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Messages - Reynard

Pages: [1] 2 3 ... 7
1
DF Modding / Re: Lessim Mogaim - A rebalance mod
« on: August 09, 2009, 09:22:16 pm »
Well, that's disappointing. I'm trashing the farming rebalance for now, then - it will have to wait until I can properly throttle underground farming to reduce turtling. When

I've also scrapped the training version of weapons from item_weapon in favor of a new metal: Nerf. This can only be made at a smelter so I hope that prevents caravan guards from getting weapons made from it. Haven't quite decided on a formula for creating it, but I like this solution purely for the image of dwarves wielding Nerf battle axes into battle and slaughtering their enemies anyway. Obviously Nerf has an exceptionally low [DAMAGE_PERC:] to replace those training weapons.

At least the crashing seems to have stopped! Doing some additional testing/tinkering when I have time but the stone blendering appears completely stable.

2
DF Modding / Re: Dwarf Therapist (LATEST 0.3.0 8/8/09 see first post)
« on: August 09, 2009, 04:25:14 pm »
Loving it - it's quickly become indispensible in making sense of what's going on. That graphical error needs fixing though.

Suggestions: Rather than have squares expand to fill the cell representing a skill, a left-to-right sweep would be nicer. It's hard to notice if a Dwarf has a tiny pixel of skill or not (especially on Group By Profession where you can't sort by skill), plus it provides better precision in judging which Dwarf is more skilled as you get twice as many pixels. A column showing current profession name when not grouping dwarves by profession would be pretty handy too.

The ability to drag a dwarf to a profession would be very nice. An auto-expand-all option, too. Poking around the ini files, I need to make a view that separates Necessary/Useful/Semi-Useful/Useless skills by group.

3
DF Modding / Re: Lessim Mogaim - A rebalance mod
« on: August 07, 2009, 09:54:46 pm »
Well, good news is it looks like it may well be the matgloss_plants changes that are causing the frequent crashes.

Bad news is I haven't identified what change is the culprit. Still... progress!

4
DF Modding / Re: Lessim Mogaim - A rebalance mod
« on: August 06, 2009, 10:46:53 pm »
http://dffd.wimbli.com/file.php?id=1312

Pre-alpha version for debugging. Bleh. All of the matglosses have changed significantly except for wood. item_weapon and entity_default have changed a little, reaction_standard has been changed a lot.

Edit: Changed link to File Depot. Whee.

5
DF Modding / Re: Lessim Mogaim - A rebalance mod
« on: August 06, 2009, 10:23:47 pm »
My soil layers are showing up fine... This is the raw entry for my generic stone:

[MATGLOSS_STONE:STONE]
[NAME:stone][COLOR:0:7:1][TILE:178]
[SEDIMENTARY][SEDIMENTARY_OCEAN_SHALLOW][SEDIMENTARY_OCEAN_DEEP]
[IGNEOUS_INTRUSIVE][IGNEOUS_EXTRUSIVE][METAMORPHIC]

So that's all the bases covered - one matgloss_stone entry can have multiple layer tags. I have determined that it crashes depending on what starter civ you pick, but for the life of me I can't figure out why some are good and some crash the game! It even depends on where you embark. Some that work fine in one place crash in others, some that crash certain embark spots work elsewhere. It's really frustrating, because besides adding the training weapon usage tags to the dwarf entity_default entry, the only tag I added was [OUTDOOR_FARMING] to complement their [INDOOR_FARMING] tag. If those two conflict I'll have to rethink a few things...

6
DF Modding / Re: Lessim Mogaim - A rebalance mod
« on: August 06, 2009, 03:43:03 pm »
I'm still struggling to figure out why it frequently crashes between site selection and the 'Play now/prepare carefully' choice, guys... Some sites it loads up fine, others always crashes, and others only work sometimes. Very confusing... I'm trying to figure out if it's related to your home civ selection. Anybody had similar problems?

No error_log.txt info, damn.

