Here're a few attempts I drew in a minute.
(http://i48.tinypic.com/6em1z9.png)
So i dled this mod because i love the sound of the concept, mainly because i love discworld and the ability to craft something akin to the unseen university is an attractive one, when i had a orange wizard arrive and he was friendly. is this intended? also he arrived about 4 days after the fort began heh.
-Why do gemstones come from bauxite?
-Wooden meat?
-As someone above said, it should be vellum instead of parchment. And shouldn't a creature skin make more than one?
-The Display Case is an insanely good idea. How does it work? Do you have to dump the item near the case or can you select it from a list? (I will probably find out soon.)
-I see you have buildings for increasing the reading, prose, and speaking skills. What effect does this have?
yaaaargh. am i able to put 1.1 over my current save? i just finished setting out a massive base for a tower and id hate to have to start again.
[ATTACK_TRIGGER:50:5000:50000]
- Consider sapphire, aluminum oxide, Al2,O3. Bauxite is composed of aluminum oxide (hydroxides) and iron oxides, so it is a source of aluminum and oxygen. The idea is that wizards "render' the elemental matter and rearrange into the form they want, adding ingredients like chromium or beryllium to the 'mix' to get a certain gem. I'm no chemistry expert, but I'm sure if it was this easy in real life, we'd all be swimming in sapphires, but these are wizards after all. I certainly have to fall back on the magic card when it comes to bauxite and most of the other gemstones. I'd like to do more research and make each gemstone reaction require at least one specific rock that shares atomic elements with the desired gem. It's phlebotinum, but it works for me.Makes sense, I was just curious about your reasoning.
- Wooden meat. When I was testing its edibility, wizards appeared to avoid eating it until there was no other food left.An understandable action. I suppose its an emergency food supply which tastes a bit like sawdust. :P
- From what I understand, vellum is finer material made from young animals. The matter seems debatable, and I can't really determine one way or another. Regarding quantity, what do you suggest would be a reasonable amount?I suppose the name doesn't matter much. For quantity, I was thinking 3 might be more appropriate. Its unfortunate that we cannot yet have the size of the slain animal control the quantity of skin dropped.
Loving the mod alot at the moment. putting the time into building a tower and seeing it come to fruition is quite satisfying when it works. my only complaint is my wizards all love eachother! only one or two have grudges against eachother, my hope was for a fortress full of introverted crotchety old guys throwing snarky looks at eachother.Use the reproduction system, but instead of a 'baby' they give 'birth' (build) golems to work for them.
a suggestion i would give however is, while it makes sense wizards would build a tower themselves, perhaps some sort of caste could be implemented who do building and such for the wizards? some sort of artificial or slave caste, possibly made after wizards deemed manual construction below them.
just a suggestion, the mod is still great and i look forward to seeing where you will go with it.
The golem idea is interesting, and easily done, and you can use [POP_RATIO] to control how often they're formed in lieu of wizards being born.I was just thinking, how many wizards really do their own physical labor?
One way you could do it is make a golem cast like the slave mods. Making them common domestic civ members that can preform the civ labors as well as be trained as war/hunting beasts. this way they can be traded for from the wizard caravan and be prevented from natural birth through a pop ratio of 0 and no gender. Ive had difficulty getting my slaves to work right since its hard and time consuming to figure out what tags can be made to only effect one cast without harming the rest of the species(ie. language tags are not cast specific, so your golems would talk just like the wizards do).What labors can a common domestic civ member perform?
I was just thinking, how many wizards really do their own physical labor?
Can you disallow a caste from using certain reactions/buildings?
One way you could do it is make a golem cast like the slave mods. Making them common domestic civ members that can preform the civ labors as well as be trained as war/hunting beasts. this way they can be traded for from the wizard caravan and be prevented from natural birth through a pop ratio of 0 and no gender. Ive had difficulty getting my slaves to work right since its hard and time consuming to figure out what tags can be made to only effect one cast without harming the rest of the species(ie. language tags are not cast specific, so your golems would talk just like the wizards do).
Crystal balls could be a custom building but I don't know what the reaction could be, or what skill could be tied to a "scry crystal ball" task (concentration?)Maybe Observation?
I just had my landshaper go to sleep and die of thirst because he didn't wake up. I haven't played the new DF much so is this a known bug with the main game or something from the mod?Yes, it's a known bug, and according to the bugtracker it will be fixed in .31.07 Controlled entity creatures take their job too seriously and accumulate hunger, thirst and drowsiness until either kills them. Serious guys =)
Offhand, does anyone know if items be permitted as building materials by reagent class?Well, I fiddled with this a little, assigning REACTION_CLASS to different things... It seems that this token has only effect on subtypes of materials. Later today I'll try to mod in a fake leather for scrolls and give it a REACTION_CLASS - but material-based builder tags are not an elegant solution indeed.
Here's a thread regarding books and such.Yeah, I've read it before, I just don't get what is the problem you are referring to in this case.
Will there be any update for *Dwarf Chocolate* Expansion Mod?
Ha! Made it.
Basically by simulating item reaction class with fake matgloss reaction class, like that:Spoiler (click to show/hide)
While I think it is awesome that wood can be made into meat, I generally find wood to be the most scarce resource. Perhaps the wizards should be able to turn ash into wood?
Frankly though, I really want to see the gemstone equiptment, particularly weapons and armor, fleshed out to be usable and was wondering if anyone can point me into how to set this up. Id be more than happy to do it myself, I just am not sure if I just apply the tags from metals to the gems, or if I need to define them as metals in the template. I can easily get all the data for the exact numbers needed to fill in density and impact and such, or at least get it comparable to something in metals for balancing purposes.
Some of my wizards are starving to death and I can't figure out why. So far 3 have died. They seem to sleep for ever and die.
Just discovered it's the Gray Wizards. I should have this fixed by next version.Do you know what exactly the problem was with the Gray Wizards? Any modding info that could help prevent these sorts of things would be great.
It was one of either [NO_DIZZINESS], [PARALYZEIMMUNE] or [NOSTUN], or some combination of them. In Fortress mode it results in them always staying drowsy once they get that way, even when sleeping, so they'll never wake up. Other wizards even bring them food and water for a while, as if they're in a coma, but they eventually give up.I ran some quick tests, and it looks like [NOSTUN] is the culprit. [NO_SLEEP] clears it right up, while [NOEXERT] has no effect if they've fallen asleep already. Not sure how [NOEXERT] works if used before they are sleepy enough to fall asleep. Do you happen to know if [NO_SLEEP] without [NOEXERT] messes up some things? Like, they'll be permanently tired and suffer the side-effects, because they can't sleep? Also, I should mention this is a very cool mod. In particular, the contrasting personalities to spur grudges.
