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Topics - krisslanza

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Mod Releases / [43.05] Koakuma Fortress
« on: October 04, 2017, 02:33:40 pm »
Download Here

Koakuma Fortress is something I've worked on and off on for some years now. This represents the newest incarnation of the project!
For the unaware, Koakuma is a minor character from the japanese danmaku game, Touhou Project. While she is probably just a singular individual in Touhou, for the purposes of this, she is now an entire race! For reasons.

Features
- New playable civ: Koakuma
+ Koakumas have inherently higher attributes (physical and mental) then other races
+ Features a unique 'mana' industry based upon the five elements: fire, water, earth, metal and wood. Also has the extra two sun and moon.
- Unable to create 'Dwarven Steel'. Former iron-producing ores now make 'pig iron' instead, which has to go through the traditional steel making process to make 'iron'. Dwarven Steel is only from dwarves!
- Due to their demonic nature, the Koakuma race is completely unable to work with cotton candy or use it in anyway at this time.

Mana Industry
For the moment, this is focused around eight 'Altar' buildings, one for each element as well as one generic altar. The basic process as of right now is as follows:
Altar of Mana produces 'unattuned' mana, which is then taken to an elemental altar to be attuned to that element. Mana gems are considered rough gems without any value and take no material to make. All the altars and jobs they offer require the alchemy labor to be done!

As of now, there is only a few uses for these though, I'm looking for suggestions on future uses.
Spoiler: Mana recipes (click to show/hide)

Roadmap
- More things for the mana industry
- An alchemy industry
- There's been rumors of small, drunken little onis...

This is still heavily a WIP, but I think its playable enough as it is. Do let me know about any possible suggestions or bugs!
(Can you tell I'm bad at making a nice mod post?)

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DF Community Games & Stories / Gauging Interest
« on: October 01, 2012, 11:10:13 am »
Not sure if this is really a succession fort pitch per se. See, something that always bothers me when I play is I like to name all my people. While I have some friends on an IRC, sometimes they're too wrapped up in... non-DF stuff to offer to be named. And sometimes I run out of video game character names - or when I keep getting 20-30 migrants each season.

So as I was working on Voile Fortress, I thought, "Hey, maybe a community fort type thingymabob?", it could at least provide me a pool of names to use and all that. While I'm not against a succession fortress, I'm unsure how many people are up to writing one about something NOT dorfs, as the mod uses Koakuma instead.

I'm at work now, so I can't really say what kind of embark it'll be at the moment. But probably something not too friendly, maybe not evil but maybe. Possibly a volcano, if I can find a nice one that doesn't completely make the place a mess. My playstyle tends to aboveground fortresses/castles/towns, whatever you wanna call it, but if we do succession you're welcome to start carving out more underground of course.

The mod will be my own, Voile Fortress, which aside from adding in the Koakuma civ and some stuff for them, is largely vanilla content.

Oh right, as an aside, I can't promise in a succession fort that I'll hand it off in a "good" state. I have a bad habit of getting so wrapped up in making the fortress, I forget to make those little, unimportant things... like bedrooms and dining halls...

3
DF General Discussion / DFFD
« on: September 08, 2012, 04:09:01 pm »
Is the uploader broken or something? I've been checking every couple of hours, but all I see in the upload is a ! ... want to try and get 1.1 of Voile Fortress out.

4
DF Modding / Voile Fortress - v1.5 - Koas are Striking the Earth
« on: August 06, 2012, 10:24:38 am »
Please wait warmly.

So what is this mod, you ask? Well, really it's pretty small as it all it does is change the playable civ to Koakuma. Dwarves remain in-game, and should get along with the Koakuma civ just fine. I at least, have not seen them start out warring with one another. Dwarven RAWs aren't changed, so their caravan should arrive in the Autumn in the second year and beyond. Should.

This started out as little more then a pet project of mine, and I shared it amongst some friends, and I figured: Why not just share it with the DF community at large? What's the worst that could happen! They're kind, upstanding, and only slightly mentally insane people after all. While I eventually plan to add more features that'll help make the Koakuma civ be more standout, as it stands now this is what they have as pros and cons:

Pros
- Koakuma have higher regeneration, agility, and disease resistance on average then other races.
- Atelier building will eventually allow them to access a wide variety of materials via alchemy.
- Mana industry!
- Credits to who made the Sawmill mod, as the Koakuma use it.

Cons
- They cannot use adamantine, at a later point they can use it in alchemy to produce other things, but it won't be as good as adamantine.
- The steel they make isn't dwarven, which is to say it's weaker and the original steel RAW has been re-named to dwarven steel and is only produced by the dwarves.
- Their wings, headwings, and tail may or may not be protected by armor. I'm not too sure on this one, but in my experience, they tend to lose wings really easy.
- They are human-sized, so they can't actually wear any armor salvaged off smaller creatures.
- A high female to male ratio means you may want to be careful how you use the males. (3 to 1, to be exact)

What is a Koakuma?
Koakuma is a character from Touhou Project, and my inspiration for this project is the Suika Fortress mod. While Suika is more aesthetically correct, Koakuma is one of my favorite characters so I decided to do this anyway. Koakuma literally means "little devil".

