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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Clover Magic on September 22, 2012, 02:54:49 pm

Title: =To Terra= [FF9] Ironhand Graphics version released! +compatibility
Post by: Clover Magic on September 22, 2012, 02:54:49 pm
To Terra
A Final Fantasy 9 Conversion mod
(http://i49.tinypic.com/2r7cb37.png)

Download (Version 2.2) (http://dffd.wimbli.com/file.php?id=6941)
Download Ironhand Graphics (Version 1.0) (http://dffd.wimbli.com/file.php?id=7076)
Download Compatibility (Version 1.0) (http://dffd.wimbli.com/file.php?id=7077)
FF9 World Map worldgen parameters (http://dffd.wimbli.com/file.php?id=7028)




Welcome!  This is a mod that aims to eventually convert Dwarf Fortress into the world of Final Fantasy 9.  Even if you've never played it, I'll hope you'll give it a try, as it has some fun new races and animals to try out.

Goals:
-Eventual total conversion to FF9 (all vanilla items reduced or deleted)-
-Expand the world with 10 new races, all distinct-
-Include entire bestiary of FF9 monsters into the game-

Current Features:
Races:
-Genome
-Summoner
-Black mage
-Burmecians
-Cleyrans
-Qus
-Humans
-Dwarves
-Moogles
-Tonberries

New flora and fauna -Over 40 new animals so far!-
New weapons, armor, items, and ores

Spoiler: Race Explanations (click to show/hide)

Current Known Issues
Genomes have GRASP on their tails to make them prehensile.  This means they come wearing mittens and gloves on their tails.  Nothing much can be done about this, as this behavior is hardwired.
Bombs may or may not be way too hard to kill.  Your caverns may end up being very !!FUN!!
Summoning currently results in becoming naked.  Yeah.
Can't really do anything with moogles.  Don't take them.



Version History
1.0 - Uploaded mod
1.1 - Fixed entity file error
1.2 - Uploaded new version with many added monsters, released on forums
1.3 - Moar monsters, some bug-fixing, trying out new things
1.4 - Fixed Gem Refinery!  Use ores to create more worthwhile gems.  Also coffee.  Some bug fixes.
1.5 - Fixed coffee so it won't try to use barrels, added a lot of new plants and some new fun creatures!  Also fixed languages so races actually use their proper language.
1.6 - Fixed a rather game-breaking issue with frost spider silk.  Also uploaded a full game for total conversion purposes.
1.7 - Fixed sawmills, added some small new stuff, removed vanilla plants
1.8 - FIXED MOTHER-FUCKING GEN CRASH BITCHESSSS + new things
2.0 - Released new version - includes the beginnings of magic, the elemental system, and new reactions, metals, and some food industry expansion.  Also new items.
2.1 - Several new buildings and reactions added, some balancing and bugfixes.
2.2 - New magic research system, some bugfixes, went total conversion for the main download.  Also added a compatibility version and a version using custom sprites and Ironhand graphics.



TESTERS WANTED!
Please download this and report back your experiences!  I would like to know what works, what doesn't, what needs rebalancing, etc.  Also, feel free to contribute some ideas - FF9 doesn't have too much in the way of plants and such, so new ideas that fit in with the general feel of the world are always welcome!
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: IamanElfCollaborator on September 22, 2012, 03:03:23 pm
A fellow Final Fantasy modder? Nice to see I'm not the only one interested in modding this.
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: Clover Magic on September 22, 2012, 03:08:14 pm
Indeed.  I've been working on this for a while now, so I decided to release it.  It's kind of embarrassing though. XD
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: IamanElfCollaborator on September 22, 2012, 03:13:43 pm
No, no, it's a great start. You and I are aiming for different things , but I could help out.
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: Clover Magic on September 22, 2012, 03:20:52 pm
Thank you for the offer. :)  Right now I'm just in the grunt work of making all the logical monsters from the bestiary into animals.  I'm in the M section, heh.

The help I need right now is basically play-testing.  I've been running a lot of forts, but I haven't hit everything, especially since my new batch of monsters.  I'm getting a lot of malboros in legends mode, though, so that's good.  They should be pretty fearsome.
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: Hurize on September 22, 2012, 05:37:58 pm
I can help with testing, just message me.
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: Clover Magic on September 22, 2012, 05:54:41 pm
Thank you Hurize, sent you a PM. :)
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: NRN_R_Sumo1 on September 22, 2012, 10:54:10 pm
hm.
Personally I'd like to see a FFT mod.

Just seems like it would translate over a bit better.  ;D
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: Clover Magic on September 22, 2012, 10:55:23 pm
Tactics?  Perhaps.  It wouldn't be me, though, I don't have it and haven't played it in years.
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: IamanElfCollaborator on September 23, 2012, 11:54:37 am
EDIT: Scratch that, checked the raws, perfectly compatible, just redundant because there would be too many moogles and tonberries.
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: Xgamer4 on September 23, 2012, 04:00:21 pm
How do chocobos work? Are they just normal monsters?
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: Clover Magic on September 23, 2012, 04:06:10 pm
Chocobos are mostly like domestic horses.  They can pull wagons and are pack animals.  You can find wild ones in all non-freezing biomes, I believe, they'll come in a small flock occasionally.

They're divided into several castes with different colors - each new level has a new skill, and keeps the skills of the previous colors, like in the game.  So a blue chocobo can swim, while a gold chocobo can both swim and fly.  Their speed also increases with each caste.  Accordingly, their value and rarity also increases per color.  The colors are Yellow -> Blue -> Red -> Black -> Gold.  Any color can hatch from eggs, though.

There are also Fat Chocobos.  They can't breed and don't have any special talents, but they are huge, so they make excellent butcher targets.
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: Gentlefish on September 24, 2012, 12:24:05 am
PTW. Never played FF 9, but I've heard great things about it. I may end up doing Tactics myself. Eventually.
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: Clover Magic on September 24, 2012, 08:27:10 am
If you do put out a Tactics mod, I'll look forward to it. :)  And you should really try out 9 - it's a great game, and my personal favorite of the series.

Anyways, thanks to some testing, I've found several errors - also, I accidentally left my speed-testing tag in the genomes and they're SPEED:3, so if your genomes have been moving at subsonic speeds, this is why.  It will be fixed in the next release, which will be out within the week.

Edit: Make that today.  I got some work done, new monsters, trying out weird new things.  Oh, and I fixed the chocobo feather issue, they're now properly used as "yarn".
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: Clover Magic on September 25, 2012, 04:29:18 pm
Okay, a new version has been released!  The biggest thing is that the Gem Refinery is now working.  Gather a whole bunch of ores, and you can refine them into more worth-while gems.  It takes a lot, though!  The Refinery requires fuel or magma.

