Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: Kipi on February 16, 2012, 09:28:58 am

Title: Dwarf Fortress: Total Mayhem v. 0.34.07_1 (5/2/2012)
Post by: Kipi on February 16, 2012, 09:28:58 am
Dwarf Fortress: Total Mayhem
Successor of Dwarf Fortress Advanced

Official Website (http://totalmayhemmod.webs.com/)

Current Version: 0.34.07_1
Download here (http://dffd.wimbli.com/file.php?id=5551) (requires DF 0.34.07)



Some time ago I promised myself that I would return to Dwarf Fortress Advanced (DFA) when the new version is out. Now that DF 0.34.01, also known as DFVD, is out it's time to keep that promise.

The problem is that the original DFA is very messy and updating it to new version would be a pain. Basically it would require complete rewrite and so the idea came:
Instead of trying to figure out how to get everything to work in new version I discard the DFA and start a successor mod.

What this means is that all the original ideas are put in a pot, gets stirred and then I see which one I keep and which I don't. Lots of new features will be added and some of the original ones will change. Mostly all the basic ideas will stay, like castes, religion and so on. How I'm going to implement those is another matter.

Currently there is no version available as I'm just starting to work with this. What I ask all of you to check the old DFA (http://www.bay12forums.com/smf/index.php?topic=78436.0) mod and tell me which basic components should stay and which should not.


What is Dwarf Fortress: Total Mayhem?

Total Mayhem is a successor of old Dwarf Fortress Advanced -mod. As the predecessor the idea is expand the vanilla game with lots of new features, objects, materials and creatures. Unlike DFA I'm not planning to add graphics to it, keeping those updated would be a pain, which I learned back in the old mod.

There will be things borrowed from other mods. If you see a feature that has been borrowed but the name of original author is not mentioned in credits please tell me. If you see something you made up and don't want to see it in this mod also notify me and I will remove it. I try to always ask from original author before borrowing. The only exception may be things that already were in DFA, all of those had permission already, at least as far as I remember.


How do I install this mod?

It's pretty simple: download the file and unpack it. Copy the folder called "raw", which can be found inside the unpacked folder, to DF/data/ f folder, where "DF" means the location of the main executable of game, and when your computer asks if the files should be replaced answer yes for each file. Now you are ready to generate a new world!


I have an idea which I want to see in this mod!

That is great! Just post at least a short summary of it (more detailed the better) and I will take it on consideration. If I end up adding the feature I will mention you in the credits.


Does it work in x.xx.xx version of DF?

The earliest supported version of DF is 0.34.01. Each upload of the mod will mention the version of the game it is meant to, earlier versions are not officially supported.


I want to add you mod / part of your mod to my own. Is it okay?

A rule of thumb is that I will always give a permission if it's asked. The only thing I want is that I get a mention in credits as well as the original authors of each borrowed feature in my mod. So if you add whole Total Mayhem -mod to your own mod then you must also mention the whole credit list of my mod as well as me in your credits.

As long as the above rule is followed I have nothing against others borrowing my mod or parts of it. Heck, DFA begun as a project of compiling several other mods in one big mod in the first place!
Title: Re: Dwarf Fortress: Total Mayhem (DFA Successor)
Post by: Kipi on February 16, 2012, 09:29:18 am
Released Features:

For complete list of all features see the official website!

Currently Dwarf Fortress: Total Mayhem contains following features:

Latest Changes:

Spoiler (click to show/hide)


Known problems:
- Game crashes when trying to view the z-screen of a dwarf that was transformed to vargouille.
- Rocks can be used in jewelry. This is a bug with vanilla DF, not with the mod.

Credits:

Kaypy - Creator of the original Display Case -mod
Funk - Padded armors
Old Greg - Silphium plant
Deon - Training Dummy, Furniture Workshop and Finnish language were taken from Genesis
Lofn - Gave the idea for cursed stones back in Dwarf Fortress Advanced, feature that still exists in Total Mayhem
Rochndil - Bone Meal Flux, which was taken from Metals And Minerals Overhaul
Title: Re: Dwarf Fortress: Total Mayhem (DFA Successor)
Post by: Kipi on February 16, 2012, 09:30:05 am
RESERVED 2
Title: Re: Dwarf Fortress: Total Mayhem (DFA Successor)
Post by: Kipi on February 16, 2012, 03:54:07 pm
Okay, the first version has been uploaded and can be found here (http://dffd.wimbli.com/file.php?id=5551).