Credits
By default the mod is packaged with Phoebus tileset, so all credits go to him for those tiles.
Original Koa base icon is credit to a friend of mine, although all the professions are done by me.

I'll probably prettify this at some point or another. And make it look more organized.

Download is here:
http://dffd.wimbli.com/file.php?id=6745

Changelog:
v1.3
- Added in Winged Spears, Half-Pikes, and Long Bows for Koakuma civ
- Trolls and Ogres given a petvalue
- Tea Mushrooms. Because why not?!
- Mana reactions now use Strand Extraction instead of Concentration
- Sawmill uses Woodcutting instead of Carpentry, and only yields 10 planks instead of 20.
- Koakuma stats have been tweaked
- All female humanoids have breasts (may be removed)

v1.3.1
- Minor bug fixes caused by me reading the wrong tokens (Labor tokens =/= Skill tokens)
- Koakuma given custom language

v1.4
- Orichalcum and Mithril added to the Mana Furnace. Orichalcum is made from copper and gold with a mana gem, and Mithril is made from aluminum also using a mana gem. Orichalcum is stronger then Koakumian Steel and Mithril is about half as strong as Adamantine.

v1.5
- Suika civilization added. For now they use mostly Dwarven set-ups. Although they are far, far stronger and have a very limited selection of weapons. They aren't intended to be playable, but if you do try them out well... they may be a bit too strong. Suikas use all Japanese-named weapons, armor, and clothing.
- Koakumian Steel is renamed to "Crude Steel" and every Civ (except Elves) has access to it now. Including Goblins! Crude Steel is still about half as good as Dwarven Steel.
- New folder 'optional' has the 'silly' Koakumian language. If you use it, remember to back up your original!
- Tweaks to Koakumian civilization should allow them to actually expand and should prevent them from being small, tiny one-city civs now.

5
DF Dwarf Mode Discussion / Did magma change?!
« on: February 19, 2012, 01:13:09 am »
Because I just did my usual way of tapping into a volcano to get magma for furnaces and the like... that is, I poked a hole in the side.

The results were immediately different. As in the miner immediately caught fire, magma was already gushing out and he then ran out... and set the entire world on fire. And all the booze got burnt up.

He's also still alive and just chilling around, despite still being on fire. Is this uh... normal or something? I've never had this happen before in dozens of other volcanoes. Usually if the magma came out too fast, it would just cripple and kill the miner...

6
DF Dwarf Mode Discussion / Ocean embark
« on: February 09, 2012, 08:06:50 pm »
Thinking about it, I want to try making a kind of harbour/port... anyway, how can I go about trying to butcher anything that lives in the ocean? Particularly given how... untrustworthy swimming is. I can't think of a way you could kill something in the ocean and be able to retrieve the corpse for butchering.

Except for a great, great many pump stacks to drain a section of the ocean faster then it fills in? Is this the only way to do that?

Also I forget, how quickly can a fisher actually depopulate something the size of an ocean? A long time, or just a few Legendary-level ones will do it?

7
DF Dwarf Mode Discussion / Murky Pools and Pools
« on: January 31, 2012, 08:51:15 pm »
Whats a good way to deal with 'em? They always annoy me doing an aboveground settlement, since they're in pretty much every biome except a few... I thought of draining them once, and that resulted in some dorfs just walking into the new hole despite it being a restricted area. Plus, it may fix the water issue, but it doesn't make it that much easier to make anything on it...

Or should I just suck it up? :p

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DF Dwarf Mode Discussion / I'm going to keep an embark for once!
« on: November 30, 2011, 10:50:18 pm »
But I'm kind of stumped on how I want to start working it. So I shall turn to you bay12, in your infinite wisdom and power, to give me an idea. Huge image is huge by the way.
Spoiler (click to show/hide)

I am thinking of either making a castle (keep, motte, whatever you want to call it at an early stage), in the lower left right by the volcano as I recall magma evaporates in about 20 tiles, so I could try to use it to make a magma moat or something. However as thats right by the edge, it is a bit cramp...

On the other hand, I could just build somewhere in the "middle", but I'm unsure how I'd get to transporting the magma that far without it drying up. As I'm going for an aboveground settlement, positioning is a bit important as well.

Any suggestions or anything? I usually end up scrapping embarks over something I see as a poor design choice, and this embark is actually pretty mineral rich (tons of gold as I recall and has tin/copper) so I'd really like to keep using it... I think I found a second embark I liked, but it was in a Badlands, so it would have absolutely no trees and I dislike breaching the caverns early on, because I tend to forget to wall it off and I'm trying to not use too many traps.

9
DF Dwarf Mode Discussion / Trolls and Ogres for embarks
« on: November 27, 2011, 08:11:16 pm »
As a side effect of making my modded race, I sometimes have access to both ogres and trolls as an embark "animal". I imagine they're pretty strong and all that, however their petvalue of 1 makes me a bit wary of ever using them... I mean, it kind of feels like cheating. What do you think bay12? Cheating to use them? I'm just curious on your views whilst I probably spend 10-15 minutes thinking out a starting embark, and end up tossing it out when I make some design choice I hate or something, hahaha.

