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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: SethCreiyd on June 15, 2010, 06:24:42 am

Title: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: SethCreiyd on June 15, 2010, 06:24:42 am
(http://i52.tinypic.com/2cn81tu.png)

Spoiler: Changelog (click to show/hide)

Welcome to Wizard Tower, the Dwarf Fortress mod that lets you guide seven intrepid wizards as they toil to create a monument worthy of their nation.  Wizards are each born with certain unique powers and are capable of manipulating matter in ways the others races cannot.

Download Link:  Here! (http://dffd.wimbli.com/file.php?id=2515)
Alternate Versions:  Genesis Compatible version (outdated) (http://dffd.wimbli.com/file.php?id=3754)
Installation:  Extract the .zip file to the Dwarf Fortress folder.
Uninstalling:  Delete all files in the raw/objects folder that end in '_wizard.'  Also delete any files that end in "_resource" and "_ff" unless you are using other mods that use these files.

Installing this mod makes no changes to original files or pre-existing saved games.  You can install the mod, generate a world, then uninstall the mod without adversely affecting the modded world's playability.  If updating the mod from a version earlier than .19 you should uninstall the older version first to prevent duplicate entries (some filenames are changed).

Wizards

Human-like creatures, shrouded in mystery and endowed with incomprehensible powers.  They are oft considered pernicious, covetous and greedy, though the average wizard is no worse a sort than that of any other people.  They often have trouble getting along with one another, and so Wizard Towers generally cope poorly with unrest and chaos.  They tend to be isolated from most of the worlds, coming out to trade only rarely and even then usually only amongst themselves.  Their cities and Universities, while sometimes quite vast, only rarely entertain visitors.

Sorcerers

Bad wizards.  They are pernicious, covetous and greedy, with the morals of demons.  They have a distinct language but share most of the abilities that wizards have, excelling, to say, in different areas.  They can usually be found by following the stench of death to the nearest conspicuous obsidian tower jutting out of the mountainside like a sore-covered thumb.

Wizards and Sorcerers are fully playable in Fortress Mode along with Dwarves.  Use Tab on the embark screen to cycle to the civilizations menu and use the +/- keys to scroll through the available civilizations.  The Neighbors tab will show the creatures inhabiting your selected nation at the top of a list.  Wizard settlements show on the map as a blue '#' symbol (if they survived well), while Sorcerers and their fortresses show up as circles and '∏' symbols.


Spoiler: Screenshots: (click to show/hide)

Spoiler: Q & A (click to show/hide)

Thanks and Credits

The Adams brothers for Dwarf Fortress, their incredible work and inspiring dedication
Deon, who provided Wizard/Sorcerer tiles when the mod first began,
Mike Mayday for his tileset, which I used as a base to learn and make graphics
Warlord255 for his bonfire mod which was a base for the fire
Adultratedhydra and forsaken1111 for suggestions used for golems and homunculi
kaypy for the Display Case and Lazureus for the Crematory
D_E for bringing [SKILL_LEARN_RATE] to my attention
Rask for reporting arena mode, wand testing and other problems
forsaken1111 for the deflecting orb and numerous other suggestions
OrionKale for finding and helping correct a number of post .25 issues
The contributors of MagmaWiki, especially concerning custom buildings and reactions

Thanks everyone!

(http://i49.tinypic.com/kf2qef.png)
Title: Re: *Wizard Tower* (.10) [for DF 31.06]
Post by: Deon on June 15, 2010, 08:52:22 am
That is a mind-blowingly cool mod.

Your mod combines all I like in DF modding so much! Unique castes, cool reactions and awesome design :).

I would suggest making a help file with all reactions and workshops in the download, it will make the life much easier.

I voted 5.0 on DFFD.

P.S. And add a wizard color as the first line of their description as I did to my dwarves. I.e. "(Red wizard) Red wizards... blablabla..."
Title: Re: *Wizard Tower* (.10) [for DF 31.06]
Post by: RavingManiac on June 15, 2010, 09:00:37 am
In the old days of 40d, it would be a simple matter to make staffs cause heat and cold damage. Now, you use them to club your opponent to death. Ah well.

What exactly do scrolls do? Do they increase skill or attributes? Is it possible to use them as ammunition?
Title: Re: *Wizard Tower* (.10) [for DF 31.06]
Post by: Nabobalis on June 15, 2010, 09:44:45 am
I'll be sure to give this a go. Hope you can get some tile set for the wizards.
Title: Re: *Wizard Tower* (.10) [for DF 31.06]
Post by: Deon on June 15, 2010, 10:48:25 am
I had nice tiles for wizards. Let me check.
Title: Re: *Wizard Tower* (.10) [for DF 31.06]
Post by: Deon on June 15, 2010, 11:15:24 am
Okay, can't find it.

Here're a few attempts I drew in a minute.

(http://i48.tinypic.com/6em1z9.png)
Title: Re: *Wizard Tower* (.10) [for DF 31.06]
Post by: darius on June 15, 2010, 11:40:49 am
Woah now this is something...

Spoiler (click to show/hide)
Title: Re: *Wizard Tower* (.10) [for DF 31.06]
Post by: s20dan on June 15, 2010, 12:11:45 pm

Here're a few attempts I drew in a minute.

(http://i48.tinypic.com/6em1z9.png)


They're actually really good :)
Title: Re: *Wizard Tower* (.10) [for DF 31.06]
Post by: Meanmelter on June 15, 2010, 03:55:30 pm
Dwarf Fortress: Even Wizards are assaulting for the goods! :P
Title: Re: *Wizard Tower* (.10) [for DF 31.06]
Post by: asnys on June 15, 2010, 10:51:46 pm
This is really cool.   One quick suggestion: you might want to change parchment to vellum.
Title: Re: *Wizard Tower* (.10) [for DF 31.06]
Post by: afoninv on June 15, 2010, 11:24:52 pm
Wow... awesome concept. I am totally freaked out by the very idea of constant grudging and disquiet in the ranks. This, increased demands from nobs, and fire-wielding castes (do I miss anything?) will make happiness management and social relations important once again. Combined with burrowing feature of .31... I can't imagine the full impact it will have on the gameplay. I think term 'total conversion' is applicable =)

This is really great, I'm gonna try your mod ASAP.

BTW, how do you encourage players to live aboveground and not dig in? I feel that underground dwelling wizards are somewhat counter-lorewise, and as far as I can see, only outdoor farming keeps player somewhat tied to the surface in your mod.
I can suggest introducing some side-product to most reactions named, say, 'transmutational spoils', 'magic waste' or 'tainted mana' that is technically remains. So either you would need many dedicated haulers to prevent miasming... or live aboveground and care not a thing!

And one quick question to anyone who knows. How does pathfinding work in regard to flying creatures in playable civ? Say, if I make a special tower for purple wizards which is accessible only from the roof - will it actually work, or it will just constantly make dwarves wizards stuck?

***

SethCreiyd, thanks again for your mod!
Title: Re: *Wizard Tower* (.10) [for DF 31.06]
Post by: magikarcher on June 16, 2010, 01:52:48 am
I love me some castes. Give me a mod with any form of castes in it and I am happy :D The wizard theme is cool too, I can foresee some cool roleplaying Community Story opportunities here with this mod too.
Title: Re: *Wizard Tower* (.10) [for DF 31.06]
Post by: Adultratedhydra on June 16, 2010, 07:48:17 am
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.
Title: Re: *Wizard Tower* (.10) [for DF 31.06]
Post by: SethCreiyd on June 16, 2010, 08:02:48 am
Version .1.1 is up.  The most important change is a crash fix involving wands, the concentration skill, and the military screen.  I changed wands to use the various weapon skills now.  It's unfortunate, but it beats crashing any day, and it works pretty well for what it is.  The meditation chamber will be redone to train specific weapon skills using the associated wands.

Thanks everyone, I am honored.  Deon, I've taken your advice and included casted descriptions with this release, and a reference for reactions and buildings.  And those sprites are great!  I'd like to give the wizards graphics as soon as possible, but it will probably take me a while, I'm not much of a sprite artist.

Right now the scrolls are only useful for training prose, reading and student (through a scroll rack).  There isn't a great deal to keep players above ground other than the name of the mod, and the farming, as you mentioned.  There's aquifers, at least.  Even so, the wizards having a deep elaborate underground dungeon is fitting, and either way, the player should be free to run with the ball in any direction, just as with dwarves.  It's a different experience to build up rather than dig down, and that may be incentive enough for some to try it.

I haven't done enough experiments with fliers in fortress mode to say for sure, but it seems like they path like normal creatures until forced into the air, and then they just land as soon as possible.  I have to get a controlled setup going involving bridges and pillars.

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.

Whoops.  Orange wizards were missing attack trigger tag under their [SEMIMEGABEAST] tag.  Dunno how that disappeared, but it's there now.  That should prevent this from happening again.  In the meantime, enjoy your new powerful-but-free-thinking soldier.
Title: Re: *Wizard Tower* (.10) [for DF 31.06]
Post by: forsaken1111 on June 16, 2010, 08:17:16 am
A very cool looking mod which I have not had time to try yet, but plan to do so soon.

I have some questions/comments/suggestions.

-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?

Edit: Just saw that the display case is from elsewhere. :)
Title: Re: *Wizard Tower* (.11b) [for DF 31.06]
Post by: Adultratedhydra on June 16, 2010, 08:22:54 am
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.
Title: Re: *Wizard Tower* (.11b) [for DF 31.06]
Post by: SethCreiyd on June 16, 2010, 09:05:47 am
-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?

- 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.
- Wooden meat.  When I was testing its edibility, wizards appeared to avoid eating it until there was no other food left.
- 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?
- Yes, the Display Case is awesome, kudos to kaypy (http://www.bay12forums.com/smf/index.php?topic=57243.msg1249306#msg1249306).  The item to display is selected when you build it.
- Reading has no known function I can think of besides keeping idlers busy.  Prose will let you write scrolls faster, and make more scroll racks, which are valuable structures.  I don't know if they have any uses in vanilla, but it has none that are readily apparent.  The speaking skills, though, those have a lot of subtle uses, MagmaWiki has more info.

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.

I recommend backing up the save folder before overwriting the raw files in it, just in case.  Alternatively you can paste the following line in the orange wizard's creature raw, just under the [SEMIMEGABEAST] tag:

Code: [Select]
[ATTACK_TRIGGER:50:5000:50000]
Title: Re: *Wizard Tower* (.11b) [for DF 31.06]
Post by: forsaken1111 on June 16, 2010, 09:10:38 am
- 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.
Quote
- 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
Quote
- 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.
Title: Re: *Wizard Tower* (.11b) [for DF 31.06]
Post by: EuchreJack on June 16, 2010, 04:27:07 pm
I suggest keeping the term parchment, as that is the term most commonly known.  I didn't know what vellum was until this discussion.
Title: Re: *Wizard Tower* (.11b) [for DF 31.06]
Post by: Zifnab on June 16, 2010, 05:34:17 pm
Actually it is pretty easy nowadays to synthesize diamonds and corundum.  Rubies and saphires are gemstone quality corundum.  But if they were able to sell the lab produced stuff as gems without restriction, we'd be swimming in them, and they would have about as much value as rhinestones.

The value is in the rarity, not the beauty.  So certain colors in untreated diamonds might be rare, say blue for instance.  If you were to heat and cool a plain diamond a certain way, or but it in a chemical bath, you can sometimes get the color to change.  It will be worth more than a plain diamond, but not as much as a natural colored diamond.

Synthetic diamonds and corundum are used for industrial purposes all of the time, but are less common in the jewelry industry.  In the US at least, synthetic gems have to have a disclaimer saying they were lab produced.


With the first version posted, I had an orange wizard show up the first summer.  He proceeded to stand around and do absolutely nothing.  Is this because I had no meeting zones?  He did kill a cat when it wandered by, but then stood still again.
Title: Re: *Wizard Tower* (.11b) [for DF 31.06]
Post by: SethCreiyd on June 16, 2010, 09:46:31 pm
Oh yes, we can certainly make them now, I meant only that the process is nowhere as simple as placing bauxite into a magical oven.  If it was, then dwarves should at least be able to smelt the stuff.

In the first release, the orange wizards were missing an attack trigger tag (making them show up really early) and their relative size to wizards seemed to be tripping up their predatory behavior.  I fixed that, but they can still sometimes show up as friendly in other instances.  I think this is a result of their intelligence.  They get taken prisoner and enslaved during world-gen by wizard civs (which view slavery as a "personal matter").  The [INTELLIGENT] tag implies [CAN_CIV], and this lets them join the civ as members of the slave profession.  The next version is going to have has the tag replaced with [CAN_SPEAK][CAN_LEARN] to try and correct this weirdness.

Although unintended, I rather like that the wizards try and tame their vicious kin.  It's heartwarming, it just shouldn't be possible.   :)

Edit:  Version .12 uploaded
Title: Re: *Wizard Tower* (.12) [for DF 31.06]
Post by: Adultratedhydra on June 17, 2010, 09:55:25 am
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.

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.
Title: Re: *Wizard Tower* (.12) [for DF 31.06]
Post by: forsaken1111 on June 17, 2010, 12:12:28 pm
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.

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.
Use the reproduction system, but instead of a 'baby' they give 'birth' (build) golems to work for them.
Title: Re: *Wizard Tower* (.12) [for DF 31.06]
Post by: SethCreiyd on June 17, 2010, 04:11:00 pm
I'm currently messing with a wizard's soul a little bit.  Previously they had a racial weakness in social awareness (shadows of this are in the non-civ wizards), but that didn't have quite the desired effect, so right now I'm giving a few of the castes varying levels of [VULNERABILITY] [TRUST] and [ANXIETY] to simulate a propensity for schizophrenia.

I don't intend to make a labor class caste for wizards, since this can be handled by the player through the game itself; such discriminatory practices should require effort.  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.
Title: Re: *Wizard Tower* (.12) [for DF 31.06]
Post by: forsaken1111 on June 17, 2010, 04:13:05 pm
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?

Perhaps some non-magical ordinary humans? I don't know.

Can you disallow a caste from using certain reactions/buildings?
Title: Re: *Wizard Tower* (.12) [for DF 31.06]
Post by: Bloogonis on June 17, 2010, 04:24:16 pm
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).
Title: Re: *Wizard Tower* (.12) [for DF 31.06]
Post by: forsaken1111 on June 17, 2010, 05:05:54 pm
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?
Title: Re: *Wizard Tower* (.12) [for DF 31.06]
Post by: SethCreiyd on June 17, 2010, 05:08:28 pm
I was just thinking, how many wizards really do their own physical labor?

Plenty of wizards do hard work, they just tend to levitate objects rather than lift them.  (Hauled) doesn't have to mean "carried."

Quote
Can you disallow a caste from using certain reactions/buildings?

Not as such, but you can use workshop profiles.

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).

That's intriguing.  How do you prevent other races from selling them in caravans, though?
Title: Re: *Wizard Tower* (.12) [for DF 31.06]
Post by: Bloogonis on June 17, 2010, 07:25:53 pm
There is a set of tags for the entity that relate to Common_Domestic_x(mount, pack, pet, and pull), I also think the fact they are part of a civ race might cause another barrier to them appearing in other caravans, I haven't seen them in the other caravans in my tests.

I'm not certain because I really flubbed my own mod with them but they did work for several instances and made decent adventurers. Main problem I had was when I tried to make them intellectually different with a tag as apposed to stats. I haven't gone back to it in a while.

they can perform all the same jobs that the civ can as long as they are [intelligent], though I'm not sure what particular set of tags leads to them having the labors available vs the Butcher Y/N. I do know that training them as work units (war/hunter) changes it to butcher anyway and I think they have the auto active jobs (hauling etc) activated just like a peasant even if you don't have access to the labors list.
Title: Re: *Wizard Tower* (.13) [for DF 31.06]
Post by: SethCreiyd on June 17, 2010, 11:42:34 pm
I'm pretty sure the pet tags are responsible for the slaughter menu replacing the labor one.  My experiments with a Tigerman civ demonstrated this when I learned I could butcher six of my starting seven.

Anyway, v.13 up.  I've attempted to enhance the personality differences between wizards.  Several castes are more prone to different forms of mental illness due to the stress of their particular powers.  These maladies range from clinical depression and anxiety to megalomania, paranoia or full-blown mental schism.  There's no real way to drive this in-game like the strange moods, but they're controlled by casted personality traits and it works nicely.

Of course, the first starting seven wizards I'm testing in the new version get along famously with each other.  :-\  That's bound to happen now and then, I guess.  At least I can confirm that flying civ members do make use of their flight to path the shortest route to their destination.  I watched a purple wizard fly over a house on his way to go build another one.

Edit:  v.14 up.  I've had resounding success in the field of generating antisocial wizards.


Title: Re: *Wizard Tower* (.14) [for DF 31.06]
Post by: TheNewerMartianEmperor on June 18, 2010, 07:47:51 am
Oooh.. now this looks good.  :)

I want to know if there's gonna be any instances of magical furniture or things... perhaps magic carpets that are a type of pet? But that brings up the issue of wild magic carpets...... hmm.... and it also brings up what happens if a nonflyer mounts them. Will they just fall off in mid-air if it tries to fly?

But, expanding on that magical furniture thing.. I mean stuff like, say, wizard specific toys, which might be stuff like crystal balls, stuffed alligators (yay discworld. :P) talking skulls, dribbly candles.... and there could be clothing like turbans and new kinds of robes, and of course, pointy wizard hats..... too bad it's not possible to create pets at a "summoning circle". One also has to wonder if it would be possible to make a personal alchemic workshop for each wizard furniture item that they need to keep happy.. like how wizards in fiction always seem to keep their labs in their bedrooms.

EDIT: Adding onto this.. is it possible to make some sort of library? with bookcases and books? More importantly, what could one use it for? I suppose magical grimiores could be used for something..
Title: Re: *Wizard Tower* (.14) [for DF 31.06]
Post by: SethCreiyd on June 18, 2010, 12:01:44 pm
That's an interesting idea.  I hadn't thought about flying mounts before.

They wouldn't show up in the wild without biome tokens.  With [MOUNT_EXOTIC] they could be ridden, but then there is the additional problem of keeping them wizard only.  Hrm.   And there's another mod for books and candles I'm working on, because they need wax and paper and places to make them, too.

I'd rather do something like 'stuffed animal' than name a specific animal, but I like the idea.  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?)
Title: Re: *Wizard Tower* (.14) [for DF 31.06]
Post by: afoninv on June 18, 2010, 12:05:37 pm
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?
Title: Re: *Wizard Tower* (.14) [for DF 31.06]
Post by: SethCreiyd on June 18, 2010, 12:09:42 pm
True!  And that has utility with the new sneak mechanics.
Title: Re: *Wizard Tower* (.14) [for DF 31.06]
Post by: TheNewerMartianEmperor on June 18, 2010, 01:40:51 pm
I think you are forgetting the most important part: The Pointy Hats... and shoes. :P

Seriously, though... that's actually quite good... and also, the stuffed alligators are from a joke from the Discworld Series by Terry Pratchett that goes that any decent wizards study will accumulate certain objects. These being bubbling vials, dribbly candles, skulls with dribbly candle inside, books of arcane lore and for reasons that noone is quite sure of: a stuffed alligator, usually hanging from the ceiling. Though, the idea of stuffed animals is pretty intruiging.
Title: Re: *Wizard Tower* (.14) [for DF 31.06]
Post by: Omegastick on June 18, 2010, 03:05:58 pm
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?
Title: Re: *Wizard Tower* (.14) [for DF 31.06]
Post by: afoninv on June 18, 2010, 03:48:34 pm
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 =)

As an intermediate solution you may try to relieve some of your more thirsty/hungry/sleepy ones from their jobs so they could satisfy their needs. DwarfTherapist is a huge help here.
Title: Re: *Wizard Tower* (.14) [for DF 31.06]
Post by: Omegastick on June 18, 2010, 05:05:05 pm
'Kay, it's good to know that that isn't caused by the mod.
Title: Re: *Wizard Tower* (.14) [for DF 31.06]
Post by: Haspen on June 18, 2010, 06:45:14 pm
Sweet Armok.

I made an oath that I won't play DF in 0.31 namesake before military will get better and bugs will be fixed, but, GEEZ.

This mod looks too awesome to not play it! *downloads immediately*

Another reason to sigh at the loss of COLD/FIRE/HEAT attack tokens *sighs*
Title: Re: *Wizard Tower* (.14) [for DF 31.06]
Post by: Haspen on June 18, 2010, 07:13:24 pm
Suggestions:

A smaller 'meditation pad':
Spoiler (click to show/hide)

Scrolls of Knowledge:
Spoiler (click to show/hide)

I will now indulge myself in the modded game more, and I promise - it's not the end of my suggestions! :D

EDIT:
Also, you have double CAN_USE_ARTIFACT and this strange thing:
Spoiler (click to show/hide)

At the end of building_custom_wizard.txt
Title: Re: *Wizard Tower* (.14) [for DF 31.06]
Post by: afoninv on June 18, 2010, 07:47:24 pm
I think I can second the basic idea of scrolls adding flavor to the game. However both methods of obtaining these and their usefulness in-game seem to raise a slight doubt. But that's just an opinion.

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.

Edit: in this respect a chance of successful enchanting can be made rather low, so that enchantment process would be long, resource-consuming, but high reward yielding, justifying a need for master enchanter (and writer). A grandmaster mage with armageddon wand and a dozen grudges - death to invaders! ...just don't piss off that guy, watch if he has good enough rooms and food and has no contacts with fellow wizards he doesn't like very much =) Personal dining room, or even personal tower!
Title: Re: *Wizard Tower* (.14) [for DF 31.06]
Post by: SethCreiyd on June 18, 2010, 08:14:15 pm
Never read Discworld... I understand I'm missing out.

Thanks Haspen, and for that meditation pad idea.  I've been pondering renaming the chamber anyway since now it's used less for meditating and more for wand dueling practice.

Consumable scrolls as reagents is a fantastic idea, and so is the idea of "self-improvement" texts.  I'd like to go with books for those, since I have a specific plan for creating books that will allow the kind of stuff we're talking about without being game-breaking or too easy to accomplish.  Assembling a full library should be an accomplishment. 

Offhand, does anyone know if items be permitted as building materials by reagent class?  Because the alternative way to work them into the scroll rack is pretty clunky.

I actually tried adding an Enchanter's Workshop that uses the "nature magic" skill but there doesn't seem to be an associated labor and I couldn't get any of the reactions to show up anyway.  Not that I'm done trying.  It would take a weapon or armor and some other (expensive/rare) reagents and produce "enchanted" weapons of the same type material.  Sadly, the only way these would appear in the world is by creating them yourself and moving them around with adventurers.  Also, here's where I mourn the missing elemental damage tags.   :(
Title: Re: *Wizard Tower* (.14) [for DF 31.06]
Post by: afoninv on June 18, 2010, 08:30:39 pm
Um... what's wrong with scroll racks anyway? They take scrolls to build, just rename this to library... Am I missing something?

BTW, do wizards smoke? =) If an enchanted (greater) wand would be assigned to some other skill that is normally not trained, like Student, then all wizards basically suck at its usage at first, even if they are OK with normal wands. But they could train Student in a Library! All it takes is the Library (which is itself an achievement to build), the wand (which is preserved), a pouch of tobacco (which is not, but you can grow it), and a reaction 'Research arcane techniques' that produces smoke and trains Student!