7
DF Modding / Re: Lessim Mogaim - A rebalance mod
« on: August 03, 2009, 11:33:33 am »
Sadly obsidian has no percent specifiers in the raws that I can find, it's stuck at 133%. Secondly, obsidian shortswords also require a log to create, making it equivalent to magma smelted steel shortswords. (No flux required in this mod.) Iron + coke/charcoal (froom wood) = steel -> sword, or obsidian + wood = sword.

8
DF Modding / Re: Call of Cthulhu Fortress
« on: August 03, 2009, 12:35:43 am »
Shoggoth megabeasts, perhaps?

9
DF Modding / Re: Lessim Mogaim - A rebalance mod
« on: August 02, 2009, 11:28:17 pm »
No, hammerbow training wasn't a big deal, but it never made good sense either, and it was something people used to their advantage. So out it goes! It's a minor change but I'm trying to be thorough in keeping a list of what's different.

10
DF Modding / Re: Lessim Mogaim - A rebalance mod
« on: August 02, 2009, 10:52:57 pm »
Heh. I guess nothing is forcing me to use obsidian hatchet-swords, and obsidian is going to be pretty rare anyway - I'll re-add them since it doesn't really bother anything. :)

Does anyone know the syntax for including a plant in a smelter reaction? I'm not sure why mine is not functioning.

11
DF Modding / Re: Lessim Mogaim - A rebalance mod
« on: August 02, 2009, 10:28:57 pm »
Already done! Gone are the dreaded days when a dwarf, excited eyes caged between a horned helmet and a beard, would exclaim with jubilation, "Microcline! A fortune of microcline, overseer!"

In all serious, this is what is left:
Layer: Generic "Stone". That's it. It's gray.
Mineral: Tin, iron, copper, silver, gold, platinum and coal veins. Lava features encased in obsidian. Deep adamantine. Fourteen colored stones and bauxite substitute "coldstone" can only be created via smelter.
Metal: Tin, iron, copper, silver, gold, platinum and adamantine are dug out. Bronze and steel are alloyed.
Soil: Clay, dirt, sand and ooze. There wasn't really much call to prune these, but something was annoying about sandy_loamy_clayish_peat_sand.
Gem: I made an effort to retain zodiac birthstones and anything I considered well known. Onyx, lapis lazuli, turquoise, bloodstone, carnelian, agate, jasper, citrine, rock crystal, moonstone, peridot, jade, aquamarine, opal, garnet, amethyst, topaz, sapphire, emerald, ruby and diamond were my final 21.

As for aboveground farming... I know it's not much more difficult to make an aboveground farm. Protecting it from giant eagles is what I was thinking of - it's another access point to your fortress, whereas underground farming is impregnable. It means more fun engineering projects to protect your farmers from snipers. Aboveground farming was totally optional before, I've just tried to make it slightly less so.

I think I will make platinum be CLUSTER_SMALL. It's fairly ridiculously valuable to be occurring in veins...

12
DF Modding / Lessim Mogaim - A rebalance mod
« on: August 02, 2009, 07:22:56 pm »
Lessim Mogaim - Less Sim, Mo' Game.

The inspiration for this mod is the realization that at some point adding more realism to a game makes it less fun. While I love the work Toady has put into the underlying geology of the DF world gen, somewhere around the fifteenth variety of opal a line was crossed. In the spirit of making DF more fun to play for me personally, some frustrating elements have been smoothed over, one or two overpowered maneuvers disallowed, and one trivially easy but essential aspect of the game has been made more challenging (farming). DF has crashed once or twice with this running, however, I'm still trying to figure out why... so while I'm bug chasing, I wanted to get thoughts and suggestions on the direction for this mod. I don't have it put up for download, though I suppose I can if anyone wants to give it a try. I'm more interested in hearing if the community is receptive to a mod that guts all Toady's nice geology.

Major changes overview:
Minimizes the headache of noble demands and site selection by pruning the matgloss_stone files of anything nonessential, and put everything left in the blender so that it all has an equal chance of showing up everywhere. Every site is guaranteed to have roughly the same mix of metals and gems. Flux requirements have been removed completely. Iron + coke or charcoal + fuel or magma = steel.