To correct this I gave them the sleeplessness and lack of exertion that the Green Wizards had before, so instead of sleeping to death, they'll just never go to sleep. This works out, because I wanted to rework some of the castes anyway, so now the Green Wizards will get different powers and the Gray ones won't be so doomed.
Looking at the new raws, it appears that blue and yellow wizards have different traits for males and females. Is this intentional?Yes. Some but not all color-associated traits are carried on the Y chromosome. In the next update the differences between genders will be more minor. I decided to hold off on making new guides for reactions and castes until everything is a bit more finalized. It's all pretty tentative at the moment.
Also note, that you cant use Gem Gear in the arena unless you add the [IS_METAL] tag, and I left it out because it still should be craftable without it.That's good to know. Nice work, too.
I'm not sure why, but there is some incompatability with this mod and Deon's Genesis Mod version 2.81.I'm not surprised, I haven't tested this with Genesis yet. Are there any relevant error messages?
As in, when I install this mod over Genesis Mod, I can't play as the Wizards at all.
I have the same problem, they are there, surviving world gen, but when i select to play as them the came crashes on embark or upon selecting adventure mode, I can play as dwarfs fine.Any error messages? What version are you playing?
Say, why is it that Wizards live in towns? Wouldn't dark towers be more apropriate?Sure, for Dark Wizards. Speaking of, I'm working on a babysnatcher civ of orange wizards and a couple other castes for a late game challenge. Right now they're horribly unbalanced. They arrive sneaking and pick doors, so the entire tower can be infiltrated by orange wizards before they attack.
Is it not possible to have a single wand do all the spells/attacks?
In the case of weapons, the type of gemstone used will determine the material of the item created, imparting onto it certain properties (syndromes) when utilized in combat. A few possible examples:Well, I don't think we're at the level yet where we can poison standard melee weapons with any sort of ease.
Protecting (diamond): a shield type item with great blocking stats incapable of melting
Blinding (jet): Causes instant short-term blindness when striking a foe
Burning (ruby): Short-term localized searing pain
Felling (topaz): Short-term paralysis of the legs
Hemorrhaging (bloodstone): Short-term extreme bleeding from the eyes, nose, mouth, and ears
Death (sapphire): Chance of instant full paralysis, coma, and death if not resisted
Pestilence (emerald): Inflicts extreme fever, dizziness, blisters, bruises, coughing blood
Famine (moss opal): Causes extreme nausea and blood vomit in those it cleaves
Numbness (aquamarine): Causes total body numbness while worn, armor made of this prevents giving in to pain
Sword of Rotting (turquoise): Necrotizes whatever flesh it touches
Mindlessness (amethyst): Impaired brain function for short time
Fire-proof clothing: Just that.[/spoiler]
I'm not yet sure if many of these would work, or how. Either way, they're not the top priority, but the whole field is on the to-do list.
You could introduce a new substance gained from crushing gems and extracting their 'essence' in reactions. You'd gain an amount of 'essence' or whatever you want to call it (residuum?) equal to half the value of the gem and that substance would be used in the creation of magic items.
If you do that, I would also suggest putting in a reaction for wizards to 'condense magic into essence' or whatever which gives only a single piece of this material. It would take longer, but it is a way to get the stuff without using up gems. This substance should be a major component to whatever item you wish to create, along with some actual gems and whatever the item itself is made of (Silver orb?)
Well, I don't think we're at the level yet where we can poison standard melee weapons with any sort of ease.
However, if you have a ranged weapon, you should be able to make a poisonous metal with a contact syndrome that melts at a temperature below the target creature's fixed temp or homeotherm temp.
- Yes, it can be done, but they'd function exactly like normal missile weapons. The old "break on impact" tags don't apply to ammo anymore. A wand could use an ammo that is made of a certain material with the properties Patchouli pointed out, but I haven't tested that far yet.
- Sorcerers will siege. They generally take longer than goblins to arrive, but they come in force.
- They'll only walk through magma if they really need to, I think. My only relevant test ended up with the red mage engulfed in magma by a forced fall and he climbed out okay, even though his clothes didn't survive.
- Potions are easy with extracts and whatnot, but whether they're useful for anything is another matter.
- They only use the missiles if they're activated in the military. Otherwise, they avoid fighting if possible.
- Lucky guy, that one fellow. The ratio isn't my doing, that's just DF for you.
Thanks for the answers. Should Sorcerers show up in the civilization tab on the embark screen? If so, I need to start again.They should, yes. At least they did on mine. Maybe yours got wiped out?
The spinning magic strikes the Buzzard in the right lower leg, shattering the bone!
The spinning magic strikes the Buzzard in the left foot, shattering the bone!
The spinning magic laced with buzzard blood strikes the Buzzard in the head, bruising the muscle and shattering the skull!I only get the screwed up Custom Workshops when the raw files get toyed with between save games.
Thanks for the answers. Should Sorcerers show up in the civilization tab on the embark screen? If so, I need to start again.They should, yes. At least they did on mine. Maybe yours got wiped out?
Edit: Also... I have started my realism challenge. Wizards do not dirty their hands digging for stone to build their towers! They use their talents to benefit others and trade for material.
Thus, I start my no-digging challenge. I shall survive entirely without digging, and build a tower of wizardry. I will purchase construction material with trade goods produced by my wizards and build my wealth by smart trading.
Edit2:Code: [Select]The spinning magic strikes the Buzzard in the right lower leg, shattering the bone!
The spinning magic strikes the Buzzard in the left foot, shattering the bone!
The spinning magic laced with buzzard blood strikes the Buzzard in the head, bruising the muscle and shattering the skull!
:o
Spinning magic?Spinning magic is the magic missile projectile they can spit out. I made them all military when some buzzards came to raid my food.
You need to dig tho, how else do you clear the top layer of any hills?
Spinning magic?Spinning magic is the magic missile projectile they can spit out. I made them all military when some buzzards came to raid my food.
You need to dig tho, how else do you clear the top layer of any hills?
And why would i need to clear the top of a hill?
Edit: Hey, do we have any talented pixel artists out there who want to draw up some 16x16 colored tiles for the wizards? If you can tie the tiles to the castes we could have wizards with the correct colors!
Hm, interesting idea. I might do that, but never dig further down.Spinning magic?Spinning magic is the magic missile projectile they can spit out. I made them all military when some buzzards came to raid my food.
You need to dig tho, how else do you clear the top layer of any hills?
And why would i need to clear the top of a hill?
Edit: Hey, do we have any talented pixel artists out there who want to draw up some 16x16 colored tiles for the wizards? If you can tie the tiles to the castes we could have wizards with the correct colors!
I like to clear the ground level (river ground level) and build up from there.
I still believe in some form of thermodynamic law, so it cannot be something from nothing, but for game purposes it could just as well be, if the created product is worthless enough.
Iev been really enjoying this mod, its a nice change building a tower with wizards instead of the basic dwarfs drilling a hole into a mountain.