Edit: and a Bookkeeper can make Book Collection Blocks from scrolls (or books), and it takes several such collections to create a library...
Sorry, I'm oozing with mad ideas =) I think I'll take a break, not to be a nuisance and derail this thread :-[
Title: Re: *Wizard Tower* (.15) [for DF 31.06]
Post by: SethCreiyd on June 19, 2010, 01:09:43 am
Here's a thread regarding books and such. (http://www.bay12forums.com/smf/index.php?topic=58951.0)

Anyway, v.15 is up, main focus is fixing a bug that was letting wizards make titanium and cobalt with just charcoal.
Title: Re: *Wizard Tower* (.15) [for DF 31.06]
Post by: Omegastick on June 19, 2010, 04:02:51 am
Will we need to start our tower again to use the update?
Title: Re: *Wizard Tower* (.15) [for DF 31.06]
Post by: SethCreiyd on June 19, 2010, 02:35:50 pm
Nope, these days every save folder has its own set of raws.
Title: Re: *Wizard Tower* (.15) [for DF 31.06]
Post by: TheNewerMartianEmperor on June 19, 2010, 03:47:25 pm
Does this mod need any updating for .07?
Title: Re: *Wizard Tower* (.15) [for DF 31.07]
Post by: SethCreiyd on June 19, 2010, 04:59:19 pm
It should work with .07 as it did for .06, I just finished reading the version changes.  .07 has some very cool bug fixes in it.
Title: Re: *Wizard Tower* (.15) [for DF 31.07]
Post by: EuchreJack on June 20, 2010, 12:52:38 am
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?

Another idea I had was to turn a bag of sand into something and an empty bag, in essence creating something from practically nothing (as long as the bag is recycled, sand is limitless on maps that have it).
Title: Re: *Wizard Tower* (.14) [for DF 31.06]
Post by: afoninv on June 20, 2010, 02:34:52 am
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.

Quote from: SethCreiyd
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.

Late edit:
"items be permitted as building materials by reagent class"
Ha! Made it.

Basically by simulating item reaction class with fake matgloss reaction class, like that:

Spoiler (click to show/hide)
Title: Re: *Wizard Tower* (.15) [for DF 31.07]
Post by: hihepux on June 22, 2010, 02:01:30 pm
Ive been lurking around for some time, and this mod is amazing. Its the one thing that made me decide to actually post and want to work with.

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.

Also, the gemstone gear doesnt show up in the Arena. I assume its because they dont have the tags labeling them as weapons/armor under the gems, however if we add that to the label, would that make all races be able to create gemstone gear, or would they simply just tell the game to recognize them, and they still need to be applied to a race's entity file to be accessed?

All that aside, I check this daily because Im really excited about this mod in particular. Its straight, to the point, and adds alot without giving you other things that you might not want. Very clever and I want to see this expanded on heavily!
Title: Re: *Wizard Tower* (.15) [for DF 31.07]
Post by: Nabobalis on June 22, 2010, 02:42:49 pm
Great Mod, really fun.

Will there be any update for *Dwarf Chocolate* Expansion Mod?
Title: Re: *Wizard Tower* (.15) [for DF 31.07]
Post by: Alcoholic on June 22, 2010, 03:06:35 pm
Just started playing, This mod is Great!
Title: Re: *Wizard Tower* (.15) [for DF 31.07]
Post by: Nabobalis on June 22, 2010, 05:47:16 pm
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.
Title: Re: *Wizard Tower* (.14) [for DF 31.06]
Post by: SethCreiyd on June 22, 2010, 06:41:15 pm
Thanks very much for the encouragement, everyone.  I'm testing the next version now, and will upload it once it's polished enough.

Will there be any update for *Dwarf Chocolate* Expansion Mod?

Yes, but it's going to be a bit different, smaller and more modular.  I don't know when it will be ready.

Ha! Made it.

Basically by simulating item reaction class with fake matgloss reaction class, like that:

Spoiler (click to show/hide)

Great!  That certainly clears the matter up.

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?

Next version has alchemy reactions for changing stone and bone to wood and back, assuming it all works right.

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.

All gemstones by default have [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE] which gives them stats necessary for combat calculations.  This is the first template listed in the material_template_default raw, which has a few notes by Toady One himself that cover the roles of different tags.  The easiest way to do what you want is to change gemstones to use [MATERIAL_TEMPLATE:METAL_TEMPLATE] instead, which will allow any item normally made from metal to be made from them.  Of course, this has far-reaching consequences, but I think they'd show up in the arena, anyway.

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.

If you would, please tell me what caste(s) they were, from their profiles or from legends?  I think I know what's going on, but I haven't been able to reproduce it yet so I'm not quite sure.
Title: Re: *Wizard Tower* (.15) [for DF 31.07]
Post by: Deon on June 22, 2010, 06:51:38 pm
NOEXERT without NO_SLEEP may cause it, but it's a wild guess.
Title: Re: *Wizard Tower* (.15) [for DF 31.07]
Post by: SethCreiyd on June 22, 2010, 08:27:43 pm
Just discovered it's the Gray Wizards.  I should have this fixed by next version.
Title: Re: *Wizard Tower* (.15) [for DF 31.07]
Post by: Patchouli on June 22, 2010, 09:02:57 pm
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.
Title: Re: *Wizard Tower* (.15) [for DF 31.07]
Post by: SethCreiyd on June 22, 2010, 09:42:34 pm
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.

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.
Title: Re: *Wizard Tower* (.15) [for DF 31.07]
Post by: Patchouli on June 22, 2010, 10:15:15 pm
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.

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.
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.
Title: Re: *Wizard Tower* (.15) [for DF 31.07]
Post by: SethCreiyd on June 23, 2010, 02:05:21 am
Thanks.  I mentioned something about [NOSTUN] on the creature tokens wiki page for now.

Regarding the relationship between [NO_SLEEP] and [NOEXERT], I honestly don't know.  I assumed that's exactly what would happen: they'd be tired forever, unable to cure their fatigue, lying on the ground forever.  Funny to imagine, but I haven't actually tested it.

Edit:  version 0.16 has been uploaded.  I'm too tired to draw up the guides for the new reactions and buildings, but they aren't hard to figure out, I'll get to it all tomorrow.  Alchemy workshops can transmute stone and wood and back again and they no longer require fuel for their reactions; I'm think of balancing this by requiring two initial reagents for each product, but I'm not yet sure.  Every new reaction related to writing can be handled at a desk, except for paper making, which takes place at a kiln for the time being.  There are a couple new toys and food items too.
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: nuker w on June 23, 2010, 03:16:11 am
Wow, this looks amazing. When I have a chance, i'll give it a go.
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: RavingManiac on June 23, 2010, 10:26:48 am
Looking at the new raws, it appears that blue and yellow wizards have different traits for males and females. Is this intentional?
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: hihepux on June 23, 2010, 11:15:52 am
http://dffd.wimbli.com/file.php?id=2568 (http://dffd.wimbli.com/file.php?id=2568)
Alright, I updated most the gems that had notable properties. Primarily the ones that can be synthesized by alchemists in the mod.
These aren't balanced to the game, but rather to the actual properties of the gems. With that said, because Diamonds dont shatter on impact like they would in real life (They are rather brittle and can be broken with a hammer after all) and I chalked it up to whatever wizards to do shape gems instead of cutting them gives them that extra strength to their structural integrity. The diamonds, especially Clear Diamonds, are kind of a stepping stone between adamantine and steel, leaning closer to Adamantine. Really, it makes sense considering that Adamantine was what diamonds were originally called, historically.

I left out the Bulk Modulu data because it was a pain getting the rest of the data and all the modding notes pointed to those stats being unused currently. Many of the gems, like Opals, I also didnt add the details to, because they are too varied and are about as good as generic stone as far as gear goes, so any weapons or armor made of them are more ornate then effective.

Heres the data on only the gems that were updated. However the link above is the RAW with both vanilla and expanded gem statistics.
Spoiler (click to show/hide)

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.
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: EuchreJack on June 23, 2010, 08:04:15 pm
I'm not sure why, but there is some incompatability with this mod and Deon's Genesis Mod version 2.81.

As in, when I install this mod over Genesis Mod, I can't play as the Wizards at all.
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: hihepux on June 23, 2010, 08:07:27 pm
Is there an error or are they not showing up? They have a tendancy to not survive generation on occassion.
You can check if your world has them by, when the world finishes generating, export an image of it before accepting it then look in the world history pops text file that was generated. I just do a quick ctrl+f and search for wizard. It gives you the name of the nation(s) as well.
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: tHe_silent_H on June 23, 2010, 10:36:13 pm
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.
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: TheNewerMartianEmperor on June 24, 2010, 02:27:36 am
Say, why is it that Wizards live in towns? Wouldn't dark towers be more apropriate?
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: Acanthus117 on June 24, 2010, 05:33:29 pm
posting because this is awesome.
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: SethCreiyd on June 24, 2010, 10:25:46 pm
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.

As in, when I install this mod over Genesis Mod, I can't play as the Wizards at all.
  I'm not surprised, I haven't tested this with Genesis yet.  Are there any relevant error messages?

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.

I gave myself the time to play for a while last night, and all my wizards were murdered by goblins.  I might have nerfed wands a little too much.  I like building a village with houses, well, town hall, and roads before starting on the tower proper.  Towers take work and a while to build and it's easier to manage without the wizards living like animals.  Less insane misery that way.  Aside from that, red wizard fire is less dangerous as it should be, one of my guys spent a good five minutes hurling fireballs at a camel without inflicting a single injury.
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: hihepux on June 24, 2010, 10:30:02 pm
One thing I forgot to bring up. While going through the gems, I noticed that for "Synticize Topaz" You have it creating Topazite. They have similiar names, but are completely diffrent gems, and real Topaz is in the listings. I didnt change it, because I figured it would be more effective for you to change it on your end for one of the updates, but I thought I should bring it up.
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: SethCreiyd on June 24, 2010, 10:51:24 pm
Whoops, thanks.
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: jaked122 on June 25, 2010, 12:28:18 pm
Kudos to you, however I'm having enough fun with my semi broken mod myself so I'll probably not try it out, but you have show great skill when it comes to modding(or great inspiration).
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: SethCreiyd on June 26, 2010, 01:58:33 pm
Thanks jaked, though I'll have to go with inspiration mundane and divine.  Not to mention, the MagmaWiki is a phenomenal resource that saved me from reinventing the wheel.  And Toady One, of course, for making his game the way he did.  Dwarf Fortress is like a gigantic set of legos that you get pre-assembled.  You can take pieces of it apart or add new ones and reassemble it all in countless ways, and somehow it all fits and stays together, as long as you put the pegs in the holes properly.

Anyway, I uploaded v0.19 to DFFD here (http://dffd.wimbli.com/file.php?id=2584).  I've been up all night and I'm too tired to work more.  This isn't polished enough to be ready for the main page, but it's playable, and it needs to be tested.  I'm putting it up so I can download it later when I'm away from home, but the more the merrier.  Once the kinks are all ironed out it'll be ready for version .20 and some fancy new documentation.

In particular, the new 'magic' ranged attacks that wizards use are, for the moment, totally unbalanced and of dubious utility.  I could certainly use a few thoughts regarding how to clean them up a bit.  World gen isn't exactly where it should be, and I have yet to really play through Fortress Mode.  All in all, it needs work, but hopefully it's good for some fun in the meantime.

Edit:  .19b up, still needs some work

Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: hihepux on June 27, 2010, 12:49:16 pm
Anyway we can get an update to the changelog, and to a lesser degree to the reactions chart. You mentioned that some of the castes had their abilities updated, Im curious as well as to how they changed.
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: forsaken1111 on June 27, 2010, 02:16:19 pm
A deflecting wand seems a bit odd. Is there any way to make a different type of object serve that role? Like some sort of shielding talisman, or orb of deflection, etc?
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: SethCreiyd on June 27, 2010, 02:53:54 pm
I do prefer the sound of "orb of deflection."   :D   It could be expensive to make but provide a lot of defense.  And I'm working on an improved, more complete guide.  A lot of stuff is changing, and I don't want to put up the new guides until I'm sure what the finished state of 0.20 is going to be.  This update is very much a WIP.
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: Nabobalis on June 27, 2010, 03:14:50 pm
Is it not possible to have a single wand do all the spells/attacks?
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: hihepux on June 27, 2010, 04:51:01 pm
If I remember correctly, theres a ring in D&D3e that creates a force shield, that works exactly like a shield, but your hand is free and the shield doesnt hinder you in any way.

However, Orb of Deflection does sound rocking. :D
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: forsaken1111 on June 27, 2010, 06:33:08 pm
Is it possible to have the item be a piece of armor? Bracers of Armor are a common magic item which create a field of force over your whole body.
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: SethCreiyd on June 28, 2010, 02:35:05 pm
19c is uploaded.  Need to fix a few bugs and update the cheat sheets and everything will be all set.

I really like the orb of deflection, so I put it in, but it needs to be taken out of the entity list so it won't be made of wood.  Same goes for any of the future "magic items" added in.  They should have hefty requirements to make, to keep them relatively rare.  Churning out magical items at industrial levels should be reasonably difficult to pull off.  Here's a few rough ideas:

Spoiler (click to show/hide)

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.

Is it not possible to have a single wand do all the spells/attacks?

Sure, it's possible.  I wonder if weapons can use multiple skill tags.  I suspect no, but that would be awesome.  If not, at the very least you need a weapon with the AXE skill for wood-cutting.  I don't know if you can use that same item as a digger, but I don't doubt it.
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: forsaken1111 on June 28, 2010, 04:14:26 pm
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?)
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: Patchouli on June 28, 2010, 10:04:28 pm
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:

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.
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.
Title: Re: *Wizard Tower* (.16) [for DF 31.08]
Post by: SethCreiyd on June 29, 2010, 08:56:28 am
v0.20 is up, with updated documents and everything.  I'm now going to get some fast food and sit down and play though an actual game to reward myself.

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?)

Interesting ideas.  I have some plans in mind involving the philosopher's stone and some new workshops that are very time-investing to build, but it's all hypothetical at this point.

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.

I suspect so, but I'm still going to try.  :)  And I'll certainly look into the ranged weapons syndromes.  Such an effect could be used for the dagger as a sort of "morgul blade" type of one-time use effect.  I'll see which ones are producible and stick with what works.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Nabobalis on July 03, 2010, 01:44:23 pm
A little bump. Plus I've being playing a game with it so far, not done much but I intend to start my tower soon.

Just a few questions too   :-* ;

Can/Are wands be ranged weapons that fire bolts?
Will there be Dark Wizards that siege? I know it says sorcerers but are they a civilization since I can't say I've seen any.
The red wizard is immune to magma, so can he walk through it?
Any possibility of potions?
The magic missile that some wizards have, I assume they are used when the wizards feel like it? They don't seem to use it that I can see against wild animals that interrupt them which would be nice :P
According to Dwarf Therapist, all but one is my wizards is female, which seems odd.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: SethCreiyd on July 03, 2010, 07:42:34 pm
- 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.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Acanthus117 on July 03, 2010, 07:56:15 pm
This is so fun. :D
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Rask on July 04, 2010, 01:45:27 am
This is a great mod, I have been trying it out for a bit now. I didn't get too far yet, due to my tendency to start in exciting locales, but I can already offer some feedback.

I really enjoy the new options that allow for studying skills. However, I'm also confused by the wand weapons. How important is the Concentrate skill, and what does it actually do?

There are also a few minor inconveniences. Soldiers not getting all of their kills recorded, for example. I wonder if that's a consequence of the wizard's missile attack? Another is custom workshop's appearance changing after saving and loading the game. I'm not sure if that's a common problem with custom workshops right now. Not being able to select the gemstone material for armours in the uniforms menu is also annoying but can be worked around with with good stockpile placing, I suppose. I do miss mail armour, though, as breastplates and greaves don't protect everything. The flying thing of the clear wizards isn't working out so well for me, as they can't use it to do masonry without scaffolding (curses!), and they tend to use it to fly over fortifications and get themselves into trouble.

Edit: also, when testing in the arena, red wizards die in lava.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Nabobalis on July 04, 2010, 03:14:27 am
- 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.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: hihepux on July 04, 2010, 06:29:35 pm
I noticed that female thing awhile back with a couple other mods. The reason being is gender is seperated by castes, and Dwarf Therapist sees theres one gender, then any other castes are the other gender.

The flying wizards (purple in older versions, clear in recent) Ive found tend to use flying to minimize the pathfinding distance. There still needs to be access for the pathfinding to work, but they wont, for example, walk around a wall, but instead will just fly over it because its one additional step up as opposed to 10 to go around. I kind of miss the purple wizards now, because they moved rediculously fast and were relatively common. As opposed to the clear wizards, who have 1 gender making their ratio half as often as all the other colors, and cant breed (not that Ive ever had a tower last long enough to have wizards grow to adulthood).

I only get the screwed up Custom Workshops when the raw files get toyed with between save games. It is annoying, but its easy to just deconstruct and rebuild. Thats not a mod specific thing, just how DF reads the RAWs.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: forsaken1111 on July 04, 2010, 06:41:50 pm
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
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Rask on July 05, 2010, 01:28:22 am
I only get the screwed up Custom Workshops when the raw files get toyed with between save games.

Oh, yeah, I did that. Added a reaction to make gemstone mail shirts and leggings, since they are listed in the entity_wizard file as rare, but can't be made in-game.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Nabobalis on July 05, 2010, 03:23:29 am
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?

You need to dig tho, how else do you clear the top layer of any hills?
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: forsaken1111 on July 05, 2010, 04:09:36 am
Spinning magic?

You need to dig tho, how else do you clear the top layer of any hills?
Spinning magic is the magic missile projectile they can spit out. I made them all military when some buzzards came to raid my food.

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!
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Rask on July 05, 2010, 11:39:14 am
Upon further testing, the cause of kills not being counted properly seems to be the projectile attack. Greens who don't have their kills properly registered.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Nabobalis on July 05, 2010, 05:20:33 pm
Spinning magic?

You need to dig tho, how else do you clear the top layer of any hills?
Spinning magic is the magic missile projectile they can spit out. I made them all military when some buzzards came to raid my food.

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.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: forsaken1111 on July 05, 2010, 07:14:59 pm
Spinning magic?

You need to dig tho, how else do you clear the top layer of any hills?
Spinning magic is the magic missile projectile they can spit out. I made them all military when some buzzards came to raid my food.

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.
Hm, interesting idea. I might do that, but never dig further down.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: hihepux on July 05, 2010, 08:41:55 pm
One thing that keeps poping in my head is, is it possible to make magma versions of the Gemshaper's Forge and Alchemist's Forge?
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: forsaken1111 on July 05, 2010, 10:02:38 pm
I don't think they should use fuel at all personally. We're talking about wizards who can compress a chunk of coal into a diamond but can't heat a forge?
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: SethCreiyd on July 06, 2010, 12:58:18 pm
To compress coal into a diamond, one requires immense amounts of heat and pressure.  The 'wizardry' involved is the knowledge of how to utilize that heat and pressure to achieve the desired result.  I've fashioned a number of in-character reasons why wizards need to use external sources of heat, but I'm yet not sure which one is official.  Ultimately, it's a balance issue.  Without some kind of fuel reagent the reactions are just too powerful.  Magma versions of the workshops should be easy enough with the [NEEDS_MAGMA] tag, I'll try to include them.

The red wizards suffocate/bleed to death when trapped in magma with no way out.  Last version, I took off their tissues' temperature resistances because they aren't caste-level tags (they affected every wizard, not just the red, and that was pretty lame).  So, they're immune to heat damage because of the immunity tokens, but I think the temperature makes their blood boil away.  I'm working on this.

Next version I hope to include gemstone chain mail and leggings, chains, mechanisms, toys and pretty much anything else that could be made of stone or metal.  I'm also experimenting with ways of creating mass quantities of cheap building material, to make building the basic structure of the tower easier.  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.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Rask on July 06, 2010, 02:19:16 pm
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.

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.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: hihepux on July 06, 2010, 02:48:37 pm
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.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: BigFatDwarf on July 06, 2010, 07:22:28 pm
Hey, awesome mod. Great mod in fact.

I just have one problem. The mod is largely unplayable due to the lack of wizardly graphics. So 'til then, I'll just watch from afar.

Spoiler (click to show/hide)
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: hihepux on July 06, 2010, 07:25:20 pm
Actually, Ive noticed if you use another graphics set, their Wizard sprites will be used for all the diffrent wizards. Caste and job diffrences dont apply, sadly, but its still something.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: BigFatDwarf on July 06, 2010, 07:33:50 pm
Yeah. I might just make something up myself though. It'll be ugly, but at least it'll be something.
Anybody know where to learn how to do all this?

I was gone from DF and everything for so long, I forgot all the sites and such.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Alcoholic on July 07, 2010, 02:35:51 pm
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.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: BigFatDwarf on July 08, 2010, 09:27:06 am
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.

Well, you could have, y' know, dwarves building a tower too.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: SethCreiyd on July 08, 2010, 11:15:03 am
Or even Wizards digging a hole into a mountain.  Though I'm glad you folks enjoy it all the same.  :)

Graphics are on the list of thing to do, but admittedly they're kind of a low priority (don't use them, myself).  One day I'll ask Ironhand for a basic Wizard to use as a template, but if anyone wants to do graphics themselves I'd be gratefully happy.

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.

Haven't tested it out yet, but we'll know by next version.  I think it should be.

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.

It's a good idea, but AFAIK there is no way to make the water source a requirement for building.  I've been toying with the idea of mud and clay bricks, adobe, and cob.  Does anyone know if mud can be called as a reaction reagent?
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: forsaken1111 on July 08, 2010, 06:07:06 pm
On the water->ice front, couldn't you just have them condense water vapour into the ice material?
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: SethCreiyd on July 09, 2010, 02:45:29 am
That's... quite clever.  XD  I don't know it it would be the best building material, though, with Red Mages around -- can wall/floor type constructions melt if they aren't 'real' ice?  I'll need to check.

All the basic classical elements fit into the Alchemy theme pretty nicely.  Fire, Water, Air, Earth.  Well, earth is associated with the gemstones and wood reactions, and it can cover mundane processes like mudbrick too.  Water can cover the ice as well as maybe filling barrels with water (or turning water into wine?  I doubt any of that is possible).  Air, I like to think, is covered by magic missiles (if only I can get them to cut!) and Fire?  Hmm.  Fire.  Frozen fire?  Could be a building material.  Could be used to construct -Fire Swords- or a =Flaming Battle Axe= or something.  Heck, "frozen air" (dry ice?) would be fun too.

At some point I'll need to stop adding stuff to the queue, my notepad is getting overstuffed.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: BigFatDwarf on July 09, 2010, 01:02:15 pm
Hey, is it intentional that only blocks can be used to build Wizards' structures? If not, then BUG REPORT for ya.

Fixable by replacing
    [BUILD_ITEM:1:BLOCKS:NONE:NONE:NONE]
with
    [BUILD_ITEM:1:NONE:NONE:NONE:NONE]
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: forsaken1111 on July 09, 2010, 01:04:03 pm
I just noticed that with the latest version I cannot build display cases... they aren't in the workshop list.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: BigFatDwarf on July 09, 2010, 03:44:05 pm
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.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: forsaken1111 on July 09, 2010, 03:46:10 pm
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.
I will check again later and generate a new world.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: BigFatDwarf on July 09, 2010, 03:52:23 pm
Wait, are you going the Wizard civ or the Dwarf civ? Only the Wiz one is allowed to make displays.