This first version contains only some minor things which were easier to implement as I wanted to get used to modding again. Gradually I will move to more complex things like training, religion  and finally new entities. I will also add completely new features not present in DFA which became possible with the DFVD.


Now that I have begun the developing and the first version has been released I was considering of discarding the whole caste system we had in DFA. It was unbalanced and didn't work properly. I believe there should be better and more effective ways to achieve the same as what the castes did. Perhaps later those will be added but currently no.

And finally. the changelog:
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.01_1(DFA Successor)
Post by: Funk on February 16, 2012, 09:20:05 pm
Padded armor
why broken ribs hurt thats why.
and it was commen in RL


code (from 31.25)
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.01_1(DFA Successor)
Post by: Kipi on February 17, 2012, 12:39:13 pm
Padded armor
why broken ribs hurt thats why.
and it was commen in RL


code (from 31.25)
Spoiler (click to show/hide)

Thanks for the suggestion!
Just to be sure, those raws are made by you, right?


After some consideration I have, as I stated earlier, decided to get rid of the old caste system. But I already have a plan how to replace it and make it more interesting and easier to balance:

The current idea I have is to keep the two vanilla castes (male and female). Next I will create a new caste and name it "Holy". The difference to DFA is that this castes is
A) Very rare, something like one dwarf for 150 dwarves or such
B) Neuter in gender and thus can't marry or have children (possible?)

To become a Holy a dwarf belonging to vanilla caste must perform specific reaction in specific workshop. With using the new interaction system the dwarf may turn into Holy, but there is also possibility to things go terribly wrong, like turning the dwarf in question undead. The specific details are still undecided. Now, if a dwarf turns Holy then it can perform the reactions belonging to Religion feature. Here I most probably use something similar I had with DFA with a mix of new interaction system. I'm still somewhat unsure what kind of things are possible here but I think the list is much bigger than in DFA. There is also some special abilities I'm considering to give to Holy dwarf.

So this is what I'm currently working on. I will also continue to add some basic things I had in DFA which aren't related to bigger features.
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.01_1(DFA Successor)
Post by: Talanic on February 17, 2012, 01:40:19 pm
Neuter dwarves are possible.  I had such things in my Dwarven Hive mod; just don't assign a gender to the caste.

If it can be done, how about castes that can't occur naturally, but which a dwarf can be transformed into via a reaction / potion?  I like the idea of taking otherwise-useless dwarves and giving them a potion to make them 'hulk out' and become expendable shock troops.
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.01_1(DFA Successor)
Post by: Kipi on February 17, 2012, 02:06:06 pm
If it can be done, how about castes that can't occur naturally, but which a dwarf can be transformed into via a reaction / potion?  I like the idea of taking otherwise-useless dwarves and giving them a potion to make them 'hulk out' and become expendable shock troops.

That was my original idea but then I thought; if dwarves were able to transform themselves why didn't they do it before the fortress? Especially if the transformation brings enough good things to compensate the bad things?

Now, not sure how possible the caste which doesn't occur is, but one possibility to get close enough is to make the change of such dwarf appearing so low it basically doesn't happen, like one in five million. That is possible.
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.01_1(DFA Successor)
Post by: Funk on February 17, 2012, 02:59:02 pm
yes that is my code.
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.01_1(DFA Successor)
Post by: Talanic on February 17, 2012, 03:04:02 pm
There's possibilities.

Perhaps the downsides are outweighed only in the short term?  E.g. Brute caste only lives for a couple of years at best but even a small corps of Brutes, converted from a group of volunteers, has a great chance of saving the fortress in a pinch.   

Or a dwarven Dystopia.  "You're suitable only for hauling so we're turning you into a drone.  Sorry about the whole self-awareness thing, but it's for the Greater Good."

Also, the changes can be temporary.  Make a very, very expensive potion that turns the dwarf into SuperUrist McKryptonian for a month?
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.01_1(DFA Successor)
Post by: waerth on February 23, 2012, 12:29:48 pm
Block factory! :D
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.01_1(DFA Successor)
Post by: Kipi on February 27, 2012, 08:09:20 am
Block factory! :D

Yeah, even though it's not the most beautiful feature in the mod in terms of how it's implemented I admit it's one of those features I miss while playing with vanilla DF...