I was more asking from a "Is it within the bounds of DF Modding yet" point of view. Can you make magma powered versions of the wizard forges.
A workshop that churns out blocks or rocks of enchanted ice with a high melting point, perhaps? The shop has to be built over a water source.
I just noticed that with the latest version I cannot build display cases... they aren't in the workshop list.
I will check again later and generate a new world.I just noticed that with the latest version I cannot build display cases... they aren't in the workshop list.
Wierd. It works for me ... and I'm running the latest ver. too.
Wait, are you going the Wizard civ or the Dwarf civ? Only the Wiz one is allowed to make displays.I really hope you don't think I'm as stupid as this question makes it seem.
And I'm saying this because it's still possible to play as dwarves.
Try hitting Tab on Embark to get to Civilisations, then select the one that has an icon that looks like a tile. That's wizard civ.
I really hope you don't think I'm as stupid as this question makes it seem.
Currently playing with your badass mod via the MixMod package.
I saw this in Legends mode (between a balor an an Adamantine Unicorn Colossus) and wanted to post it:
Ereyi Furnacemonkey was a prismatic wizard. He was one of the only ones of his kind (Year 2). Ereyi was associated with wisdom, treachery, thralldom, rulership, rainbows, speech, fire, and chaos.
Blah blah blah...
I love your mod.
So basically... you've got Saruman's equivalent in DF! :D
Reading for fun leads to "satisfied at work" positive thoughts for good readers, and it keeps idlers busy. Other than that, it's just for flavor at this point, until Toady One makes the Reading skill more useful.
Thanks for verifying the mod works for 31.10. Unfortunately, the [FIREIMMUNE_SUPER] tag doesn't make red wizards magma-safe by itself, and I'm still tinkering a work-around.
Huh wonder if that's a version side effect or just a really weird glitch. the only wizard city/tower on my map... some how... managed to build the mead hall over the ocean, which promptly fell in once I started adventure mode, lost one wizard, but I made a new one, that decided to start ontop of the keep, with LOTS of dead Wizards everywhere, I'm wondering how many houses/apartments were built over the water...
(What makes it weird, is that this was over an ocean on the warmer half of the map, not like they built on ice, and then it melted.)
okay. that's totally sigged
>woodworker's log
>facepalm.jpg
>woodworker's log
>facepalm.jpg
Who let /v/ in here?Spoiler (click to show/hide)
Anyway, I hope that future adventurer updates make this mod even more fabulous. It'd be great to wield the power of fireballs.
On a secondary note, what do you guys think about Moving Fortresses + Wizard Tower mod? Should be very ... wizardly.
>woodworker's log
>facepalm.jpg
Who let /v/ in here?Spoiler (click to show/hide)
Anyway, I hope that future adventurer updates make this mod even more fabulous. It'd be great to wield the power of fireballs.
On a secondary note, what do you guys think about Moving Fortresses + Wizard Tower mod? Should be very ... wizardly.
Moving fortresses? Do go on...
Now that 31.09 is out I'm going to play around with it for a bit and work on balancing the wands and magic missiles in line with the new combat system. Wizardly fighting may be a bit out of sync until I get an update out, which shouldn't take extremely long.
Reading for fun leads to "satisfied at work" positive thoughts for good readers, and it keeps idlers busy. Other than that, it's just for flavor at this point, until Toady One makes the Reading skill more useful.
Thanks for verifying the mod works for 31.10. Unfortunately, the [FIREIMMUNE_SUPER] tag doesn't make red wizards magma-safe by itself, and I'm still tinkering a work-around.
[SELECT_MATERIAL:ALL]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:15000]
[IF_EXISTS_SET_BOILING_POINT:20000]Taken from the fire imp raws.
Code: [Select][SELECT_MATERIAL:ALL]Taken from the fire imp raws.
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:15000]
[IF_EXISTS_SET_BOILING_POINT:20000]
Yes, but I think each caste must use the same definition. So it's either all wizards or none.
Thanks for the testing, Rask. Also, I have to ask: Moving Fortresses?Devlog, maybe.
Moving fortress sections (lifts, crushing traps, etc.)
And whole fortresses, as Toady unofficially, partly confirmed in the FotF thread.QuoteMoving fortress sections (lifts, crushing traps, etc.)
@Seth -snip-
Ahh thank you. Does military work any differently in this mod? I recall reading something about training "concentration" or something in the readme.
I tend to put the Yellow Wizards in the healer jobs since they can't catch diseases/syndromes (not sure if carriers are in this yet though.)
You've done a lot of wonderful stuff with gemstones, but I was curious as to whether or not you'd be delving into the wonderful world of mystical metals.
I'll be sure to play this once it gets graphics.
Playing with Ironhands graphics, I don't change a thing and get dorf icons for my wizards.
2 items go in, 1 item goes out.
Playing with Ironhands graphics, I don't change a thing and get dorf icons for my wizards.
[REACTION:WOOD_TO_STONE]
[NAME:petrify wood]
[BUILDING:ALCHEMIST_LAB:CUSTOM_S]
[REAGENT:A:1:WOOD:NO_SUBTYPE:NONE:NONE]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:ALCHEMY][REACTION:WOOD_TO_STONE]
[NAME:petrify wood]
[BUILDING:ALCHEMIST_LAB:CUSTOM_S]
[REAGENT:A:1:WOOD:NO_SUBTYPE:NONE:NONE]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:PETRIFIED_WOOD]
[SKILL:ALCHEMY]I've been mixing and using them all over. I use clear however for herbalism and anything outside however those little buggers annoy me at times, seriously guys, stop leaving all that food and junk all off the walls!
I have updated the mod, but there isn't much I can do about the equipment woes. My advice is to equip them individually if you want them to wear the gemstone stuff, although as far as combat worthiness goes for now, they aren't much better than rocks.
stone cheese appears to be inedible....Is... is this... are we surprised? :D
for gem armor make a "metal" called "gem<or what not>" and for making wizards braver have you tried the [NOFEAR] tag?
One (more =) ) crazy suggestion from my side, involving scrolls. A dedicated scroll writer (skill, say, Teaching) can create scrolls of enchantment. Then, at some custom workshop an enchanter (I don't know what skill could this be) can with some luck enchant wands - take a scroll and a base lower-class (standard Forge issue) wand, then substitute it with a higher class wand (should be modded into item_weapon_wizard, but not into entity_wizard to make it impossible to be produced at Forge). Sadly, quality modifier will be lost =( However, with master writer and enchanter you will not need a master smith, so if metal is scarce and usual weaponsmith training is thus hampered, you can train enchanter instead.
I did some more testing and found a minor bug: creating a gemstone mail robe produces a mail shirt instead.
Also, I still can't get the wizards to equip gemstone armour, even when I assign specific items. The problem seems to be that gemstone equipment is created 'large' for some reason. A quick test with two armour stockpiles, one set to only accept usable equipment, the other to only accept unusable equipment, ended up with a steel mail robe (embarked with that one) on the usable pile, while the large gemstone mail robe I produced locally ended up on the unusable pile.