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.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: forsaken1111 on July 09, 2010, 03:53:06 pm
Wait, are you going the Wizard civ or the Dwarf civ? Only the Wiz one is allowed to make displays.

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.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: BigFatDwarf on July 09, 2010, 04:09:02 pm
I really hope you don't think I'm as stupid as this question makes it seem.

No. But still, it is the only thing possible. Either that, or the raws are screwed. And since we know we have the same version ...
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Rask on July 10, 2010, 04:42:02 pm
Is it intentional that wizards age (get wrinkly) as fast as regular humans?
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: UmbrageOfSnow on July 11, 2010, 02:21:21 pm
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.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Haspen on July 11, 2010, 02:31:59 pm
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
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: SethCreiyd on July 11, 2010, 02:33:33 pm
Thanks Umbrage :)  And thanks for the tip, BFD.

Wizards are supposed to age as fast as humans, at least in appearance.  A twenty year old wizard and a twenty year old human look (and are) the same age, and same when both are 70, but a 200 year old wizard looks 70, and a 200 year old human is certainly dead.

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.

So basically... you've got Saruman's equivalent in DF! :D

Hehe.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: UmbrageOfSnow on July 11, 2010, 02:33:57 pm
The rainbows are what really stuck out to me.

Saruman was insufficiently fabulous.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: turgidtoupee on July 11, 2010, 05:59:42 pm
>woodworker's log
>facepalm.jpg

Just a question, what is the purpose of the reading skill? I know they can read books on their skills to improve them, but what about reading for instance poetry?

Also, "For I am Saruman the Wise, Saruman Ring-maker, Saruman  of Many Colours!"

Shame they missed that out of the film.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Kaelem Gaen on July 12, 2010, 06:43:15 am
Absolutely love this mod,  great in adventure mode, I just wish you could use their abilities (For example red-wizard fireball/fire immunity... was it anti-magma? cause I had one that went swimming in lava and he ended up melting)

Was the first time I saw magma in a temple actually.

Anyways I've subcribed to this thread and look forward to updates...  (Oh it still works in 31.10)
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: SethCreiyd on July 12, 2010, 02:30:27 pm
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.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Haspen on July 12, 2010, 03:06:26 pm
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.

Wasn't [FIREIMMUNE_SUPER] protecting from Dragonfire?
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Kaelem Gaen on July 12, 2010, 03:50:37 pm
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.)
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Haspen on July 12, 2010, 04:15:03 pm
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.)

Wizard McBuilder: Ahhh, another of levitating cities our society managed to buil-
*Adventurer appears and everything f-king sinks into ocean*
Wizard McBuilder: Argh, damn thee, adventurers, you and your Laws of Physics-! *blub blub*
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Kaelem Gaen on July 12, 2010, 04:54:03 pm
okay. that's totally sigged
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: ray10k on July 13, 2010, 01:22:42 pm
I am building a tower right now, and I gotta say, good mod. The only problem I have is that pathing for fliers is buggy at best.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Haspen on July 13, 2010, 01:38:18 pm
okay. that's totally sigged

Ah, I'm honored <3
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: BigFatDwarf on July 13, 2010, 03:05:03 pm
>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.

Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: turgidtoupee on July 13, 2010, 05:37:51 pm
>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...
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Haspen on July 14, 2010, 01:32:13 am
>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...

Thanks to you I'm imagining warmech made from microcline, controlled by an adventurer and using sorcerers as primary offensive weapons >.<
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Rask on July 14, 2010, 02:52:19 am

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.

I did a few tests in the arena and noticed that the wands are all much worse at penetrating armour than regular weapons. Full steel will deflect most blows, where it does nothing to stop regular warhammers, for example.  Magic projectiles are surprisingly deadly, though.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Lofn on July 14, 2010, 06:32:01 am
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.
Code: [Select]
[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.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: BigFatDwarf on July 14, 2010, 10:41:32 am
Code: [Select]
   [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.

Yes, but I think each caste must use the same definition. So it's either all wizards or none.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Lofn on July 14, 2010, 12:35:56 pm
Yes, but I think each caste must use the same definition. So it's either all wizards or none.

Castes are not required to share anything.  The raws I pasted my affect all castes due to the ALL line, but you could manually alter a caste's materials to be different from all the others and it would work fine.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: SethCreiyd on July 14, 2010, 12:56:07 pm
Thanks, Lofn.  To reiterate, any caste-level alteration of a material called inside the caste affects the material for the entire creature if the material was defined before the castes.  I'm positive it works this way (as of 31.08, anyway).  You can test it yourself; try and make only black wizards have black blood, and each of them will.  Same thing applies to the temperature resistances.

This doesn't seem apply to materials that are declared at the caste-level, but not in the main creature entry (casted golems/colossi are a good example).  Defining the blood on a caste-by-caste basis should fix the problem.

Thanks for the testing, Rask.  Also, I have to ask:  Moving Fortresses?
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: Patchouli on July 14, 2010, 02:12:31 pm
Thanks for the testing, Rask.  Also, I have to ask:  Moving Fortresses?
Devlog, maybe.
Quote
Moving fortress sections (lifts, crushing traps, etc.)
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: BigFatDwarf on July 14, 2010, 04:58:07 pm
Quote
Moving fortress sections (lifts, crushing traps, etc.)
And whole fortresses, as Toady unofficially, partly confirmed in the FotF thread.
Title: Re: *Wizard Tower* (.20) [for DF 31.08]
Post by: SethCreiyd on July 15, 2010, 02:42:31 am
That's pretty cool.  I need to take a closer look at the new devlog sooner than later.

Version .22 is up now with some adventurer mode reactions, magma forges, re-balances and more stuff.  I didn't want to call it done until the adventurer's magic missiles were where I wanted them to be, and I think they're good enough for now.  Thing is, if you don't throw them immediately after conjuring them, they explode in your hand, surrounding you in "a burst of magic missile."  :-\  When you throw them right, they are effective weapons with the coolest "Dwarf Fortress ASCII" special effects I could muster.

Another thing is the lack of entity control over adventure mode reactions.   I wonder if Toady One has plans to change that.  As of right now, every adventurer can use the reactions unless they're removed from the save folder before play.  This may be undesirable for some.
Title: Re: *Wizard Tower* (.22) [for DF 31.10]
Post by: Rask on July 15, 2010, 03:43:02 am
Tested the rebalancing with a series of 1v1 duels between green wizards (so magic missiles wouldn't interfere), all steel gear+shield, all competent combat skills.

Results:

digging vs cutting wands:  2 digging wins, 3 cutting wins. However, there's no mining skill in the arena, so the digging were effectively unskilled.

cutting vs battle axe:  1 cutting win, 4 axe wins

war hammer vs smiting:  5 war hammer wins, 0 smiting wins. One broken nose the single injury on the hammer side.

slaying vs spear: 2 slaying wins, 3 spear wins

piercing vs spear: 2 piercing wins, 3 spear wins

biting vs whip: 0 biting wins, 5 whip wins. No injuries.

long sword vs whip: 1 sword win, 4 whip wins

long sword vs axe: 4 sword wins, 1 axe win

Right now, it looks as if longswords are the only worthwhile weapon against armoured opponents. Ranged weapons probably too, but I didn't test those. The problem is still that the wands penetrate less than their counterparts.
Title: Re: *Wizard Tower* (.22) [for DF 31.10]
Post by: SethCreiyd on July 15, 2010, 03:51:23 am
Wow, Rask, thanks.  That's extremely helpful.  I hope to have the balance worked out soon, please share if you discover anything new.
Title: Re: *Wizard Tower* (.22) [for DF 31.10]
Post by: Kaelem Gaen on July 15, 2010, 05:06:02 pm
Wow, this mod was the first time I've actually used burro.... now wait I used them once when I still had invaders on,  but anyways... a lesson I just learned.

Do NOT have a Red Wizard on hunting duty >.>
Title: Re: *Wizard Tower* (.23b) [for DF 31.10]
Post by: SethCreiyd on July 15, 2010, 08:24:20 pm
It's a great idea if you need to clear a lot of brush really fast.  But, at least your burrows saved their lives.  During testing I tried to get the wizards into a burrow away from the fire; unfortunately, they weren't smart enough to go around the fire to get to the burrow...

Version .23b is up.  While it pains me to remove wands it's only temporary.  With the new combat calculations, I can't get them to be small, made of conventional materials, and penetrating all at the same time.  I have plans for a wandmaker's workshop that will create functional wands made of a special material able to penetrate heavy armor.
Title: Re: *Wizard Tower* (.23b) [for DF 31.10]
Post by: BigFatDwarf on July 16, 2010, 12:45:02 am
Hmm. Would hot and cold materials work? I dunno if they effect the wielder too.
It'd be cool to burn some dude to ashes though.
Title: Re: *Wizard Tower* (.23b) [for DF 31.10]
Post by: SethCreiyd on July 16, 2010, 11:19:14 am
There appears to be a rather fine line between making a hot and effective weapon and making a weapon that conflagrates the wielder.  I haven't pinpointed exactly where that line is drawn.

Edit:  Version .23c uploaded to remove [TRAINING] from wands.  It was added so they could be made from wood, but it was preventing Wands of Cutting from being embarked with by default.  It's easy to dismantle the wagon for the wood you'd need, but it shouldn't be necessary.

Edit again:  Version .23d is up now, with a couple tweaks and an extra adventure mode conjuration.  The improvised fireballs are a bit strange.  They burn for a long time and they don't really seem to disappear.  I hope to improve them.
Title: Re: *Wizard Tower* (.23d) [for DF 31.10]
Post by: Kaelem Gaen on July 17, 2010, 09:20:01 am
I just noticed something,  Wizard Cities always seem to be laid out the same way, how did you manage that?  Or maybe I've just gotten a trend in the RNG.

Also appearently fireballs can melt  the Red Wizards >.>  Did you give them Fire Immune AND super fire immune or just one of them? nevermind

I saw that you'd need someway to make them immune to heatdam,  probably really friggin high Ignite, Melt, and heatdam points.
Title: Re: *Wizard Tower* (.23d) [for DF 31.10]
Post by: SethCreiyd on July 17, 2010, 04:17:16 pm
Yes, and the appropriate mats will need to be set up individually for each caste in order to work properly.  I'm not even completely sure it will work.

Wizard Cities are definitely genned random.  Last evening I discovered one that had it's keep built on a canyon over the rest of the town proper, which sat on the shore in the valley below.  The to the keep was extremely well-hidden down a very thin slope of land, I couldn't even find it without following one of the locals.  It seems to me like oceans generate the most interesting cities, but that may just be more randomness.
Title: Re: *Wizard Tower* (.23d) [for DF 31.10]
Post by: Kaelem Gaen on July 17, 2010, 04:37:40 pm
The great thing about Seaside cities, is definately when the adventure shows up and the laws of Physics finally kick in... you gotta wonder,  how did they build the houses/Mead hall over the ocean?
Title: Re: *Wizard Tower* (.23d) [for DF 31.10]
Post by: Poot on July 17, 2010, 05:37:02 pm
Awesome idea. I recently just discovered this mod. I have some newbie questions before I start:


Thanks.
Title: Re: *Wizard Tower* (.23d) [for DF 31.10]
Post by: Kaelem Gaen on July 17, 2010, 05:55:13 pm
Going with the tower theme, I like taking over the ruins of Goblin/Sorcerer forts, you still get the benefits of being near a lava area with the standard furnaces (Aka no fuel spent unless making pig iron.) Right now there are two wands,  Digging and Cutting (Until Seth figures a way to balance the rest out for combat, I believe they were too weak)  which can be made anywhere you can make a pick or an axe.    Wands are just weapons so any wizard can use them at the moment.

As for the last part,   like I said up top I enjoy making them in tower ruins,  but anywhere is good as long as you have access to the necessities,  aka water, stone and wood... though really you currently just need either stones or wood, as one of the workshops can transmute them to each other.

@Seth
By the way, I noticed  your soap reaction says "ALCHEMIST_SHOP" for the building,  but you only have ALCHEMIST_LAB and ALCHEMIST_FORGE (and the magma ones I believe)  I set the soap in my game to the lab,  also I can't seem to get Ash to Coal to show up even though I had ash at the time.
Title: Re: *Wizard Tower* (.23d) [for DF 31.10]
Post by: Poot on July 17, 2010, 05:59:09 pm
Ahh thank you. Does military work any differently in this mod? I recall reading something about training "concentration" or something in the readme.
Title: Re: *Wizard Tower* (.23d) [for DF 31.10]
Post by: BigFatDwarf on July 17, 2010, 06:17:06 pm
@Seth -snip-

I think that ALCHEMIST_SHOP is the original, vanilla building. You know, where you make soap in vanilla.

Ahh thank you. Does military work any differently in this mod? I recall reading something about training "concentration" or something in the readme.

Nah. The military works the same.

Note that wands are simply melee weapons with different skills and such. You can look in raws to see which exact skill does it have.
Besides, as Kaelem pointed out, right now they are a bit weak, but wizards do have their magic missiles and fireballs.

And for Contentration skill, I don't know if it actually serves a purpose in combat. I could be wrong though.
Title: Re: *Wizard Tower* (.23d) [for DF 31.10]
Post by: SethCreiyd on July 17, 2010, 07:16:37 pm
The use of Concentration is a secret to everybody.  Personally, I believe it's a 'luck stat' that affects everything a creature does in a small way.  I have no evidence for this belief.

I put up a new version with the soap reaction fixed, thanks for pointing that one out.  I'm not gonna be updating for a short while while I play out my turn at Battlefailed, but I should resume by next week.
Title: Re: *Wizard Tower* (.23e) [for DF 31.10]
Post by: Motigg on July 18, 2010, 02:49:53 pm
Question about the mod.

When I run DF with it, it comes up with 3 errors, one is ITEM_CONE_CAP doesn't have a definition and that the two shields each have LBSTEP and that its an unrecognized tag.  I can remove all three and no errors present themselves, not sure if you knew about these
Title: Re: *Wizard Tower* (.23e) [for DF 31.10]
Post by: SethCreiyd on July 18, 2010, 08:38:10 pm
Gah, I knew I was forgetting something.  Thanks for telling me.  I've uploaded a new version with fixes for those.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Motigg on July 18, 2010, 09:27:09 pm
Haha, it happens. I had just noticed them when I combining mods trying to get the error log to stop filling up every time I tried genning a world.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Poot on July 19, 2010, 12:23:34 am
Still enjoying this mod a lot. Just a couple more questions.

Upon testing the special attributes of the wizards (freezing touch, etc), it didn't seem like a lot of them used their special skill. I noticed that I saw some use of the blue mage's freezing attack, but I couldn't tell if the other mages were using their own at all. Do they normally use their's but the effects hidden from view? Also, do they only use their skill when wrestling? Thanks.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Snook on July 19, 2010, 12:32:36 pm
It might be a good idea to elaborate on how wizards mine, cut trees, etc. It took me way too long to figure out that a wand of cutting is, in fact, analogous to an axe.

Also, how do you know if a gobbo tower is vacant or not?
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Kaelem Gaen on July 19, 2010, 12:43:01 pm
Assuming you're playing with a regular tileset (As mayday and I think a few others completely change the tiles even the ascii) on the world map you'll  see  either a purple or a grey crown symbol (aka the u from say uTorrent)  And it'll still say "Dark Goblin (Or sorc since sorcs do gob-like towers too from what I can tell) but it'll be the map symbol for ruins
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Snook on July 19, 2010, 01:51:00 pm
Ah, thanks. Also, another question... Any tips for starting out? I'm just doing basically what I do with dorfs. Is there a more efficient way?
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Kaelem Gaen on July 19, 2010, 04:26:28 pm
Only thing I can think of differently is Build up/on the surface,  instead of digging down or into the sides of cliffs.   Also, try and get fire-safe blocks early,  make sure NOT to set Red Wizards as hunters or warriors, unless you section them off in their own area/burrows.  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.)

Oh as for the blocks, definitely make the alchemist Lab is very useful if you don't have a steady food source, but lots of stone/wood

In adventure mode if you plan to do exploration in an island map take either a White Wizard or a Clear Wizard (One can fly {clear}, the other doesn't need to eat/drink/breathe{white])

Not much else is different beyond that.

Anyone else run into  problems with smelters, like once you run out of coke making materials the entire smelter shuts down and you can't even smelt melt ores until you build a new smelter?  I'm thinking of reporting it on the bug tracker, but wondering if it's happened to anyone else using Wizard Tower (Granted the save is using, whatever the last one was that had all the wands in it)
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Malecus on July 19, 2010, 10:08:28 pm
I'm having a lot of fun using this mod, as well as using it as a reference text for my own modding attempts.  It's very nicely done.  I have had some problems though, using wood I've transmuted into stone.  It doesn't seem to register as being fire-proof.  It may be my own copy, though (I've got a lot of irons in the fire, so to speak).

I was wondering about your future plans.  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.  Orichalcum, perhaps, or more novel materials?
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: BigFatDwarf on July 20, 2010, 11:20:32 am
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.)

No, not really. The only way to get diseases is thru a wound. The cause can be either infection (lack of soap in hospital) or poisons and venom and such (not really sure about this one).

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 got one. Unobtainium. Sounds cool.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Kaelem Gaen on July 20, 2010, 03:05:15 pm
Hmm, I can't seem to get my wizards to synth titanium (Since my Smelters stopped working,  it has to be something with the coke/charcoal then maybe I should report it on the bug tracker) at the moment,  I mean I have them set to do that through the manager screen but even though it's validated none of my alchemists are going up to do it.  Maybe I shoulda dropped this fortress and made a new one with the latest Wizard Tower.

Oh it was that material burrow bug,  nevermind, things are workin at full capacity again.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: eclipsetail on July 20, 2010, 04:51:05 pm
I'll be sure to play this once it gets graphics.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: BigFatDwarf on July 21, 2010, 12:52:33 am
I'll be sure to play this once it gets graphics.

Do what I do, for now.
Take some graphic, be it Phoebus or Mayday or whatever. Copy the dwarven .txt in the same directory and change:

[CREATURE_GRAPHICS:DWARF]
to
[CREATURE_GRAPHICS:WIZARD]

I say dwarven because they are mostly the only complete ones. Other races could work, though.
Anyway, this'll make them look dwarven. Good enough to play.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Snook on July 21, 2010, 10:31:16 am
Playing with Ironhands graphics, I don't change a thing and get dorf icons for my wizards.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: BigFatDwarf on July 21, 2010, 01:14:34 pm
Playing with Ironhands graphics, I don't change a thing and get dorf icons for my wizards.

Wierd. I could swear I get ASCII for wizards without it. Oh well.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: PTTG?? on July 21, 2010, 01:50:58 pm
Just wanted to give you an official "Thumbs Up" for your awesome work on this mod.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Rask on July 21, 2010, 05:30:57 pm
Is the currently linked download 23f? Filename says 22.

Also, being able to turn stone into wood into meat, or stone into cheese directly makes survival trivial. I suppose that's okay on a glacier map where the seeds won't grow. It takes a bit of the challenge out of the game, though.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: SethCreiyd on July 21, 2010, 06:27:35 pm
Oops.  I fixed the outdated link.  And thanks guys, for the kind words, and answering all those questions.

I'm wide open to suggestions for further balancing the alchemy reactions.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Kaelem Gaen on July 21, 2010, 09:18:25 pm
I hope you keep those reactions in, it saved my arse when I realized my hunter had grabbed the wrong ammo and couldn't hunt.

Never used stone to cheese though.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Haspen on July 22, 2010, 02:45:35 am
Just make it:

2 items go in, 1 item goes out.

So it won't be 'cheap everything', but 'oh gods I really need wood now *alchemizes*' scenarios.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: BigFatDwarf on July 22, 2010, 05:26:49 am
2 items go in, 1 item goes out.

Seconded, as long as there's the old, easy version for us cheaters. :P
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Kaelem Gaen on July 22, 2010, 09:43:03 am
It's only cheating if you have breached your cavern yet for underground wood,  or are in a heavily wooded area,   if you settle in sparse to no wood zones, it's a neccesity

I think the Wizards got that trick from the Desert Dwelling Sorcs before they turned all crazy and evil
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Ironhand on July 22, 2010, 04:49:07 pm
Playing with Ironhands graphics, I don't change a thing and get dorf icons for my wizards.

You get the colored dwarf tile, yeah.
But if you want the complete graphics,
you should still go and change the raw.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Daywalkah on July 22, 2010, 07:10:16 pm
This mod is interesting, a more than capable replacement for a Sorcerer mod for 40d. Good work SethCreiyd!
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: ZebioLizard2 on July 23, 2010, 03:47:42 pm
The stone made from wood doesn't seem to have a use at all, it can't be used by masons nor mechanisms and the like.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: SethCreiyd on July 23, 2010, 04:23:08 pm
Thank you.  I'll fix for next version, for now, in the reaction_other_wizard .txt, change this:

Code: [Select]
[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]

to this:

Code: [Select]
[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]

Hopefully that should help.

2 items in, 1 item out seems like a sensible exchange rate :)
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Rask on July 23, 2010, 05:41:44 pm
Playing around a bit (and losing a fortress to a simultaneous invasion by werevolves from above and cave swallowmen from below), I noticed that stone cheese can't be cooked.

Edit: My current fort is in a more peaceful location. I noticed that two wizards were getting unhappy thoughts and cancelling tasks because of "hunting vermin for food". My food stockpile had lots of berries of different kind, rat weed, and even prepared meals. I noticed that both of them were yellow wizards, both male. (I had no other yellow wizards at the time). I finally made some meat, and they ate that. They still refuse to eat their vegetables, though.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Kaelem Gaen on July 26, 2010, 06:11:43 am
Ah hah! so even though it's mainly magic, here's how an alchemist would make wood into stone


Artificial Petrified Wood:
  Artificial petrified wood has been produced in a Washington   laboratory. In the process small cubes of pine were soaked in an acid   bath for two days, then in a silica solution for another two. The   product was then cooked at 1400 °C in an argon atmosphere for two hours. The result was silicon carbide ceramic which preserved the intricate cell structure of the wood. Soaking in a tungsten solution produced a tungsten carbide petrified wood.
http://en.wikipedia.org/wiki/Petrified_wood#Artificial_petrified_wood (http://en.wikipedia.org/wiki/Petrified_wood#Artificial_petrified_wood)

Edit: Well.. sorta,  don't think alchemists knew about noble gases
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: SethCreiyd on July 27, 2010, 03:47:31 am
The only way to cook stone cheese that has actual stone matgloss types is to make stone itself edible when cooked.  This is right out, obviously.  The same goes for wooden meats or any other forms of inorganic food that can be conjured up.  The alternative is to create new material types for these food items that are completely edible yet retain the same stoneish/woodish characteristics as the reagent, but this will give you generic "stone cheese" rather than, for instance, "slate cheese."

Tungstun is another metal I'd like the wizards to be able to create and use.  Quicksilver, Chromium, Indium and Iridium are on the list too.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Haspen on July 27, 2010, 06:30:58 am
Uh...

Why not make creature called 'Stone' without biomes but with milk+cheese?

And then, creature called 'Wooden' without biomes but with meat?

Creatures won't (or at least, shouldn't) appear but the game will see the stuff.