Also added coffee, randomly.  Mill the beans, use the resulting "ground coffee" at the Still to make coffee.  The beans and grounds can also be cooked into things, and eaten raw if someone is starving, but they won't normally eat them.
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: Gentlefish on September 27, 2012, 12:48:00 am
If you do put out a Tactics mod, I'll look forward to it. :)  And you should really try out 9 - it's a great game, and my personal favorite of the series.

Anyways, thanks to some testing, I've found several errors - also, I accidentally left my speed-testing tag in the genomes and they're SPEED:3, so if your genomes have been moving at subsonic speeds, this is why.  It will be fixed in the next release, which will be out within the week.

Edit: Make that today.  I got some work done, new monsters, trying out weird new things.  Oh, and I fixed the chocobo feather issue, they're now properly used as "yarn".

Totally just bought 9 today. Gonna start playing tomorrow. Nothing like a real disc and controller and TV to really make it feel good.

Also, maybe use chocobo feathers as bed material? Is it even possible to do that? I'd like to have my king sleep on a bed that's basically a pile of of golden chocobo down.
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: Clover Magic on September 27, 2012, 08:07:00 am
Totally just bought 9 today. Gonna start playing tomorrow. Nothing like a real disc and controller and TV to really make it feel good.

Also, maybe use chocobo feathers as bed material? Is it even possible to do that? I'd like to have my king sleep on a bed that's basically a pile of of golden chocobo down.

Sweet. :)  Hope you enjoy it!

I was actually pondering this before going to bed last night - I was thinking about making a metal bedframe and something like chocobo feather quilts, and combining them with a reaction to get a nice bed.  Too bad I can't define new beds myself in the raws, but I should be able to make chocobo feather beds.  The separate steps is just for the sake of realism.

Oh, and also, there is an issue with coffee.  If you want to brew it, forbid all your empty barrels and only use pots.  Barrels are weird and can only hold 5 units of liquid, and since there are "5" units of ground coffee in a single bag, one bag brews 25 units, so if someone uses a barrel, apparently they just dump it on the fucking floor or something and you'll get "coffee [25]" stuck in your still under you deconstruct it and the barrel remains empty.

The next update will force coffee to made in pots to prevent this issue, as it works just fine with pots.  Until then, just don't use barrels.
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: Gentlefish on September 29, 2012, 12:14:18 am
So I've played three hours or so. I'm loving it. Is there anything I can do to help, even if it's just testing? I'm a very -very- basic modder otherwise, but I can help do building reactions if you just need gruntwork done.

EDIT: Testing anyway. Genome language seems broken. I keep hitting random name for the fortress and the translations keep changing. I get:
For Abbey: Rhuor, Lipna, Cebela, Nithros, and Iarrieu to name a few.

Also monarch butterflies are forming colonies. Not sure if intentional.

And for above-ground civilizations, the sawmill mod workshop is almost necessary. I'd love to be able to give my Genomes an actual house and theatre stage.
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: Clover Magic on September 29, 2012, 09:00:19 am
So I've played three hours or so. I'm loving it. Is there anything I can do to help, even if it's just testing? I'm a very -very- basic modder otherwise, but I can help do building reactions if you just need gruntwork done.

EDIT: Testing anyway. Genome language seems broken. I keep hitting random name for the fortress and the translations keep changing. I get:
For Abbey: Rhuor, Lipna, Cebela, Nithros, and Iarrieu to name a few.

Also monarch butterflies are forming colonies. Not sure if intentional.

And for above-ground civilizations, the sawmill mod workshop is almost necessary. I'd love to be able to give my Genomes an actual house and theatre stage.

Thanks for your reply!  Right now testing is the most essential, followed by suggestions.  I'm especially looking for suggestions for common animals right now - the bestiary is great for wild animals and such, not so much for domestic animals, so new ideas would be appreciated.  I plan to eventually replace everything after all!  Anything fantasy-ish is fine.

I don't know why butterflies are forming colonies.  I'll have to look into that.

And thanks for catching the language!  I'd noticed the languages going wonky but it seems it slipped my mind.  Next version will fix that.  Also fixing the capitalization thing in the genome language, DFLang is weird sometimes.
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: Clover Magic on September 29, 2012, 12:46:08 pm
New version has been released! (http://dffd.wimbli.com/file.php?id=6941)

Fixes:
-Coffee now requires pots so as to stop the barrel issue
-Races now use their appropriate language instead of cycling through them at random

New Stuff:
-Tons of new plants!  Really diversifying plant biomes here to make trading more interesting
-Some new fun creatures!
-New reactions and buildings, including a sawmill!  Use one log to create three wood blocks to extend your aboveground resources

Please tell me what works and what doesn't!
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: NCommander on September 29, 2012, 07:14:25 pm
I definately need to playtest this as soon as I finish my turn in swordthunders. FFT is still my favorite game of all of the, but FF9 is my favorite from the mainline.

Do you want any assistance with modding at all?
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: Clover Magic on September 29, 2012, 07:37:04 pm
FF9 is also my favorite. <3

Anyways, I always need playtesting so I can know what works and what doesn't - if anyone could find the source of the random crashes that plague my world gens that would be swell.

The other thing I need at the moment is new domestic/benign animals.  Monsters are great for Fun wildlife, but not so much pack animals and vermin hunters.  I want to remove most if not all real-world animals eventually, or at least those that don't show up in the game.  Cats, for example, are staying since they appear in the game, but horses and the like need to go.  Also, making new human castes for the various animal people would be awesome.  Something I could just plug into the default humans and go.

Anyone is welcome to add a creature or animal-person caste!  It'd be appreciated. :)
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: NCommander on September 29, 2012, 09:20:59 pm
the entity raws seem kinda messy with the nobles and such, but I haven't had a chance to play with this mod yet. One thought is to limit reactions to specific species so you have to trade to get some kinda goods (plus liaisons where needed).
Title: Re: =To Terra= [FF9] Summoners, moogles, and so much fire (Testers Wanted)
Post by: Clover Magic on September 30, 2012, 02:14:18 pm
New version uploaded! (http://dffd.wimbli.com/file.php?id=6941)  Please download this new version, it fixes all genomes appearing with frost spider silk items from dying of severe frostbite.  Also, sawmills should now be working, derp.

Also, I uploaded a full game version. (http://dffd.wimbli.com/file.php?id=6985)  For some reason I cannot gen anything larger than a Small world with the full files, so if someone could see if this is repeatable and perhaps the cause, that would be really helpful!
Title: Re: =To Terra= [FF9] Full Game Version Posted, need testers for crash bug
Post by: IamanElfCollaborator on September 30, 2012, 03:30:26 pm
Wait. Check the entities and interactions. Those are the ones that cause problems in modded files.