I assume the 'large' is added to the name simply to denote that the item is unusable. My theory as for why it's unusable is that gemstones are not in the list of materials for which armour tags exist (METAL, BARRED, SCALED, LEATHER). If that's true, a possible workaround could be new reactions to turn gems into metal, bone, scale, or leather, instead of the various individual "make gemstone <object>" jobs.
I hope to get enough free time in the coming month to make an update that works with 31.17+.
I'm working on a few more additions but I wanted to get this up so that the mod works with newer versions of DF.
i love this mod so much!Thanks!
but you keep removing features instead of adding them...
[REACTION:MAGMA_COAL_TO_DIAMOND_3]
[NAME:synthesize faint yellow diamond from lignite (magma)]
[BUILDING:ALCHEMIST:CUSTOM_D]
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[PRODUCT:100:1:ROUGH:NONE:INORGANIC:LIGNITE][REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:LIGNITE]
[PRODUCT:100:1:ROUGH:NONE:INORGANIC:DIAMOND_YELLOW]I see, but won't that mean that wizard and sorcerer invaders will never come with equipped orbs?
Another question, in the custom coal to diamond reactions, there are a few strange bits in reactions 3 and 4 (both magma and non-magma reactions). Here is the reaction 3 as written...Code: [Select][REACTION:MAGMA_COAL_TO_DIAMOND_3]
[NAME:synthesize faint yellow diamond from lignite (magma)]
[BUILDING:ALCHEMIST:CUSTOM_D]
[REAGENT:A:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[PRODUCT:100:1:ROUGH:NONE:INORGANIC:LIGNITE]
Instead of requiring lignite, it requires charcoal, and instead of producing a diamond, it produces a "rough lignite". Reaction 4 has the right ingredient, but also produces a rough lignite instead of a rough faint yellow diamond. Did you mean for the reaction to be more like this?Code: [Select][REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:LIGNITE]
[PRODUCT:100:1:ROUGH:NONE:INORGANIC:DIAMOND_YELLOW]
Also, in the "aluminum to X gemstone" alchemy reactions, the reagent required is actually bauxite. Seeing as bauxite can be rendered to aluminum, this might be you intentionally just letting the alchemist skip a step, but I thought I'd ask.
These are minor picks, and I wouldn't be going over the mod so thoroughly if I didn't enjoy it, so please don't take these as harsh criticisms, just minor edits!
I just wanted to thank you for this mod. It has renewed my interest in Dwarf Fortress. Keep modding and I will keep playing.
What I like: Not worrying about getting food unless I want to. Stone cheese over wood chops mmmm. Everyone has a range attack. And Golems grown out of the earth.
Things I would like to see: Spell books when equipped gives magic attack. Wizards making magical items like magic shield hats and flying boots. And Summoning creatures to get pets like lesser demons, dragons, or golems. Any thoughts on a familiar system? Any wizard who has a pet get a bonus?
Thank you for your work.
Your mod looks amazing. I have only one question : what would happen if I used it with a graphic tile set (mayday's one)? Is it possible?
Also, there was a strange explosion when I made the wand, but it didn't seem to do any harm.
2. They can mine, but there's nothing saying you have to, of course.
If I can figure out how to do it, Wizards will have very poor mining / woodcutting skill rates, while the earth people would remain decent at those tasks. A Talented Miner Wizard would mine with the same speed and efficiency as a dwarf of the same skill, but it would be much harder for a Wizard to get to that point.
sorry, swimming is the only skill a race can have an affinity for.
If I can figure out how to do it, Wizards will have very poor mining / woodcutting skill rates, while the earth people would remain decent at those tasks. A Talented Miner Wizard would mine with the same speed and efficiency as a dwarf of the same skill, but it would be much harder for a Wizard to get to that point.
Wait can you actually use the missiles in adventure mode now?
I'm 99% sure throwing skill helps with magic missle damage. After a few groundhog hunting sessions and some time in a sanctum for a military mage he was much better with magic missles. Not sure about stats though.
And 1 more if I may: Do red wizards use fire in place of magic missile or in addition to (and what key would work fire in adv mode)?
Oh, and now that Toady is implementing ceramics, do you have plans to remove the porcelain-type reactions once he's done?
is this compatible with rephikul's Intensifying mod?
I'd like to include graphics, I just never got around to it. Deon was kind enough to provide a few tiles for wizards, and it seems that Mayday's pack works with the mod out of the box, so there is stuff to work with. That doesn't cover the new critters, and I'm not much of a sprite artist, but I'll see what I can do.
When dealing with Attributes, are the descriptions given, IE: 'clumsy, flimsy, quick to tire, slow to heal, and quite susceptible to disease' in reference to an average member of that caste, or are they absolute values?
I ask because I just got a Golem with the above traits, but the mental side of things look like it's working correctly..
Attributes for dwarves are still described in terms of the median value below, but the actual game effects are altered according to the raw numbers. The numbers are different percentile values. 1000 is the human median for all attributes, so dwarven strength, for instance, has a higher median of 1250, although they suffer from their smaller size.
Is it possible to force the game to display the wizards in their colors rather than the game's job colors?
Mayday's pack mostly works - the new ores that you put in tend to show up as bats, since he swapped one of the tiles around.
Also noticed there are a lot of things with no descriptions (that I see) such as communing with nature and all the podium commands that do what exactly >.>
Natural skills and armor....perhaps super healing?
Is it intentional that the forewizard starts mandating stuff immediately in 31c?
Also, I'm kind of missing cats now that dead vermin can be cremated for ash. (Unless cats are in the embark menu and I just didn't see them)
Yeah, mine wanted "radiation items" made. What the... ?
I'm not too sure about all this radiation stuff in the mod. It just doesn't feel wizardly to me. But overall still cool and I am starting to play around with wands it.
I somehow managed to make a huge pile of aluminum wands, they are clogging up a lot of thing right now but a great trade good at over 500 a piece from one piece of aluminum as far as I can tell.
The forewizard is being mister demandy pants asking for steel in the first year, I just about met that one. the extra challenge is not the worst thing that could happen.
I really don't like the limited training. Can we still train all of the skills and I am just not seeing how? My doctor so far is only learning Diagnosis.
I like the golems as a caste, that is a cool touch.
YAY! gummy snack wizards! :P
Anyways thanks for the quick update!
The fortress goes well, I have everyone in steel arms and armor plus a bit of danger room for the heck of it. Mind you, I only have 16 wizards and no more have shown up for what ever reason.
My intial reaction about the reactor was you got science in my wizards but now that I'm trying to build one it is seeming a fair bit of fun. I may have to go to the raws to figure it out though. If nothing else the convoluted chain of production for magic items is cool.