'stone cheese' and 'wooden meat' :P

Hey, that's just an idea.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Rask on July 27, 2010, 08:39:50 am
So, what are you guys using the different castes for?

For me it's:
Grey wizards: mining and alchemy (stone to wood on repeat) because they don't get tired.
Yellow wizards: sword fighters, my anti-forgotten-beast squad, since those things often spread diseases.
Clear wizards: masons and haulers, since they can fly.
Red wizards: magma forge duty
Green wizards: melee fighters, since they are tough
White wizards: guard duty, as they need no food breaks
Orange wizards: siege operators? The "no fear" should help here, but I haven't tested this.

Black, Blue, Brown, Purple: I have not found a use for their particular abilities yet. 
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: ZebioLizard2 on July 27, 2010, 09:55:27 am
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!
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Acanthus117 on July 27, 2010, 11:13:56 am
Just saying again, this is AWESOME.

:D
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Kaelem Gaen on July 27, 2010, 04:41:43 pm
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!

If you want to have them not do that, as dumb as it sounds if the walls are interconnected just place a ramp or other pathmaking thing to the wall (Haven't actually tried stairs yet)  they'll then have a path to fly stuff down  (even though they don't even use the ramp for flying down)  plus you can then have a way to retrieve dropped items

Oddly, I tend you use my Yellows as my doctors since they can't get an infection (And I don't think they have carriers yet).    Greys indeed are mining duty (also they make less beds needed to be made)
I go between White and Clear in adventure mode, Clear's good for overland travel in island maps since you can fly across the oceans,   Whites are my Cave divers/spulunkers, since they don't need to Eat/Drink/breathe, which makes them ideal for the caverns that have water in em... plus they won't starve, or die of thirst (Just cave spiders)

Reds:  Anything firebased,  like the Fire workshop.   
Orange, and black:  Warriors.   
Purple: Scholars (aka Record keeper/Appraiser). 
No real use for brown, Blue and Green yet, though I wonder if the greens would make good hunters....
Word of Cation: NEVER UNDER ANY CIRCUMSTANCE, put a red as a hunter unless you settled on a tundra or other sparse/barren area... otherwise you'll need to use burrows to keep the rest of them from burning alive XD
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Rask on July 28, 2010, 04:19:58 am
I played around a bit with gemshaping and found a few issues.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: SethCreiyd on July 28, 2010, 07:46:57 am
Thanks for the info.  With the gem armor, did you try setting them to individual equip?  I thought I had them wearing it that way some time ago.

I wouldn't think a glass sword would have a very long lifetime, but that's DF for you.  I want to change the way the gemstone equipment is handled, maybe make them ceremonial, but definitely make them different somehow.  Right now they get their combat stats from their material template, which makes them pretty crappy.
Title: Re: *Wizard Tower* (.23f) [for DF 31.10]
Post by: Rask on July 28, 2010, 07:50:31 am
I used squad equipment, and when that didn't work, tried to assign the uniform to the dwarf directly. I did not assign him any individual piece of equipment.
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: SethCreiyd on August 05, 2010, 12:42:34 pm
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.
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: eclipsetail on August 05, 2010, 03:20:53 pm
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.

wizard cancels spell: interupted by rock.

EDIT: wow, I see what you mean.

Every world I gen all the wizard civs are dead.
Any way to fix this?

EDIT2:
e;ves too  :P

EDIT3:
Humans as well  :-\

EDIT4:
I fail. I didn't know what the red lines meant.  ::)
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: BigFatDwarf on August 05, 2010, 07:48:18 pm
EDIT5:
That's a fuckload of edits right there.
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: eclipsetail on August 05, 2010, 08:04:23 pm
Yeah I know...
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: Kaelem Gaen on August 10, 2010, 12:04:17 am
Ya'll see my Wizard's Tower  mod Achievment for Adventure Mode?

-tries to grab it again-
Spoiler (click to show/hide)

Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: tj333 on August 12, 2010, 11:49:56 am
Is there any way to have wizards fight just by throwing magic or to have them stand back and throw magic but use melee weapons when the enemy closes in?
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: SethCreiyd on August 13, 2010, 01:30:56 pm
Not as such.  Wizards, like dwarves, will break ranks as soon as the enemy gets too close.
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: Kaelem Gaen on August 17, 2010, 09:47:53 am
To bad there's no way to make the wizard military braver than the dwarves
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: Kaelem Gaen on September 15, 2010, 05:42:12 pm
Sorry for the double post but I figured I'd move this to the top of the mod stuff...

Any idea if .24 will still work with .13?
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: SethCreiyd on September 15, 2010, 07:20:07 pm
It'll be a little while before I can test it out.  The entity_default.txt changed from the last version, and I don't yet know how the balance is going to be.
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: Eagle_eye on September 27, 2010, 09:13:15 pm
stone cheese appears to be inedible....
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: forsaken1111 on September 28, 2010, 09:43:08 pm
stone cheese appears to be inedible....
Is... is this... are we surprised?  :D
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: Rask on November 09, 2010, 05:57:26 am
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.
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: Hugo_The_Dwarf on November 09, 2010, 11:44:53 am
for gem armor make a "metal" called "gem<or what not>" and for making wizards braver have you tried the [NOFEAR] tag?
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: Smitehappy on November 09, 2010, 03:20:19 pm
for gem armor make a "metal" called "gem<or what not>" and for making wizards braver have you tried the [NOFEAR] tag?

I'd probably use the [LIKES_FIGHTING] tag if it stills exists instead.
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: dbay on November 10, 2010, 03:17:40 am
Quote
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.

DUDE. I think you just stumbled across the secret of adding enchanted weaponry to this game! You have raw entries for axes, and for enchanted axes that can only be made by someone with alchemy or whatever and has way better stats... And maybe the material changes, too? That would allow you to make a seriously better weapon.

I really like this idea. I might just use it.
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: 3 on November 10, 2010, 03:59:21 am
That method has been used a lot in the past. It's possibly more convenient now as reaction products can have quality modifiers, but it's been in use for a very long time.
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: Kaelem Gaen on November 10, 2010, 04:19:52 am
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.


The custom reaction Armor if I remember right always comes out as "Large" I believe it's a known bug in DF... most people just increase the sizes of the race so they armor fits em if it's through a custom reaction.
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: Watercleave on November 15, 2010, 10:42:53 am
Since it's been a month and a few releases since the developer's last post, I may as well ask: Is this still going?

~Watercleave
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: SethCreiyd on November 15, 2010, 05:20:19 pm
I hope to get enough free time in the coming month to make an update that works with 31.17+.
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: Glacial on November 18, 2010, 06:13:59 pm
I hope to get enough free time in the coming month to make an update that works with 31.17+.

Where's my "Like" button?
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: SethCreiyd on December 27, 2010, 06:10:01 am
Wizard Tower .25 is now up at DFFD.

Spoiler: Changelog (click to show/hide)

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.  The new sprawl works well, Wizards stick to one ocean-side city while Sorcerers spread out as far as they can around the desert they start in.  The issue of floating cities crashing into the ocean appears to be resolved, but that may be because I haven't yet run into any.

What's in the works:  There's a Witch civilization which is ethically different from Wizards and Sorcerers that is often quickly absorbed into some other civilization.  Also in the works is a Centaur civ hostile to most other entities.  They're item thieves and like fighting and are pretty formidable, even unarmed.  They'll also ambush, but they're limited to wooden equipment and can't use furnaces, and they aren't skulking, so they're less daunting than they possibly could be.

Gemstone equipment is still unusable, a note has been added to the hints file regarding this until I figure something out that works.  Golems are getting added in as laborers for Wizards.  As slow learners they won't readily improve in skill so they're suited to hauling and other tasks that require little expertise.  Finally, I'm trying out an Undead creature with different castes for each sentient creature.  These creatures would be the slave-pets of the Sorcerers.

So that's what I'm up to.  Happy New Year folks, hope you enjoy Wizard Tower!
Title: Re: *Wizard Tower* (.24) [for DF 31.12]
Post by: Rask on December 27, 2010, 10:04:51 am
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. 

This confused me a bit, since I had no problems generating and playing worlds with .18 and version (.24). 

Does this change only affect sprawling behaviour?
Title: Re: *Wizard Tower* (.25) [for DF 31.18]
Post by: SethCreiyd on December 27, 2010, 04:59:48 pm
It would still gen a world, the mod was simply out of date.  The voice modifiers were updated to fit the throat instead of the neck.  Wizards and Sorcerers will build outdoor fortifications now (well the Sorcerers do, I haven't seen a Wizard civ spread out enough to build one), so even though you won't see thir dark towers, their fortresses should be present and filled with sorcerers.  The defunct group number data is removed from entity file, though I don't think that affected anything. 

Prismatic wizards are bigger so they don't get killed the first time they run into a human wanderer.  The adventure mode fireball is out for now,  I forgot to list that in the changelog this version (it would burn forever even if you retire an adventurer and return to the spot years later).

That's all I can think of for now... on the Science! end of things I'm looking at fun stuff to do with night creatures and bogeymen, though right now that's just in the 'messing-around' stage.
Title: Re: *Wizard Tower* (.25) [for DF 31.18]
Post by: Chronas on December 28, 2010, 03:31:38 am
i love this mod so much!
but you keep removing features instead of adding them...
Title: Re: *Wizard Tower* (.25) [for DF 31.18]
Post by: SethCreiyd on December 28, 2010, 06:24:22 am
i love this mod so much!
but you keep removing features instead of adding them...
Thanks!
I only took out what I think didn't add much or work properly.  If I removed something you miss, let me know what it is and I'll post up the raws for it.
Title: Re: *Wizard Tower* (.26) [for DF 31.18]
Post by: SethCreiyd on December 29, 2010, 02:03:13 am
Version .26 up for download at DFFD. (http://dffd.wimbli.com/file.php?id=2515)  Here's the changelog:

Spoiler: Changelog (click to show/hide)

I also have a few screenshots of the big changes for this version, the Undead and the Centaurs.

(http://i51.tinypic.com/2e3vbqx.png)

The undead are considered pets of the sorcerers and they can be found wild in Evil biomes (cave, and mountains for dwarves and goblins, forests for elves, etc.).  I've spent a good deal of time making sure the 'undead effect' is detailed and true to DF, and they should prove a nice addition to the forces of evil in the wizardly world.  Sorcerers are playable now, so you can embark with them (they're the Dark Fortress civ on the embark screen) and mess around to see what they're like.  If you run into them with other races, they'll try to tear you apart like any other undead creature.

(http://i53.tinypic.com/fa8lc2.png)

Centaurs are item thieves and proud warriors.  They're swift and strong but limited to wooden equipment.  This doesn't neutralize them as a threat, and that lone herbalist may be quickly stomped to death should he discover the prowling centaur on the edge of the wood.  I don't want to say too much about them and spoil the fun!

Prismatic wizards will seek Labyrinths and Shrines and will defend them if intruded upon in Adventure Mode.  I don't yet know for sure if this is going to affect their attacks in Fortress Mode, but I don't think it does.

For the next update I want to make quicksilver and a variety of metal alloys that only the Wizards can make.  I hope everyone enjoys the new stuff, let me know how if any trouble pops up.
Title: Re: *Wizard Tower* (.26) [for DF 31.18]
Post by: Rask on December 29, 2010, 02:40:50 am
Oh, undead enemies! Awesome!

Are the playable sorcerers mechanically the same as wizards?
Title: Re: *Wizard Tower* (.26) [for DF 31.18]
Post by: Chronas on December 29, 2010, 02:57:44 am
damn that's cool.
Also am i doing something wrong or are there only 2 kinds of wand?
Title: Re: *Wizard Tower* (.26b) [for DF 31.18]
Post by: SethCreiyd on December 29, 2010, 03:58:02 am
The sorcerers are similar to wizards, but there are differences in ethics, laws, and behavior.  They have most of the Wizards' abilities and play mostly the same.

There's only 2 kinds of wand at the moment.  I have a few tool wands coming up, and I'll put some thought into more kinds of weapons.

Anyway, .26b is up now, just a quick fix for Centaurs who were missing their hoof body glosses.  I balanced their entity populations too, as they were a bit numerous for my taste.
Title: Re: *Wizard Tower* (.26b) [for DF 31.18]
Post by: Chronas on December 29, 2010, 05:43:55 am
i can think of a few wands off the top of the dome...
wand of laceration: edge, moderate contact area and high velocity, very low penetration
wand of blast: blunt, obscenely high contact area but close to no penetration (presumably ignored in blunt weps anyway) and a relatively low velocity (for balance -prevents obliteration)
wand of needle: edge, tiny area with insane penetration and velocity

for shits 'n' giggles, 2 endgame staffs with ridiculous mat sizes to balance out:
staff of obliteration: blunt, high everything
staff of bisection: edge, high everything

finally, as a cheap method you could rename existing weapons to wands such as whip=wand of lashing, but that would be lazy.
Title: Re: *Wizard Tower* (.26c) [for DF 31.18]
Post by: SethCreiyd on December 29, 2010, 04:19:45 pm
Those are almost exactly the types of wands I had before I took them out.  They were proving ineffective against conventional weapons of the same sort and it would mess up the military screen to have a wand tied to something like Concentration.  I'm going to see how they work with a few adjustments.

.26c is now up, just a couple of last-minute balances to Centaurs who turned out even more badass than intended.
Title: Re: *Wizard Tower* (.27) [for DF 31.18]
Post by: SethCreiyd on December 30, 2010, 09:57:04 am
Version .27 is up for download. (http://dffd.wimbli.com/file.php?id=2515)  This update is all about smoothing out kinks and fixing a few minor but persistent bugs, in order to lay the groundwork for the extra materials and reactions coming up.  Here's the changelog:

Spoiler: Changelog (click to show/hide)

Beings made of earth and rock, Golems are the Wizards' answer to the Undead.  They're found in good-natured caves, and can be talkative and friendly!  They can be composed of pretty much every rock in the game, or many of the earth metals and gemstones,  and Wizards can embark with ones made out of clay or peat.  They can be trained for combat and are quite good at it, so be careful about running into the wild ones made of metal or stone, as they take joy in the destruction of buildings.  They can be caged, which is helpful.  You can go on adventures with golems, but their bulk makes equipping armor of any sort impossible, and so they need their brute size, strength, and unnatural compositions to survive.

Sorcerers don't babysnatch anymore, they steal items instead.  I'll have to see how this works out, I still haven't settled on a permanent decision for their behavior yet.  The reaction files are far more organized now, grouped by category for the benefit of anyone looking at the raws.

Wands will be returning with a fairly complicated process of bringing them about.  I'll need to eventually come up with a chain of production chart.  The problems from the earlier versions' wands will be taken care of, I think I know what was wrong with them before.

Have fun folks!  Let me know how everything runs.
Title: Re: *Wizard Tower* (.27) [for DF 31.18]
Post by: Smitehappy on December 30, 2010, 10:29:58 pm
Just posting in this thread to say cool mod, really enjoy the wizard theme.
Title: Re: *Wizard Tower* (.27) [for DF 31.18]
Post by: SethCreiyd on December 31, 2010, 02:39:22 am
Thanks!  Version .028 (http://dffd.wimbli.com/file.php?id=2515) is up at DFFD with a few adjustments and bug fixes.

Spoiler: Changelog (click to show/hide)

The new magic missiles should be much improved from earlier versions.  My brother's been testing out the mod on a Mac so I've been able to bug test for it, which is how I caught that one bug, so anyone that had problems running the mod in OS X might have better luck now.
Title: Re: *Wizard Tower* (.28) [for DF 31.18]
Post by: Mzbundifund on January 02, 2011, 01:50:20 am
Hi!  I am very interested in this mod.  A minor bug report.  I was looking through the .raws to check for compatibility with some of my current mods, and noticed that though you have the Deflecting Orb listed in the item_shield_wizard.txt file, neither the wizard nor sorcerer civs have been tagged to be able to make them. 

I believe all you need to do is to add the [SHIELD:ITEM_DEFLECTING_ORB] line to the appropriate section of the entity_wizard.txt file.
Title: Re: *Wizard Tower* (.28) [for DF 31.18]
Post by: SethCreiyd on January 02, 2011, 03:03:28 am
That's actually intentional.  There's a custom reaction for the orbs, [REACTION:MAKE_GEMSTONE_ORB] and the magma workshop version.  It's set up this way to keep them from being made from wood or metal.  Thanks for the heads-up though, let me know if there is anything else.
Title: Re: *Wizard Tower* (.28) [for DF 31.18]
Post by: Mzbundifund on January 02, 2011, 04:37:54 am
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!
Title: Re: *Wizard Tower* (.28) [for DF 31.18]
Post by: SethCreiyd on January 02, 2011, 02:28:57 pm
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 appreciate it a great deal!  The gemstone reactions are supposed to use bauxite (at least for now, I hope to eventually replace these with more scientifically viable reactions at some point).  For now, I renamed them to be less confusing in the future.  Those diamond reactions were certainly broken though, thanks for pointing it out.

Regarding the orbs being equipped by invaders, yeah, I don't think it happens yet.  I don't know how to restrict the materials used to make them while counting them as standard entity equipment.  I hope the future trade economy incorporates items produced by custom reactions, since that itself could solve the problem.

I didn't like how fire clay was working, so I took it out for now.  There's now an [IS_STONE] kind of clay that is indistinguishable from soil clay until it is mined (to simulate the trickiness in determining a given clay's workability).  Anyone who wants to make ceramics can order clay 'boulders' from caravans if the local clay turns out to be unusable.

.028b is up, (http://dffd.wimbli.com/download.php?id=2515&f=Wizard_Tower_028b.zip) here are the changes:

Spoiler: Changelog (click to show/hide)
Title: Re: *Wizard Tower* (.28b) [for DF 31.18]
Post by: DarkCephis on January 03, 2011, 03:19:54 am
     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.
Title: Re: *Wizard Tower* (.28b) [for DF 31.18]
Post by: SethCreiyd on January 03, 2011, 05:57:37 am
Version 0.28c is up here. (http://dffd.wimbli.com/download.php?id=2515&f=Wizard_Tower_028c.zip)  Just a small update, this will probably be the last one until I finish the new metals, unless any new bugs pop up.

Spoiler: Version 0.28c (click to show/hide)

Treants are walking trees found in the woods.  They are megabeasts that begin life smaller than a horse, but grow enormous as the years go by.  They're made of wood and drop a valuable treant wood log when defeated.  A grown treant is dangerous on the level of a bronze colossus, though it is very flammable and somewhat easier to bring down.

     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.

Thanks!  Unfortunately, summoning is still impossible, and there's no way to impart abilities like flying onto creatures with items, at least not yet.  More items, materials and abilities are on the agenda.
Title: Re: *Wizard Tower* (.28c) [for DF 31.18]
Post by: Shootandrun on January 03, 2011, 11:38:56 am
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?
Title: Re: *Wizard Tower* (.28c) [for DF 31.18]
Post by: Svarte Troner on January 03, 2011, 08:49:31 pm
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?

I embarked with mayday, and it works.
Title: Re: *Wizard Tower* (.29) [for DF 31.18]
Post by: SethCreiyd on January 11, 2011, 03:59:36 am
I uploaded version .29 involving chains of custom materials, items and reactions.  Rather than expanding the mod by 'industrializing magic,' I've focused on implementing a form of alchemy with as much veracity as possible in relation to the real world as allowed by the DF engine.

By the end of the week I hope to put together a manual for the new reactions, here's the changelog for now:

Spoiler (click to show/hide)
Title: Re: *Wizard Tower* (.29) [for DF 31.18]
Post by: Rask on January 11, 2011, 05:03:47 am
Sweet.

I took the new wands to the arena and tested them out a bit. Unfortunately, it seems that they are pretty much inferior to the standard weapons. Then again, I used humans to test, so if there's some interaction with magic, things might change. Wands seem to use the concentration skill, from the way skills rose during battle. Now, onto the test results:

Using steel wands, opponents wearing steel mail robe, steel high boots, steel gauntlets, and a steel helm (armour user: skilled) were unable to harm each other using the wands, aside from some knocked-out teeth. They still died after a while because they sporadically used kicks and punches, which did some harm. A single human wearing the same equipment but using a steel warhammer pretty much instantly killed any wand-armed opponents.

Now, results against unarmoured humans:

good: wands of piercing, cutting, digging, slaying

bad: wand of smiting

you are better off unarmed: shredding, striking, blasting, just 'wand'


I briefly checked embarking with wizards, and was relieved to find the normal weapons still available. I also noticed that gremlins cost 1 point. Is that right? In a previous version, trolls cost the same for sorcerers (didn't check the current one).

Also, how do I make military squads as a sorcerer civ? There are only four noble positions on the nobles screen, and the one most likely responsible for that task is the overseer (who demands lots of stuff and starts mandating a few weeks in). He can't be used to create squads, though.
Title: Re: *Wizard Tower* (.29) [for DF 31.18]
Post by: SethCreiyd on January 11, 2011, 06:01:47 am
The wands created in fortress mode are made of a specific material, which is the only way they are effective (and uniformly so).  In Fortress Mode, the only metal that is supposed to consistently defend against them is adamantine.

But yeah, the way combat works in this version, even steel wands will do poorly in the arena, and wands that cause edged damage are more effective all around, so more balancing needs to be done.

Gremlins and trolls cost 1 each because they lack a [PETVALUE] token.  When I get the undead/clay men to be part of the wizard/sorcerer civs proper, I'll probably take cave animals out of their entity files to remove this.

The nobles for sorcerers were missing a proper military position, so I uploaded a quick-fixed version, hope that solves the military problem.
Title: Re: *Wizard Tower* (.29b) [for DF 31.18]
Post by: Rask on January 11, 2011, 07:09:10 am
Ah. I changed the raws to make producing a wand simpler so I could quickly test one in fortress mode, and had the wizards hunt elephants. They fall unconscious quickly ("gives in to the pain") once the wizard gets close, but I have been unable to discern whether that's from the wand or from the effects of the wizard's missiles. It takes a bunch of hits to kill off the unconscious elephants, though.

Also, there was a strange explosion when I made the wand, but it didn't seem to do any harm.
Title: Re: *Wizard Tower* (.29b) [for DF 31.18]
Post by: Seriyu on January 12, 2011, 02:01:30 am
Awesome mod, but for some reason a fox and buzzard hatchling are not showing up on the animal list in the z-status menu. Dunno why it's happening, it was working fine with my pack animals. They were brought in via migrants if it matters.

Title: Re: *Wizard Tower* (.29b) [for DF 31.18]
Post by: SethCreiyd on January 12, 2011, 03:30:10 am
I believe that's a bug in DF that has to do with exotic animals even without mods (animals you get from elves, for instance).  I believe you can work around the problem by changing the [PET_EXOTIC] tags to [PET], either manually or with something like this (http://www.bay12forums.com/smf/index.php?topic=59411.0).

Also, there was a strange explosion when I made the wand, but it didn't seem to do any harm.

The burst is supposed to be more harmful, but at this time it's too weak or improperly implemented (or both).
Title: Re: *Wizard Tower* (.29b) [for DF 31.18]
Post by: Seriyu on January 12, 2011, 03:48:59 am
Huh, okay.

Thanks!
Title: Re: *Wizard Tower* (.29b) [for DF 31.18]
Post by: Seriyu on January 13, 2011, 04:07:43 am
Double posting for the sake of bug report.

