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Topics - Luriant

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1
Mod Releases / [47.04] Feudal Japan
« on: July 31, 2020, 04:47:04 am »
Feudal Japan is a simple mod, based in 1:4 Japan map, with Japanese names, Feudal Japan titles, races and tileset, but the same game with little changes.

Image rotated 90º for better align.

Content: 8 Modified Raw Files, Tileset and Embark Profile
Additional Changes: [WEATHER:NO] in d_init.txt, the rain is the bane of the aboveground japanese cities.



            CIVILIZATIONS
Dwarf (Japanese), with japanese names wikipedia.org/wiki/Kyôiku_kanji
   Max Japanese Age 70-100
   Japanese build Cities, instead Underground Fortress
   Changed Dwarf titles to samurai titles.
   Changed civilization values and symbols (tradition, honor...)
   Added Exterior Farming, Long Swords and large daggers (Katanas and tantos, without changing the name)
Humans (Dutch)[d], using dutch based names
Elf (Kodama, a japanese Tree people)[k], with the same japanese names.
Kobold to Nezumi (ratmans)[n]
Goblins without changes

            ITEMS
Renamed all Dwarf related items (dwarf cheese, axedwarf,..)
[CROSSBOW] has been named bow (because hunting need a [CROSSBOW] to work). Japanese and Kodamas use this "Bow".
[BOW] has been named Crossbow. Dutch use this false "crossbow"

            TILESET
Modified Tileset: Teeto_K_18x18Japan.png
   civilian(yukata)
   military(Japanese armor with sword)
   adventurer(ronin style)
   statue(budish statue)
   coffin(removed cross)
   armor stand
   weapon rack
   coin

            D_INIT.TXT
[WEATHER:NO]   //The japaneses don't have problems with the rain

            MAP
Map based in real japan relief, assuming a tile have 2x2m, the map is 1:4 the size of real japan. https://commons.wikimedia.org/wiki/File:Srtm_ramp2.world.21600x10800.jpg
Added land path between hokkaido, shikoku and kyushu island (because DF don't have boats)
Map have lots of "little" savage and not savage zones, filled with strange yokais (the savage creatures and races from DF)



You are free to change and upgrade the mod, i don't have enough time or knowledge for more advanced changes.

https://drive.google.com/file/d/1QHr-21qJfnlYGkF7bsullPTLHQ2wQXKF/view?usp=sharing

2
DF Dwarf Mode Discussion / Doubts about 44.10
« on: May 26, 2018, 06:08:22 am »
Is the new system of emotions manageable? Or is the arrival of 44.11 necessary to play without a continuous depression?
I have read players who have blocked their libraries, leaving only taverns and temples as sole sources of positive emotions to combat depression.

3
DF Dwarf Mode Discussion / Ghost after old age
« on: January 05, 2018, 08:04:26 pm »
I have a question about ghost and old age.

From Science on Ghosts
Ghosts can and will grow up (if they came back as a child) and die of old age.

If a dwarves die in battle, i create a slab, wait until the dwarf have more than 170 years, and remove the slab.

a) No ghost appear, because is above max age?
b) The ghost can appear?

Or in other words, if Sethatos remove the graveyard of Archcrystal, how many ghosts will appear?

And goblins and elf, without maxage tag, have eternal ghost?

4
DF Gameplay Questions / Remove FB in advanced world generation
« on: August 18, 2017, 01:14:02 pm »
Forgotten Beast are the only enemy that i can't control in World Generation.

I'm generating world with site_cap:1, making all the population in 1 site. I plan to embark next to a Dark Fortress.
But Forgotten Beast kill the Dwarven Fortress in the map after 100 years.

Can i remove/limit the FB without editing RAWs?

5
DF Gameplay Questions / Change Ettin between restraints
« on: August 03, 2017, 05:35:16 pm »
I have a ettin assigned to a cave spider slik rope, guarding the entrance, but when i want to build a new wall, the ettin destroy the construction in 1 hit.

I want to change the ettin to another rope, but i don't see the ettin in the list, only the rest of animals.
The same problem if i want to assign to the poult cage.

What i do wrong?

6
Tilesets and Graphics / Add new png to existent pack
« on: May 29, 2017, 06:06:42 pm »
I want to add the Ferret to Dwarf Fortress.
http://dwarffortresswiki.org/index.php/User:Kataklistika#Creature:_Ferret

The raws work, adding ferret on top of Domestic animals, i can embark with ferrets and kits, using the "f" in ASCII.
But i want add the graphics.