You can embark with domestic animals once again. It was my mistake to remove the common domestic tags from the entity files, but they're back now, so cats and dogs and trade are all present.
There was a mass of colorful explosions, a fire that consumed the landscape...
No caravans yet. Do I need to make a new world to get the latest changes in place? Up to now I’ve always done that for new versions. But I like this fortress so I think I’ll stick with it for a time.
I really liked the early Uzra stuff, mainly the cards and not the later novels. Cool to hear that it is an inspiration for the mod.
Just gotta say... for some reason I refrained from trying this mod because I thought it would be disappointing without proper magic. It wasn't. Good job on this, and keep up the good work! I can't wait to see it updated when 31.19 comes out.
I see you mention Mayday's graphics compatibility. (I don't care for the look of Mayday) Will this not work well with Phoebus?
I used Phoebus for my .29 tower, seemed to work fine but I didn't play long. Will certain items/creatures just be placeholder graphics in Phoebus or are there more significant problems?
I noticed that if Red Wizards die in water, their corpse item doesn't burn, leaving you with a statue of frozen flame. I'll have that corrected by the next release. I'm also experimenting with Homunculi for the Sorcerers.
How valuable is it? I can imagine dwarfs, sorcerers, or even other wizards making elaborate drowning traps for valuable statues.
I'm having similar things happening when I get HFS made of fire. I have a glacier site and their bodies will melt the ice while alive, but when they die they leave behind a flame item and dont seem to affect their surroundings unless picked up. A thief picked one up and started to melt.
Okay, here's something:Spoiler: 'Little Pet' (click to show/hide)
Wizards need mephits! They come in 4 variations: fire, ice, acid and air (I may expand it later). All quite deadly. Also they pull levers randomly, so you may want to remove MISCHIEVIOUS.
I will give you graphics soon (short on time here).
Why do you have a mandating noble (the forewizard) at the beginning of the game?
It's a bit challenging to make him happy while you are creating a fortress.
And I was thinking, dwarves need alcohol to stay productive, but do I need to provide alcohol to my wizards too?
EDIT: Is it possible for a blue wizard to sleep in a bed? Because for three times in a row, the bed of my blue wizard noble disappeared. No destroyed building anouncement, nothing.
Hm, rename them to imps? I thought that little imps suit well for all the wizards' needs as pets :).
I wonder what do you mean "more or less complete"? It takes like 30 sec to make a creature. Do you spread the pleasure of making them? :Dsome people do spend time to test and consider the interaction of new things with old ones 8)
I do it too, but if you have preset tested templates, it only takes a few seconds to rearrange them and then add flavour text. And I usually have other people test what I make before I release it ;). I am sure there would be many willing people to make Excel charts for SethCreiyd to speed up the development.I wonder what do you mean "more or less complete"? It takes like 30 sec to make a creature. Do you spread the pleasure of making them? :Dsome people do spend time to test and consider the interaction of new things with old ones 8)
@ shootandrun. I believe the beast keeper is like a unbuged dungeon master. Basically the beast keeper trains exotic pets. The counselor I have read they talk to sad peons and help with unhappy thoughts. I wonder if we could mod a couch or some new furniture to keep the flavor of wizards?
I do it too, but if you have preset tested templates, it only takes a few seconds to rearrange them and then add flavour text. And I usually have other people test what I make before I release it ;). I am sure there would be many willing people to make Excel charts for SethCreiyd to speed up the development.I wonder what do you mean "more or less complete"? It takes like 30 sec to make a creature. Do you spread the pleasure of making them? :Dsome people do spend time to test and consider the interaction of new things with old ones 8)
Well, TomiTapio usually tests X vs Y creatures, then sends me excel files with statistics of types of attacks, their effects and results of the combats; also he does the same with world population and locations having creatures. Stuff like this. Having info in tables really makes it easy to read and tweak.@ shootandrun. I believe the beast keeper is like a unbuged dungeon master. Basically the beast keeper trains exotic pets. The counselor I have read they talk to sad peons and help with unhappy thoughts. I wonder if we could mod a couch or some new furniture to keep the flavor of wizards?
The Beast Keeper is basically a Dungeon Master appointed by the Expedition Leader. The old noble responsibilities seem to work fine even though the positions themselves don't work when they're tied to the landholders, which is why the Sorcerer positions with hammerer tokens are quick to execute people. I'd need to research couches before attempting to include them.I do it too, but if you have preset tested templates, it only takes a few seconds to rearrange them and then add flavour text. And I usually have other people test what I make before I release it ;). I am sure there would be many willing people to make Excel charts for SethCreiyd to speed up the development.I wonder what do you mean "more or less complete"? It takes like 30 sec to make a creature. Do you spread the pleasure of making them? :Dsome people do spend time to test and consider the interaction of new things with old ones 8)
I test things myself along with outside help. I do have some templates based on the original raws, but it takes me longer than thirty seconds to make a new creature (and far longer before I finish testing them and establishing their functions and behavior). If they aren't perfect, they're subject to change over time as I see how they work. I say 'more or less' complete because I won't consider the creatures to be finished unless I'm sure there's nothing left to edit. I would appreciate any offer of help, what sort of Excel charts do you mean?
I don't know if both wizard tower and genesis are compatible but I am trying.Currently they are not, but it should be easy to fix. There are duplicate things which need to be fixed (bricks, something else), but it's easy to do.
QuoteI don't know if both wizard tower and genesis are compatible but I am trying.Currently they are not, but it should be easy to fix. There are duplicate things which need to be fixed (bricks, something else), but it's easy to do.
What does copypasta building reactions mean? Can I just add the buildings and reactions to the wizard entry file? Or do I have to copy them into the building reactions custom wizard file?
Ok I cut and pasted of the wizard entry file in hopes that it works. Thank you TwlightWalker I could not have even begun to figure how to do this without your help.
I just started playing this mod and oh Armok I forgot axes. That will slow things down. Instant Noble needs is also weird, but I'll deal with it. I'm just glad that wizard is friends with everyone.
I am excited for another release as well. I was playing adventure mode with a red sorcerer and all his gear kept slowly, I mean slowly, melting away. It was fun to have the blood burn away but trying to carry molten copper was too much FUN. I don't believe it is intended to melt everything?
I hope playing the sorcerers civ with get some love next update. Is there anyway sorcerers can get towns to trade at in adventure mode. I kind of view them as xenophobic slavers and over indulger like the classical Romans were. I do like the new complex alchemy but I also dearly miss equipping wizard gear in the beginning. My poor militia in pointed leather hats and robes with wooden wizards staff and copper wands felt like wizardry fun not drofy fun with cranky sober dwarfs that throw balls of light when provoked.