Also, fiddle with your worldgen parameters.
Title: Re: =To Terra= [FF9] Full Game Version Posted, need testers for crash bug
Post by: Clover Magic on September 30, 2012, 03:41:57 pm
The problem is that I haven't changed the entities and interactions since, like, version 2, and I was perfectly fine to gen medium worlds then.  I was changing plants when somehow it broke, and I can't seem to find out what's going wrong to fix it.  It gens the worlds just fine up until the history aspect, at which it gets maybe 4 years into the world and then shits itself and crashes with no errorlogs.

I really don't know what the hell's going on.  I've mucked with every single thing I've modded into the game ten times over by now, and I can't stop the crashes.
Title: Re: =To Terra= [FF9] Full Game Version Posted, need testers for crash bug
Post by: Gentlefish on September 30, 2012, 08:16:02 pm
I've gotten to year 5 on worldgen medium before it crashes. I've been mucking through myself and haven't found anything more than a typo like THunder. Maybe one of the creatures' magic reactions doesn't work properly, I think that's the most likely case here. I don't work with those so I can't help you with that. Maybe a plant reaction then.
Title: Re: =To Terra= [FF9] Full Game Version Posted, need testers for crash bug
Post by: Clover Magic on October 06, 2012, 07:03:35 pm
Okay, small new version!

New things:
-Fixed sawmills, get your three blocks now!
-Some small new things
-Removed vanilla farming plants

Haven't updated total conversion version yet, will do so later tonight.
Title: Re: =To Terra= [FF9] Full Game Version Posted, need testers for crash bug
Post by: IamanElfCollaborator on October 07, 2012, 01:57:53 am
Mind if I borrow your genomes for my FF mod?

I sort of want to concentrate on mega beasts and summons on my mod, and I'll give credit. I don't mind if you say no; I just like your genomes for some reason. :P
Title: Re: =To Terra= [FF9] Full Game Version Posted, need testers for crash bug
Post by: Clover Magic on October 07, 2012, 11:24:02 am
Of course, I don't mind.  Anything from my mod is free as long as there is credit. :)

Now I'm trying to fix the anti-grav frogs.   :P  The Mighty Ascending Frog has found it's way into DF!
Title: Re: =To Terra= [FF9] Full Game Version Posted, need testers for crash bug
Post by: Gentlefish on October 07, 2012, 05:33:48 pm
The best way to do that I think would be to give them a special torso that has the flying capability, [WINGS] or [FLYING] or whatever.

Also, has the crash been fixed?
Title: Re: =To Terra= [FF9] Full Game Version Posted, need testers for crash bug
Post by: Clover Magic on October 07, 2012, 05:40:18 pm
Haha, I'm trying to stop them from flying.  I'm getting frogs hovering in midair in my current fort for no reason whatsoever.

And no, I can't seem to fix it.  I've done everything I can think of - removing custom reactions, interactions, changing a ton of entity stuff, but it still crashes.  I'm so sick of this crashing.
Title: Re: =To Terra= [FF9] World gen crash FIXED aw yeah! +new stuff
Post by: Clover Magic on October 08, 2012, 12:07:55 pm
Good new everyone, I seem to have fixed the world gen crash!  After about thirty minutes spent on the Mantis bug tracker, it turns out that the game doesn't like megabeasts or semimegabeasts without a LAIR tag.  It seems I forgot to add one to the silver dragons, so they were crashing the worldgen for some godawful reason.  I'm currently genning medium worlds without problems now.

Please download the new files to fix this.  If you still run into this crash, please inform me immediately!
Title: Re: =To Terra= [FF9] World gen crash FIXED + added poll
Post by: Clover Magic on October 09, 2012, 08:36:24 am
All right, now that the worldgen crash has been fixed, I'm working on actual content again instead of random fixes.

So!  Here is where I poll you guys!  What sort of content would you most like me to work on next?  I've got several new mega/semimegabeasts already, and will continue to add more as I work through the boss list.  The bestiary for has also been more-or-less completed, with some hanging in the wings waiting to see if I decide to add them in.  So, almost all new creatures would be original.  I also want to add a lot of more reactions and such to make some more variety.  So, basically, the poll results will point me to what should be getting my priority!  All will be worked on, I just would like to know what people would like to see first.

A new version will be out by the end of the week.
Fixes so far:
-Fixed bedframe-making, so now you can make beds from metal!  Create a metal bedframe at a forge (3 metal bars, Other Objects), and then assemble a bed at a craftsman workshop using the bedframe, a piece of cloth, and any sheared hair/wool/feathers for stuffing.
-More monsters should be showing up properly
-Genomes should no longer punch things with their tails (they'll still wear gloves and mittens on them, but oh well)
-Lots of minor tweaks to monsters, frequency and egg size and such
Title: Re: =To Terra= [FF9] World gen crash FIXED + added poll
Post by: Clover Magic on October 10, 2012, 12:59:58 pm
The beginnings of an elemental system are being implemented.  New buildings and reactions galore, woot!  It will be mainly focusing on creating different elemental materials - since the game is filled with a lot of weapons/equipment that are "infused with the power of Holy" or some such, and since genomes cannot cast magic, this will be your only way to inflict more damage on enemies.  All enemies will be reworked so that they are weak to the elements they are weak to in the game but strong against their own, making elemental forging a priority to fighting effectively.  Dragons are now a bitch to fight, mwahahaha.  I'll also be attempting to give black mages elemental spells.  Still not sure how to handle summoner magic - CPU summoners won't summon as is, nor can I think of how to implement white magic.  Suggestions are appreciated.

Work is also being considered on an apocethary to create the standard FF potions and such, but again, this needs ideas on how to work.  Softs, for example, would be easy to implement, but how to replicate the healing effects of a potion or ether?  Research is needed.
Title: Re: =To Terra= [FF9] World gen crash FIXED + added poll
Post by: IamanElfCollaborator on October 10, 2012, 01:42:05 pm
White magic? Hm.
I'll take a look at my Persona healing interactions, but I think you could do a transformation on someone for three seconds to do the really powerful Cure spells and Full-Life/Raise (Sorry, haven't played IX, dunno its spells) and as for summoning, I'd say transforming a nearby person into the desired summon is the closest you're getting to that.
Title: Re: =To Terra= [FF9] World gen crash FIXED + added poll
Post by: Gentlefish on October 10, 2012, 02:16:49 pm
Well. Maybe a cheap proto-esper animal that all the reactions affect and can assign to the summoner? So if the transformed esper does die, it causes a bad thought. Which for me, makes sense.
Title: Re: =To Terra= [FF9] World gen crash FIXED + added poll
Post by: IamanElfCollaborator on October 10, 2012, 02:22:33 pm
Works out in Fortmode, I have a system like that for both of my mods.

What about Adv.mode?

Edit: for lower level Cure spells you could accelerate the healing rate by boosting recuperation to ungodly levels.
Title: Re: =To Terra= [FF9] World gen crash FIXED + added poll
Post by: Clover Magic on October 10, 2012, 02:49:55 pm
Thanks for the ideas so far!