Okay, so anybody has a clue how to tie the new interactions to workshops? Does it work as before, like creating a instantly vaporizing stone in reaction which spreads the syndrome, or is the better way to do it?
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.01_1 (DFA Successor)
Post by: Kipi on February 28, 2012, 01:50:42 am
My plans are to get the new version of the mod out today or tomorrow. Here is what I have done so far:

Code: [Select]
Tweaks:
- Underground plants available every season.

New Items:
- Armor
   * Padded shirt  (Dwarf + Human)
   * Padded hood  (Dwarf + Human)
   * Padded mittens  (Dwarf + Human)
   * Padded leggings  (Dwarf + Human)

New Workshops:
- Block Factory

Nobility Overhaul
- Executioner
   * Appointed by Expedition Leader
   * Requires bedroom
   * Responsibility: Executions
- Hammerer
   * Replaces Executioner
   * Requires office, dining room, bedroom
   * Appointed by Mayor

Caste Overhaul
- New castes
   * Holy Dwarf
      -> Gender: neuter
      -> Very rare, 1:2000 to appear
      -> Physically very weak
      -> Can not learn any profession except Alchemy
      -> Shorter lifespan
      -> Normal Dwarf can be turned in Temple

Religion
- New materials
   * Holy Stone
      -> Used to turn dwarves to Holy dwarves
- New Workshops
   * Temple of Armok
- New Reactions
   * Turn Holy Dwarf (Temple of Armok)
      -> Turns normal dwarf to Holy dwarf


Before I will release the new version I need to add few things to religion, mostly to make it actually useful. Now that I understand the new interaction/syndrome system better I must say the options are almost limitless; actually creating golems, gender changes, buffing soldiers and other fun things.

By the way, remember the vargouille -creature from Dwarf Fortress Advanced? Apparently I must make it to return in Total Mayhem as well, there is just no way I'm going to pass up the opportunity to include a creature that can turn victims to flying heads, especially since the basic creature is ready and I can concentrate the transforming syndrome instead. Also, it seems that I can finally include exploding Vortex -creatures. Yes, if you have played ADOM you know what I'm talking about... :D
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.02_1 (DFA Successor)
Post by: Kipi on February 28, 2012, 04:24:52 am
Version 0.34.02_1 has been uploaded!

Here is the changelog:
Spoiler (click to show/hide)

Currently the religion is still in early stages, you can so far only convert dwarves to holy dwarves as well as change the gender. More features will be added in near future.

Just a note that vargouille is still a bit buggy; when the dwarf gets infected and transforms to new vargouille the game crashes if you try to view the z-screen of the transformed creature. You can avoid this just by not trying to check the screen. There is also a high tendency that the dwarf (or other creature) who was transformed dies almost immediately. It's still possible that it manages to spread the infection before doing so.
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.03_1 (DFA Successor)
Post by: Kipi on February 28, 2012, 03:19:40 pm
Version 0.34.03_1 has been uploaded!

This is just a upgrade release for DF 0.34.03, nothing new is available in this version.

I also deleted all the files I haven't edited/added from the package. It makes the package a bit smaller and a lot easier to update when new version of DF is released as I don't have to track down which files I have edited anymore.


Now that the quick upgrade has been done I can continue my work with religion and new creatures.
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.03_1 (DFA Successor)
Post by: Kipi on February 29, 2012, 02:29:20 am
Posting to inform that the, as far as my testing goes, the version 0.34.03_1 of the mod should be compatible with the DF 0.34.04.

I'm still fleshing out the religion, which is coming out nicely already. I will upload the new version of the mod as soon as I get everything ready. In the meanwhile you can just use the old version of the mod.


EDIT:
I think I could reveal a bit of what I have been working with.

I decided to ditch the old rune system as it was way too complicated. Instead I replace it with tablet system. Bellow is basic steps you need to go with the new system:

- Create a empty tablet in crafting workshop using stone crafter
- Take the empty tablet to Temple of Armok and imbue the specific power in it. These reactions destroy the empty tablet and create new tablet for the specific purpose.
- Take the new powered tablet to either Temple or Transformation Chamber and do the reaction. The tablet is destroyed in the process.