Is it possible to make lesser and greater wands? Some of the wands could just be a re-skin of common weapons. I just like the flavor of being different then dwarfs. Nuclear... I mean alchemy power super crossbows that take special wizardly ammo? Lighting "bolts" anyone? Armor that require metal bars and gems or special "empowered gems" that is made from a workshop reaction. Armor that can be call rings or belts of protection? They are equipped in the anatomical correct spot but cover the entire body with armor?
Protip: Red Wizards are a bad idea on glaciers.
Well, TomiTapio usually tests X vs Y creatures, then sends me excel files with statistics of types of attacks, their effects and results of the combats; also he does the same with world population and locations having creatures. Stuff like this. Having info in tables really makes it easy to read and tweak.
And sorry for being sarcastic. I just want to see another release sooner :D.
This is pretty helpful stuff. Making a Genesis-compatible version shouldn't be too hard, especially knowing the conflicts in advance.I have a .zip of the modified files I use to put over Genesis, if you'd like to take a look at them. I've done a few other things to them too as well for flavor, but they're fully compatible it looks like
Protip: Red Wizards are a bad idea on glaciers.
That sounds interesting, please do tell. Did they die and cause a wide melt, or did they just melt straight through the ice while alive?
I have a .zip of the modified files I use to put over Genesis, if you'd like to take a look at them. I've done a few other things to them too as well for flavor, but they're fully compatible it looks like
On the surface, nothing happens at all. But once they take a step underground, the ice tends to melt around them and set them to start drowning. I haven't done extensive testing, but I think I could if it interests you.
Hi all.
I'm having troubles making philosopher's stone. I managed to construct both alchemist magma foundry and alchemist laboratory, made few vials of aqua regis and dug out some adamantinum, but...
Seems like it needs raw adamantine bars, something I don't have and have no idea how to get. In raws, I found this line [REAGENT:A:150:BAR:NO_SUBTYPE:INORGANIC:RAW_ADAMANTINE], it somehow disturbed me.
I wonder what should I do to?
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:RAW_ADAMANTINE]Just a quick question, do wizards actually summon magic missiles and throw them when they fight?
What skills should my warmages have?
I thank you for your answers.
Anonymous from dwfk told me how to solve this matter:
In raws, edit entity_wizard by changing MAKE_PHILOSPHER to MAKE_PHILOSOPHER , and this helped, for this order, Make Philosophers stone, wasn't even in work orders, j-m-q that is.
Just a quick question, do wizards actually summon magic missiles and throw them when they fight?
What skills should my warmages have?
Yes, yes they do. I noticed this when I sent my woodcutter off to hunt Elephants when they roamed onto my map. He started chasing them around with his axe, popping magic missiles at them until they were wounded enough for him to catch.
As for skills, I don't know. He mentions Discipline from the Stone Circle before, and I would think throwing as well perhaps. Other than that, standard fighter skills as well.
Hmm.. for some reason.. I have gotten nobles right from embark..
keep demanding ridiculous stuff too soon.. Any skills I may have accidently chosen? or is it this mod that does it?
just kinda wonder if the beast master work for you guys. I compared and my dungeon master is pretty similar but I still cant tame exotic animals.
Noble positions:
My forewizard is borderline suicidal because my archivist has a weapon rack in his room, making his sleeping quarters "better".
This isn't so much a problem until i swapped their rooms, and now the archivist is borderline suicidal. It seems they all feel they are superior and that other positions are "lesser"
which makes all kinds of sense, but leads to quite unhappy wizards. From what i can see this seems to be the case for forewizard, negotiator, archivist and even counselor. I don't have a beast keeper at the moment to test.
Battlemages:
They don't seem to actually kill enemies with their magic attacks. My one man army unstoppable war wizard of death only has six kills to his name, the rest have died of natural causes it seems.
This mod is great, the more i play it the more i like it! Just started really dipping into alchemy and wandmaking and such.
I have noted some "stananks" tho
Noble positions:
My forewizard is borderline suicidal because my archivist has a weapon rack in his room, making his sleeping quarters "better".
This isn't so much a problem until i swapped their rooms, and now the archivist is borderline suicidal. It seems they all feel they are superior and that other positions are "lesser"
which makes all kinds of sense, but leads to quite unhappy wizards. From what i can see this seems to be the case for forewizard, negotiator, archivist and even counselor. I don't have a beast keeper at the moment to test.
Battlemages:
They don't seem to actually kill enemies with their magic attacks. My one man army unstoppable war wizard of death only has six kills to his name, the rest have died of natural causes it seems.
Other than that, great work! any chance we'll be seeing more uses for refined metals in the future? i have a ton of cobalt i'd love to turn into armored robes :D
When I try to start the game with this mod, I get the error:
"Not found: data/art/curses_650x300.png"
I noticed that too when I embarked in evil tundra. Guard wizard with killed tons of zombies and skeletons, but had no kills listed (and neither did his weapon). Maybe the recording of kills is somehow linked to the weapon, and since magic missiles disappear after use, the record is lost? The guard wizard in question did have an axe, but I'm not sure if he used it for the deathblows.
I've got a chat with a fellow russian DF player, and we brainstormed an idea: a breeding for zombies. Make them all "male" and make a single "female" caste which is called "dark totem", is made of obsidian, looks like some symbol and has no attacks (and moves slowly). This way you could have a dark totem which rarely rises zombies.
P.S. Your undead pets have [CREATURE_CLASS:UNDEAD] listed twice. Also, a clever trick with the pus :).
They won't sit there, any creature (even immobile_land) moves slowly. So they will be likely sitting in your halls, and you can always assign them to a chain to have a "dark temple" of sorts.A dark temple of evil obelisks which slowly and inexplicably move about on their own and randomly spawn undead?? I like it!
Looks like the new Genesis version 'broke' a few more things.Aww, I didn't think about cross-modding, sorry :). I will revert it to normal ore names in the next release.Spoiler: errorlog.txt (click to show/hide)
To Fix:
Find and Replace "CASSITERITE" with "NATIVE_TIN" in "inorganic_stone_mineral_resource.txt"
Find and Replace "SPHALERITE" with "NATIVE_ZINC" in "inorganic_stone_mineral_resource.txt"
Find and Replace "[TISSUE_MATERIAL:INORGANIC:COBALTITE]" with "[TISSUE_MATERIAL:INORGANIC:NATIVE_COBALT]" in "creature_elementman_ff.txt"
Find and Replace "NO_SUBTYPE:INORGANIC:COBALTITE" with "NO_SUBTYPE:INORGANIC:NATIVE_COBALT" in "reaction_magma_wizard.txt" and "reaction_other_wizard.txt"
On a side note, since Genesis makes NATIVE_COBALT with the [METAL_ORE] tag for cobalt, does that make the refining reactions in Wizard Tower redundant?
