tallstrider
- hawkstrider
- wyvern
- kodo
- puppet shambler
- infested shambler
- gilgoblin
- darkhound
- gold statue

ZM5s MEGABEASTS (DragonsDogma and Warcraft)
- magma giant
- goliath
- bronze dragon
- blue dragon
- giant cerberus
- duke of flies
- medusa
- mutant
- worg
- devilsaur
- arachnatid
- jormungar
- frostsaber
- saber worg
- scorpid
- silithid
- gronn
- magnaron
- observer
- jungle stalker
- allosaurus
- green dragon
- black dragon
   
ZM5s Undeads
- abomination
- plaguebearer
- ghoul
- geist
- meat golem
- nuckelavee
- wight
   
MASTERWORK ANIMALS
- sun vulture
- longhorn cow
- asp
- boa
- cobra
- giant sand antlion
- kodiak bear
- snow leopard
- caracal
- okapi
- serval
- honey bear
- wildebeest
- zebra
- maned wolf
- pony
- prairie dog
- anteater
- antelope
- buffalo
- muskrat
- otter
- pouched rat
- asp viper
- black caiman
- coral snake
- death adder
- gharial
- giant monitor
- night adder
- pit viper
- giant fly
- giant dragonfly
- giant hornet
- brontothere
- giant centipede
- giant elephant
- colossus elephant
- giant cougar
- 4-tusked mastodon
- moa
- smilodon
- giant snow leopard
- tarantula
- terror bird
- giant warthog
- giant white tiger
- dire wolf
- woolly mammoth
   
MASTERWORK CAVERN MONSTERS
- bronze statue
- animated armor
- cave firefly
- lava cancer
- emerald golem
- sapphire golem
- topaz golem
- black opal golem
- ruby golem
- diamond golem
- deep one
- glowfrog
- blood elemental
- beholder
- giant floater
- cave ghoul
- illithid
- lost adventurer
- red frog
- spear-nosed bat
- umber hulk
- mummy
- leaper
- nith
- blood spider
- cinder beast
- shadow beast
- sinister hierophant
- lesser skeleton
- greater skeleton
- feral bone mastiff
- gargantuan bone golem
- vaporous blood wraith
- transparent shylvic
- snaer hafwa
- dark sprite
- faenrae
- fire maiden
- dusk ogre
- beisswurm
- marbled angiswaerd
- cave bear
- corpse grub
- nith wisp
- giant blade spider
- merrows
- efreet
- giant blight bat
- retch fiend
- lanky grey lach
- giant wolf spider
- earthen construct
- armored warklin
- warklin mauler
- silverfish
- brown burrower
- cave troll
- basilisk
- cerberus
- cockatrice
- floating brain
- floating eye
- slime
- giant beetle
- giant roach
- giant ant
- mud snake
- cave crab
- lich
- rockwraith
- metalwraith
- facehugger
- blood beast
- drowspider
- giant drowspider
- drider
- small blob
- grand blob
- blob
   
MASTERWORK FANCIFUL MYTH CREATURES
- male dwarf with red eyes
- welkin
- Empath
- Ranger
- Barbarian
- Warrior Mage
- Moon Mage
- Cleric
- Paladin
- Bard
- Thief
- hand of Armok
- dryad
- gorgon
- djinn
- sphinx
- wight
- wraith
- lacerator
- bringer of mercy
- fat rat
- drunken gnome
- voice of Armok
- monolith
- horse spirit
- buffalo spirit
- bear spirit
- wolf spirit
- fox spirit
- tiger spirit
- cat spirit
- twisted horror
- eldritch horror
- tendrilled horror
- forsaken horror
- angel
   
MASTERWORK FISH
- largemouth bass
- smallmouth bass
- black sea bass
- striped bass
- bluegill
- bream
- catfish
- crappie
- walleye
- roach fish
- red-bellied piranha
- black piranha
- scup
- zebra loach
- mahseer
- chub
- dace
- barb
- gudgeon
- nase
- bleak
- bull trout
- dolly varden
- lobster
- shrimp
- crayfish
- conch
   