FFIX has the following white magic spells:
Cure   Restores 300+ HP, single/multiple target
Cura   Restores 1500+ HP, single/multiple target
Curaga  Restores 4000+ HP, single/multiple target
Regen  Gradually restores HP
Life  Recovers character from KO, restores some HP
Full-Life  Recover from KO with full HP
Panacea  Cures Venom and Poison status
Stona     Cures Petrify and Gradual Petrify
Esuna     Removes various abnormal status effects
Shell  Reduces damage from magic attacks
Protect  Reduces damage from physical attacks
Haste     Speeds up ATB Gauge
Silence  Prevents single/multiple targets from casting magic
Mini  Shrinks, lowers defense and attack power
Reflect  Reflects magic attacks back onto caster
Float    Causes levitation, prevents Earth damage
Dispel     Removes abnormal status caused by magic attacks
Might     Raises physical attack power
Jewel     Extracts Ore from a target
Holy    Causes Holy damage
Scan  Determines HP, MP, and weaknesses of enemy
Confuse  Makes single/multiple targets erratic
Berserk  Raises attack strength, attacks uncontrollably
Blind    Causes Darkness, lowering physical attack accuracy

Some of these will be easy, eg. Berserk will obviously add the CRAZED tag and raise strength.  The healing ones will be more troublesome and that is the problem, although the recuperation is a great idea.  Protect/Shell will probably do some material damage modifiers.  Reflect I have no fucking idea.

These also have to be optimized for Adventure mode - summoners are not playable in Fort mode, nor do genomes have access to magic or summons - in fact only summoners have access to white magic and summons.  Genomes will have to rely on items to do the same things, such as a Potion for Cure and a Soft for Stona.  Black mages will get the black magic spells, Burmecians/Cleyrans might eventually get some dragoon-related things, and Qus will eventually get "blue magic" spells.  It's a goal to have both modes be fun to play and different experiences.

I'm going with the "transform other creature into summon" for now, since transforming themselves...wasn't optimal, as CPU summoners wouldn't use it and it made you naked.

Also, there is a RESURRECTION effect.  Phoenix summon and Life spells will have to use that.
Title: Re: =To Terra= [FF9] World gen crash FIXED + added poll
Post by: IamanElfCollaborator on October 10, 2012, 02:59:52 pm
I'll try to figure out Reflect, I need it myself and I need to figure out how to reflect damage onto enemies with interactions. (Yay Tetrakarn.)

As for potions, you could do something with misc. liquids and syndromes.
Ethers are impossible, as there isn't a way to....well do MP in DF, except by some convoluted workaround.

ATB isn't replicable here. Literal Haste perhaps?
As for Jewel, hm. Unless...no, wouldn't work.
Esuna is just a transformation interaction.
Panacea wouldn't be needed...
Silence could be done by removing CAN_SPEAK and making all spells require it.
Scan is unworkable.
Shell? I suppose you could turn the target into an immobile wall for a bit..
Title: Re: =To Terra= [FF9] World gen crash FIXED + added poll
Post by: Clover Magic on October 10, 2012, 05:32:20 pm
Yeah, ethers and other MP skills probably won't make it in.  Let me know if you come up with something that works for Reflect, though, I'd like to add Carbuncle and such.

I was figuring the best thing to do would be make potions into extracts, into barrels for fort consumption and vials for adventurer. (How the adventurers would get them is another matter, but.).  The vial version would be more potent - Super/Hyper potions, maybe? - while the barrels would be mild and would cure any genome who decided to snack on them.  There would also be a reaction, so a genome could be assigned via Workshop Profile and a reaction to consume the potion at the apocethary for immediate healing.

Thanks for the help!  Yeah, I figure Haste will just be a temporary speed increase.  Esuna being a brief transformation to heal is a good idea.  Silence, that's a good idea, although that means I'll have to rework a few tags.  Yeah, Scan and Jewel I didn't plan to add  :P.  Too bad, because Jewel would be useful, the elemental system will require a lot of Ores.  Might make it a summoner reaction out of corpses or something...?  Dunno.  Shell...hmmn.  It might reduce "elemental" damage, I'm thinking.

I hate making freezing attacks, for the record.  Do they even work in the arena?  I can't tell if my Ice spells are working.
Title: Re: =To Terra= [FF9] World gen crash FIXED + added poll
Post by: IamanElfCollaborator on October 10, 2012, 05:36:06 pm
They should work. I'm assuming you're doing what I did and making them paralyzed with SEV:1000?
Title: Re: =To Terra= [FF9] World gen crash FIXED + added poll
Post by: Clover Magic on October 10, 2012, 05:54:41 pm
No, that'll be my Break and Stone spells lol.  Ice spells are more just a material that has a really low melting/boiling point like the wiki said to create severe frostbite...but I'm not sure it's working.   :-\  Although Ice spells might also be used to create the Freeze status effect, but that'll be another creative interpretation, I think...not sure how else to emulate a status effect that kills you if hit.  (Or if you take an action, which is Heat status.)
Title: Re: =To Terra= [FF9] World gen crash FIXED + added poll
Post by: Gentlefish on October 10, 2012, 07:15:34 pm
Well. For stone, you could turn them into a creature defined in the raws but isn't genned in-world. It would be called something like "Petrified" and you could have that drop an ore of some variety. The most defining property of petrified would be a basic humanoid body shape with [IMMOBILE]. Maybe made of stone as well, but that might be hard to break. I've never actually run across a stone titan/FB so I dunno. You could also define a "stone" inorganic that's very easily shatterable/sliceable and do it like that in stead of an actual rock.
Title: Re: =To Terra= [FF9] World gen crash FIXED + added poll
Post by: Clover Magic on October 10, 2012, 09:06:47 pm
Hmmn...perhaps, as "petrify" and "stop" are two very different things and both are status effects in FF9, so the full-paralysis would probably be Stop...I'll have to fiddle with stuff, right now I'm working out the elemental system and adding new metals and things for it.  If you can somehow get your hands on it, dragonstar metal will save your ass against the dragon megabeasts - especially needed if a Tiamat decides to come rain on your parade, because holy fuck they will rape you.  Getting it will be a bitch and a half, though.

Anyways, to tide you guys over until the new release, here, have some worldgen parameters based on FF7's world map!

Copy these out of the file and place them at the end of world_gen.txt in the data/init folder of your game! (http://dffd.wimbli.com/file.php?id=7027)

You might have civ-placement issues on large worlds due to the poles being too far away from land to generate taigas, but I'll look at lowering the global temps for all of them later to help with that.

Edit: Here is FF9's world map (http://dffd.wimbli.com/file.php?id=7028) - had to hand-paint the height map, so it took longer.
Title: Re: =To Terra= [FF9] World gen crash FIXED + added poll
Post by: Clover Magic on October 11, 2012, 05:35:23 pm
(http://i46.tinypic.com/fnr24m.png)
(http://i48.tinypic.com/33ws7z5.png)

Magic is working nicely so far.  Life is really nice and works perfectly - it resurrects any able corpse and - through a brief 1-second transformation - heals all wounds so the resurrected won't bleed to death again immediately.  It does need a corpse with an UPPERBODY intact, though, so you can't resurrect someone from just a leg or arm or head.