Looks like the new Genesis version 'broke' a few more things.Spoiler: errorlog.txt (click to show/hide)
To Fix:
Find and Replace "CASSITERITE" with "NATIVE_TIN" in "inorganic_stone_mineral_resource.txt"
Find and Replace "SPHALERITE" with "NATIVE_ZINC" in "inorganic_stone_mineral_resource.txt"
Find and Replace "[TISSUE_MATERIAL:INORGANIC:COBALTITE]" with "[TISSUE_MATERIAL:INORGANIC:NATIVE_COBALT]" in "creature_elementman_ff.txt"
Find and Replace "NO_SUBTYPE:INORGANIC:COBALTITE" with "NO_SUBTYPE:INORGANIC:NATIVE_COBALT" in "reaction_magma_wizard.txt" and "reaction_other_wizard.txt"
On a side note, since Genesis makes NATIVE_COBALT with the [METAL_ORE] tag for cobalt, does that make the refining reactions in Wizard Tower redundant?
Aww, I didn't think about cross-modding, sorry :). I will revert it to normal ore names in the next release.
Because they still have their names, I just made it this way for me to sort faster. It's not a change for gameplay.
Does the new purple wizard ability count as a magic blast attack?
IE does uhh... the skill that improves blast attacks improve the miasma breath?
Also am I to assume all the wizards except green still have magic missle?
Unless it was fixed in e / f (and I didn't see it in the changelogs), your wand-making reactions don't take bar sizes into account. I made one wand, and ended up with 150 lithium wands.
IE: The reaction should be -
[REACTION:MAKE_WAND]
[NAME:construct wand]
[BUILDING:TINKER:CUSTOM_W]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WAND:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MECHANICS]
So I think this just became my favorite mod and here's why. I currently have a small group of wizards living on the side of a mountain in a humble tower. They get by without too much excess, but there is one duty that cannot go ignored. They must constantly pull the sacred lever at the heart of their tower. As long as they pull the lever, they know that in times of great need, their golem protector will emerge from the heart of the mountain, slaughtering their enemies before quickly retreating back to his secret home in the mountain, until the wizards are once again threatened.
Personal Favorite Fort.
Dont seem to have the correct graphics or the options to use wizards when I just copy the zip into a fresh install. Am I missing something simple?
... They must constantly pull the sacred lever at the heart of their tower. As long as they pull the lever, they know that in times of great need, their golem protector will emerge from the heart of the mountain, slaughtering their enemies before quickly retreating back to his secret home in the mountain, until the wizards are once again threatened.
Are you supposed to be unable to embark with wands?
Do any of the training reactions work right now?
Alright...uh, which workshop are wands made at again?Are you supposed to be unable to embark with wands?
You can't embark with them, but you can embark with materials used to make them. You could say that wands are too fragile for travel. They aren't actually listed in the entity file, this keeps them from being made cheaply at forges.
GWG: They aren't, sorry.
Basically: Bump to ask if this is still being maintained. How do you feel about adding [ITEM_ARMOR] to titanium? Also it would be nice to be able to make something out of cobalt bars.
In addition, the soap-making reaction doesn't correctly anticipate stone pots with lye in them.
GWG: They aren't, sorry.
Basically: Bump to ask if this is still being maintained. How do you feel about adding [ITEM_ARMOR] to titanium? Also it would be nice to be able to make something out of cobalt bars.
In addition, the soap-making reaction doesn't correctly anticipate stone pots with lye in them.
I'm pretty sure lye has to be in a barrel or bucket in vanilla DF. Pots still have some problems to be worked out by Toady.
um..how do you use your spells or whatever from a range in adventure mode? like magic missile and stuff..i only understand how to use blast at melee.
Thanks..but how do i aim the attacks?You create the bolts/magic missile, and throw them with t. Ice bolts are nice and sharp, magic missiles are nice and heavy.
That's right, they will sooner starve to death than bite into a plump helmet.
I just fixed it but I had to make a staircase going up. The miner who was stuck dug the staircase out by going up the ramp that he couldn't moments ago.
O - wall
^ - up ramp
+ - floor
v - down ramp
OOOOO
^^^^^
+++++
vvvvv
I've never tried to install the mod into a pre-generated world (except worlds already genned with the mod), since it doesn't really change anything in the regular raws, and none of the added stuff would properly appear without a world gen anyway.
I can't seem to reproduce the crashing, but the creature_magical_ff file is now out-of-date and the entity file will need some rewriting, so I think I'll forgo my earlier decision to stay the update -- I'll try and get something done for this mod by the end of the week. Let me know if anything else pops up.
Hooray! You, sir, just made my day. Are we going to get [IS_METAL] on titanium and uranium? I know it's not medieval tech standard, but they are wizards, after all.
should be interesting to see what you do with the new version's breath weapon rewrite and other features...
I remade the wizards without the castes, so now they can make use of every blast attack. This is obviously a big change from before, but I feel it's better this way.
God damn that's a lot. Overall, 10 ages of myth and legend.
I believe I found a glitch where using the Crematory causes a wizard to level up unreasonably fast in Furnace Operating. This also produces a ridiculous amount of ash.
Sorry if it's been mentioned, just trying out your mod for the first time.
EDIT:
So far, my only real problem is identifying what metals have what properties and which ones are better for different things. It seems like Titanium is the 'magic steel' sort of material. But, Quicksilver, Tungsten, Magnesium, and Cobalt all confuse me in superiority. Each seems just as time consuming/rare to make.
If I had to guess, I'd say (best to worst for armor) Titanium, Cobalt, Tungsten, and lastly Quicksilver. Can anyone help me out here ?
Alright, some more problems.
I have to ask: what configuration/whatever do you recommend for a more-satisfying game?
In particular, I was pondering: how does this work exactly?: Do I get more immigrant wizards over time, or am stuck with my starting coven and whatever homunculus I spawn? -don't get me wrong, I find the idea very appealing. Makes keeping the starting sorcerers alive more important-.
If not: what configuration do you recommend regarding number of children ("children") and whatnot, for a more satisfying game?
On the other hand, a tower made from ash.
That is a cool megaproject. Perhaps I will try that one later. Right now I've combined fortress defense and Wizard Tower and I am just trying to survive.Reaction takes 1x ruby and 10x ash, outputs 10x smoldering ash?
Edit: Maybe add a reaction to make a block called smoldering or swirling ash.
I have a question. What is the whole point of the magic flows over x body part when you use close range magic? does it have any effect whatsoever or is it just added on to make it sound more interesting
I have a question. What is the whole point of the magic flows over x body part when you use close range magic? does it have any effect whatsoever or is it just added on to make it sound more interesting
That is part of the vanilla game. It happens if you're using a [SPECIALATTACK_INJECT] (or somesuch) attack with a material that has a syndrome that isn't [SYN_INJECTED]. It actually applies the syndrome the attack gives to the attacked bodypart on contact, rather than through injection.