MASTERWORK FLIERS / BIRDS
- gargoyle
- giant gargoyle
- spirit raven
- night mare
- flying reindeer
- forest gryphon
- shadow creature
- ghoul raven
- ghoul crow
- firebird
- star shambler
- granite gargoyle
- black marble gargoyle
- crane
- crane hawk
- dodo
- bald eagle
- black eagle
- golden eagle
- steppe eagle
- tawny eagle
- flamingo
- gull
- heron
- common kestrel
- crested owl
- masked owl
- screech-owl
- roadrunner
- rock pigeon
- swan
   
MASTERWORK HFS / DEMONS
- greater spirit of fire
- obsidian colossus
- devilkin
- hellmare
- hell hound
- bebilith
- frost wraith
- harvester
   
MASTERWORK MEGABEASTS
- chromatic dragon
- frost wyrm
- wyvern
- balrog
- deep crow
- thunderbird
- dragon engine
- griffon
- cursed blacksmith
- night maiden
- centaur
- metal colossus
- sky dragon
- water dragon
- manticore
- phoenix
- behemoth
- giant blade spider queen
- gelv cyclops
- rock guardian
- forest giant
- mountain giant
- sky giant
- vile plague wraith
- winged black marble gargoyle
- lich
- quetzalcoatl
   
MASTERWORK MONSTERS
- blink dog
- blood goat
- dire lion
- faun
- gnoll
- goblin man
- jackalope
- killer rabbit
- lightning sheep
- lionman
- nightcloak
- rakshasa
- mephit
- dragon raptor
- burning skull
- frozen skull
- undead
- automaton
- drow
- rothe
- giant lizard
- living proof for miracles
- fully healed creature
- The Mountainking
- sacrifice to Armok
- mutating tissue
- guardian of armok
- balrog
- changeling
- shoggoth
- spirithunter
- white widow
- decoy
- necromorph
- faedog
- treant
- nymph
- barghest
- forest imp
- grave cat
- leprechaun
- brook troll
- lasse
- pegasus
- raptor
- xen
- anubite
- forest spider
- sandworm
- giant sandworm
- sauropod
- wind hound
- water sprite
- fire sprite
- sand sprite
- river sprite
- blood dryad
- deadwood dryad
- blood nyad
- sickly blightwater nyad
- frostweaver
- fendryad
- small boggle
- grey clay soldier
- storm aurochs
- grass eel
- bloodvine
- writhing maiden's tress
- wormwood vine
- morah vine
- inkhorne
- blood wolf
- bone wolf
- giant black leucro
- hulking black barghest
- grizzled red leucro
- silver leucro
- dusky scythewing moth
- glistening scythewing larva
- crag
- scaly seordmaor
- firecat
- bone mammoth
- frostweyr bear
- frost angiswaerd
- large lachmate
- glutinous lipopod
- carnivorous gelapod
- grave worm
- darvager
- shadoweaver
- shadow hound
- ichor rat
- forest geni
- blueclaw sand crab
- huge spider crab
- giant salt crab
- blight ogre
- nightstalker
- nightweaver
- nightreaver
- arbelog
- snowbeast
- velver
- treehopper toad
- heggarangi frog
- sand spider
- rock troll
- icy blue ghast
- sinuous ice adder
- trollkin
- small grendel
- sluagh
- swamp troll
- wood troll
- scavenger troll
- elemental
- holistic spawn* (Fear them)
   
MASTERWORK PETS
- hawk
- boozebelly goat
- mastiff
- genie
- pekyt
- giant pekyt
- frill lizard
- drake
- cave beetle
- cave tortoise
- scarecrow
- scarecrow man
- stone decoy
   
MASTERWORK VERMIN / DF VERMIN
- black widow
- green blood worm
- red sand leech
- black sand leech
- albino forest leech
- small red blood mite
- bog crawler
- garter snake
- butterfly
- fire ant
- army ant
- ladybug
- pillbug
- scarab
- yellowjacket
- hornet
- crow
- finch
- lark
- shrike
- sparrow
- swallow
- swift
- turtle dove
- frog
- bloodfly
- sailfin lizard
   
MASTERWORK/FEAR THE NIGHT WEREWOLVES
These are Xangis werebeasts from fear the night, somewhat modified. They are extremely hard to kill.
- werewolf
- werewolf
- werewolf
- werebear
- werebear
- werescorpion
- werescorpion
- werelizard
- werechameleon
   