"Cut diamond lens" has rough clear diamonds as a product along with a lens.

EDIT: Also a bunch of gemstone reactions seem to be broken, due to missing the "inorganic" tag. I.... think. Still kinda new to a lot of modding stuff.
Title: Re: *Wizard Tower* (.29b) [for DF 31.18]
Post by: SethCreiyd on January 13, 2011, 05:32:38 am
Thanks for the tip.  This:

Spoiler (click to show/hide)

should be this instead:

Spoiler (click to show/hide)

The gemshaping reactions call for rough gemstones of any kind, and the higher level reactions require a wand of cutting as a reusable reagent, but I can't find any others that are in error.
Title: Re: *Wizard Tower* (.29b) [for DF 31.18]
Post by: Seriyu on January 13, 2011, 05:34:59 am
Oh.

I missed the fuel tag.  :o

My bad.
Title: Re: *Wizard Tower* (.29b) [for DF 31.18]
Post by: Krelian on January 13, 2011, 05:44:36 am
this mod looks like the most awesome idea for a new playable race I have seen!

I have a few questions I would like to know before trying tho...



How do you get more population? they also come in big migration waves like dwarves? They reproduce? :S

They errr mine? As they are mages, I kinda spect to have to play like Human, building above surface and all; Or is this like another alternative to dwarves, underground fortress?

This is incompatible with Dwarf Therapist I assume, right?

Greetings!
Title: Re: *Wizard Tower* (.29b) [for DF 31.18]
Post by: Seriyu on January 13, 2011, 05:55:00 am
1. Migrant waves, yep.

2. They can mine, but there's nothing saying you have to, of course. I've been having a lot of fun building a tower aboveground, and mining out everything underground personally.

3. It is compatible with dwarf fortress, but it won't display genders properly due to some issue with castes.
Title: Re: *Wizard Tower* (.29b) [for DF 31.18]
Post by: Krelian on January 13, 2011, 06:02:35 am
Oh I see, thanks :)


2. They can mine, but there's nothing saying you have to, of course.

Yeah I kinda imagined they could, because after all, you need to get the stones to construct, from somewhere. But I meant, they are as proficent as dwarves? Dwarves should be by far the best miners in the world, besides, I hardly imagine a wizard willingly changing his ward/staff for a heavy pickaxe xD
Title: Re: *Wizard Tower* (.29b) [for DF 31.18]
Post by: Seriyu on January 13, 2011, 06:11:15 am
Yeah, they mine at the same speed.

Unfortunately there's not a way to modify mining speed for modding yet, sooooo. :P
Title: Re: *Wizard Tower* (.29b) [for DF 31.18]
Post by: SethCreiyd on January 13, 2011, 07:22:23 am
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.
Title: Re: *Wizard Tower* (.29b) [for DF 31.18]
Post by: Chronas on January 13, 2011, 08:46:23 am
sorry, swimming is the only skill a race can have an affinity for.
Title: Re: *Wizard Tower* (.29b) [for DF 31.18]
Post by: Krelian on January 13, 2011, 06:30:29 pm
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.



can you forbid a race from equiping a certain type of item? (I think you can, as I have never managed to equip a Maul, Harberd, or similar to a dwarf...) If so, make mages unable to equip picks;
And give a caste color (maybe green or orage as they are the 'physical' ones) have a "natural" pickaxe type weapon (some bad ass claws?)... maybe this is way to weird tho... but its just an idea :)
This way you would have limited access to miners at least :p. Even better if that same color is given a lazy attitude, or lack of physical strenght  (I dont know if that affect digging speed)
Title: Re: *Wizard Tower* (.29b) [for DF 31.18]
Post by: mrtspence on January 13, 2011, 06:50:39 pm
sorry, swimming is the only skill a race can have an affinity for.

Well, that isn't necessarily true.

It is pretty easy to start a creature or caste with a minimum level of aptitude in any skill(s).

A race that is good at mining could have [NATURAL_SKILL:MINING:4] (meaning all members start as "skilled" miners).

You could also tweak skill increase rates to make them learn it faster!
Title: Re: *Wizard Tower* (.29b) [for DF 31.18]
Post by: D_E on January 13, 2011, 07:16:39 pm
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.

[SKILL_LEARN_RATE:MINING:percentage goes here]

For example to have them gain mining experience half as fast as normal, use
[SKILL_LEARN_RATE:MINING:50]
Learn rates can be lowered to 0.

Lowering the endurance attribute should make them get tired faster.
([PHYS_ATT_RANGE:ENDURANCE:rages go here])
1000 is default average.  5000 is max score allowable.  I don't think dwarves ever reach 5000 in their attributes.
Title: Re: *Wizard Tower* (.29b) [for DF 31.18]
Post by: 12oz Jesus on January 13, 2011, 09:31:37 pm
Great mod, thanks for sharing.

Quick question: what skills affect/increase effectiveness of magic missile?  Especially for adventure mode, I was wondering what skills to take.

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)?

Thanks.
Title: Re: *Wizard Tower* (.29b) [for DF 31.18]
Post by: Seriyu on January 14, 2011, 12:03:51 am
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.
Title: Re: *Wizard Tower* (.29b) [for DF 31.18]
Post by: forsaken1111 on January 14, 2011, 03:38:04 am
Wait can you actually use the missiles in adventure mode now?
Title: Re: *Wizard Tower* (.29b) [for DF 31.18]
Post by: SethCreiyd on January 14, 2011, 06:19:14 am
Thank you D_E!  That makes it all far easier.

Wait can you actually use the missiles in adventure mode now?

It's a custom reaction.  Hit 'x' and select 'conjure magic missile.'  It must be thrown right away, or it disintegrates. 

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.

Throwing is the involved skill.  I think agility and focus affect Throwing, but that's really just a guess.

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)?

There used to be a fireball that would coldly burn forever after you throw it, and I took it out until it works right (or at least better).  Unfortunately, I don't think there's a way to restrict reactions to specific castes.

The next version changes will chiefly concerning the creature raws and castes.  I'll probably be changing a few of the powers around, and I expect to remove the Clear Wizards (we already have ghosts now).

In the meantime, here's version .29c: (http://dffd.wimbli.com/download.php?id=2515&f=Wizard_Tower_029c.zip)

Spoiler: Changelog (click to show/hide)

I've fixed a few bugs and started adding a few mythical creatures that suit the flavor of the mod.  Here are the descriptions for the new creatures to provide some idea of what they're about.  If anyone would prefer to play without them, just delete the creature_fanciful_ff.txt file from your raw/objects folder.

Spoiler: Creatures (click to show/hide)

edit: sorry, missed one
Title: Re: *Wizard Tower* (.31) [for DF 31.18]
Post by: SethCreiyd on January 21, 2011, 02:37:35 am
It's taken a while, but I've finished version .31 (http://dffd.wimbli.com/file.php?id=2515).  When I set out making this mod, this is what I had intended for it, it's just taken this long to get there.

Spoiler: Changelog (click to show/hide)

This was a big update.  It will require a regen (and a clean install of the mod) but it's the last update that should.  Any future updates will be made backwards-compatible if at all possible.

Problems have been fixed, many things have been added.  I poured over the raws to make sure they were squeaky-clean and properly formatted.  There were so many changes here and there that it's going to take some time to write proper instructions, but I do intend to make them.  As for now, there are basic guides included in the archive and anyone already used to the mod should have little trouble adapting to the changes.

Civilization spread works as it should now, more or less.  The world will feel more magical, especially in Adventurer mode, though Fortress Mode has plenty going on with new things to do as well.  My goal has not been to impose a new reality on the world of Dwarf Fortress, but to expand upon it and make the Age of Myth more like one.

I've spent time and attention on detail.  All the added creatures are based on real-world lore from the myths and legends they feature in.  I even tried to make evil witches melt when exposed to water.  Unfortunately, [HARDENS_WITH_WATER] doesn't seem to work like that.

OP has been updated with some cheat sheets for reactions and caste abilities.  I hope everyone has as much fun playing this release as I had making it.

Enjoy!
Title: Re: *Wizard Tower* (.31) [for DF 31.18]
Post by: Rask on January 21, 2011, 05:03:05 am
That sounds interesting. I'm particularly happy about the removal of the clear wizards, since they kept killing themselves by taking a shortcut over walls and then being unable to path down from there. On the other hand, I'm sad about the mining, since I'll now need to use even more miners to get anything done in a timely fashion.

Personally, I feel there's a bit of an overabundance of castes, though. During actual play, only the following castes exist in my mind:

Reds: because I need to make sure they only set the right things on fire
Greens: no magic missiles, my go-to guys for hand-to-hand soldiers
Clears: suicidal flying idiots
Oranges: what, we ran out of meat for those guys again?
All Those Other Guys With No Noteworthy Features: as the name implies, all the other colours whose abilities I can't even remember for lack of noticeable gameplay impact.

Oh, and now that Toady is implementing ceramics, do you have plans to remove the porcelain-type reactions once he's done?

Title: Re: *Wizard Tower* (.31) [for DF 31.18]
Post by: SethCreiyd on January 21, 2011, 12:38:51 pm
Version .31b is up.

Spoiler: Changelog (click to show/hide)

Heh, I pasted the [FLIER] tag into the black caste with the intention of disabling it, and it seems I never did.  I fixed that.

Regarding the mining, there's nothing stopping a Wizard from being a Legendary Miner, it simply takes them longer to get there.  You can embark with excellent miners and get them as migrants.

I agree that the other castes have had less prominence; my solution is to make the less memorable castes more distinctive.  Now that I have the magical blast attacks working properly it will be easier to do so, since every caste can have it's own unique attacks and they'll show up in-game as pretty flashes of various hues when they're used.  You should be able to identify a fighting wizard by the type of explosions they make.

You can see the basis of this in the blast attacks some of the castes now have.  Blue wizards have a proper ice attack now, and there are special attacks set up for most of the castes.  More will be added in the future.

On a mostly-related note, I've finished reading "The Colour of Magic" some time ago.  I'm now a big fan of Discworld, and I have to thank everyone here who told me about it.

Oh, and now that Toady is implementing ceramics, do you have plans to remove the porcelain-type reactions once he's done?

Yes, I think so.  There's no need for the modded stuff if it's already in the game.
Title: Re: *Wizard Tower* (.31b) [for DF 31.18]
Post by: dennislp3 on January 21, 2011, 01:47:14 pm
Any chance of getting graphics with this? all you would need to do (in theory) is combine this with a graphics pack and then make wizard (and whoever else) graphics...

is this compatible with rephikul's Intensifying mod?
Title: Re: *Wizard Tower* (.31b) [for DF 31.18]
Post by: SethCreiyd on January 21, 2011, 02:39:45 pm
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.

Anyway, I uploaded .31c to DFFD (http://dffd.wimbli.com/file.php?id=2515) to fix a couple problems that popped up last minute.  Worlds were prematurely entering the Age of Legends, and Sorcerers spawning on a lake seemed to freeze the game just like Wizards spawning on an ocean.  The affected save was crashing on one computer but not the other, so this may not affect everyone.

edit:

is this compatible with rephikul's Intensifying mod?

Not in its current state.  Intensifying Mod removes many of the standard items, stones, gems and body parts that Wizard Tower uses.  It's possible to make the two compatible by making a file with all the required raws, and when I have another stretch of free time I will look at it.
Title: Re: *Wizard Tower* (.31c) [for DF 31.18]
Post by: dennislp3 on January 21, 2011, 03:00:45 pm
Awesome...what would be required to get those wizard graphics in game...that's all I need (If I use maydays pretty much everything will have graphics so the few things left will be ok). I just don't want a world of graphics....with my civ not having graphics...

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 >.>
Title: Re: *Wizard Tower* (.31b) [for DF 31.18]
Post by: Magentawolf on January 22, 2011, 12:37:37 am
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.


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.

It's been an... interesting mode so far.
Title: Re: *Wizard Tower* (.31c) [for DF 31.18]
Post by: forsaken1111 on January 22, 2011, 04:31:15 am
Is it possible to force the game to display the wizards in their colors rather than the game's job colors?
Title: Re: *Wizard Tower* (.31c) [for DF 31.18]
Post by: Magentawolf on January 22, 2011, 10:09:07 am
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..
Title: Re: *Wizard Tower* (.31c) [for DF 31.18]
Post by: dennislp3 on January 22, 2011, 03:33:14 pm
they are random numbers between the possible values of a caste set by the modder.
Title: Re: *Wizard Tower* (.31c) [for DF 31.18]
Post by: SethCreiyd on January 22, 2011, 04:32:06 pm
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..

I believe it's the average of the caste, which would mean an 'extraordinarily weak' for a green mage is still quite strong for the race as a whole.  This is substantiated by the wreckage they dole out in battle, and by Toady One's note in the dwarf raw:

Quote from: Toady One ( http://df.magmawiki.com/index.php/DF2010:Dwarf/raw )
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.

So even the weakest Golem should be about four times stronger than the average human.

Is it possible to force the game to display the wizards in their colors rather than the game's job colors?

As an example, you could give Red castes a natural skill of over 20 in Mace/Mechanics and the like, which would make them always show up red in the game.  Alternatively, you can keep them from gaining any skills that would change their job, since the peasants are displayed in their caste color.  A third option is giving each caste it's own unique tile rather than the '@' symbol, which precludes graphics, but I don't think graphics can display individual castes anyway.

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.

Heh, thank you.  I changed the tile to match Mayday's pack, since it's the standard tile for ore anyway it works out, and I gave them proper item symbol tags, so now they should look like ore.

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 >.>

Communing with nature raises the Druid skill, which will have a use at some point, but not so much yet.  The podium tasks raise various social skills.  I'll include information about these with the next update.

I've also starting implementing basic graphics using the wizards that Deon drew, but at the moment they're very rudimentary and the [ADD_COLOR] token makes the wizards look like fruit snacks:

Spoiler (click to show/hide)

They won't look like this in the finished form, I'm starting to get the hang of this pixel-editing stuff.  Anyway, I didn't spawn the Wizards as friends so they started murdering one another.

Spoiler (click to show/hide)

The winner was Wizard 5 the brown wizard, since they're resistant to destructive magic and because they're lucky opportunists.  I decided to tested his mettle by pitting him against a prismatic mage.

Spoiler (click to show/hide)

I gave the prismatic mages modified versions of each color's special attack, so fighting them will be like watching the DF equivalent of fireworks.  They're pretty difficult to defeat and should probably be balanced more.

I need to make the appearance of the magical blasts a bit more unpredictable and fine-tune their physical effects.  Once I improve the graphics a little and finish testing and balancing the new caste abilities I'll upload the update.

Edit:  Anyone know how to make human-sized megabeasts live longer in worldgen?
Title: Re: *Wizard Tower* (.31c) [for DF 31.18]
Post by: dennislp3 on January 22, 2011, 05:43:29 pm
Natural skills and armor....perhaps super healing?
Title: Re: *Wizard Tower* (.31c) [for DF 31.18]
Post by: thplonk on January 22, 2011, 06:12:42 pm
Love this mod. Hunting with magic missiles is incredibly fun and rewarding, and the skins make great scrolls. Of course, it looks like a medical scroll only trains either surgery or diagnosis - and I think it only trains whichever one is more trained. Custom modded in "write/study nursing/suturing/bone doctoring/anatomy" for the other medical skills - it leads to a whole medical library, which is super cool!
Title: Re: *Wizard Tower* (.31c) [for DF 31.18]
Post by: Rask on January 24, 2011, 03:51:04 am
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)
Title: Re: *Wizard Tower* (.31c) [for DF 31.18]
Post by: dennislp3 on January 24, 2011, 03:57:54 am
yeah i wondered bout the mandating too....my forewizard was asking for crap that there was no way for me to even have...glass items and other things within the first season (that's possible but I had other priorities)
Title: Re: *Wizard Tower* (.31c) [for DF 31.18]
Post by: Rask on January 24, 2011, 04:58:16 am
Yeah, mine wanted "radiation items" made. What the... ?
Title: Re: *Wizard Tower* (.31c) [for DF 31.18]
Post by: tj333 on January 24, 2011, 01:17:13 pm
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.
Title: Re: *Wizard Tower* (.31c) [for DF 31.18]
Post by: SethCreiyd on January 24, 2011, 08:05:02 pm
Version .32 is up at DFFD (http://dffd.wimbli.com/file.php?id=2515).

Spoiler: Changelog (click to show/hide)

Natural skills and armor....perhaps super healing?

I tried skills and armor, but they still get devoured by grizzly bears.  Haven't tried super healing yet, I'll give it a shot.

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)

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.
 
I think for the next version I'll take away the 'expedition leader' forewizard's mandates and simply make the 'mayor' forewizard kick in sooner.  I wanted to tier that position further so that they get more demanding as the population grows.

Overseers (Sorcerer forewizards) are outrageously demanding little monsters right from the start.  Sorcerers don't get any noble higher than an Overseer unless the monarch arrives, so they're basically a Duke/Mayor/Hammerer that you start with.  I consider playing as Sorcerers to be a sort of challenge mode, but they do visit you twice a year with caravans to make up for the fact that you're at war with everyone else.

Yeah, mine wanted "radiation items" made. What the... ?

Happened to me too  :)  Turns out it was using the stone template and was tagged to be used for items (I don't know how I managed to overlook that one).  That's been fixed, and the 'radiation' material is now properly called 'radium' in any lists that it happens to appear in.  I think they might still like radium in their preference list, but now it counts as a soil and I don't think they'll ask for things made from it.

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.

Thanks, please let us know how the rest of your expedition goes :)

I may just take out the reactors and such stuff and come up with a new way to do the upper-tier wands, since most of it's just too hard to model properly.  Besides the fact that the compact reactors and uranium batteries take more than a stretch of physics.  I don't think there's anything unwizardly about upper-level chemistry in general, given their talent for alchemy, but the current system is admittedly pretty clunky.

As for the scrolls, I'm going to expand the training system and make sure each skill has its own method of training.  First I wanted to get the framework for writing with parchment in place.

Anyway, regarding the new version, most of the fixes should be self-explanatory in the changelog.  A lot of little issues that have been present since the beginning have been dealt with, and the weird problems caused by the recent updates have been corrected as well.

Graphics are now included.  I took the wizards Deon provided and colored them in for different jobs, and I used Mike Mayday's graphics to learn the whole process and the tiles are based heavily on those (some, like the birds, are edited palette-swaps of other creatures).  The Centaurs are based on Chariot's centaurs, and others like the Witches and Spirit of Fire I drew freehand.  Later on, I'd like to add variety to the Wizard/Sorcerer profession and noble graphics.

Spoiler: Graphics (click to show/hide)

Please enjoy!

edit:  the word "that" does not end with an "a"
Title: Re: *Wizard Tower* (.32) [for DF 31.18] - Now with graphics!
Post by: dennislp3 on January 24, 2011, 10:42:58 pm
YAY! gummy snack wizards!  :P

Anyways thanks for the quick update!
Title: Re: *Wizard Tower* (.32) [for DF 31.18] - Now with graphics!
Post by: tj333 on January 25, 2011, 10:55:17 pm
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.
Title: Re: *Wizard Tower* (.32) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on January 26, 2011, 03:07:03 am
YAY! gummy snack wizards!  :P

Anyways thanks for the quick update!

You're welcome!  Thanks for the quick reply!  :)

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.

Have you received a Wizard caravan?  Without trade, the number of migrants is limited, and Wizard civs didn't trade often enough in the last version.

I'm glad you enjoy the tinkering aspect.  Magic the Gathering (namely Brother's War / Urza's Saga / Weatherlight) was probably the biggest inspiration for the mechanical aspects of magic. You can find a list of the reactions in the Wizard_Tower_Docs folder, but it's hard to read through, when I have the time I'll make a nice flowchart with all the new jobs and their materials.

I quickly lost a Sorcerer village to complete anarchy.  The overseer flipped out because everyone had the same value house and killed a trader.  There was a mass of colorful explosions, a fire that consumed the landscape, and at the end of the ensuing brawl, only a single black sorcerer remained, only to die of hunger resting in bed.  His last name was "Mansionstarved."

I've got a list of things to do for the next update and I hope to get to it before too long (changes to caste-level stat values and the display colors/properties of the added minerals).  I'm pretty pleased with how the waves of magic from the new blast attacks ended up looking in .32, so all that should be the same.  Check them out in the Arena!
Title: Re: *Wizard Tower* (.32) [for DF 31.18] - Now with graphics!
Post by: RayesKotrora on January 26, 2011, 08:55:48 am
Forgive me for asking if this has already been answered somewhere, but can you actually embark with wizards and start your own wizard tower, or do you have to embark with dwarves on a pre-existing wizard's tower and wait for wizards to arrive to join you?
Title: Re: *Wizard Tower* (.32) [for DF 31.18] - Now with graphics!
Post by: Zifnab on January 26, 2011, 09:04:16 am
You can embark with wizards.  To determine if your civ is wizards, dwarves, or sorcerers on embark Tab through the screens while selecting your fortress location until you see the neighbors screen.  Your civilization type is the first listed.  If its not what you would like, tab to the Your Civilization screen and choose a different civilization.

So if you already started a fortress and you have dwarves instead of wizards you are out of luck and will have to abandon and try again or create a different world.
Title: Re: *Wizard Tower* (.32) [for DF 31.18] - Now with graphics!
Post by: Magentawolf on January 26, 2011, 09:25:05 am
Quote
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.

Aha. I was wondering why the Wizard civilization seemed perfectly healthy, but had 'No Trade' listed by their name on the civ screen. They sent a diplomat, but no caravan..

No migrants beyond the first two waves after two years, too... it's hard to construct a proper tower with only 13 members. :(
Title: Re: *Wizard Tower* (.32) [for DF 31.18] - Now with graphics!
Post by: tj333 on January 26, 2011, 10:41:58 am
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.

There was a mass of colorful explosions, a fire that consumed the landscape...

Now that is wizard tower. I still remember my first fortress that went up in flames from a hastily drafted red wizard fighting werewolves. And all the other games where I had to try and get my military back behind the fire break or evacuate everyone to the other side of the river after a battle. Good times.
Title: Re: *Wizard Tower* (.32) [for DF 31.18] - Now with graphics!
Post by: freeformschooler on January 26, 2011, 11:12:40 am
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.
Title: Re: *Wizard Tower* (.32) [for DF 31.18] - Now with graphics!
Post by: 12oz Jesus on January 26, 2011, 03:04:56 pm
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?
Title: Re: *Wizard Tower* (.32) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on January 27, 2011, 12:40:04 am
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.

Early Urza was a great block, there was a lot of heart in the game back then.  But anyway, you can install the update over the save, though I think you'll need a new world for Wizard trade.

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.

Thank you!  Hopefully, it won't take much to make everything work with 31.19 once it's 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 installed Wizard Tower over the prepackaged Phoebus' Set here (http://dffd.wimbli.com/file.php?id=2431) and everything seems to work fine.  By default, it'll use Phoebus' graphics for the Spirits of Fire, Treants and Titans.

Spoiler (click to show/hide)

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.
Title: Re: *Wizard Tower* (.32) [for DF 31.18] - Now with graphics!
Post by: TwilightWalker on January 27, 2011, 01:34:11 am
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.
Title: Re: *Wizard Tower* (.32) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on January 27, 2011, 03:51:41 pm
How valuable is it? I can imagine dwarfs, sorcerers, or even other wizards making elaborate drowning traps for valuable statues.