Cure/Cura just boost healing rate right now, while Curaga boosts healing rate and will heal you of all wounds.  Esuna will do the same without the healing rate boost.  Silence removes the CAN_SPEAK tag, but since I've not yet found a way for an interaction to require its user to have a certain tag yet, this doesn't currently affect anything.  Other status spells are also in effect, alhough some are jury-rigged - Blind, for example, merely removes any EXTRAVISION the creature might ahve and decreases skills in a hope to reduce accuracy.  Dispel simply cleans yourself or a friendly unit of any grime on you, although this can be helpful to quickly remove a syndrome contaminant from your body.  Might, Haste, and Protect are pretty straightforward - they increase strength, speed, and toughness, respectively.  Shell currently reduces damage from the elemental metals, not much matter to yourself, but once monsters can use it it might be annoying.

Black mages have now been given an expanded arsenal, including Poison, Slow, Stop, and Death.  I haven't implemented things like Flare, Water, and Thunder yet since I'm unsure of how to do so, and Break will wait until I've got the complete Petrifying system worked out.

The next version will probably be uploaded tonight or tomorrow, once I finish tweaking the elemental metals - right now they're just different-colored bars of steel, but I'll change their properties and values a bit to match their elements.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: Clover Magic on October 11, 2012, 06:42:25 pm
New Version Released!

Included:
-New magic/summoning system.  have fun with summoner and black mage adventurers!
-Various new metals, including elemental steels.  They're all a little different, and will eventually be more effective on different enemies.
-Some new mega/semimegabeasts.  Fear the Tiamat!
-Beginnings of a sweets industry, including buildings and reactions.  Try your hand at cakes and ice cream! (Needs bug-testing/help)
-Non-alcoholic drinks now made at the Drink Counter.  Make different varieties of tea and coffee for your genomes.
-Elemental Refinery added.  Use Alchemy and gems to create different elemental crystals, essential for forging the elemental steels.
-New reactions added to Gem Refinery.  Roughen up your cut gems (requires salt) or divide a large gem into three small cut ones.  Use these to either roughen Ores from a caravan for use at the Gem Refinery, or to extend your gem resources with dividing large gems.
-Hairstyles re-added, yay!

I should probably be writing a more in-depth manual for this, some of it is getting complicated lawl.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: IamanElfCollaborator on October 12, 2012, 04:30:35 pm
Hang on, is reviving friendlies?
Can you tell me how you did it? I want to do it for both of my mods. (Damned Amaterasu keeps reviving the siegers/damn phoenix keeps reviving the prisoners.)
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: Clover Magic on October 12, 2012, 05:07:28 pm
Unfortunately there doesn't seem to be a way to restrict it to only friendly units - they'll revive anything dead, as corpses are items and thus are not affiliated with anything.  However, if you want just your dead revived on fortress mode, make the interaction LINE_OF_SIGHT, keep your reviver away from the actual fighting and surround them with a friendly corpse stockpile.  (Do Corpse (not refuse) stockpiles only take friendly corpses?  Or perhaps just forbid enemy corpses to be gathered.)  That way people should bring the corpses to the reviver's room without your enemies being revived as well.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: IamanElfCollaborator on October 12, 2012, 05:19:47 pm
I just made it target a certain creature class. Add it to friendly units desired. :P
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: Clover Magic on October 12, 2012, 05:24:06 pm
Haha, that works too.  XD  My magic is more for adventure mode, since my fort mode doesn't wield it, and of course Life works perfectly if you're playing a summoner adventurer, as you choose the corpses you wish to revive.  (Summoner companions would probably be annoying as shit though - stop reviving the quest target idiots, etc).

I might implement that when I implement the elemental weaknesses in all the monsters.  It's not much of a concern right now though as unless there's hostile corpses in sight of the trade depot when the summoners come to trade in fort mode it wouldn't matter much.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: IamanElfCollaborator on October 12, 2012, 05:37:20 pm
:P

I use life interactions for summons (again, Amaterasu I know you like every living thing but please stop bloody reviving everyone who's a sieger). I just pasture them inside a room and do exactly as you said.

It's like a reviving vending machine.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: Clover Magic on October 12, 2012, 06:17:46 pm
Insert corpse, receive life!  :D

Anyways, I've discoevred some issues with baking and ice cream (fucking cheeses).  Those are fixed now.  Busy getting drunk right now for Drunk Fortress, so no active modding tonight, but I do plan on tackling the whole elemental weaknesses tomorrow.  Just a bunch of adding MATERIAL_FORCE_MULTIPLIER tags and shit.  In my current test fort a migrant mniner just came with a firesteel pick, that's pretty cool.  It means it won't melt in magma like the other pick when one of the original miners was stupid and decided to meet Armok instead of running away form the hot moltne death.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: IndigoFenix on October 15, 2012, 03:21:04 am
Useful tip: Interactions with a [VERBAL] tag require the creature to be able to speak.  Give it to all magic interactions and the silence spell will prevent their use.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: Clover Magic on October 15, 2012, 08:14:28 am
Useful tip: Interactions with a [VERBAL] tag require the creature to be able to speak.  Give it to all magic interactions and the silence spell will prevent their use.

...Ohay.  I missed that tag in the wiki, didn't look down far enough.  Well now, that solves Silence!  Thanks for finding that for me, I'll be sticking that into the magic reactions now.

I did not actually get any modding on this done yet - sidetracked by another mod and playing a real Final Fantasy, lawl.  But I'm genning a new test world right now, after I play in it to make sure everything up until now is working, we'll be going for the next mod step.

Again, ideas are always welcome!
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: IamanElfCollaborator on October 15, 2012, 09:55:17 am
Hm.

Perhaps you could put in secrets in the world allowing people to learn different branches of magic.

White Magic, Black Magic, Wind Magic...
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: Clover Magic on October 15, 2012, 10:28:38 am
Hmmn...possibly.  I do remember at least one human had access to White Magic.  Black Magic was pretty exclusively Black Mage, though...although Kuja did use Flare and Ultima, so perhaps genomes will be able to research it.  They were created by the same civ, so it stands to reason they'd have similar abilities, although due to plot reasons Kuja's the only genome ever seen using magic, and aside from Flare and Ultima it's mostly classified under White.  White Magic should be researchable by everybody, then...with maybe access to Black for genomes.  Everything else was pretty much race-based skills, though.  9 had a fairly strict job system for each character.  Summons...well, they could be used by others if forcibly extracted from the summoner, but I'm not sure how to model that.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: IamanElfCollaborator on October 15, 2012, 10:33:35 am
Give them an EBO that is a crystal that is used to make a syndrome inducing rock that gives them summon powers.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: IndigoFenix on October 15, 2012, 05:35:30 pm
Actually, this is one area where FF9's version of Black Mages as a separate creature works best - teaching regular creatures ice or poison vapor attacks without causing them to freeze or poison themselves is a pain.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: Gentlefish on October 15, 2012, 05:38:21 pm
Also, isn't there a tag like [DROPS_ON_DEATH] or something? Or you could have it be butchered out/extracted from the corpse. But I don't know the extraction tags.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: IamanElfCollaborator on October 16, 2012, 12:32:11 pm
I've brainstormed something for Protect and Reflect. Regrettably not Shell.