MASTERWORK/FEAR THE NIGHT VAMPIRES
These are Xangis vampires from fear the night, somewhat modified. They are extremely hard to kill.
- vampire lord
- vampire lord
- vampire lord
- ancient vampire
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Evans on September 28, 2016, 09:32:31 am
Aren't cobras already there?
Elves brought me giant king cobra in trade...
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Meph on September 28, 2016, 10:06:53 am
king cobra =! cobra ;)

It might be that Toady added a few animals in one of the newer updates that now exists twice. It's hard to check, since their IDs would be different.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: FallinBlackstar on September 28, 2016, 11:50:37 am
It also seems like their are 3 kinds of werewolf as well, so....
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Meph on September 28, 2016, 12:03:04 pm
The werewolves, bears and scorpions (and lesser vampires) are very different. They have different values, vulnerabilities and colors ingame. They are from the Fear the Night mod.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Metaltooth on September 28, 2016, 01:54:26 pm
What exactly are Liches and Angels
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Meph on September 28, 2016, 03:47:21 pm
Liches are high-end undead mages, like necromancers with some special powers.

Angels are just fancyful creatures, they only exist in myths and legends.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Metaltooth on September 28, 2016, 03:52:00 pm
Liches are high-end undead mages, like necromancers with some special powers.

Angels are just fancyful creatures, they only exist in myths and legends.
Will liches be intelligent undead or will they simply just be extremely powerful undead beings, itd be interesting if it was possible to become a lich

Angels are just something youll just see written about and not seen?
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Teneb on September 28, 2016, 06:10:19 pm
Angels are just something youll just see written about and not seen?
By Meph's description, yes. There are actual angels in vanilla DF anyway, though you only see them in adv mode.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Metaltooth on October 07, 2016, 03:24:26 pm
Meph are you still gonna give dwarves the eventual gunsmith workshop?
If not you might want it removed from the progress list up there
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Geneoce on October 15, 2016, 09:14:29 pm
Which I could vote twice. If I knew necros were so far ahead I would have tossed on in for the insect hive. That sounds like a lot of fun!
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Hefateus on October 16, 2016, 02:19:14 am
I would like to say that the Masterwork Tile set is looking really great. I saw that you wanted some feedback for it but I haven't seen a place to download it and use it.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Rekov on October 16, 2016, 11:57:55 am
I would like to say that the Masterwork Tile set is looking really great. I saw that you wanted some feedback for it but I haven't seen a place to download it and use it.
I believe you can find it here: http://www.bay12forums.com/smf/index.php?topic=161047.0

I have to say, it's making me want to attempt a drow creature set in 32. Seems much much easier to work with than 16, even though it likely takes a bit longer.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: FantasticDorf on October 16, 2016, 01:54:41 pm
Harking back to the old goblin suggestions thread (http://www.bay12forums.com/smf/index.php?topic=159107.0).

Suggestion - Via the magic of naturally finding [EVIL] semi-sapients in the world and preset masterwork exclusive LUA semi-sapient pets, goblins basically become a dungeon master archetype, eating and looting the proceeds of spawned in invaders and sieges (or otherwise assigning the bodies to corpse pits/custom butchery halls for subclass of 'corpse meat' or 'gristly meat') from fixed in (Entryway) workshops on the map meant to signify tunnels the enemy comes through as to simulate a siege. (another dungeon keeper trope, and keeps for roleplaying, goblins digging down and being concealed more believable, or even on the surface)

They kill to expand and expand to kill, using hired monster muscle contracted out from traders for gold from trinkets dropped by the entry way traders to expand the monster tavern/trader podium for better classes of monsters. A actual goblin army isn't really that strong but because they are [EVIL] they will bring along their sentient pets with relevant [EVIL] tags in the same behavior we see with trolls. In that respect you could severely nerf them to be mundane with normal life spans but rely heavily on this monster sub-system and their own intense anger to stand up to stronger races like orcs, especially with re-balancing changes like additional movement speed to make them better harrassing chaser, slowing down the enemy while the trundling monsters get in position.