In version .32 it has [MATERIAL_VALUE:1].  I raised it to 10 for good measure.

Oddly, they don't appear in the list of statues in Fortress Mode, even when they're accessible.  It's dangerous to harvest such an item.  In the arena, I dropped a red wizard into the water (he died with a burst of steam and left a fire statue behind), then spawned a swimmer to get the statue:

Spoiler (click to show/hide)

As soon as I picked it up my hand started to melt, so I dropped it and let the bleeding stop.

Spoiler (click to show/hide)

I carried on through my fat burning away and made it out of the water.  I dropped then statue and looked at it, it was abnormally dense but otherwise normal enough.  I grabbed it again, intending to use it as a weapon, but it disappeared, leaving me with only this:

Spoiler (click to show/hide)

It didn't seem to burn anything, not even the slugman whose face I grabbed with the fire covered hand.  When I went into the water again, the fire disappeared.

Observations:
- Items that spawn with a hot fixed temperature in water neither ignite nor affect the temperature of the area around them, yet they are still hot when picked up
- Such items lose stability when interacted with outside the water
- Standing on the item does not transfer heat

Edit:  It's as though water can't "douse" the "magic fire" but can only keep it confined to one shape.  Additional experiments yielded similar results.  I think lowering the heat damage point for the fire material will make the item fade away over time, even in water. 
Title: Re: *Wizard Tower* (.32) [for DF 31.18] - Now with graphics!
Post by: Zifnab on January 28, 2011, 09:01:15 am
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.
Title: Re: *Wizard Tower* (.32) [for DF 31.18] - Now with graphics!
Post by: Deon on January 28, 2011, 12:06:55 pm
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).
Title: Re: *Wizard Tower* (.32) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on January 29, 2011, 12:54:17 am
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.

What sort of HFS?  The generated kind or something in the mod's raws?

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).

Thanks Deon, those are nice mephits, but for this mod I only want to include creatures from myth and folklore.  I have another mod in the works for D&D / Nethack monsters, maybe we could share notes :)

I wanted to expand the Imps since they're a similar being already in the game, and the Forest Imp was the first of that expansion.  Certain imps can be helpful to wizards, and others will be pets for the sorcerers.  They'll be based on classical elements like the elemental men (which now cover all the elements with the addition of air men).

Version .32bc (http://dffd.wimbli.com/file.php?id=2515) is up at DFFD, here are the changes.

Spoiler (click to show/hide)

I don't know how to get around the way water treats the fiery corpse item, so I took another approach.  The Red castes have had a higher fixed body temperature (hot enough to boil away water on contact), which appears to keep the corpse item from spawning wet, which in turn allows the incineration to happen.  All that seems to work pretty well make Red Wizards spawn with burning clothes, so I took that out for now with the quick .32c hotfix, heh.  Blue castes got their body temperatures lowered (low enough to freeze water on contact), which makes it very bad for them to come into contact with any water.

Green sorcerers in the previous version were called sorceresses, that was fixed, and so was the butchering of undead, so no more embarking with prepared undead intestines.  Yellow castes now have the proper agility tag rather than Black castes and Black castes now have the proper mental endowments.  Finally, the custom buildings were touched up for appearances.  Enjoy!

Edits in italics
Title: Re: *Wizard Tower* (.32c) [for DF 31.18] - Now with graphics!
Post by: Deon on January 29, 2011, 06:50:36 am
Hm, rename them to imps? I thought that little imps suit well for all the wizards' needs as pets :).
Title: Re: *Wizard Tower* (.32c) [for DF 31.18] - Now with graphics!
Post by: Shootandrun on January 29, 2011, 01:21:38 pm
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.
Title: Re: *Wizard Tower* (.32c) [for DF 31.18] - Now with graphics!
Post by: forsaken1111 on January 29, 2011, 02:20:50 pm
Why do you have a mandating noble (the forewizard) at the beginning of the game?

Because...

It's a bit challenging to make him happy while you are creating a fortress.
Title: Re: *Wizard Tower* (.32c) [for DF 31.18] - Now with graphics!
Post by: Shootandrun on January 29, 2011, 04:03:50 pm
Lol. Ok.

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.
Title: Re: *Wizard Tower* (.32c) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on January 29, 2011, 08:59:42 pm
Version .32d (http://dffd.wimbli.com/file.php?id=2515) is up.  Because of the issues with keeping their body temperatures so low I set the Blue castes back to normal.  When Red castes die in water they'll now leave behind a 'fireball' gemstone-type item.  This isn't intended to be permanent as it is, but it's better than the buggy statue.

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.

The beds are being reduced to dust from the cold damage coming off of the blue wizards.  This is fixed in the latest update.

Alcohol isn't necessary for wizards, but they still seem to enjoy it.  They also get unhappy thoughts about drinking the same booze all the time.  They grow angry about the lack of a well faster than dwarves do.

Hm, rename them to imps? I thought that little imps suit well for all the wizards' needs as pets :).

They do indeed, I'll show the elemental imps I've been working on once they're more or less complete.
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: Deon on January 30, 2011, 04:55:45 am
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? :D
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: rephikul on January 30, 2011, 05:05:59 am
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? :D
some people do spend time to test and consider the interaction of new things with old ones 8)
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: DarkCephis on January 30, 2011, 05:32:30 am
Thank you for the update.  I like the graphics a lot.  I miss being able to do useful alchemy right from the embark.  I was going to build the "stone" cheesecake factory.   My current embark is on a volcano and a kobold cave. It had dozens of them living inside.  In a last ditch act of resistance I dug a shaft from the cave to the lava pipe.  Haha.  Now when I re-embark all the little guys are outside and not in the magma filling caverns.  I believe brush fires have killed more of my Wizards then anything else.  And being punched to death by kobolds is a long and hilarious process.  Next plan is to to have a bigger booze stockpile to explode this time.  Thanks again for all the work.
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: Deon on January 30, 2011, 06:21:10 am
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? :D
some 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.
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: Zifnab on January 30, 2011, 09:52:08 am
"What sort of HFS?  The generated kind or something in the mod's raws?"

The generated kind.

Spoiler (click to show/hide)
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: Shootandrun on January 30, 2011, 04:09:57 pm
What is the counselor doing? And the beast keeper?
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: DarkCephis on January 30, 2011, 08:31:48 pm
@ 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?
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on January 31, 2011, 04:50:17 am
@ 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 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? :D
some 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 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?
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: 12oz Jesus on January 31, 2011, 08:59:37 pm
I take the new versions are NOT save compatible?
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on February 01, 2011, 12:08:07 am
0.31 and above are incompatible with versions earlier than .31.  Newer versions should work.
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: TwilightWalker on February 01, 2011, 02:11:04 am
Protip: Red Wizards are a bad idea on glaciers.
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: Deon on February 01, 2011, 04:37:18 am
@ 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 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? :D
some 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 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?
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.
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: DarkCephis on February 01, 2011, 07:06:53 am
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 like playing these little megalomaniacs I mean sorcerers, and knocking intelligent creatures teeth/tusks off and carving figurines with them.  BTW thank you Deon for all your hard work as well.  There is nothing like seeing figurines of sorcerers in Nord/Elf/Wizard tooth.  I don't know if both wizard tower and genesis are compatible but I am trying.

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? 
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: Deon on February 01, 2011, 09:46:25 am
Quote
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.
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: TwilightWalker on February 01, 2011, 01:26:28 pm
Quote
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.

Error log from when I put Wizard Tower atop of Genesis. Deon helped me out with this, and I feel I was rather lucky to catch him for his aid.

Spoiler (click to show/hide)

What I did was remove the duplicate inorganics and food from WT, renamed the meditate into WIZARD_MEDITATE on both the reaction and entity files, and deleted WT's Display case. You'll also have to do some copypasta of reactions and buildings if you want the Wizard Tower races to have access to Genesis reactions, as well as changing the ITEM_WEAPON_DAGGER_LARGE to ITEM_WEAPON_DAGGER in the wizard entity file. A simple find & replace works for that one.
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: BigD145 on February 01, 2011, 05:06:21 pm
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.
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: DarkCephis on February 01, 2011, 05:11:33 pm
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. 
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: TwilightWalker on February 01, 2011, 06:36:46 pm
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.

Yeah, you got it right, you just need to pull the PERMITTED_REACTIONS and PERMITTED_BUILDINGS from the genesis entity file and put them into the wizards entity file if you want to use them. Be aware that there are a few 'semi-duplicate' things that aren't full on duplicates between these two mods, but are instead slightly different things that work towards the same result. Such an example is Seth's scroll system and Deon's tome system.

Oh, and there'll also be two different races of centaurs. But that's just more Fun.

Edit: Not sure if this affects everyone, but mixing with Genesis leaves only Sorcerers as a controllable civ, so you might also want to remove that tag from their entity file as well if you wish to play dwarves or wizards.
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on February 01, 2011, 10:26:29 pm
This is pretty helpful stuff.  Making a Genesis-compatible version shouldn't be too hard, especially knowing the conflicts in advance.

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.

If you keep your leader otherwise happy, it won't matter if you miss the first few mandates.  They'll take an unhappy thought, but nobody will be punished, since the Forewizard lacks the Law-Making responsibility until there are fifty wizards.  Up until then, the only person in danger because of missed mandates is your Forewizard (unless he goes berserk, I suppose).

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?

Thanks for telling me.  I thought I'd lowered their temperature enough, but it looks like it should be lower.

Quote
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.

A disciplined wizard with a wooden staff and a steel mail robe makes for a powerful fighter.  The new blast attacks are natural weapons and stronger than any equipment the wizards can wield -- a Wizard with only Dabbling Discipline will consistently penetrate full steel armor with a blast attack.  These attacks can be used even if both hands are full, so weapons, while optional, remain viable.  Wands are stronger, but lack the status effects of natural magic.

If you sit your Wizards in a Stone Circle to meditate, give them a wooden staff, and send them off to fight, I think you'll be pleased.

Quote
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? 

Some of the 'magic' of Wizards is anachronistic technological awareness, but there's much more than that involved.  'Charged' bolts could work.  I want to implement gunpowder and bombards once I better learn the chemistry alchemy involved, and you can make bolts out of uranium and tungsten metal, but that's not exactly magic.  As far as exotic equipment goes, the 'orbs of deflecting' are an example of that sort of thing, magically-flavored alternatives.  Natural defenses could include 'magic aura' or 'ice' tissue layers, for example.  The trick will be balancing everything so that no item(s) or caste(s) is/are absolutely preferable to others.

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?

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.

I see, thanks, no worries.  I don't have tables of statistics but I keep plenty of notes, the edited forms of which end up in the changelog.

In other news, I still haven't figured out how to keep the Witches and Prismatics alive through the centuries (which might be a good thing where fortress survival is concerned).  The enhanced healing rate still allows them to fall before minotaurs, even though they demolish everything but a Colossus in Arena combat.  The contrast is frustrating, but I'm still seeking a solution.
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: TwilightWalker on February 01, 2011, 10:32:03 pm
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?

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.
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: Sorcerer on February 02, 2011, 12:08:37 am
This is relevant to my interrests!

Played around with it and it seems to be great FUN so far, especially when my glacier tower got beset by ice wolves, and my red mage started blasting everything with fireballs ^^
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: Ultimuh on February 02, 2011, 06:08:56 pm
Is this mod compatible with Genesis mod?
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: DarkCephis on February 02, 2011, 06:36:50 pm
Presently no it is not compatible with genesis.  It will seem to work if installed over each other.  But a bit of editing of the raws files can allow both mods to work together.  Please refer to TwlightWalker's post for information on how to do that.  I don't know it well enough to explain it.
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: Ultimuh on February 02, 2011, 06:38:42 pm
Gah, I must have missed it.. sorry for the post then.

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

Any chance of uploading that zip file somewhere? Copypasteing is a pain to do when you have done it for oh so many other things.
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on February 02, 2011, 08:40:28 pm
I've put together a quick Genesis compatible version of .32d and uploaded it here (http://dffd.wimbli.com/file.php?id=3754).  I tried to make sure everything works but there may be unforeseen issues, so let me know about any problems.

Quote from: TwilightWalker
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.

If you like, then sure, thank you, and thanks for all that Genesis compatibility info you posted.   I like that Red Wizards melt ice, but they probably shouldn't be hot enough to melt through a glacier just by walking around.
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: BigD145 on February 02, 2011, 10:02:54 pm
You got in ahead of me. I played with it a bit although I did not enable genesis buildings for wizards. I also had little idea what I was doing.

My tree cutters changed title from denromancer to woodcutter. This is with my version, not your merger. I left the creature_wizard.txt alone when copying it from the original non-merged version.
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: Afaykay on February 03, 2011, 09:43:55 am
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?
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: DarkCephis on February 03, 2011, 10:01:15 am
Try making a craft"wizard" workshop and extract metal strands.  Enable strand extractions in someone's job list.  I have never processed the spoiler metal but that is what I have read.

wiki link contains many spoilers
 
Spoiler (click to show/hide)
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on February 03, 2011, 06:11:21 pm
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?

The proper code for the magma workshop is:

Code: [Select]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:RAW_ADAMANTINE]
The reaction for the non-magma workshop is set up properly, and you should be able to make the stone there.  Seems I did one and forgot the other.  It should work if you change the line in your save's raw folder.
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: Afaykay on February 04, 2011, 08:12:05 am
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.
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: Sorcerer on February 04, 2011, 01:33:24 pm
Just a quick question, do wizards actually summon magic missiles and throw them when they fight?
What skills should my warmages have?
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: TwilightWalker on February 04, 2011, 03:24:49 pm
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.

Also, protip: Yellow Wizards and Golems are worth their weight in adamantine as wood-cutters and miners. So while embarking, remember to hit "v" over each of your wizards to see if any of them happen to be those two castes. If you do have some, congrats, you now have tireless, unsleeping, and in the case of golems, uneating and drinking bodies to continually do some of the work that goes best if it's done around the clock and quickly. IT certainly seems to help alot for me, especially as wizards seem to skill up in mining a lot slower than dwarves.
Title: Re: *Wizard Tower* (.32d) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on February 04, 2011, 11:17:50 pm
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.

Well, that's embarrassing  :-[  Thanks for telling me, I've included a fix in the recent update (.32e):

Spoiler: Changelog (click to show/hide)

A thorough search of the entity file revealed a few other problems that aren't reported in the errorlogs, those are now fixed.  Symbol selection for entities was also changed, and the Wizards especially should have better generated names.

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.

Discipline is for the melee blast attacks.  Missiles are governed by the Throwing skill, and you can train that in the Sanctum.
Title: Re: *Wizard Tower* (.32e) [for DF 31.18] - Now with graphics!
Post by: Ultimuh on February 05, 2011, 12:19:17 am
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?
Title: Re: *Wizard Tower* (.32e) [for DF 31.18] - Now with graphics!
Post by: TwilightWalker on February 05, 2011, 01:11:46 am
It's the mod.
Title: Re: *Wizard Tower* (.32e) [for DF 31.18] - Now with graphics!
Post by: rephikul on February 05, 2011, 06:57:22 am
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.
Title: Re: *Wizard Tower* (.32e) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on February 05, 2011, 10:42:05 pm
Version 0.32f (http://dffd.wimbli.com/file.php?id=2515) is up at DFFD.  This version should fix red wizards destroying the things they touch, with some other changes.

Spoiler: Changelog (click to show/hide)

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?

The mandates from forewizards at the very start were removed until the tiers for that position are better established.  The same will go for Sorcerer overseers, though they'll still be demanding.

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.

As far as I can tell, there are separate bugs, one that prevents Landholder migrant nobles from arriving, and one that keeps the Dungeon Master's taming responsibility from working.  Until the problems are fixed, I think the only way is to remove exotic pet tags.  madk's NoExotic (http://www.bay12forums.com/smf/index.php?topic=59411.0) is one option.
Title: Re: *Wizard Tower* (.32f) [for DF 31.18] - Now with graphics!
Post by: Sorcerer on February 06, 2011, 06:16:22 pm
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


Title: Re: *Wizard Tower* (.32f) [for DF 31.18] - Now with graphics!
Post by: Carcanken on February 06, 2011, 06:22:45 pm
When I try to start the game with this mod, I get the error:

"Not found: data/art/curses_650x300.png"
Title: Re: *Wizard Tower* (.32f) [for DF 31.18] - Now with graphics!
Post by: Rask on February 07, 2011, 02:38:22 am

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.

Workaround: give all those positions to the same dwarf.

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.

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.
Title: Re: *Wizard Tower* (.32f) [for DF 31.18] - Now with graphics!
Post by: Deon on February 07, 2011, 11:59:40 am
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 :).
Title: Re: *Wizard Tower* (.32f) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on February 08, 2011, 06:32:20 am
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

Thanks for the feedback!  The noble positions are getting an overhaul to correct those and other issues.  I think there's a known bug about natural-attack ranged kills not being counted by the game, but I can't seem to find it.  I don't think there's anything I can personally do to fix it.  I want to eventually have more metals like chromium, and more alloys, so cobalt, for instance, would find a nice use in cobalt-chromium alloys which will make for strong equipment.

When I try to start the game with this mod, I get the error:

"Not found: data/art/curses_650x300.png"

There's nothing in the mod to cause that.  Check out your init .txt file or art folder, the tiles file might be missing.

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.

If it's not that, it may have to do with the rigged-up 'hitpoints' system that Toady One made for undead wildlife.  The kills don't seem to be tracked (in the arena mode they're said to 'vanish' when they are killed), and the magic missiles seem to do them in after one shot, no matter what part of the body gets hit.

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 :).

Thanks and thanks!  The undead raw is messy and unfinished, I still have to get skeletons working again.  I've been wondering if the rot effect can be better created without the pus, such as sticking the syndrome in the tissue material itself.

The dark totem idea is interesting.  Migrants would bring them, but they'd sit on the edge of the map unless they're caged or chained.  Right now you can embark with undead since they're found wild in evil caverns, so the totems would spawn wild as well.  I've considered lowering their pet value so you can embark with more of them to make up for the fact that you can't currently make more.
Title: Re: *Wizard Tower* (.32f) [for DF 31.18] - Now with graphics!
Post by: Deon on February 08, 2011, 07:18:53 am
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.
Title: Re: *Wizard Tower* (.32f) [for DF 31.18] - Now with graphics!
Post by: TwilightWalker on February 08, 2011, 04:20:50 pm
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?



Title: Re: *Wizard Tower* (.32f) [for DF 31.18] - Now with graphics!
Post by: forsaken1111 on February 08, 2011, 08:11:34 pm
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!
Title: Re: *Wizard Tower* (.32f) [for DF 31.18] - Now with graphics!
Post by: Deon on February 08, 2011, 10:48:23 pm
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.
Title: Re: *Wizard Tower* (.32f) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on February 08, 2011, 11:31:18 pm
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?

Thanks again for the info.

I could add those ores back in for the Genesis version of Wizard Tower, or I could change the reactions/creatures for the Genesis version to work around the removals.  It would only affect the Genesis version of WT, since I probably won't be adding native metals that don't occur naturally (with discernible frequency) in terrestrial rock layers.

The alchemy reactions wouldn't be necessary for the native metal, just cobaltite.  Historically traditional attempts to smelt down cobaltite produced a sooty powder called cobalt monoxide (used for blue dye and glass, but not a workable metal).  Cobalt ore got its name (kobold ore) due to being a 'mischievous' ore that didn't behave properly.  When I add Cobaltite reactions for the smelter it'll probably work that way.

Aww, I didn't think about cross-modding, sorry :). I will revert it to normal ore names in the next release.

Well, why not have both?  Cobaltite (CoAsS) is different than Native Cobalt (Co), same with Cassiterite (SnO2) and Tin (Sn), Sphalerite (Zn(Fe)S) and Zinc (Zn).  I don't think these elements occur terrestrially as native metals (at least with any discernible frequency), but they tend to alloy with iron when they're found in nature.  Meteoric iron deposits could be a good spot for these.
Title: Re: *Wizard Tower* (.32f) [for DF 31.18] - Now with graphics!
Post by: Deon on February 08, 2011, 11:51:15 pm
Because they still have their names, I just made it this way for me to sort faster. It's not a change for gameplay.
Title: Re: *Wizard Tower* (.32f) [for DF 31.18] - Now with graphics!
Post by: BigD145 on February 09, 2011, 12:29:42 am
I look forward to some merged mods using the manager.
Title: Re: *Wizard Tower* (.32f) [for DF 31.18] - Now with graphics!
Post by: Seriyu on February 12, 2011, 01:27:19 am
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?
Title: Re: *Wizard Tower* (.32f) [for DF 31.18] - Now with graphics!
Post by: Magentawolf on February 12, 2011, 03:37:46 pm
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]
Title: Re: *Wizard Tower* (.32f) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on February 13, 2011, 11:25:16 am
Because they still have their names, I just made it this way for me to sort faster. It's not a change for gameplay.

I see.  Sorry for rambling then :)

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?

You're right about the missiles, the green wizards should make a little green flash when they connect with certain melee attacks, but they don't throw anything.  The Purple blast does depend on Discipline.  It's the weakest in terms of damage, and the only one that has trouble dealing with plate and mail, but it should still make people sick.

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]


Whoops.  Thanks for telling me.  I put up a quick new version for download (http://dffd.wimbli.com/file.php?id=2515) with a fix for that and some touches-up for the undead people.

Spoiler: Version 0.32g (click to show/hide)
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: Seriyu on February 13, 2011, 06:54:46 pm
Okay, awesome. I like the new melee blast attacks also, adds a bit of variety. Unless they've been there the entire time and I've never noticed.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: Koji on March 27, 2011, 09:37:59 pm
Seth, the blast attacks work way better than the breathattack spells I was using. I hope you don't mind if I use your method for my mod?
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on March 28, 2011, 03:21:57 pm
Sure, go ahead.  For non-intelligent critters you might want to provide some natural skill in Discipline so they'll choose to blast more often.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: Dohon on March 28, 2011, 05:43:13 pm
Do you intend to port the mod over to the latest version of DF?
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on March 30, 2011, 03:37:24 pm
I started today.  There's new stuff I want to add, but I'll just get a version that works out first.

Edit:  Version .33 uploaded here. (http://dffd.wimbli.com/file.php?id=2515)

Spoiler: Version 0.33 Changes (click to show/hide)

All three added races have problems with famine right now, which I was worried about, but they at least should survive world gen well enough to start a fort.  Wizards were the hardest to get to live, because of the Council Memberes position (wizards would fill up those slots before taking jobs as farmers, so no one would farm, and everyone would die, stupid nobles).

I also removed the extraneous clay reactions and forgot to throw that in the changelog for some reason.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: Seriyu on March 31, 2011, 03:26:10 am
Awesome, been waiting for this.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: JusticeRings on June 14, 2011, 12:11:21 pm
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?
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: Vic Romano on June 27, 2011, 05:01:59 pm
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.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on June 29, 2011, 12:17:54 am
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.

This really made my day.  :D

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?

I'm sorry, but I have no idea.  Try reinstalling it?
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: tj333 on June 29, 2011, 02:51:03 pm
... 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.

Thank you for making something awesome.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: tj333 on June 29, 2011, 03:10:48 pm
Do any of the training reactions work right now?