So far the only reaction that doesn't require tablet is turning a normal dwarf to Holy Dwarf. Other reactions always require a right tablet. Currently there is two types of reactions and two types of tablets:

* Temple
   -> Turn metal to other metal (requires "tablet of alchemy")
* Chamber of Transformation
   -> Turn dwarf to Holy Dwarf (no tablet required)
   -> Turn male dwarf to female (tablet of gender)
   -> Turn female dwarf to male (tablet of gender)

So yeah, tablets will have generic class of usage so that we don't get flooded with dozens of different types of tablets. That was the original problem with rune system, it was damned hard to track down which rune was needed and how to produce it.

I will keep adding more reactions, currently working with metal transformations. The thing with metal transformations is that you will not benefit the transform if you can produce the new metal in smelter. For example, turning iron to steel requires six bars of iron while producing only one bar of steel. So yeah, these transformations are really ideal only if you are missing the certain materials to produce the metals in forges (flux and coal comes to my mind in case of steel).
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.03_1 (DFA Successor)
Post by: waerth on February 29, 2012, 09:37:00 am
Looks good sofar! Unfortunately no time to play any games. Lot of work around at the moment. And as someone whom works Freelance I have to take all the work that comes!

W
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.03_1 (DFA Successor)
Post by: Kipi on February 29, 2012, 03:28:06 pm
New version, 0.34.04_1, has been uploaded!

Here is the changelog:
Spoiler (click to show/hide)

The project with Religion is progressing slowly but steadily. I try to avoid any imbalances there as well as features that work only partially as I want. But yeah, it's not even close to be ready yet.

The nobility was also changed somewhat. Basically most of the positions which are available at the beginning now have a "upgraded" version similar to Sheriff -> Captain of Guard transition. All the second tier positions require bedroom, office and dining room and they can make mandates and demands.

This version also contains two new creatures; megabeasts Fire Hydra, which is basically normal hydra with the ability to breath fire, and Githyanki, a evil entity creature that is always hostile towards dwarves. Just note that Githyanki is not completely ready yet as they are missing special silver metal and special weapons. But otherwise they should work, at least I got them to survive through world gen.



Now that the new version is ready and uploaded it's time to get back To-Do -list. Here is a short list of things I'm going to add, in no specific order:
Spoiler (click to show/hide)

The above list is NOT a complete list of features, it's just a quick scratch on the surface. The items listed there are ones I'm currently 100% sure that I'm going to add. If all of them are possible, that is, there are few things I'm still unsure.

Also, as you can see, some of the creatures have a mention of certain D&D source books. In my opinion D&D offers lots of ideas for cretures, though most of them are more or less impossible to implement in DF as they appear in books. But as a source of inspiration those books are almost perfect.

Also, if somebody have an idea for the names of certain schools in Training feature I would be more than happy to hear suggestions. "School of Rock", "School of Wood" and "School of Metal" are basically the ones which need a new name. But until that those workshops go with those names.


ENJOY!
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.03_1 (DFA Successor)
Post by: Pokon on February 29, 2012, 08:02:42 pm
As you seem somewhat familer with DnD, I suggest that the varying genie races, like Efreet's, would make interesting semimegabeasts, along with, if your willing, Rakashas and Retrievers.
 
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.03_1 (DFA Successor)
Post by: Kipi on March 01, 2012, 01:04:38 am
Yes, the genies are something I would like to add but my experience with the new interaction system is still somewhat limited to do that just yet. But those are definitely in my list of considering. Same goes with Rakashas.

What I have been considering is that, if I put genies in the mod, I will make them entities. After all it would make interesting battle to fight against sieging group of Efreet. The trading possibilities are also interesting, perhaps there could be some special items only available for genies.

So, I guess I have to start learning the interaction system so that those creatures could be added. Should be interesting.
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.04_2 (DFA Successor)
Post by: Kipi on March 05, 2012, 02:58:56 pm
Version 0.34.04_2 has been uploaded!

This version brings lots of interesting changes and additions to the mod; the most notable change is that elves are now automatically aggressive towards dwarves and humans. As this means one caravan less per year the dwarves now arrive twice, during spring and autumn.

I also added one aggressive entity as well; gnolls. They aren't listed while choosing the embark location as they function similar to kobolds.

Another big change is related to food production. From now on seeds and alcohol can't be cooked. While this streamlines the food production as you don't have to keep track of all the alcohol inside the fortress to prevent those to be used in cooking this also limits the possibilities.