Make the other spell interactions unable to hit someone with a synclass assigned to the two attacks. Shell I'd say would be a lot of fiddling with material resistances, but I think it could work.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: IndigoFenix on October 16, 2012, 01:04:17 pm
You could just make a MATERIAL_FORCE_MULTIPLIER that halves the force from all materials.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: Clover Magic on October 16, 2012, 01:21:13 pm
Well, my current Protect increases toughness, I feel that's rather accurate as attacks do hit when you're under Protect, they just don't do as much damage.  The SYNCLASS for Reflect is a great idea, though, I think I'll use that.  I was already planning on using the MATERIAL_FORCE_MULTIPLIER thing for Shell, as it was th eonly way I could think of to model it, heh.

I do have a trouble-shooting issue in my newest mod additions, though, so if you guys could look this over, it would be great.

Now, I've made a Greenhouse to grow plants in all climates.  It involves using water, so I also created a Water Pump building that will let you draw a bucket of water for said plant-growing.  I made the buildings and the reactions, everything seemed fine when I genned a new world and embarked.

Except, you see, I specified the Water Pump to built out of one pipe section and one mechanism, any materials, and the Greenhouse to require ten glass blocks.  I did some preliminary building checks...and now it's claiming that my Water Pump needs glass mechanisms, while the Greenhouse apparently needs nothing at all to be built, despite the GLASS_MATERIAL being under the Greenhouse entry.  I have no idea what's going on.

Spoiler: The buildings (click to show/hide)

I don't understand what's going wrong.   :-\  I just noticed that I don't have BUILDMAT on the Greenhouse, but I do specify blocks...you would think that would make sure it used blocks.  I'm so confused.

Edit: Nope, added BUILDMAT to the greenhouse annnd now the water pump says it needs glass building material mechanisms.  For some reason it's using the build items for the green house for the water pump...?  Just what the fuck, man.  I don't know what the hell it's doing that for.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: IamanElfCollaborator on October 16, 2012, 02:40:41 pm
Sadly, as I'm away from my computer (on a school trip, doing this on a smartphone) I can't test out ideas. I'll do it when I get back.

Tell me if my idea worked, I need them for my Persona and Final Fantasy mods.

Also, what are the pipe section raws? I forget, I'm useless outside creature modding.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: Clover Magic on October 16, 2012, 03:06:06 pm
No prob, I'll test it out when I add Shell too.

There aren't any - pipe sections are hard-coded.  The wiki says that's the item token for them, though.  I'm just really confused as to why it's taking the tokens from the Greenhouse and why the Greenhouse is ignoring its own BUILD_ITEM - my genomes made a Greenhouse out of thin air, but can't make a water pump since you can't make glass mechanisms without a custom reaction.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: IamanElfCollaborator on October 16, 2012, 03:16:05 pm
I don't think you can use pipe sections as build mats? Eh?

I just realized what you did. There is an extra colon in each build mat, erase it and it should work.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: Clover Magic on October 16, 2012, 03:40:22 pm
....I'm a moron, lawl.  Didn't catch that, thanks!  It's working fine now, water pump built.  Now we have to deal with why reaction doesn't show up, haha.   :P

Well, good a time as any I guess to start on Reflect and Shell and stuff.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: IamanElfCollaborator on October 16, 2012, 03:42:05 pm
Reaction raws please?
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: Clover Magic on October 16, 2012, 05:53:34 pm
Naw, it's fine, I caught it.  I accidentally didn't capitalize a letter in the PERMITTED_REACTION bit, so it's fixed.

Okay, every monster should now be appropriately weak and strong against the corresponding elemental steels and should have a good deal of their White and Black magic allocated.  This should make encounters with them interesting.  Reflect has also been implemented - it adds SYN_CLASS:REFLECT, which all other spells have been forbidden from targeting.  It also should target anything - friendlies when not actively fighting, and enemies during battle so you can stop a monster from buffing itself.  (This will probably make summoner companions even more stupid, but oh well).  CDI:VERBAL is also implemented across the board - of course, this means that non-speaking monsters won't give a crap if you cast Silence on them, unfortunately, but it will stop some monsters and either a black mage or a summoner in their tracks.  There are a lot of Fire-using monsters, the world ought to burn nicely.

Also fixed glasswear so it should show up properly as glass.  Glasswear can be made at a Gem Refinery with the Glassmaking skill - it will turn rough glass into a random item of the corresponding type you make - for example, "Make Glass Headwear" might randomly produce a glass helm, hat, or barrette or such.  (I also added a few items from FF9, such as hairpins, buckles, and anklets).

I'm also working on some background stuff, such as trying to make dream potion funny without dehydrating your genomes to death (it was a vicious cycle, we'll put it that way) and still working with some ice cream issues and such.

The Greenhouse and Water Pump work as such:
-Build a Water Pump with a mechanism and a pipe section.  You can draw a bucket of water from the pump, which gives you a bucket of water.  (There's no way to require a building to be built over water, so just use your imagination or build it over your cistern for flavor).
-A Greenhouse requires 10 glass blocks and a 9x9 space.  You can do three things at the greenhouse: Plant Seed, Tend Plant, and Mulch Plant.
-Plant Seed takes a bucket of water, a bar of potash for fertilizer, and a seed to create a "seedling".
-Once you have a seedling, "Tend Plant" will be automatically queued if you have water and a seedling available.  It has a 10% chance of producing a plant of the corresponding seed (I hope, I haven't tested it thoroughly yet).  The seedling is saved, so you theoretically only need 1 seedling of each plant.
-Mulch Plant takes a seedling and turns it into a bar of potash for further growing.

This should allow you to grow plants despite any biome you're currently on or even despite the season, critical for the tundra and tropical plants that often are very specific.

I've also added an "Extract Ore" reaction to the Gem Refinery.  You should be able to take 1 boulder of any kind and turn it into 3 Ores, which is pretty critical for the element industry, since you'll need a lot of them.  (To make a single unit of firesteel without natural topazes on your map, you'll need 100 ores!)  The boulder is a placeholder for now - I'd eventually like a more renewable resource, perhaps magma will be used.  For now we'll use rocks though.