As for my own opinion on skaven, they should be wrife with diseases that only they and a select few other races are immune to, constantly secreted from their skin or by touch encouraging dwarves to wear protection and killing off/crippling un-armoured/lightly armoured foes...
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: 90908 on October 26, 2016, 06:06:59 pm
ptw
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Meph on October 29, 2016, 08:39:28 pm
Still fiddling around with graphics:

(http://i.imgur.com/bdHa5md.gif)
(http://i.imgur.com/32myZQo.gif)
(http://i.imgur.com/a45w9nP.gif)
(http://i.imgur.com/0HLzElb.gif)
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Rojber on November 08, 2016, 04:10:36 pm
I really hope that tyranid/wasps make through or at least someone make a submod. The concept sounds like so much fun especially after playing zerg in SCII
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Amostubal on November 10, 2016, 11:24:38 am
Can anyone really tell me what this tyranid/zerg thing is suppose to be?  I've not seen anything called either in the raws.  As best I would guess were talking warhammer tyranids like this:http://warhammer40k.wikia.com/wiki/Tyranids (http://warhammer40k.wikia.com/wiki/Tyranids) or starcraft zergs.

such groups may be good for seige/raids/invaders.  I wonder if we can have invaders set up camps near edge of map, form camp buildings, the single female class character could produce new troops virtually instantaneous through "biomass?" which would include meat, bones, corpses, remains, wood?, plants?, fruit?, veggies?

A direct copy of the warhammer version  or starcraft version would be extremely difficult.  Caste system for X creature types. All new buildings for everything, all new armor for every caste (some castes would not be able to use gear from other castes, due to different body forms.

Maybe an insect swarm/species?  it just seems so non-DF.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Dirst on November 10, 2016, 11:40:07 am
Can anyone really tell me what this tyranid/zerg thing is suppose to be?  I've not seen anything called either in the raws.  As best I would guess were talking warhammer tyranids like this:http://warhammer40k.wikia.com/wiki/Tyranids (http://warhammer40k.wikia.com/wiki/Tyranids) or starcraft zergs.

such groups may be good for seige/raids/invaders.  I wonder if we can have invaders set up camps near edge of map, form camp buildings, the single female class character could produce new troops virtually instantaneous through "biomass?" which would include meat, bones, corpses, remains, wood?, plants?, fruit?, veggies?

A direct copy of the warhammer version  or starcraft version would be extremely difficult.  Caste system for X creature types. All new buildings for everything, all new armor for every caste (some castes would not be able to use gear from other castes, due to different body forms.

Maybe an insect swarm/species?  it just seems so non-DF.
Not knowing the source material at all, I assumed it was some kind of hive mind.  Basically no emotional problems (except for hating isolation) but a higher population and a much, much more labor-intensive economy.  The playstyle twist is that one needs to get the fort virtually self-running (like a late-game dwarf fort) very early just to survive.

Of course, Meph might have something entirely different in mind.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Amostubal on November 10, 2016, 03:36:44 pm
Can anyone really tell me what this tyranid/zerg thing is suppose to be?  I've not seen anything called either in the raws.  As best I would guess were talking warhammer tyranids like this:http://warhammer40k.wikia.com/wiki/Tyranids (http://warhammer40k.wikia.com/wiki/Tyranids) or starcraft zergs.

such groups may be good for seige/raids/invaders.  I wonder if we can have invaders set up camps near edge of map, form camp buildings, the single female class character could produce new troops virtually instantaneous through "biomass?" which would include meat, bones, corpses, remains, wood?, plants?, fruit?, veggies?

A direct copy of the warhammer version  or starcraft version would be extremely difficult.  Caste system for X creature types. All new buildings for everything, all new armor for every caste (some castes would not be able to use gear from other castes, due to different body forms.

Maybe an insect swarm/species?  it just seems so non-DF.
Not knowing the source material at all, I assumed it was some kind of hive mind.  Basically no emotional problems (except for hating isolation) but a higher population and a much, much more labor-intensive economy.  The playstyle twist is that one needs to get the fort virtually self-running (like a late-game dwarf fort) very early just to survive.

Of course, Meph might have something entirely different in mind.

yeah it seems it would be a straight to gathering material and amass an army so that you can wait for a siege.  I have some ideas for it... but I wouldn't know how to implement it, at least not in the next month.  on top of that you would have to trash everything from the normal system.  Would such a race even survive through world gen?  I'm not sure how most civs work yet... but I'd assume the game would have some issues if you tried to have a civ that didn't use the basics such as farm plots, kitchens, carpenters, masons.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Dozebôm Lolumzalìs on November 10, 2016, 05:00:10 pm
I don't believe that you can mod out farm plots, carpenters', kitchens, etc.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: SQman on November 10, 2016, 05:47:56 pm
I don't believe that you can mod out farm plots, carpenters', kitchens, etc.
I know for a fact that there is a DFhack script for removing vanilla workshops. Don't know the details, but apparently this can be done.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Amostubal on November 10, 2016, 08:04:33 pm
I don't believe that you can mod out farm plots, carpenters', kitchens, etc.
I know for a fact that there is a DFhack script for removing vanilla workshops. Don't know the details, but apparently this can be done.