Final big addition in this version is the training. I decided to go with two new workshops, Training Dummy and University, of which Training Dummy is used for military training and University for everything else. Note that not all skills can be trained yet, I tried to include those skills which really depends on higher level. For example stone detailing is very important as engraving can be considered more or less final.

Besides the things mentioned above I added few new animals; bhederin, mammoth and pegasus. Githyanki also received own weapons which aren't available to anybody else.

Finally, there was one big bug which is now fixed. I noticed that certain noble positions were unavailable. These positions were manager, bookkeeper and broker. Now those are appointable again.
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.05_1 (3/12/2012)
Post by: Kipi on March 12, 2012, 04:42:31 am
New version is out!

This version contains support for the latest DF, 0.34.05.

Besides updating to the new version of DF I also did some fixing as well. All the fixes are related to the Religion -feature, which was more or less broken.

The most notable thing is that I had to remove the tablet -system for now. The reason behind this is that, for some reason, the game accepted any tool item for the reactions instead of looking for the specific tablet required. I tried to change the item type to toys but that didn't help, now the game accepted any toy available. So until I find the reason for this the tablets are removed and you can go straight to the reactions.

For those who like to run the game without temperature I also added a new reaction called "Destroy Cursed Stones". Now you don't have to worry about all the stone produced during the religion reactions, especially since I fixed the problem where cursed stones could be used in other things (crafting, construction etc.) as well. To fix that problem I had to create new material template for all the religion stones that are designed to turn gas immediately.

And here is the changelog:
Spoiler (click to show/hide)

So yes, as I had to remove the tablets from the game most of the fixes are currently meaningless. But when I solve the item problem those few things listed as fixed shouldn't bother us anymore.
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.05_1 (3/12/2012)
Post by: Kipi on March 12, 2012, 08:38:15 am
Even if it has been only couple of hours since I released the previous version I can reveal that the next update could be considered as huge content update. Here is a quick list of what has been added so far;


Right now I'm going through the DFA files and importing things from those. I'm also roaming through different fantasy books and sites for ideas, D&D books being one of the major sources.

I still haven't figured out the problem with tablets. As I stated before the reactions don't look for specific tablets, instead accepting any item of the same general type, in this case toys. Strange thing is that training reactions work like a charm so I'm quite confused what is causing this problem.

One big addition worth of special mention, even though I haven't completed it yet, is the new Elf entity. The current elf entity is considered to be group of savage, rebellious elves who shun any and everybody. The new elf entity, on the other hand, could be described as civilized elves who don't have any objection to use and trade wood. And they also have better armor and weapons due the fact that they use metals as well. And no, these new elves aren't aggressive towards dwarves.


On a side note, I'm very anxiously waiting for the next release of vanilla DF. All those old bugs gets finally fixed, especially the training and pet system.
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.05_1 (3/12/2012)
Post by: Kipi on March 14, 2012, 05:20:29 am
I have been testing out the unreleased version for two days. Most things look like they ware working as intended though few things must be changed/tweaked before I will release it;

* Stones can be cut by jewelers
* Pigtails have too fast growing duration
* Dwarves arrive only with caps and mittens.

The stone thing is bug, haven't figured out yet what is causing it but my suspect is that it's related to new templates I added at some point.

Tuning the grow rate of pigtails is more or less minor tweak. Currently 10*10 farm can flood the fortress with pigtail cloth in one year. So I'm going to give those longer growing duration

The clothing problem is caused by the addition I made to the unreleased version which basically turned all cloths to armor by giving those a level of armor. This addition was to forcefix the rotting cloth problem but, as Toady has already fixed that bug, this feature can and will be discarded.

Still haven't figured out the tablet problem, I think I will focus my efforts to that once I have released the 0.34.05_2 version, which should happen either today or tomorrow.


Current list of features added by the new version:


I will also launch a website in tandem with the releasing of the new version. The website is currently under construction. What I intend to put there is, for example, the crude manual of different features as well as more detailed explanations of each one of those. I will also remove the old release logs from this thread and move them to website, leaving only the change log of the latest version of the mod.

Stay tuned!
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.05_2 (3/12/2012)
Post by: Kipi on March 15, 2012, 04:43:28 am
As I promised yesterday, the new version (0.34.05_2) has been released!