I'm working out how to make the Aero/Aera/Aeroga line of spells - TRAILING_DUST_FLOW will be used, but I'm otherwise unsure of how to intensify them appropriately for each level aside from MATERIAL_FORCE_MULTIPLIERS for every creature weak to Wind.  Suggestions on how to implement Thunder spells are also welcome.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: IamanElfCollaborator on October 17, 2012, 12:43:20 am
Rising dizziness intensity for aero spells and maybe brushing on the higher levels. I did that with garu/aero spells.

As for thunder, I'd say mild paralysis and mild necrosis.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: Clover Magic on October 17, 2012, 12:22:38 pm
Thanks for the ideas!  I had a paralysis-Thunder in the earlier versions but took it out.  I'll reimplement it, I think, I'll give the syndrome effects a good look over and decide what exactly I want Thunder and Aero to do.

In mod news, success, the greenhouse works perfectly!  I just grew a bell lily from a seed using it.  My first version didn't work so well - I ended up remaking the seed, haha - but now it produces a grown plant.  You can get a greenhouse up and running really easily if you happen to have glass on your map, but as long as you import/bring along at least 9 bags of sand you'll be able to make one.

I also realized with this fort that I forgot to add the Roughen Gems and Divide Gems reactions to the genome entity.  Oops.  I also caught an error where churning butter made 150 units of butter from one bucket of milk (dratted liquid amounts!)  Next is fixing the chocolate cake reactions and making cheesy bread and stuff.

I'm now working on a pump similar to the water one, but for magma, where you'll be able to do Extract Ore from magma so you don't have to rely on the amount of boulders you can mine out.  At least I can make this one require magma, unlike the magical Water Pump.   :P
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: Clover Magic on October 18, 2012, 11:46:14 am
So the first summoner caravan after my white magic improvements has arrived.  Lots of white magic spam, but hilariously one of them casted Haste on their wagon and it worked.  That wagon is now moving at least twice as fast as the other one and is pulling ahead like some sort of crazy wagon race.  Bwahaha.  Also I've got to remove all seaosns from moogles - I'm getting a moogle caravan every season, which is ridiculous.

Once I finish up the magma-ore-rock shit, I'll post the newer version tonight.

Edit: Annnnd there was a hunted elk bird in the stockpile.  The summoners revived it.  There is now a Friendly elk bird in my refuse stockpile.
Title: Re: =To Terra= [FF9] New version! Bring your allies back to life + make ice cream
Post by: IamanElfCollaborator on October 18, 2012, 01:36:21 pm
Awesome. Get more and you can use that as an easy way of getting friendly animals.
Title: Re: =To Terra= [FF9] Grow plants anywhere and stuff
Post by: Clover Magic on October 18, 2012, 05:25:49 pm
Perhaps...it might lose its friendly status if any new elk birds wander onto the map, like reclaim goblins.

Anyways, new version released!  The greenhouse, water pump, and magma pump are now included, as well as most monsters now possessing strengths and weaknesses against their corresponding elemental metals.  (Also fixed a bug where earthsteel melted at 1200 temp instead of 12000, haha.)  Some monsters now also have new attacks and magic, beware!

My next plan is to complete the magic lists and monster skills and such, as well as finally completing the bestiary.
Title: Re: =To Terra= [FF9] Grow plants anywhere and stuff
Post by: Clover Magic on October 19, 2012, 09:13:34 pm
(http://i49.tinypic.com/m9ri4k.png)

With this book just created in-fort, the first step of the magic-learning system is underway!  When processing logs at the sawmill you'll get sawdust.  This can be processed further into paper.  The reactions, probabilities, and ingredients are still being worked out, right now it's just "process log, receive sawdust".  I'll probably separate the reactions later, one for guaranteed sawdust, and another just as a byproduct of processing logs occasionally.

Anyways, five "papers" and one tanned hide can be combined at the new Library building to create a book.  You can also add pages to the book using another sheet of paper, but that doesn't really do anything except for flavor and training the writing skill.  Books can be read at the Library (with a little drink for relaxation, of course!), which trains the Reading skill and has a tiny chance of granting magic powers!  Or, a genome can choose to Study Magic, which improves his chances of learning something.

I'm currently testing to see if the magic thing is working - right now it's just a small probability of producing a boulder that will evaporate into gas as soon as it's made and comes with a CAN_DO_INTERACTION syndrome, which will grant a spell interaction.  (Shit, I think I left off SYN_INHALED, better go check that before I make someone read a book).  The book is always preserved, so you only technically need one, but why wouldn't you want to create a library full of forgotten beast leather-bound books?   :P

Edit: Well everything's working okay...I just can't tell if the person who managed to create a puff of magic actually learned anything from it.  Is there a way to test that without sending him to go fight the Giant Thrips zombie to see if he learned Fire?  (He certainly didn't learn Cure, as he would be spamming it all over if he did).

In different news, the "exploding boulders" that release the syndrome are actually wearing the book down, so books will have to be replaced after three or so uses.  That's actually nice, it'll keep books in production.  They'll only wear if someone manages to produce magic, though.  I'll definitely look into extending the sawdust resources too.
Title: Re: =To Terra= [FF9] Grow plants anywhere and stuff
Post by: Clover Magic on October 21, 2012, 08:28:48 pm
In a fit of derp, I realized that during the entire life of this mod, Burmecians, Cleyrans, and moogles have been running around without skin.  Uh, yeah.  That's been fixed.  I've also created a new body detail plan so that genomes have fur on their tails.

Magic system is still in a state of testing.  Due to several changes to some default materials like milk, the mod is currently in a non-compatible state, but I'm working on that.  The next real big step I'm planning is a merge with Ironhand graphics (I'm bored right now and drawing some genome sprites), which for the record is why some fish and bug and other tiles are wonky,s ince I started the mod out in Ironhand, moved it to non-graphics, and have been slowly squishing each wrong tile.  Of course, I'll have to rechange all those tiles back as I move them into Ironhand.  Lawl.  Since it'll be my first go at merging a graphics pack, I doubt I'll be doing multiple graphic versions, but I'll probably release the sprites in case adventurous people want to use different graphic packs.

Time to draw some genomes, woot.

Edit: lol genomes!
(http://i45.tinypic.com/2zdzvbc.png)

Man I am bad at pixel art.

Now with Neil Armstrong Stay-Puft Man a beekeeper!
Title: Re: =To Terra= [FF9] Grow plants anywhere and stuff
Post by: Clover Magic on October 22, 2012, 10:52:29 pm
(http://i49.tinypic.com/25j9zrs.png)
Preview of the genomes in-game!  You can see a stoneworker, fisherman, jeweler, and miner.  (Bonus - most retarded embark position ever.  Really, guys?  The crater of the volcano?)

I'm about 2/3rds done, just working through the noble and military sprites now.  I haven't implemented them yet, but creature sprites are also being created.