Now you have peaked my interest...  I'm going to investigate this a little more...
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Dirst on November 11, 2016, 12:16:04 am
I don't believe that you can mod out farm plots, carpenters', kitchens, etc.
I know for a fact that there is a DFhack script for removing vanilla workshops. Don't know the details, but apparently this can be done.

Now you have peaked my interest...  I'm going to investigate this a little more...
I think it only removes them from the fort-mode menu.  It doesn't actually prevent worldgen sites from making them.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: milo christiansen on November 11, 2016, 01:07:07 pm
Dirst is right, my script simply precludes you from building selected buildings, it can't change worldgen.

On the plus side it can remove any building, not just workshops. Even better, you can add any building to any page of the build screen. Workshops that simulate siege engines? No problem, add them to the siege engines page :)

For those who are interested in exactly how it works my Underhive Settlement reboot uses the script extensively :)
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: TsavoritePrince on December 21, 2016, 02:23:42 am
So um there's an awesome mod called Civilization Forge. Find it here, http://dwarffortresswiki.org/index.php/Modification:Civilization_Forge
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Weirdsound on December 26, 2016, 07:04:12 pm
Hey, could you rename male ducks from Drakes to Duck Drakes? Or perhaps change the entire species name to that of a specific duck breed such as Mallard? Right now they have the same name as those big lizards you can train for war and sheer for good scales, and it gets a bit confusing if you want to raise both species.

Another fix might be swapping the names of the reptile Drake and the Wyrven Megabeast.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Rekov on December 28, 2016, 11:52:29 pm
(http://vignette4.wikia.nocookie.net/spearbreakers/images/b/b3/Elf3.png/revision/latest?cb=20130503035135)
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Kars on January 01, 2017, 12:43:47 am
no elf love...
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: baldamundo on January 01, 2017, 04:39:26 pm
How about giving the Orcs' Textile Sweatshop (the Kobold labourer one) a subsection for making clothing sets sized to fit the different races you can release at the Ghetto Overseer? As it is it's very easy to end up with lots of naked goblins and kobolds running about. That's assuming you can't just simply extend the forge's fitting options to the tailor?
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: FantasticDorf on January 02, 2017, 01:33:14 pm
How about giving the Orcs' Textile Sweatshop (the Kobold labourer one) a subsection for making clothing sets sized to fit the different races you can release at the Ghetto Overseer? As it is it's very easy to end up with lots of naked goblins and kobolds running about. That's assuming you can't just simply extend the forge's fitting options to the tailor?

As the DFhack edition catches up, the options to make those kind of clothes size will become available via the vanilla base game options.
 
Though i agree having some specific size optimization outside the current (kobolds are not on the list & too small, while goblins are only 10,000 smaller than dwarves so dwarf sized clothing works fine) and because of the Vanilla functions to default size to your fortress race, all the clothing should fit orcs by default.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: TsavoritePrince on January 08, 2017, 12:35:15 pm
http://www.bay12forums.com/smf/index.php?topic=52988.0
I would like you to add the OldGenesis mod into Masterwork.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: chaosfiend on January 08, 2017, 05:07:55 pm
http://www.bay12forums.com/smf/index.php?topic=52988.0
I would like you to add the OldGenesis mod into Masterwork.

Woof...I'm no expert on the merger of mods, but that one seems like it may be a tough one to really incorporate, since you have multiple races, with their own subcultures, that overlap with current MW races. How would you work with things, like the multiple human races in that mod? For example, what subspecies of humans would you be playing, since humans are playable in Masterwork? Not to mention the fact Masterwork already has a plethora of races in the base game, as well as the Fortress Defense races.