This time there are lots of content that was added. The list in previous post is still the same though two of the three bugs has been fixed. The bug of rock being used in gem cutting is actually a bug in vanilla DF and thus there is nothing I can do about it.


And, just like I promised, the official website has also been launched! You can find it here (http://totalmayhemmod.webs.com).
I had some problem with getting the list indention to work so I had to slightly reformat the feature list and release notes. There is also a limit of ten pages for free membership so I wasn't able to divide all the features to different pages basing on the type. I'm considering to upgrading to premium membership at some point but not right now.

Finally, here is the changelog:
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.05_2 (3/15/2012)
Post by: Kipi on March 20, 2012, 02:09:41 am
It has been few days since I released the 0.34.05_2 version of the mod. Since then I have added following changes:

Last two days I have been working on the balancing of the entities. This includes reallocating of all attributes, entity specific items (weapons/tools/armor/toys etc.), for some entities special materials (Githyanki Silver) and lots of other things. I will also try to add syndrome to entity meat, which will not kill the dwarves but cause severe complications.

After I have finished up with entity rebalancing I will expand the tablet system more to cover training as well. That means tablets are going to be dwarven equivalent of books.

Any ideas and suggestions, especially regarding the entities, would be appreciated.

Oh, and since I believe the next version of DF is very near, since 0.34.01 longer than one day of silence from Toady has meant new release, I will not upload the new version of the mod before 0.34.06 is out and I have updated my mod to it. That is if I'm not mistaken.
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.05_2 (3/15/2012)
Post by: Kipi on March 20, 2012, 05:52:59 am
All physical and mental attributes have finally been redistributed. What I did was to put all the entities in order for each attribute, calculated the numbers for weakest entity basing on the attributes dwarves and the calculated all the numbers for every other entities by multiplying the values of the first weaker creature with certain multiplier.

For example, Strength attribute;
Dwarves have lowest attribute range for Strength 450. They were third strongest entity of all ten entities while kobolds are weakest. This resulted number 72 for kobolds by using the formula x/y^z, where x = number dwarves have, y is the multiplier and z is the "rank" of dwarves minus one. The multiplier is 1,3 for strength calculations, which resulted formula 450/(1,3^7) = 72, rounded by closest integer.

This formula was applied to all attribute ranges for all attributes, where x is always the default value dwarves have, x changing depending on the attribute and y changing depending on the position of dwarves in the order list.

After I calculated all the values I made some minor tweaks, like changing all values over 5000 to 5000 as it's the maximum the game allows, as well as other minor tweaks.

I know this system most probably is still unbalanced but at least it's easier to tweak it after some play testing.


Next I will turn my attention to the size values of all the entities. Here I will use the average height for dwarves in feets, calculate the difference relative differences for other creatures and then use that value to calculate the new size values. For now I decided to exclude all the vanilla entities from these calculations and fellhumans plus vikings will use the same values as humans, so the only creatures affected are gnolls, cavemen and githyanki.

After all these calculations are done I will move to items.
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.05_2 (3/15/2012)
Post by: Kipi on March 23, 2012, 03:17:19 am
All the changes to creatures themselves have been done as well as some extensive testing. Here are the results:

First of all I wanted to know how well the entities survive from world generation; first two test gens with pocket world and 125 years of history resulted humans, elves and goblins being wiped out. When I changed the settings to medium world and short history (5 years) all of them survived as well as with 100 years of history. I think the problem is with pocket worlds, there is just not enough space to allow the entities to spread out a bit before the conflicts and thus all three entities, being weaker, gets wiped out.

Next I ran some testing battles in arena mode. All tests were repeated five times to confirm the results.

First set of battles:
In each fight team b, which is the group of githyanki, won. In four cases one githyanki was wounded, though each time it was just minor yellow wound in arm or leg. In last case there were no injuries in winning side

Second set of battles:
These fights were more interesting. First of all the battles took much longer than in first set of battles. Each five battles were won by fallen humans, though three times there were one dead fallen human and rest of the group were more or less injured. Last two fights saw no deaths in winning side though again all of them were injured.

Third set of battles:
As expected the hydra won. It required only one blast of the cryo vapor to kill the dwarves. The only interesting thing was that the hydra was also injured by the blast, the whole body turned yellow. BUT, after I pitted some minor creatures against the "wounded" hydra, no parts of the body went beyond yellow so I think this is only minor problem and doesn't require fixing.