I have a question. What is the whole point of the magic flows over x body part when you use close range magic? does it have any effect whatsoever or is it just added on to make it sound more interesting
That is part of the vanilla game. It happens if you're using a [SPECIALATTACK_INJECT] (or somesuch) attack with a material that has a syndrome that isn't [SYN_INJECTED]. It actually applies the syndrome the attack gives to the attacked bodypart on contact, rather than through injection.
That is brilliant! A lot of work must have been made by the modder for that to work as it does now.Also thanks for the explanation. Oh and what exactly do the different types of magic do anyways?
Alright, some more problems.
Currently, the reaction for making a capacitor instead makes a lens instead of a capacitor.Spoiler (click to show/hide)
Once I fixed that and got a reactor, I got the wand shop up and running. I tested every wand I could, and they all immediately crash the game when created.
There's nothing in the errorlog that indicates why this is happening. I checked the raws to see if I could find an obvious typo, but I'm not super proficient at that sort of thing yet. I'm guessing there's some sort of call for a null value, I'm also guessing it has to do with the actual Wand items themselves because it doesn't crash until the end of the creation process.
(You're missing a bracket after [TWO_HANDED:15000"]" in the Wand of Piercing.)
(The reaction for wand of Blasting makes a Wand of Cutting.)
I couldn't make the Wands of Blasting/Shredding/Striking for some reason because I was unable to make a Lithium Battery. Not really sure why, as I have more than the required reagents. (8 Lithium Bars, 19 Graphite, 15 Salt Ash Solution)
Hopefully you can make use of this information. Best of luck !
EDIT: I got the wands working ! I took the Uranium Toxin code off the wands, and suddenly they don't all crash the game !Spoiler (click to show/hide)
I still can't get the Lithium battery to be produced.. and I have no idea WHY that worked, I just had a feeling it was screwing with things.
How do you get golems?
hey, just downloaded your mod for the first time and was checking out your creature raws- i'm not even sure if this would cause problems in game or not but the nymph has [GRASSTRAMPLE:0] twice... i've discovered the fun of duplicate raws myself so i thought i would let you know... thanks for your work!
So having two:
[MENT_ATT_RANGE:SOCIAL_AWARENESS:0:100:400:700:900:1100:1500] --
tags won't affect anything?
-- This was found in the 'creature_wizard.txt' under witches, if this has the potential to be damaging it may need to be changed.
Here's where it's located:Spoiler (click to show/hide)
I've had fun playing around with the mod though, especially with the social interaction and locked doors :D
Can the .36 upgrade be loaded to a current save?
hey, just downloaded your mod for the first time and was checking out your creature raws- i'm not even sure if this would cause problems in game or not but the nymph has [GRASSTRAMPLE:0] twice... i've discovered the fun of duplicate raws myself so i thought i would let you know... thanks for your work!
Duplicate raws aren't duplicate tags, just duplicate objects. Duplicate tags do pretty much nothing.
If there were two [CREATURE:NYMPH] entries, that would be a problem, but two [GRASSTRAMPLE:0] tags shouldn't be a problem at all.
So having two:
[MENT_ATT_RANGE:SOCIAL_AWARENESS:0:100:400:700:900:1100:1500] --
tags won't affect anything?
-- This was found in the 'creature_wizard.txt' under witches, if this has the potential to be damaging it may need to be changed.
Here's where it's located:Spoiler (click to show/hide)
I've had fun playing around with the mod though, especially with the social interaction and locked doors :D
Nope, it shouldn't make any difference.
The arena is about 120 F, so it shouldnt be a problem
The arena is about 120 F, so it shouldnt be a problem
Ah, strange. I've always encountered this problem when I had the materials in a creature a bit off... unless it was made of ice. Then it usually works as intended.
Oh, SethCreiyd, how are you going to handle the next version? You won't need all those adventurer reactions and special attacks anymore.
Interesting Mod. What are zombies used for anyway? Cannon Fodder?
Once, when I was playing sorcerers, I built a zombie army with GCS "tanks" and stuff like that. I'm surprised that nobody has suggested this, though it has been tried with dwarves before.Spoiler (click to show/hide)
How old do these wizards get? All my starting seven are close to 300 years old, and are apparently the first of their kind (which I assume means the rest of the civ is dead :P)
I'm going to make tons of cheap stone goods and buy all the zombies from every wizard caravan. Making necromancer towers before it was cool. 8)
The blast attacks can be done with a CDI:TARGET:X:TOUCHABLE.
The blast attacks can be done with a CDI:TARGET:X:TOUCHABLE.
I've been looking at your custom interactions for the trolls and they're pretty neat. Where did you find the token info, is there an example creature posted somewhere? Search function was not very helpful and I'd like to prepare some spell-casting templates.
Hmm, all 5 types of zombie were at top priority for next year's caravan and yet they brought none...
Would it be possible to make a roo that casts spells on pets? Sorcerers being able to take a stack of bones and a dog to a workshop and make a bone dog out of it? Adding extra enchantments to golems and homolici? Is it possible to turn people into golem and homolicus?
Temporary enchantments could be cool, have the user go to a work shop and enchant themselves. Things like water breathing flying, water walking?, protection from arrows, immun/invisable to undead and other somewaht weird but userful effets. Magical arms and armour that give user certain abilities.
Potions that confer the old caste powers on drinkers? A potion that makes the user extra tough in combat but they will only eat meat until it wears off? A side effect that temporarly removes one part of the users ethincs so they might then be punished? Having to procuce strang foods for dwarves that used strange potions could be an interesting side effect.
An elixer of immortality that makes a wizard stop aging and heal faster? I would like that one and you do alredy have a philospher's stone.
About the only other idea I had was for the spells selection to be more limited off the start but to make spells books that wizards could use to learn new spells during the game.
I'm a bit of a noob, so please bear with me.
I'm trying to start out as wizards, but I'm not sure how to select them as my civilization. I tried tabbing to the civ menu during the embark but it only switched between dwarves and gear/equipment. Tried it in the site selection menu as well, but it shows all 'You civilizations' as 'The Random Packs, The Gorge of Gulfs' or something similar. So, any pointers for a newbie?
Thanks!
Well, cannot wait to see the things you add in for DF 0.34.05.
What is Dwarf Chocolate?
I've heard this may actually come from not having caste-specific descriptions of the creature.Spoiler (click to show/hide)
I've heard this may actually come from not having caste-specific descriptions of the creature.Spoiler (click to show/hide)
I've seen that some creature variations cause worldgen crashes.
Does DF care about conservation of mass or are newts just heartless bastards?
You'd just need a creature with animation interactions. I haven't tried such a thing in Fortress Mode yet, but I doubt they would be counted as fort members able to wok, probably as pets instead.Is there a more recent update of Wizards tower for .34.0<whatever> yet? I love this mod dearly and from my heart's apex. Any word?
Yes I know this thread is dead but is there anyone out there who know how the heck to tell what Colorado wizards u have???? And what they do?,