The OldGenesis mod DOES have some stuff that I really like the look of, (I'm a sucker for Illithids and their kin), as well as the thought of new items and iother things. It just seems that at a glance there is a TON of overlap between Masterwork and this mod, that would require a large amount of pruning.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: LMeire on January 14, 2017, 07:34:56 pm
For the sake of game balance, I think the syndrome effects from alcohol should have a maximum length of about a month for each drink. This would accomplish two things: first it would make tantrums more likely again because as it is everyone is too drunk to get stressed out, and second it would make barkeeps a reasonable addition because tavern-goers would only be at risk if they over-drank within a month before the dangerous effects started to level out and taper off again.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: ElderDays on February 06, 2017, 04:02:33 pm
My suggestions for new playable and NPC races.

Replace Goblins with Goblinoids: The new race would be split into three separate subraces; Goblins, hobgoblins and bugbears. I know there is some concern about differentiating Goblins and orcs thematically. My outlook is that while orcs make war and raid others because they believe might makes right Goblins are cruel and sadistic by nature.

Gnolls: Resemble a human hyena hybrid. Their entire culture is based around stalking and bringing down their prey. *Edit I actually just started a new Fort recently and came across these buggers for the first time. In fact my site is infested with them. Perhaps modify them so they can create savage grade equipment and are a bit more aggressive.

Haflings: Rolly Polly farmers who often set up their communities close to stronger trade partners. Be careful about inviting them into your settlement as they go through food supplies twice as fast as most races.

Magi: Civilization of humans that is completely based on magic. Actual population is fairly small but they make up for this with magic constructs like golems, homunculi and elementals. Kind of like a good/ neutral counterpart to Necromancers.




Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: AtomSoldat on March 05, 2017, 10:51:22 pm
Hey Meph i just remembered your mod again and i wanted to let you know i'm really happy about the current poll results :D

I really liked playing Warlocks in the old Masterwork mod. For me, the fun from necromancy (it's my favourite thing in fantasy) comes from
managing your own little fortress filled with your undead creations, and your mod did that really wonderfully.

Thanks for giving the necromantically inclined such a rare (and really cool) opportunity to fully explore what it means to have your own
necromancer tower :3

I'll be redownloading the old version while i wait for the new ones to appear (: (:
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: armok of blood on March 17, 2017, 03:13:45 pm
Small suggestion.
Would it be possible to have a TWBT font for the Nordic tileset?
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: FantasticDorf on March 28, 2017, 06:45:15 am
Depending on how this new artifact update goes with a open map replacing the C screen, how do you think it will affect the next editions of masterwork to come?

It might be case in which you steal large amounts of real people or "slave" objects from raids conducted with your slavery races, or generally send orcs/dwarves/other on the warpath to tackle threats.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Putnam on March 28, 2017, 04:36:11 pm
I sincerely doubt that raiding parties will be moddable in that way.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: FantasticDorf on March 29, 2017, 06:26:34 am
I sincerely doubt that raiding parties will be moddable in that way.

Yet to be seen (all we know is the map will be GUI and the interactions so far are text responses), but you could probably mod the circumstances in which the party comes back, even if you can't directly influence with dfhack what happens to them on the journey through the revamped civilisation screen (until dfhack catches up and if that's possible to edit that GUI screen or the interactions)

> Go and commit a raid on a settlement, then DFhack slave objects/loot appears at your map edge/building or in your expedition's inventories. etc.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: TsavoritePrince on April 15, 2017, 09:45:34 am
It would be cool if you added the Ark Project onto the mod list despite being incomplete but still functional.
http://www.bay12forums.com/smf/index.php?topic=48147.0
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: TsavoritePrince on August 19, 2017, 10:03:37 am
It would be cool to add Civilization Forge and Genesis Reborn. However, that would require some significant tweaking so...
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Metall on August 21, 2017, 01:54:36 am
kekkres, I wanted to make Skaven with 3 unique features:
 - Clans that cause infighting. 4 in total, controlled by castes, that do not like and debuff each other.
 - Heavy debuff for being outside, bonus underground. Like reverse-cave-adaption, aka "no aboveground settlements/fighting".
 - Joining clans means a random (?) civ-member is murdered, to prove their commitment.

Thats different from Goblins.