Now that I have ran some preliminary tests it's finally time to move on items. After I have finished that I will give Githyanki the special silver, after which I will do some test runs again.
Title: Re: Dwarf Fortress: Total Mayhem (DFA Successor)
Post by: the_game_hunt on April 18, 2012, 04:34:25 pm
- Rocks can be used in jewelry. This is a bug with vanilla DF, not with the mod.

Thats not a Vanilla DF bug nor this mod bug. Rock "gems" have different cuts than real gems.
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.05_2 (3/15/2012)
Post by: jackbod on April 22, 2012, 08:37:48 am
I have an idea/suggestion for a stealthy type creature
Like a pale blue leathery skinned cheetah in base body and size, it has hard chttinous fins (they dont move there like a sheild attached to him all over his body) placed on parts of its body making its genral structure much more streamlined where the head of the cheetah would be there isnt there is a large snapping mouth with needle like teeth, they have long powerful tales with large spikes of chitin at the end they have long razor shrp nails that can rip out organs and lop of limbs, they have streamlined bodies that moves delicately through the wind with great speed and stealth they have two powers, stealth-They go into sneak mode even when they can be seen 30 recharge and leap- they dive into there target and can go up or down a z level if they crash into an enemy ussually dealing decent damage and knocking the opponent down 10 recharge- And yes they are very badass
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.07_1 (5/2/2012)
Post by: Kipi on May 02, 2012, 03:32:20 pm
Okay, the new version is up!

As I stated in the official website, this release turned out to be first step in entity/item overhaul. So far the attributes of each entity creature has been checked and altered as well as size of gnolls, vikings and githyanki. As for the items, so far I have redistributed weapons and toys, which isn't much. Just note that, while all the weapons have been renamed, those are identical in terms of battle. So human battle axe works as well as dwarven battle axe. I'm going to check the item attributes later.

And the change log:
Spoiler (click to show/hide)



- Rocks can be used in jewelry. This is a bug with vanilla DF, not with the mod.

Thats not a Vanilla DF bug nor this mod bug. Rock "gems" have different cuts than real gems.

So it's actually intended that jewelers can cut rocks and use those in encrusting?

I have an idea/suggestion for a stealthy type creature
Like a pale blue leathery skinned cheetah in base body and size, it has hard chttinous fins (they dont move there like a sheild attached to him all over his body) placed on parts of its body making its genral structure much more streamlined where the head of the cheetah would be there isnt there is a large snapping mouth with needle like teeth, they have long powerful tales with large spikes of chitin at the end they have long razor shrp nails that can rip out organs and lop of limbs, they have streamlined bodies that moves delicately through the wind with great speed and stealth they have two powers, stealth-They go into sneak mode even when they can be seen 30 recharge and leap- they dive into there target and can go up or down a z level if they crash into an enemy ussually dealing decent damage and knocking the opponent down 10 recharge- And yes they are very badass

Man, you should really use periods while writing, I actually had to read that post several times before I grasped what you were looking for.

Now, while the idea is good, I think only 70% of what you are suggesting is actually possible and only 30% is inside my modding skills. So right now I think I'm not adding this creature but I will make some notes in case it becomes plausible at some point. Besides, right now I'm focusing more to entity creatures and balancing those so I don't think I'm gonna add new creatures right now anyway. But thanks for the suggestions.
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.07_1 (5/2/2012)
Post by: jackbod on May 19, 2012, 06:28:34 am
Sorry about my poor forum posting abilaties  :(
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.07_1 (5/2/2012)
Post by: leafbarrett on July 05, 2012, 08:30:14 am
Will there be any further updates to this mod?
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.07_1 (5/2/2012)
Post by: Alu on June 27, 2014, 02:55:30 pm
I think thats a no. Too bad, hoped it'll be ready for the update... but it isn't even .11

are there similar projects?
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.07_1 (5/2/2012)
Post by: Espuma on June 29, 2014, 06:04:53 am
Masterwork is pretty much this, I guess?
Title: Re: Dwarf Fortress: Total Mayhem v. 0.34.07_1 (5/2/2012)
Post by: Aigre Excalibur on July 03, 2014, 08:43:11 pm
Do you have rock weaponry like the ones in DFA?