I create a new graphics_phoebus_ferret.txt with this text.
Code: [Select]
graphics_phoebus_ferret

[OBJECT:GRAPHICS]

[TILE_PAGE:PHOEBUS_ANIMALS]
[FILE:phoebus/DF_ferret.png]
[TILE_DIM:16:16]
[PAGE_DIM:2:1]



// *****************************************************************
// DOMESTIC
// *****************************************************************

!CREATURE_GRAPHICS:FERRET]
!DEFAULT:PHOEBUS_ANIMALS:0:0:AS_IS:DEFAULT]
!CHILD:PHOEBUS_ANIMALS:1:0:AS_IS:DEFAULT]

Its similar to graphics_phoebus_domestic.txt, changing the new 2:1 horizontal graphic, instead of 20:28 of Domestic.
The Graphic is SpaceFox on LNP, but uses Phoebus animals.

But the ferret png refuse to work, all other animals of phoebus works, but i can see the ferret png.

What can i do?


===============
I plan to edit the dwarves with gui\gm-edit.
Where can i see the new ferret code for giving a dwarf preference with the creature?

7
DF Dwarf Mode Discussion / Question about Outside/aboveground
« on: May 20, 2017, 01:56:23 pm »
I'm thinking about a aboveground frotress, but i don't know all the mechanics of Outside and aboveground tiles, the wiki don't have all the information in the Tile Atributtes.

Cave adaptation: Outside reduce cave adaptation, Inside/Light don't change cave adaptation, Inside/Dark increase cave adaptation
Farming: XXXX/Light for outdoors crops, XXXX/Dark cave crops
Tree farming: Same as farming crops. But... Can aboveground tree grows in muddied rock? or only natural soil layers?
Vermin: Cave vermin in XXXX/Dark, and biome vermin in .... Outside or only Light tiles?
Miasma: Only in XXXX/Dark

Anymore changes i missed?

8
DF Dwarf Mode Discussion / See soil types in mountain Biomes
« on: January 20, 2017, 11:20:40 am »
Hi all.

Mountain biomes don't have soil, only grass in the surface that don't grow after pasture, and cave moss over natural mud.
I know that build a Paved road in a mountain biome, and remove the road, reveal the highest soil type attached to the mountain biome, and the same with cave moss reveal the lower soil type.

I want to use this info to make sand/clay tiles in mountain embarks, but the soil is the same in all the mountains biomes, or if really is the highest/lower soil type when I remove the construction. I don't know if DFHack can reveal the associated soil, or the existence of intermediate soil layers that i can make with constructions.

9
DF Dwarf Mode Discussion / Manage Labor tips? Vanilla Edition
« on: July 14, 2016, 09:06:12 am »
I want to play without DwarfTherapist, only vanilla game. But i had problem with the jobs.

I rename the initial Dwarves and the migrants with Nickname indicating preferences and profession, as McCooker, or McSteelRum.
I segregate Urist with Grower, Metalsmith, Woodworker, Cooking, and Mechanics... but i want to enable the rest of labor to all Dwarves... without open each categorie, ro remove the important labors.
Can i copy/paste labor between multiple Dwarves?

Or is better to enable all Skills (except hunting and Fishing, and alternating mining/woodcutter), and adjust Profile Workshops,  to manage that only certain level or better do the work? Farm is the only profession that lost efficiency with this method.

Any tips for jump into the latest version and help testing bugs?

10
DF Dwarf Mode Discussion / Advice with water-trap
« on: July 06, 2016, 10:37:06 am »
I have a trap in my mind, but testing in game don't work.

I want to use water in(or over) Fortification, and flowing in the passage (4 tiles or more), push the invaders to the last tile with a Menacing Spike Trap, and a pump to remove the water.
Something like this.
Code: [Select]
Z+1
OUT IN
 V V
█D█D███
██▼▼█G%%  <-Pump remove water
███████

Z=0
███████
██▲▲^^█
%%╬████
███████
^Pump insert water in the system

X is Wall
G is Grate (over the fortification for more security)
D is Door

I test with my dwarves, but the level rise to fast, and the dwarves cancel the path. I don't know if the flow is enough to pile all the invaders in the trap tiles.

Its possible a continuous trap that sweep the invaders to 1 tile?

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