(I suck ;_; )

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DF Dwarf Mode Discussion / Breeding unicorns
« on: October 05, 2011, 07:11:54 pm »
How effective do you think that is? Rolling up an embark and I notice this civ has access to unicorns (modded game to make it so you don't need a DM to tame exotics).
Now from prior experience, I know I can't actually request them from the caravans for some reason, and it WILL mean an extremely low supply start but... unicorns! I'm just unsure if they'll breed well at all, or if it's going to be one of those things where I lock them away for decades and maybe have three, instead of two.

11
DF Dwarf Mode Discussion / Somewhat odd but...
« on: October 04, 2011, 09:30:14 pm »
Are there any other players that actually dislike finding embarks that are completely rich in iron (according to prospector anyway)? I mean, I have nothing against iron, but when iron is the second best, non possibly FUN inducing metal, available... it kind of feels like I skip to the end of a tech tree or something. It makes me wonder why humans in DF are in the bronze age, when the world seems to just crap out iron everywhere.

I've been really trying to find an embark with a good source of copper and tin, but I can usually just find copper. That way I have to kind of trade for iron, or maybe it's on the embark but just really rare... or really deep, which would kinda stop me from having easy access to it.

Eh. Just a minor little... thing. Anyone else have little quirks like that? I swear I've been dumping so many embarks lately just because the metals don't suit me. I only run around 900 scarcity, since I don't like there being TOO much - usually because it's useless crap, or it causes me to have a lot of metals but in smaller quantities. Somehow the higher numbers tends to give me more concentrated findings - when I find them.

12
DF Dwarf Mode Discussion / Does Dorfs give YOU OCD?
« on: October 02, 2011, 06:15:49 pm »
I swear I don't have OCD for real but, in DF? All the time. I've been trying to find a nice embark that is flat, but has a volcano. A source of water, such as a brook or river, would be nice but I'd be fine with just the volcano.

I've found a few that are flat and have a volcano but then when I start making them... I just get annoyed at little things. I start making my starting little fort, and start to tunnel to where I want to put my magma forges but then they just feel too far from the fortress itself! And then I'm mining in it too, so then it doesn't look all... planned.

Anyone else experience OCD tendencies, but only when it comes to DF? Time to gen up a new world and hope I can find a flat area with a volcano again...

13
DF Dwarf Mode Discussion / So I do aboveground...
« on: September 07, 2011, 10:00:09 pm »
I've done a few fortresses long term, but lately I seem to have this thing of playing them for a short time, and abandoning them for some reason. Usually it has to do with looking at the stones and just being disappointed in general (I'm still hoping one day to find some amazing, flat land just loaded with all the ores I could ever want!)

Although I think most of the time it has to do with the layout and design. Considering the amount of time it takes to make an aboveground building (what with that roof and all) I try really hard to minimize wasting space. Yet I want to kind of give it some kind of logical layout.

Then there's farms, with all those random aboveground stone patches that seem to be everywhere. I read in the wiki you can desiginate a pond to muddy tiles, but that seems to only work if you do it over an area that is channeled, which isn't really aboveground anymore (even if it is for game mechanics).

Anyway, long rant short... any suggestions on a layout or something? I'm half-tempted to look at old games or something, see how those towns are laid out or something... I just wish there was an easier way to make a roof, instead of always having to make staircases everywhere to get up there.

14
DF Dwarf Mode Discussion / Embarking Animals
« on: September 06, 2011, 06:47:37 pm »
Due to some modding in my custom race, I have a much larger variety of animals to pick from embark. My favorite is when I get a civ with access to rhinos and/or elephants however.

I just got one actually - rhinos only - but in my previous embark I did try cave crocodiles. While I did forget to actually unforbidden the eggs, I did notice in my stocks they do crank out an insane number of eggs. Which would you think is actually better to have at embark? I know from experience you can't request them from the caravan.

EDIT:
I forgot an important detail. I modded elephants and rhinos to no longer have problems feeding themselves. They will not starve to death.

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DF Dwarf Mode Discussion / Gathering opinions
« on: August 05, 2011, 01:47:50 am »
I've been working on my mod, and playing it a lot, recently and sometimes well... I miss that community fortress feel. I only tried one, and it kind of fell through but... moving along that failure there...

Figured I would ask and see if there are people perhaps interested in a little community fortress play. The mod, so far, only replaces the dwarves as the playable race with Koakuma from Touhou Project. The dwarves remain in the game as a civilization, such as Elves or Humans, coming to trade in winter.

I prefer to build aboveground towns, so I've modded in a sawmill - that someone else created, whose name I don't recall off the top of my head - in to help with the wood issues (turns 1 log into 10 wood blocks). I'm also considering adding in veok's Leather mod that was just released.

Only tweaking to the game's init I've done is let exotic animals be tamed without a Dungeon Master. I'm unsure if the DM's showing up has been fixed or not, I last played with .18 ::)

Other then that, vanilla game with vanilla stuff. Any interest at all? Curious is all.

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