When I get tired of doing pixels, I'll implement Thunder spells, Aero spells, and get started on specific monster skills and Blue Magic aka Qu skills.  A new release with graphics and such should be out by the weekend.
Title: Re: =To Terra= [FF9] Grow plants anywhere and stuff
Post by: Clover Magic on October 25, 2012, 12:59:13 pm
So an error in the Extract Ore reaction has led to 450 ores sitting in my magma pump.  You'd think I'd remember by now that LIQUID_MISC items need a 150 quantity by now, but apparently not.

On the plus side, this has given me plenty of ore to make some diamonds for holysteel and topazes for firesteel as we're on an evil tundra and I fully expect mistodons and mimics to come wreck my shit sometime.  On the negative side, this was not as intended lawl.

I got slightly sidetracked from sprites by adding more entries from the bestiary.  I had originally lef tout a lot of humanoid monsters, as well as ones that shared names with existing DF creatures, but now I'm adding those in.  Some monsters will always be left out - the Axoltol or whatever monster, for example, is already nicely represented by the Giant version in the game.  Now however, I am making FF9's goblins, trolls, ogres, etc.  They'll have a different name for compatibility, but I'll be deleting the vanilla monsters for the conversion.

I plan to release three new versions this weekend - the base total conversion, a graphics version of the same using Ironhand, and a version which only includes the creatures, materials, and what reactions and interactions can be added without messing with default stuff as a compatibility version to be added to other mods and such.
Title: Re: =To Terra= [FF9] Grow plants anywhere and stuff
Post by: IamanElfCollaborator on October 25, 2012, 01:41:12 pm
Sweet.

Mind if I package the compatibility version in Final Fantasy Mod as a module? I'll give credit and store it as an optional version.

I'll also see if it meshes well with my mod.
Title: Re: =To Terra= [FF9] Grow plants anywhere and stuff
Post by: Clover Magic on October 25, 2012, 02:04:05 pm
Sure, go ahead. :)
Title: Re: =To Terra= [FF9] Grow plants anywhere and stuff
Post by: IamanElfCollaborator on October 25, 2012, 03:19:31 pm
Ok, I'll do it when I fix the Bio and Gravity potions , and add leveling up.
Title: Re: =To Terra= [FF9] Grow plants anywhere and stuff
Post by: Clover Magic on October 25, 2012, 07:14:34 pm
No prob.

Speaking of Bio and resultant poisoning, mimics wandered onto my map.  I acquired a holysteel swallow sword from a caravan, so I thought I'd see how the okay swordsman would do.

...Badly.  No one's dead, but man, Poison interrupts fights like nothing, and now there's vomit everywhere.  The two militia over-exerted themsevles and fell over and then the mimic started pushing them in the head, which I knew would lead to a stupid death, so I drafted half the civilians and dogpiled it.  Now there's a bunch of retching civilians, but we did manage to kill it and got a nice *mimic wood chest* out of it.  Yay!  I think I shall build it in the hospital.

Edit: Well hay, it looks like my magic study reaction is working!   :o
(http://i50.tinypic.com/j75gr5.png)

I am kind of reluctant to test it, though...as a black mage means that he learned Fire.  I might have him face the captured mimic from across a channel and see.

Son of the edit:

Great success!!
(http://i47.tinypic.com/12549qa.png)

That is a mimic on fire, courtesy of my new black mage genome.  Magic study successfully passes on magic spells!  Knowing this I can greatly expand it.  After this next release, that will be the new over-arcing goal, to create a detailed and accessible magic research system.  That will be fun!
Title: Re: =To Terra= [FF9] Grow plants anywhere and stuff
Post by: Gentlefish on October 26, 2012, 12:53:47 pm
So wait, is that a caste of the genome?
Title: Re: =To Terra= [FF9] Grow plants anywhere and stuff
Post by: Clover Magic on October 26, 2012, 01:39:25 pm
No.  What it is is an interaction, rather like becoming a necromancer.

What happens is that during the Study Magic/Read Book reaction at the Library, there is a tiny chance of the reaction producing a boulder made of a "magic" material.  Since the material template is set to boil at a low temperature, it produces a cloud of "magic" instead of an actual rock.  In the inorganic files I use the magic material template to define some inorganic materials that give syndromes.  These syndromes are set to be inhaled, and will attach a name to the genome (right now black mage or white mage depending on the spell they learn) and give them access to a magic interaction.  So, in theory, a genome who studies magic will get caught in the burst, inhale the magic gas and contract the syndrome, which gives him access to a spell.  Right now it's just a generic "Study Magic" and you can either get Cure and/or Fire from it.  I intend to split it up into further magic research, with a more detailed research system, all spells learnable, etc.
Title: Re: =To Terra= [FF9] Grow plants anywhere and stuff
Post by: Clover Magic on October 26, 2012, 10:39:35 pm
New versions released!

Base version (http://dffd.wimbli.com/file.php?id=6941)
Ironhand graphics version (http://dffd.wimbli.com/file.php?id=7076)
Compability version (http://dffd.wimbli.com/file.php?id=7077)

Here are the completed genome sprites for the graphics version:
(http://i46.tinypic.com/t8sn79.png)

Here they are in-game, with bonus chocobo (that I need to redo the background on):
(http://i49.tinypic.com/2r7cb37.png)

To add the sprites to another graphics pack, just copy the genomes.png and graphics_genomes.png to the relevant raw/graphics folder of choice.  Be warned - they do use Ironhand's 18x18 resolution, however, so you'll probably have to edit the sprites and shrink them if you really want to do that.

Magic study is in this version!  Create a book from paper and leather, and use it to study at the Library.  Your genomes can currently only learn Cure or Fire - this will be expanded in the next version.

The compatibility version has the following removals:
-Baking (bread/chocolate/ice cream) has been removed, as well as the relevant buildings
-Greenhouse and water pump have been removed
-Removal of the relevant reactions from entities

Everything else is pretty stand-alone and does not require any changes to vanilla files, so they should play nicely with everything barring conflicting creature names or something.

Please inform me of any problems. :)  Provided nothing game-breaking is wrong with these version, work on magic study will continue as planned.
Title: Re: =To Terra= [FF9] Ironhand Graphics version released! +compatibility
Post by: Clover Magic on November 12, 2012, 02:43:12 pm
So I kind of got eaten by LotRO and the new expansion pack, haha.  MMO binges are fun.

Anyways I am going to load a fort to check that all current changes are working correctly, then binge on graphics sprites for a while.  I plan to at least make all domestic creature sprites before releasing a new Ironhand version.

Of course, if Toady ends up releasing before I'm done with the next release, expect a small delay as I transfer the mod to the newer version, heh heh.
Title: Re: =To Terra= [FF9] Ironhand Graphics version released! +compatibility
Post by: Gentlefish on November 13, 2012, 04:56:26 pm
Toady updating twice in a year?! Madness!