Perhaps, to capitalize upon this, you could go whole hog and add Clan-specific buildings? Like Clan Skryer would have a far more mechanical feel to them, with unstable (but hard hitting) muskets, flamethrowers, and the good old Ratling Guns, as well as a drill/minecart for mining... or combat if you can rig it right, higher quality (than usual for the clans) metal smelting and crafting... and overall just more uses for Warpstone by fueling ALL of this, and whatever else you can come up with. Lots of !FUN! here, due to the vast risk/reward dynamic. All of their stuff is super useful... but a large chunk of it could explode if not maintained well enough.

Of course, then we have Clan Moulder... kidnappers and masters of flesh. They would use Warpstone and Captives to essentially summon big freakin monsters like the Rat Ogre or the Hell-Pit Abomination for military and industrial uses. Also better bone and leather crafters, and farmers. Better farmers and animal trainers. Of course, these beasts might decide to stop being tame, and use their great strength to ensure that !FUN! is had.

Clan Eschin is all about sneaking and murdering... and unless you can set-up a stealth system in Fortress Mode... I would suggest scraping them, they are Ratman ninjas after-all. Replace with the Stormvermin, (there was a clan that had vastly more numbers of Stormvermin... don't remember the name though) bigger, stronger ratmen with black fur. Better for your military by virtue of actually being worth something in a fight without Warpstone use. Could also be better miners than standard as well due to their strength. Not too much !FUN! but... Skaven are notorious for their hatred of the words Kindness, Loyalty, and Mercy. Keep them happy, or they might start butchering anybody with the wrong fur colour.

The fourth great clan is of course, Clan Pestilence. Best way to use them would be to use syndrome reactions for poisoned weapons. They collect the worlds most deadly plagues... and toss them at people in glass balls, creating an AoE poison attack. They also use Warpstone, and put them in censors (incense burner-balls for religious rituals) and use them as flails. The Warpstone inside the thing causes poison effects, and will eventually kill the user. They are better Priests, as vastly more of their society is caught up in worship. Use Warpstone to fuel rituals so that you can get some bonuses... with some drawbacks. Could replace with the Grey Seers, Skaven Mages... who also might just explode at any time... and eat their students... unless said student eats them first.

Speaking of cannibalism... they are cannibals, a farming project can succeed by lessening the amount of mouths to feed, and increasing the amount of sentient food people rampaging through the warrens because of this fact. This would be the most !FUN! race to play, lots of things to experiment with, lots of potential for tantrum spirals, and unending amounts of fluffy backstabbing.

To be honest... it sounds like the epitome of Dwarf Fortress.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Putnam on August 21, 2017, 02:44:09 am
all of that is civilization-level, nothing that can be made more granular to specific castes

stealth is already in fortress mode, it's how kobolds get around before they're detected, stuff that seems to show up in the middle of the map actually snuck there
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Metall on August 21, 2017, 03:01:54 am
all of that is civilization-level, nothing that can be made more granular to specific castes

stealth is already in fortress mode, it's how kobolds get around before they're detected, stuff that seems to show up in the middle of the map actually snuck there

Could it apply to citizens though? With Siegers not knowing of your furry assassins?
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: LMeire on August 21, 2017, 11:27:42 pm
all of that is civilization-level, nothing that can be made more granular to specific castes

stealth is already in fortress mode, it's how kobolds get around before they're detected, stuff that seems to show up in the middle of the map actually snuck there

Could it apply to citizens though? With Siegers not knowing of your furry assassins?

IIRC, it already does, uninjured kobolds that aren't hauling anything but moving around really slowly are probably sneaking because they saw a bird or something and got spooked. Invaders won't react to them until they're already fighting.
Title: Re: Future of the mod - Progress & Suggestions - race poll
Post by: Metall on August 22, 2017, 01:55:36 am
all of that is civilization-level, nothing that can be made more granular to specific castes

stealth is already in fortress mode, it's how kobolds get around before they're detected, stuff that seems to show up in the middle of the map actually snuck there

Could it apply to citizens though? With Siegers not knowing of your furry assassins?

IRC, it already does, uninjured kobolds that aren't hauling anything but moving around really slowly are probably sneaking because they saw a bird or something and got spooked. Invaders won't react to them until they're already fighting.

IIRC, it already does, uninjured kobolds that aren't hauling anything but moving around really slowly are probably sneaking because they saw a bird or something and got spooked. Invaders won't react to them until they're already fighting.

Good to know. But the Clan would need more than just sneakyness to be fun... which is why I recommended the Grey Seers. They can explode.