And has anyone constructed a reactor? I've had a few towers last a fair while but have never managed to get the required parts together.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: Jimlad11 on June 29, 2011, 06:21:54 pm
deleted
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: GreatWyrmGold on June 30, 2011, 04:49:39 pm
My purple wizard mechanic and my red wizard alchemist/noble person  (Looking back, I should have switched those) have a grudge against each other. When the mechanic hot unhappy from talking to the noble and the orange woodcutter, purple had to talk to red...gaining the "irritated to talk with a pillar of society" and "talked to someone annoying" thoughts. Or maybe he had them earlier.

Either way, cool, but one problem: Are you supposed to be unable to embark with wands?
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on July 02, 2011, 09:05:47 am
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.

Do any of the training reactions work right now?

All of them should.  In recent versions of DF, it got a lot harder to perform all the alchemy reactions when the rock layers became more uniform.  It isn't impossible, though.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: GreatWyrmGold on July 02, 2011, 01:11:40 pm
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.
Alright...uh, which workshop are wands made at again?
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: GreatWyrmGold on July 03, 2011, 05:31:07 pm
Erm, I can't seem to embark with batteries, diodes, or lenses. Also, I can only embarks with toy wands--are these the "wands" in the reactions descriptions?
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: Agent_Irons on August 29, 2011, 12:50:06 pm
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.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: BigD145 on August 29, 2011, 01:16:46 pm
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.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: Agent_Irons on August 29, 2011, 04:12:48 pm
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.

You're completely right, of course. But IIRC soapmaking works correctly in one of the other mods I have running, but I don't remember which one. I will go and check, and report back.

EDIT: Unrelated, but Titanium already has [ITEM_ARMOR] and yet I am unable to forge with it! Scandal.

EDIT2: The magma soapmaking and regular soapmaking reaction definitions are way different. Possibly not important.

And I think I've figured out the titanium thing. Titanium inherits from HIDDEN_METAL, and so lacks [IS_METAL]. ERGO, if I add it back and regen, I should be able to get titanium weapons and armor. BRB, !!SCIENCE!!

EDIT3: It was in fact the missing [IS_METAL] tag.
EDIT4: It was also probably the intent of the creator to add it to uranium, as uranium has [ITEM_AMMO] but can't be forged without [IS_METAL]. So you might want to do that too.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: DaveTheGrave on August 30, 2011, 01:38:31 pm
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.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on August 30, 2011, 01:57:49 pm
I do intend to update this one of these days, but I haven't had a great deal of time to work on it.  I've decided to wait for the next major DF update before really diving in because of the interactions and all the fun new things we'll get to play with.  Depending on how the new city system works, the wizard civs may get a complete overhaul.

Thanks for finding the problems.  The custom soapmaking reactions are out-of-date and the titanium/uranium stuff worked until the deep metal tags were added (problem was humans and dwarves were working with the stuff, despite missing the reactions allowing its production, and would show up in caravans).  Titanium equipment should certainly be possible; it's generally a poor choice for weapons (too light for effective bashing, and hard-pressed to hold an edge), but it could make decent plate and mail.

The thing is that titanium forging is difficult for even modern smiths and equipment, requiring a huge amount of heat to work.  Titanium cannot be worked at a traditional forge or smelter.  Like many of the planned alloys and materials, it'll need new reactions and perhaps a new workshop.

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.

Press 'x' to bring up the list of reactions you can perform.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: DaveTheGrave on August 30, 2011, 02:05:45 pm
Thanks..but how do i aim the attacks?
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: Agent_Irons on September 02, 2011, 07:25:09 pm
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.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on September 04, 2011, 11:32:19 am
What Agent_Irons said.  You need to throw them immediately, or else they dissipate.  This is usually harmless, but serves to prevent an endless proliferation of throwing weapons.  You'll have to pick up rocks for that.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: Hitty40 on September 04, 2011, 03:58:37 pm
I was reading the castes, and since orange wizards can't eat plants, does that mean they only eat meat?
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on September 04, 2011, 04:03:35 pm
That's right, they will sooner starve to death than bite into a plump helmet.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: Hitty40 on September 04, 2011, 04:06:50 pm
That's right, they will sooner starve to death than bite into a plump helmet.

Well shit, now that finally gives me a use to have lots of cows.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: Sapiverenus on September 05, 2011, 10:49:37 pm
I don't know if the bug I am experiencing is from your mod or from vanilla, but every time one of miners go down to mine out my bedrooms it's as if they are stuck and they can't get out (or at least one of them). I am using ramps instead of stairs, so that may be the reason, but the way it goes down and up is this:
^^^
ooo
vvv

The circles are the floor. So it goes down, then you walk across one square and go up or vice versa. I didn't dig the area and then make a ramp, I first made the ramp and only dug the area in between. They have a way out, they are not walled in, they should be fine.

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. Definitely a bug and not an error on my part.

Thank you.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: forsaken1111 on September 06, 2011, 08:57:26 am
Ramps are strange, they have to be against a wall with a floor on top of that wall to work IIRC. The ramp entry on the wiki says it better than I can.

http://df.magmawiki.com/index.php/Ramp (http://df.magmawiki.com/index.php/Ramp)

Without knowing the layout of the area you mention I can't say if it's truly a bug though.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on September 06, 2011, 02:02:55 pm
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.

Does sound like a pathing problem.  What caste(s) do the affected miners belong to?
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: Sapiverenus on September 06, 2011, 02:08:25 pm
Green and Orange. Though I seem to be having trouble with ramps in general... I guess the ramp faces the walls and the dwarfs can't hop over across in the other direction I guess. I will see.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: Sapiverenus on September 06, 2011, 02:13:51 pm
Unrelated to ramps, I can't select statues with q. I have 2 statues in my meeting hall and when I wanted to remove one of them I couldn't select it. I can't select the other one either. It selects the tables and chairs just fine, but not statues.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on September 06, 2011, 02:21:10 pm
Try something like this, using the wall of the previous level as the floor for the current one:

Code: [Select]
O - wall
^ - up ramp
+ - floor
v - down ramp

OOOOO
^^^^^
+++++
vvvvv

Regarding the statues, try hovering them directly with 't' key.  Failing that, see if you can build a floor over them.  They may have been deconstructed in place by a building destroyer or tantrum.  If they're built, there's no reason you shouldn't be able to select them.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: Sapiverenus on September 06, 2011, 02:31:22 pm
Okay ya, they were deconstructed in place. Thanks. I thought about how they can only go up in one direction and can't go any which way like with a staircase so I am digging the area around the top of the ramps. I still find it strange that they can go down the ramp and could go up it when they were building the top of the staircase but oh well. OH WELL.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: ulan on September 17, 2011, 11:59:53 am
how do you set it up to play as the sorcerers?
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: tj333 on September 17, 2011, 12:36:31 pm
Same way as with wizards. Hit tab to make sure there is a sorcerers civ. Both wizards and sorcerers civs use # on the map.. Use V I think to check the description on a guy and it should say sinister powers and you can buy undead to embark with.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: ulan on September 17, 2011, 12:51:04 pm
Kk got it to work, wonder how well this will work out...

interesting mod btw, crashes at times, still is cool though
Was expecting to have more goblin or elf invaders when I was playing as the wizards
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: tj333 on September 17, 2011, 09:11:49 pm
I had it crash for one of my generated world but on generating a new world it stopped crashing. I am not sure if it was this mod or other things that may have happened there to causeit to crash for me.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on September 19, 2011, 08:52:37 am
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.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: Agent_Irons on September 19, 2011, 09:09:39 am
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.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on September 19, 2011, 05:14:48 pm
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.

I think so, after all.  It makes sense, the melting point of platinum is 2041.4 K, while titanium is at 1941 K, and uranium melts at a measly 1410 K (source: MatWeb (http://www.matweb.com/)).  If dwarven forges can work with platinum then they should be able to work with all the other stuff too.  I think some of the high-heat reactions taking place at the alchemy labs can go to the regular forges easily enough.  The metals are getting redone, here's the old and new cobalt to compare:

Spoiler: Old Cobalt (click to show/hide)

Spoiler: New Cobalt (click to show/hide)

The issue of technology should affect the dwarves when it comes to producing these metals from ore, not necessarily working with the metals themselves.  Titanium, for instance, cannot be smelted normally, heating the ore with carbon present yields titanium carbide, which has no use modeled by the game.  For the new version I'm attempting to model the Hunter (http://en.wikipedia.org/wiki/Hunter_process) and Kroll (http://en.wikipedia.org/wiki/Kroll_process) processes, which means sodium and chlorine have to go in.  They'll have further uses, and both can be extracted from rock salt.  :)

This is a good way to preserve the 14th century tech limit, I think.  In presenting the materials in realistic states and making the reactions producing them as lifelike as possible, one can still keep a technology cap in the game by limiting entities' access to said reactions, because natural law does not change over measurable time, what changes is an entity's knowledge and mastery of it.

edit: updated cobalt spoilers
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: forsaken1111 on September 20, 2011, 12:38:34 pm
should be interesting to see what you do with the new version's breath weapon rewrite and other features...
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: Haspen on September 20, 2011, 12:50:29 pm
should be interesting to see what you do with the new version's breath weapon rewrite and other features...

Proper magic up in this bioatch :D

At least I hope so.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on September 22, 2011, 01:48:44 am
It all depends on what we get to play with.  I have a few ideas, but until the next DF version I'm not sure what will be first.

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.  Wizards will still create golems every now and then, and sorcerers can create homunculi, and both are pretty powerful in their own ways.

In adventurer mode, the blast attacks can each be summoned in throwable form, and wizards can throw magical "webs" now too (they don't work in adventure mode, and they disappear after some time, so they can't be collected for thread, and the material lacks the silk tags anyway).  The new reactions call directly on the magic creature mats of the wizards, and the ones that weren't part of the wizards directly before are now, so less of those have to clog up the inorganic raws.

Once I finish the adventurer stuff I'll head to Fort Mode to check the new reactions, see what balances need to be done, and make whatever adjustments need to be made.  There's a bunch of untested stuff so it should be fun to see what breaks.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: tj333 on September 22, 2011, 08:44:18 am
Does that mean everyone can light the world on fire now? Could make the military a little more tricky.  ;D

Not sure if I will miss the castes or not. I did like assigning certain castes to certain jobs.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on September 22, 2011, 12:47:59 pm
I've been testing in Fort Mode for a while, and find I don't miss the castes terribly.  I still think there's room for a casted race, and if we get shapeshift-on-command creatures in the next version, I know exactly what to make.

There appear to be some weird differences in the way syndromes are handled right now.  For instance, the blinding spell is now permanent, as the poor wizards testing my polymorph reaction were made to learn.  I'll need to figure out why that is, and in the meantime turn the special effects into something less permanently debilitating.

Happily, after much tinkering, everything is working well.  I'll be testing the elemental weapons and if all goes swell it should be enough to upload.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: Rask on September 22, 2011, 12:52:32 pm
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.

Yes! Thank you! Micromanaging the castes was such a pain, even if they were marginally useful for some jobs.
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: forsaken1111 on September 22, 2011, 03:45:28 pm
So you can set webs to be made of a material eh?

Like... say... magma? fire? molten iron?
Title: Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
Post by: SethCreiyd on September 22, 2011, 10:08:20 pm
Oh yes.  Or vomit, or in the case I'm working on, hot poisonous blood.

In a slightly related note, I've encountered the issue of wizards melting themselves with their own magic.  Funny as it is, this clearly needs some adjustment.
Title: Re: *Wizard Tower* (.34) [for DF 31.25] - Goodbye Castes, Hello Homunculi
Post by: SethCreiyd on September 23, 2011, 03:53:48 pm
Okay, .34 is up at DFFD. (http://dffd.wimbli.com/file.php?id=2515)

Spoiler: Changes (click to show/hide)

This version will be the basis for whatever changes will come along to the mod with the next version of DF.  Things are a bit disorganized but everything seems to be more or less working correctly.  I had to make the magic material just a bit cooler to keep wizards from melting off their own fat during casting, and the magical ice material called by freezing melee attacks was switched to the hardcoded water mat for similar reasons.  Otherwise, this should play out like previous versions without the caste divisions.

Let me know if a problem is found.  A few things (elemental essences come to mind) are still highly experimental and could easily cause disaster, so I suggest building Alchemist Labs in secluded, firesafe areas for the time being.
Title: Re: *Wizard Tower* (.34) [for DF 31.25] - Goodbye Castes, Hello Homunculi
Post by: Jimlad11 on September 23, 2011, 04:43:14 pm
deleted
Title: Re: *Wizard Tower* (.34) [for DF 31.25] - Goodbye Castes, Hello Homunculi
Post by: Seriyu on September 24, 2011, 12:59:59 am
Yaaaaaaay, this mod's the best.  :D
Title: Re: *Wizard Tower* (.34) [for DF 31.25] - Goodbye Castes, Hello Homunculi
Post by: BigD145 on September 24, 2011, 11:09:23 pm
I'm quite happy to see this being updated.
Title: Re: *Wizard Tower* (.34) [for DF 31.25] - Goodbye Castes, Hello Homunculi
Post by: Putnam on September 24, 2011, 11:39:10 pm
I liked this mod before world gen even stopped!

By the year 10, the first age of myth had ended.
By the year 18, the second age of legends had ended.
In 91, the third age of legends ended.
The seventh ended in 102.


God damn that's a lot. Overall, 10 ages of myth and legend.
Title: *Wizard Tower* (.35) [for DF 31.25] - Magical Coal Fires
Post by: SethCreiyd on September 25, 2011, 05:27:50 am
.35 up at DFFD (http://dffd.wimbli.com/file.php?id=2515).

Spoiler: Changelog (click to show/hide)

Thanks everyone  :)  Some more time in fortress mode revealed a few more issues to take care of, so this update is that.  OP finally updated as well.

God damn that's a lot. Overall, 10 ages of myth and legend.

Heh, Sorcerers have the power tag, so the age flipping has to do with their population size.  I'll probably take that off when I finish the replacements for the old megabeast witches and wizards.

When the new material interactions come out, I'll probably expand on the spirits - casted beasts, one for each sphere.  A bit like FBs, but intelligent powers that can command civilizations, with magic instead of poison (usually), and being in castes of one creature they shouldn't overcrowd the other megabeasts.

Stuff like air and water is easy with what we have now, stuff like disease and deformity should be fun with the current syndrome tokens, death, well, there's tons of ways to do that.  Stuff like [SPHERE:FOOD] can involve either monstrous gluttony and/or yummy [COOKABLE_LIVE] flesh (ever just want to take a bite out of Bulbasaur?)  Some of them might be weird (Agriculture? Art? Stars?) so they'll most likely get made in the order they're figured out.

Each spirit's magical attacks will go into the Wizards and Sorcerers' list of abilities in lessened forms, so they'll grow along with the spirits.  The abilities might have to wait until after the next version of DF, but coming up with body plans for each sphere will take some time anyway.  I think I'll start with the delicious [SPHERE:FOOD] onion turtle.
Title: Re: *Wizard Tower* (.35) [for DF 31.25] - Magical Coal Fires
Post by: Rask on September 25, 2011, 12:26:50 pm
I'm testing the new version right now.

The stone circles are fun. Turns stone into random items? Using architecture skill? Great! At least I thought so until one of them grabbed my only steel anvil and turned it into three steel items.  :o Desired behaviour? I doubt it.

Also, I was able to cut shale in the jewelers shop. It produced shale, which actually shows up as a small gem in the stockpile menu. Turns out that the stone circle turned regular shale into a gem named "shale", which was turned into a cut gem named "shale".  ???

I'm not sure what "commune with nature" does, aside from raising druidry skill. Does anything use druidry skill? And what does meditation do?

Edit: After being visited by traders and buying some bars, I find myself suddenly with a set of 150 black bronze whips of various quality levels, as well as 150 black bronze giant axe blades. Fortress wealth just skyrocketed.
Title: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: SethCreiyd on September 25, 2011, 05:54:57 pm
0.35b up at DFFD. (http://dffd.wimbli.com/file.php?id=2515)

- Adjusted biomes and self-afflicting syndrome placement for undead creatures
- Adjusted Polymorph reaction


The polymorph reaction should take boulders now instead of any firesafe item lying around.  This should keep away some of that weirdness.  The gem thing is intentional, at least, in function, and is supposed to represent polished stone cabochons (same kind of 'gems' come from a polishing reaction I toyed with).

I'm not sure how to go about making it so that the game announces the "shale" as a "shale gemstone," but the only way one gets such a stone right now is by polymorphing, and it stockpiles right and gets to the workshop, so that's nice. 

Communing with nature is just Druid training right now.  Haven't thought of much use for that yet, but polymorphing uses the same skill.  Meditation is currently Discipline practice, and Discipline governs the blast attacks.
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: Serrational on September 28, 2011, 03:06:14 pm
Just started a fort using this, a group of sorcerors in a wizard-free world. And the overseer has alredy mandated a chain robe and banned the exporting of two-handed swords and cardinal leather items.
That guy wants a LOT...
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: tj333 on September 30, 2011, 09:49:04 am
Yeah, I just started a very similar world as well. I learned the lesson that you should embark with rope and create a prison because you are probably not going to meet all of the demands. I had to make green glass, shields, and sterling silver items all by the time the first caravan arrived. It adds a lot of Fun to the game. My overseer must have a vendetta against the metal smith, he has been beaten and jailed twice now.


On the other hand this is my first fortress in a while where I breached the HSF and tried to make a philosopher's stone. It looks like there is a 10% change of making the philosopher's stone, that is more then a bit nasty. Managed to bottle up the demons for now while only losing one sorcerer It would not be a bad end, to get everyone killed but unleash hell on the world.

I like the new magic and don't miss the castes.
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: Serrational on October 01, 2011, 06:45:34 am
Just beaten? My overseer arbitrarily decided that my harmless record-keeper was responsible for the production, despite him being in his room the whole time.
He just walked in and blasted him to death in three shots of magic....
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: SethCreiyd on October 02, 2011, 12:40:10 am
Yeah, sorcerer overseers can be pretty abusive to their underlings.  The only positive side is that they stay at the same level of demanding no matter how big your settlement gets, so if you can please them early, you can please them often, hopefully.

I've got another update brewing to fix some display color issues and other things I noticed through more extended play, but it will probably be several days to a week before I'm able to really work on it.  I want to mess around with biomes and population numbers, but I think I'll wait for the next version of DF to do that.  I'm anxious to see what a wizard city (or a sorcerer city) will be like, especially if the behavior of citizens ends up tied to civilization ethics.  The potential for Good Bad Bugs (http://tvtropes.org/pmwiki/pmwiki.php/Main/GoodBadBugs) is vast!

Friendly warning, do not click the above link for any reason at all.
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: Rask on October 02, 2011, 08:02:53 am
Another potential bug: my sorcerer with woodcutting and carpentry enabled and a bill equipped didn't fell trees until I made a wooden training axe. He picked up the latter and started chopping without problems.
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: Jimlad11 on October 02, 2011, 09:09:40 am
deleted
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: Stuebi on October 02, 2011, 10:13:16 am
Since the Genesis version is outdated, is there a way to play it with a Tileset (phoebus for example)?
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: OrionKale on October 22, 2011, 08:06:20 pm
@Stuebi, Install your favorite tileset (for example, I'm using MayDay green), download the files, insert the files into the correct folders. Gen your world.

You shouldn't need to overwrite any files whatsoever, and you can even delete the files afterwards if you want to gen a normal DF world in the future.


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 ?
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: Keltiknight on October 23, 2011, 09:53:29 pm
I keep trying to generate a world, but I get errors involving materials not existings, should I post the error log? Its basically "No materials exist. At all."

EDIT: Nevermind, tired error was all, forgot to keep the vanilla raws in as well.
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: SethCreiyd on October 24, 2011, 10:36:20 pm
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 ?

Thanks for the tip about the Crematory; I swear every time I add a reaction using bars I forget the product dimension  -_-

In the mod, cobalt is a poor choice for armor unless it's all you have, but cobalt-chromium is a superior metal for edged weaponry.  Tungsten is very dense and great for crossbow bolts.  Magnesium is basically a utility metal along the lines of zinc.  Titanium can be used for arms and armor, but steel is probably the better choice for weapons, if available.

Each of the metals will have specific uses according to real-world applications, but I haven't yet gotten that far with them.  Quicksilver, being mercury, should be limited to very specific uses like batteries, pressure gauges, mirrors and the production of lye and chlorine/sodium metal.  Any arms forged of quicksilver would stay solid only at a fatally low temperature, and making them probably shouldn't be allowed.
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: OrionKale on October 25, 2011, 06:59:47 pm
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.
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: ChairmanPoo on October 27, 2011, 04:02:07 am
About to install this one. The basis seems quite interesting. TBH a prior I'd rather play a civilization of psychopatic mages than a bunch of dwarves.

DOn't know if this is a bug, or how it is supposed to work out, but I think one of my starting team is a homunculus...


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?
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: SethCreiyd on October 27, 2011, 05:39:52 pm
Alright, some more problems.

Many thanks for these, I'll include fixes in the next version.

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?

You should get migrants as long as the starting civ is alive with a trade route to the embark site.  To rely on children for population growth you might want to lower the child age in the creature raws, otherwise they're just extra mouths to feed.  "Children" like homunculi are formed as adults from the start, but they're pretty uncommon.
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: Putnam on October 31, 2011, 07:05:59 pm
I love this mod. I just genned a world that got to the 142nd age of legends :P
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: tj333 on November 17, 2011, 02:16:51 pm
There seems to be a problem with the crematory. I tried cremating body parts and it instead cremated the ash already in it to make 15,000 pieces of ash

On the other hand, a tower made from ash.
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: Hitty40 on November 30, 2011, 09:09:31 am
This probrably isn't a huge problem, but I found a typo under the Golem caste.
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: Pokon on November 30, 2011, 04:40:41 pm
Quote
On the other hand, a tower made from ash.

You have to admit, if you where a trader, you would be a little impressed by a gigantic tower made of smoldering ash. Perhapes with some dug-out pit that goes all the way to the magma sea, with the whole thing being supported over it.


...Excuse me. I have a new megaproject to do.
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: tj333 on November 30, 2011, 04:49:26 pm
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.

Edit: Maybe add a reaction to make a block called smoldering or swirling ash.
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: forsaken1111 on November 30, 2011, 04:59:44 pm
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.

Edit: Maybe add a reaction to make a block called smoldering or swirling ash.
Reaction takes 1x ruby and 10x ash, outputs 10x smoldering ash?
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: Spoonz on December 04, 2011, 11:33:27 am
Ive just picked up this mod and have spent some time in Adventure mode. As a Human Swordsman when fighting Sorcerers (any kind) I find that my attacks get deflected constantly by their Iron Mailed Robes. Ive used iron/silver/bronze swords all with the same outcome. Is this an inbalance or is the something going on Im not aware off? Is Wizards Tower ment for Adventure Mode?

Awesome mod by the way.
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: Putnam on December 31, 2011, 03:28:49 pm
Try steel >_>
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: antlion12 on January 01, 2012, 04:49:03 am
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
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: Putnam on January 01, 2012, 05:16:42 am
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.
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: antlion12 on January 01, 2012, 06:10:42 am
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?
 