Most of the aboveground crops have been left unchanged. Underground farming has been massively curtailed though. Survival without aboveground farming is not hard, but your dwarves will not be very happy about the lack of variety in their diet.

Minor changes:
Reduces training mishaps and micromanagement by introducing 'training' versions of the five major dwarven melee weapons, far less likely to bench an able-bodied dwarf even before their first battle.

Crossbow bludgeoning has been changed to use the 'whip' skill rather than 'hammer' to fix that little trick of crosstraining hammerdwarves to crossbow. Crossbow bludgeoning damage is also reduced.

Obsidian shortswords have been disabled. Dwarves may by short hairy drunkards who live in caves, but they're not cavemen! You're guaranteed steel, use it. Obsidian shortswords don't bother anything really, no reason code them out. If you don't like them don't use them. :)

Major changes details:
Matgloss Stone changes:
It's almost easier to list what I've kept than what was removed. All stone layer types have been combined into one extremely generic gray "Stone" stone layer. The following metals have been kept: tin, copper, bronze, iron, steel, silver, gold, platinum, and adamantine. All except adamantine occur as veins, everywhere, though I'm debating pruning platinum or making it CLUSTER_SMALL. Tin, copper, iron, silver, gold, and platinum all occur in minerals. Other minerals include coal (renamed from bituminous coal) and obsidian(only occurs bordering lava now), both also appearing as veins. Finally, fifteen new types of stone were added that do not naturally occur, creatively named things like 'red stone' and 'blue stone' and 'dark red stone'. One for each of the fourteen possible foreground colors. This part is currently incomplete, but the goal is that if you want to create colored projects, a smelter reaction that creates 10 colored stone from 10 raw stone can be done. The fifteenth new stone is 'cold stone', is similarly created from regular stone at a smelter, and has bauxite's temperature tolerances for magmaproof mechanisms. The gemstones have been cut from 127 to 21, and a few colors juggled so that brighter colors generally means more valuable.

Plant changes:
Only one aboveground crop was changed. Pig tail and rope reed have been combined into one aboveground plant, cotton (I always thought the lack of cotton was odd). If you want a cloth industry, it has to be farmed aboveground now. Of the six underground crops, only two survive. Dimple cups are unchanged, cave wheat is no longer brewable, and both are now plantable all year round.
Three new underground crops have been introduced. Taking the place of plump helmets in the 'I need food now' category is the mat lichen. It has a very short growth time, a value of 0, and can be eaten raw or cooked, and cannot be brewed, milled or threshed. Stalactite hops are inedible, have a long growing time, but are the only underground plant still brewable. The third new crop, the chroma blossom, is something I'm still working on. The goal is to have it involved in the colored/cold stone smelter reactions.

In short:
Mat lichen - Fast and very cheap food.
Stalactite hops - Slow but brewable.
Cave wheat - Requires milling to make it cookable, but is not worthless.
Chroma blossom - Smelter reactant.

Finally, the [OUTDOOR_FARMING] tag has been added to the dwarven civ entity. Your dwarves are going to be expressing tastes for sunshine and gutter cruor and whip wine and everything else. If you want to meet these new demands, outdoor farming is a requirement. Happily the plant biomes have been scrambled just like the stone environments, so you should have access to everything.

What hasn't changed:
Creatures and are untouched. That's a far more daunting rebalancing task than I care to tackle.

13
New question: How is Urist pronounced?

You-rist?
Ur-ist?

14
I think cave-ins should have a randomness aspect to them. In the 2d version, every 7x7 open space was guaranteed to have a cave-in eventually. Perhaps a good algorithm would be to periodically pick a random underground location and "expand" a hemispherical volume upwards. The larger the hemisphere gets before being constrained by walls/supports, the greater a chance a cave-in is triggered at that spot. So... the center of even a 5x5 room would have a (very) small chance of having stone fall out of the ceiling on an unsuspecting dwarfy head. Start making 12x12 rooms and you seriously court having the ceiling cave in.


15
DF Dwarf Mode Discussion / Re: Vault Challenge
« on: July 25, 2009, 03:39:39 pm »
Drat, I forgot the 'reclaim' part. Well, it was a thought.

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