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: SethCreiyd on January 03, 2012, 02:05:03 am
I'm glad to see continued interest in this and I appreciate the bug reports.  I'll be updating this again whenever Toady One's finished with the next DF release, with fixes for that stuff and some other stuff I've been cobbling together.  I'll need to eventually get to making interactions for the new critters as well as a whole slew of "spells" that wizards can cast, and it'll be fun seeing how the vampires and necromancers and whatnot will fit into this.  I'm thinking of making new mutual enemies for the Sorcerers and Wizards to deal with in the form of wraiths and some kind of faceless gray monster that transforms others into more of its own kind by touching them, kind of like the green slime of Nethack meets a wad of strange matter, but this is all just on paper until we can mess around with interactions, obviously.

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?
 

Thanks, though it still needs quite a bit of work I think.  Some of the syndromes are temperamental with their durations and the effects are rather crudely implemented right now, but they make for snazzy light shows.

Generally, magic does what it's description says; paralysis magic causes paralysis, dizzying causes dizziness, etc.  "Hex" magic is generally damaging and cause effects like bleeding and pain.  Pink magic has a chance of causing the heart to stop.  "Light" is supposed to have a temporary blinding effect when it hits the face and eyes, but as it stands it seems to cause permanent blindness in everyone nearby, so that needs a wee adjustment.  A "curse" will temporarily cause all powerful melee strikes that connect to be lethal (the curse kills the functioning of the nervous system; the game seems to apply some sort of 1-hp-left to mortal creatures in such a state).  Prismatic magic has a variety of effects, most of them very harmful.  Wizards are immune to Wizard magic, and Sorcerers are immune to Sorcerer magic, this is mostly to keep mages from getting hit by their own spells every time they cast them.

I'm pretty tired and working from memory so I might be wrong on some of the details.
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: tahujdt on January 04, 2012, 02:26:46 pm
How do you get golems?
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: nukularpower on January 04, 2012, 02:47:24 pm
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.

Are these fixes in the current downloadable version?  Not good at editing RAWs and wanna be able to build the wands XD

Also, are the blind/polymoprh/etc spells usable in Fortress mode, and if so, how?  Are they random syndromes that happen when a wizard fights or something like that?
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: SethCreiyd on January 04, 2012, 09:32:05 pm
The missiles are glob breath attacks made up of the magic creature material produced by sorcerers and wizards.  The spells work with the same kind of materials, but they're considered physical attacks and, if the wizard is armed, attacks of opportunity.  The syndromes are tied to the creature mats.  You'll see more magic in fortress mode if you keep the militia from equipping weapons.

I haven't uploaded a new version yet, but I should have enough time to comb the incomplete stuff out of what I've been working on and fix those bugs.  I'll try to get this done in the next few days.
Title: Re: *Wizard Tower* (.35b) [for DF 31.25] - Polypiling
Post by: nukularpower on January 04, 2012, 11:21:02 pm
Awesome, look forward to it!
Title: Re: *Wizard Tower* (.36) [for DF 31.25] - Wand Repair
Post by: SethCreiyd on January 14, 2012, 03:36:28 pm
Version .36 up at DFFD. (http://dffd.wimbli.com/file.php?id=2515)  Nothing really new this time, just fixing the broken old.

Spoiler: Changelog (click to show/hide)

How do you get golems?

Sorry I missed this - they're "given birth" by Wizards like children.  They're somewhat rare, and unless you embark with them it might be a while until you get one.
Title: Re: *Wizard Tower* (.36) [for DF 31.25] - Wand Repair
Post by: swampwater on January 16, 2012, 11:23:08 pm
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!
Title: Re: *Wizard Tower* (.36) [for DF 31.25] - Wand Repair
Post by: Putnam on January 16, 2012, 11:26:18 pm
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.
Title: Re: *Wizard Tower* (.36) [for DF 31.25] - Wand Repair
Post by: Black_Legion on January 20, 2012, 12:37:15 am
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
Title: Re: *Wizard Tower* (.36) [for DF 31.25] - Wand Repair
Post by: Putnam on January 20, 2012, 12:50:21 am
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.
Title: Re: *Wizard Tower* (.36) [for DF 31.25] - Wand Repair
Post by: tahujdt on January 22, 2012, 06:19:44 pm
Can the .36 upgrade be loaded to a current save?
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: SethCreiyd on January 24, 2012, 03:16:54 pm
Can the .36 upgrade be loaded to a current save?

Sorry tahujdt, the latest version is not save compatible.  You could probably trick it by keeping certain old files (like the resource plant .txt) that have stuff that was cut.

Version .36c is up (http://dffd.wimbli.com/file.php?id=2515) with a fix for a pesky CTD that popped some a couple versions ago.  I pinned it down to the Wizard caravan bringing certain products it shouldn't that caused the game a panic attack, but I got the last Tower a half year past the previous caravan with no issues so far.  Happy to report the mod is stable once again.  Wizard caravans are 'elf' style now - they come in with pack animals instead of wagons, without guards.  They're also unarmed, and so likely to use blast attacks if assaulted.

Update:  .36d now, the Crematory ash fix didn't make it into the .36c zip file for some reason.   ;)

To those who downloaded last night's .36c and have a different changelog, it's pretty much the same version, just without the updated paperwork I was too tired to finish.

Spoiler: Changelog (click to show/hide)

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.

Thanks fellows - even if the dupes wouldn't affect anything, knowing about them made them bothersome enough to take out.

My appreciation goes out to everyone who has played and/or given feedback to the mod, thank you!
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Black_Legion on January 25, 2012, 01:37:28 am
Glad to help! I'm really liking this mod the more I play around with it. Magic, though useful, seems to function mostly as an auxiliary attack to soften up a foe. I'm kind of sad that fireballs don't yet wreathe your foes in flames and it appears the only way to set things on fire with them is to drop the conjured fire at their feet and wait. Hopefully the new interaction system will fix that issue.

The only things are that sorcs and wizards appear to be largely immune to the syndrome aspects of each other's spells (except for prismatic hex) which may be as intended... I remember you writing either the wizards/sorcs were immune to their own spells or those of the other factions. Finally it seems grave cats melt when placed in arena mode. Is this expected?
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Putnam on January 25, 2012, 01:43:59 am
The arena is about 120 F, so it shouldnt be a problem
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Black_Legion on January 25, 2012, 08:55:32 pm
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.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Vgray on February 04, 2012, 10:39:15 pm
Interesting Mod. What are zombies used for anyway? Cannon Fodder?
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Putnam on February 04, 2012, 10:40:25 pm
Oh, SethCreiyd, how are you going to handle the next version? You won't need all those adventurer reactions and special attacks anymore.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: tahujdt on February 05, 2012, 05:31:12 am
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)
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: SethCreiyd on February 06, 2012, 05:06:36 am
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.

I'm still unsure why only the grave cats melt and nothing else, having gone through and messed with the raws.  At first I thought it was that they lacked immunity to their own poison, but that didn't do it.  I might end up rebuilding them from scratch because I'd really rather they not melt.

Oh, SethCreiyd, how are you going to handle the next version? You won't need all those adventurer reactions and special attacks anymore.

I'll probably replace them with whatever adventure-mode friendly interactions Toady One has come up with.  I'll try and make Necromancers a playable faction too, assuming they won't be from the start.  After that I'll see what kinds of custom interactions can be made and have fun with it.  I'd like to keep the blast attacks in some way.

I do want to come up with a Tinkering system to create new creatures via interactions.  I'm hoping the interactions are open-ended enough to create spells like stone to flesh, polymorph, summon demon, wrath of armok, that sort of stuff.

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)

I see zombies as a war dog but better, since they're bigger and don't feel pain, but they don't breed.  They're scary in numbers, and good for killing berserk overseers, letting you know hostiles are present, and populating a dungeon/arena.  I'm getting rid of them with the next DF, though, in favor if whatever corpse-raising spells are available.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Putnam on February 06, 2012, 09:31:04 am
The blast attacks can be done with a CDI:TARGET:X:TOUCHABLE.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Vgray on February 06, 2012, 03:55:15 pm
Why did it take me so long to realize that Wizard Landshapers use copper wands instead of picks?
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Jacob/Lee on February 08, 2012, 07:47:44 pm
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)
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Putnam on February 08, 2012, 07:50:30 pm
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)

I'm not going to look at the raws right now, so I'll hazard a guess from the 300 years starting seven business and say 600-1000.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Jacob/Lee on February 08, 2012, 07:59:40 pm
[MAXAGE:160:1600]

So... All my wizards have a chance of dying every season until they hit 1600 years old now? Bummer...
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: SethCreiyd on February 09, 2012, 01:50:51 am
If you have sorcerers, they're immortal, so you'll get migrants that are a few centuries old.  If you have wizards, the migrants should all be under the low-end of the max age (average adult migrant age seems to be 60-90).

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.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Putnam on February 09, 2012, 02:03:11 am
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.

There are example interactions in a lot of places, mostly on FotF. I've compiled them in a zip here (http://dl.dropbox.com/u/13790475/Interaction%20stuff.zip) and a single text file here. (http://dl.dropbox.com/u/13790475/interaction%20stuff.txt)
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: SethCreiyd on February 09, 2012, 05:40:35 am
Awesome, thanks so much, Putnam, looks like I can get started on that magic system.  This newfangled interaction thing looks pretty open-ended!

For good-aligned region-based interactions, there could be effects for temporary stat gain, supernatural attributes, flight, super speed and the like.  For evil effects there can be strange excretions, alcohol allergies, madness, mutations, and hair loss, etc.  The examples provided allow for some real horrible fates.  Curses could forever turn a dwarf into a rat.  Or floating guts.  Or set them careening through time so fast that everybody else looks frozen.  Reanimation is bad enough, but imagine the curse that paralyzes a dwarf, erases his need for food and drink, and surrounds him in a slade shell where he remains until the world ends?

Selective application/removal of tags could be horrible too.  A creature that can inflict the [MISCHIEVOUS] tag could fill otherwise-normal dwarves with an irresistible urge to pull the levers they know will cause their own doom.  Gas could give everyone in this town [NO_EMOTION] and you would have no idea until you woke up there feeling funny.  What happens if a civ member gets hit with [VERMIN_GROUNDER]?  What if a vampire makes your mayor a [PET] and unable to work - will you butcher him to free up his office?  The bite of a strange Bat could make it so you never wake up from sleep.  Imagine suddenly losing [CAN_SPEAK] or [INTELLIGENT].  Or the dwarf inflicted with [IMMOLATE] who must live in isolation by the lake, never to go near a barrel of booze again lest he hurt himself and everyone nearby.

There could be magical versions of ordinary creatures, like a regular animal except that it can talk and use special powers.  They'd be rare and limited to Good/Evil regions and could be helpful or malevolent.  You might run into a friendly taking Magical Salmon that casts a spell and gives you [AMPHIBIOUS] to save you from drowning!  Or you might encounter the Accursed Porpoise that takes away your Swimming skill and paralyzes you in the water.

Adventure mode should be such that an intrepid enough explorer could learn the ancient secrets of Agriculture from a talking blue elephant in the woods that turns you into a plump helmet man if you try to injure it.  Or, if in hostility you survive the encounter, you could skin the elephant and make gloves out of the magical hide that convey a bonus to Planting upon any creature they touch, and hope that the plump helmet spell wears off.   Boots of levitation might be made from the skin of a magical platypus that can fly.  A ring made of the bone of a certain Dragon might make any who wear it resist all illness.

It doesn't look like summoning will be possible, although controlled transformation might be useful.  Some kind of ritual to become a Lich looks pretty feasible now.  A [SPHERE:FIRE] deity may pass on the secrets of fireballs, conflagrations and heat resistance.  A water deity could give the aforementioned water breathing tricks or the ability to morph into a blob of water.  The Secrets of Literature would give you godlike Writing skills.

I'd appreciate suggestions too.  These are pretty loose ideas and there are so many possibilities here, the mind boggles.  Toady One is a genius.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Jacob/Lee on February 09, 2012, 08:20:45 pm
Hmm, all 5 types of zombie were at top priority for next year's caravan and yet they brought none...
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: tj333 on February 13, 2012, 01:11:59 pm
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.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: SethCreiyd on February 14, 2012, 12:22:19 am
Hmm, all 5 types of zombie were at top priority for next year's caravan and yet they brought none...

I'm not sure why that would be, but I'll try and pinpoint the problem.  They should have brought the zombies if they had access to them.

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?

Reaction-based magic could deal with volatile custom-materials with the new expanded syndromes, but I haven't focused on any new ones yet.  Sorcerers have an animate spell similar to that of Necromancers, but it's much more limited.  If the animate functions will work on items; you could end up with animated broomsticks and goblets and other Disney stuff.  Golems are animated mud and homunculi are made of blood, so making them out of people wouldn't exactly fit.  The bone dog sounds cool: take a custom material with a deathly syndrome and vaporize it with a reaction calling for bones, and anything caught in the gas turns into a skeleton.  For this sort of thing a reaction is preferable as otherwise the Sorcs would turn all their animals to undead monsters by default, and there's a chance this would be undesirable.

Quote
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.

There are interactions that will deal with this sort of stuff.  For enchanted items, there could be materials like the current essences that bestow certain properties on contact.  I'd like to rework the magic wands to be something like this - instead of being hokey weapons they should give a specific interaction to anyone holding it - 'Wand of Fireballs" letting you shoot fire as an example.

Quote
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.

Potions are easy enough to make now that syndromes can come from ingestion, the problem is how the potions should be made.  I'd like to go with traditional folklore; a Charisma potion requiring a newt eye, for instance. 

Quote
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.

The elixir is a good idea.  It'll be tricky getting the right people to drink it in fortress mode, and it would require some kind of abuse prevention, but it might suffice to just use up the stone in the attempt.  It would make a good goal for adventurer mode, aside from finding all the secrets.  I have a few ideas for the scaled acquisition of spell interactions with some kind of jury-rigged research, but nothing is solid yet.

Spoiler: some Magic Info (click to show/hide)
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Nostra on February 14, 2012, 05:47:38 pm
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!
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Putnam on February 14, 2012, 05:56:37 pm
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!

Wizards have #### and such instead of omega signs on the world map.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: tahujdt on February 20, 2012, 09:54:27 am
Try looking at deon's witcher mod for spell ideas.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Nostra on March 05, 2012, 08:09:22 pm
So I'm having a small problem. . .

How exactly do I provide food for my wizards and sorcerers? It seems like I can't use seeds at all, been trying on three different sites so far, can't farm in either subteranian nor outside farming fields due to lack of useable seeds. Any suggestions?
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: tahujdt on March 05, 2012, 11:40:08 pm
This thread is dead, and cannon be rvived because noecromancers haven't been added yet.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: DarthBoogalo on March 06, 2012, 12:02:25 am
I'm sure Seth is working on it right now, or maybe he isn't, I don't know.
Keep your trousers upon your waist!
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Putnam on March 06, 2012, 12:05:23 am
Seth has probably made more interactions than anyone else in the modding community already. Keep your hopes up. This mod relied on a lot of stuff that was completely rewritten in 34.01, so it's going to take a while.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: SethCreiyd on March 06, 2012, 04:54:14 am
Wizard Tower for 34.04 is a WIP, though it will be a sub-mod of Dwarf Chocolate .34, which is also a WIP.  Overall, things are progressing.

This is the current wizard creature raw, it depends on the interactions (http://www.bay12forums.com/smf/index.php?topic=101264.msg3025455#msg3025455) I posted over in the Spellbook thread.  It's pretty incomplete, they need more interactions and the ones they have need better durations and such.

Spoiler: Wizards (click to show/hide)

Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: tj333 on March 08, 2012, 09:19:38 am
What is Dwarf Chocolate?
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Keltiknight on March 09, 2012, 07:09:44 pm
Well, cannot wait to see the things you add in for DF 0.34.05.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: SethCreiyd on March 12, 2012, 07:54:58 am
Well, cannot wait to see the things you add in for DF 0.34.05.

I hope that you'll enjoy it, and that soon I can post it up  :)

What is Dwarf Chocolate?

It's everything that was part of Wizard Tower not explicitly dealing with the Wizards.  All those *_resource.txt files.  That mod has grown quite a bit in size and it's not really practical to have the Wizards stand alone anymore, there'd be many common files and only a few are needed solely by WT.

I need sleep but tomorrow resumes the finishing touches.  These are the new Wizards, much improved over the previous post:

Spoiler (click to show/hide)
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Meph on March 12, 2012, 02:19:30 pm
Excuse me, I remember that your list in the spellbook was among the bigger ones. Did you manage to give a wizard an interaction/syndrome that can add interactions to others ? Somehow I fail to do so. I cant get the syntax right, the IT_ CDI_ and so forth. I cant name the interaction after the syndrome and only write: (CE_CAN_DO_INTERACTION) and thats it. Usually you do (CAN_DO_INTERACTION:interaction name) and that confuses the hell out of me.

EDIT: Aha, found it. (CDI:INTERACTION:interaction name). Question solved.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: BigD145 on March 12, 2012, 02:37:09 pm
I want to turn my enemies into newts and they had better damn well not get better.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: SethCreiyd on March 17, 2012, 02:18:50 am
Spoiler (click to show/hide)

Still working, something in the Wizard Tower raws is causing worldgen crashes.  In the meantime, if you're interested, you can try out the new Wizards in Adventurer mode using Dwarf Chocolate. (http://www.bay12forums.com/smf/index.php?topic=104833.0)
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Putnam on March 17, 2012, 02:23:59 am
I've seen that some creature variations cause worldgen crashes.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: BigD145 on March 17, 2012, 10:11:28 am
Does DF care about conservation of mass or are newts just heartless bastards?
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Radiant_Phoenix on March 17, 2012, 12:48:11 pm
Spoiler (click to show/hide)
I've heard this may actually come from not having caste-specific descriptions of the creature.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: SethCreiyd on March 17, 2012, 08:26:50 pm
Spoiler (click to show/hide)
I've heard this may actually come from not having caste-specific descriptions of the creature.

Well, a quick edit of the newt raws confirms this: putting caste names and descriptions at caste level seems to have fixed the problem.  Many thanks for the info!  It places some limitations on the Changelings and Shapeshifter secrets, but now at least it's clear how to get them to work.

I've seen that some creature variations cause worldgen crashes.

Thanks, that is good to know.  But all the new creatures are handled outside WT right now and only WT causes the crash.  I suspect one or more of the Wizard reactions' weird material products of being treated as a trade good and killing the game for it.  Testing should reveal the culprit, the crashes are regular enough to measure.

Does DF care about conservation of mass or are newts just heartless bastards?

Both, I think, though it seems above all else it values orderliness.

EDIT:  Testing suggests that if you transform a creature caste that does have a caste-level description (like the golem) into a casted creature that does not (like a human), the game crashes instantly without even needing to look at it.  But that could be due to the tissue layer colors, here's some more info:  http://www.bay12forums.com/smf/index.php?topic=101508.0
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: SethCreiyd on March 25, 2012, 01:25:46 am
Wizard Tower is now included in Dwarf Chocolate .34h, (http://www.bay12forums.com/smf/index.php?topic=104833.0) though I'm leaving this thread and the old mod open for discussion and download.  I've tried to list the most substantial changes in the log.  The change is really a formality since WT is something like Chocolate's younger, more sociable sibling.

One day there'll be a stand-alone version of WT designed for cross-mod compatibility, but that'll take another while.

Spoiler: Changelog (click to show/hide)

I had to remove most of the strange "elemental essences" and other immaterial reaction products that were crashing the game, I guess when it tried to figure out how they should be traded.  The blast attacks are less vibrant for the time being, but the way they flow is a bit more spectacular and I'm working on a way for the magic to show up as a stream of shifting hues.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: DarthBoogalo on March 25, 2012, 06:16:31 pm
Is it possible to do a Necromancer civ?
I think killing animalmen and raising them to build towers for you would be hilarious.  :P
But is that even possible to do without horrible bugs?
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: SethCreiyd on March 29, 2012, 12:10:16 am
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.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Jeoshua on April 28, 2012, 11:42:25 pm
I just thought I'd mention this:

The Chromatic Dragons *appear* to be incompatible with Genesis' added Blue and Green dragons.  I have nearly everything else merged in a way that is acceptable to me, but the moment I dropped the creature_dragon_ff.txt file into the raws folder, every single worldgen would crash on me.  The only thing that helped was either removing the Blue and Green dragon castes from your dragons file, or removing the Blue and Green Dragons from creature_genesis_beast.txt

edit: oops, I meant to drop this in the Dwarf Chocolate thread.  My bad.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Agent_Irons on April 29, 2012, 12:00:29 am
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?
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Putnam on April 29, 2012, 12:29:25 am
Dwarf Chocolate is Wizard Tower for .34.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Learner on July 06, 2012, 12:29:34 pm
This is a pretty cool, and relatively expansive update. It would be so nice to see the armor and weapons written down in a list that's consistent with the DF wikia. When I equip armor, I want to know what stats the armor provides. And how much I can wear. Same deal with weapons. (What are Staves for? And what about tower shields? What makes them different?) Anyways, I really would like to see a stat's chart. That would be awesome! (Of course, it's still quite a lot of stuff, so if one were to be made, don't go making it in one sitting.)

Anyways, this has been bugging me but, just what the frick do some of these spells even do? Like prismatic hexes, are they hexes that take the shape and form of prisms? It would really help to not be in the dark about these things... What does a force spell do specifically. What does a dust bolt do? It's some sort of sharp weapon, because you can stab someone next to you after conjuring one. But I'd like to know what it can do specifically. Magic webs, how do you employ them properly? It's mostly the status effects spells that can confuse me.

When I started DF, I'd often look up everything that I could not hope to see without the use of the wikia. I looked up the density of logs to see which one was best, and their biome preference, I looked up crops, methods to irrigation, weapon stats like penetration and velocity, armor protection, and wear limit, traps and trap strength, mist generators, industries, how to make an army.

I've looked at strange moods when I first got one, and I kept thinking he's not going to be able to get everything he needs. (I keps looking at him trying to hear his messages about what materials he wants. Turns out, he already got the stone he needed.) I've looked up the meaning of Urist, catsplosions, caravans, Elves (not in the mood to start fights. It was a shaky and stressful start.), cave-ins (I had the idea that these worked like I've heard in the 2D version back long ago.), aquifers, ores, stone, the non-dwarf's guide to stone, lava, carps, and elephants. Speaking of elves, I also remember looking up one elf who became king of the dwarves. (How badass does one need to be to become the friggin king?)

Later I looked at caverns, underground beasts, towns, villages, sewers, bandits, werewolves, (I also overreacted about them entirelly, thinking they had this werewolf strength 24/7.), Night trolls, vampires, shops, evil biomes, good biomes, symptoms, character tokens, attributes, nobles...  You getting the idea? I kind of like to know what to expect solely out of the basic things I can find in the game. (The beasts I can find ingame, arn't one of them.

I'd like to see the item stats, simply because I'm a calculating person, and knowing details is what I like best. (I'd like to know the stat differences between a halberd, and a poleaxe, or a long sword, and a katana...)

Anyways, great mod, and awesome additions. I'd only like to know what sort of things got added, and what stats do some of those things have.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Pokon on July 06, 2012, 02:46:26 pm
^Learner
The Prismatic in that case refers to colors. Hence, grey/black/red hex's do different things depending on the color they are.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Urist McLaptop on January 31, 2013, 10:57:04 am
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?,
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Putnam on January 31, 2013, 01:31:11 pm
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?,

Um... You should be playing Dwarf Chocolate. It's actually updated and has Wizard Tower included.
Title: Re: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral
Post by: Urist McLaptop on February 02, 2013, 06:31:46 am
Ok