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Messages - Angel71090

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DF Modding / [MODDING] Possible work around for Tame Megabeasts
« on: October 01, 2023, 02:02:52 am »
So I was watching some of Kruggsmash's videos and generally thinking about Dwarf Fortress, when this thought occurred to me. Now the game has coding in it for switching creatures from one thing to another due to many different circumstances. Werebeasts swtich back and forth between forms, living creatures can become vampires by drinking the blood of other vampires or being cursed, intelligent undead raised by other undead, etc.

The thought is, would it be possible to set up a way to make the captured megabeast turn into something else to work around the "always hostile" tag? Say by being trapped, a dragon is set to be turned into a Captured Dragon for lack of a better name. Different ID tags and all that, but same stat lines save for the ones that cause them to be always hostile to your military dwarves. From what I read this is because of world gen history and them getting set to no quarter by your Civ. If the change "kills" it and spawns a different creature, wouldn't that creature with absolutely no history be perfectly fine to work with?

These are just the ramblings of a green beard, I know very little of doing major stuff with the DF code besides trying to make mods compatable with each other, but I thought I'd share said ramblings. Is this possible?

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For those unaware, Meph here was on a world trip after that massive drama llama stampede with the Meph pack and all that a while back. As he hasn't updated his current status on his profile, it's probably a good bet he still is. That being said he's still alive as he was on here back at the start of the year at least. He might currently be working on it. What new comers need to keep in mind though is that a LOT has changed since the last version of this mod, doubly so with the release of the Steam version. It's gonna take a lot of time, effort, and possibly completely rebuilding some older parts of the mod to work with the new systems in the game. Not to mention that several mods that were fused into this one were either updated, or even more distressingly, never got updated in the first place. It's gonna be a while before we are probably gonna see anything reminiscent of a new version.

That being said, I'm happily willing to wait on it,

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So, does MW will be updated to 47 ver of DF someday? Vanilla is pretty simple without MW cheeky-breeky

Definitely, but not until after the Steam release. That's what the boss man has said. Right now he's taking a break after all the stuff that happened, which is understandable.

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DF Modding / Re: Mounts for your Dwarves in Fortress Mode?
« on: December 08, 2021, 11:42:54 am »
Standard modding cannot do this. DFHack could, if someone made a script for it.

Damn, I ask for an experienced modder and I get the amazing mad dwarf behind the Mushroom Kingdom mod! Badass. Also, I see. I take it, because it's a functionality that's not directly implemented yet is why you would have to use Dwarf Hack? I'm just curious as to why this is really. Also, in your opinion, how hard would it be to make such a script, and would it be worth it?

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DF Modding / Mounts for your Dwarves in Fortress Mode?
« on: December 07, 2021, 01:09:48 pm »
If you didn't guess, this thread is about exactly what it says on the tin.

Now I'm no expert in modding DF. At best, I'm a novice that has learned a few things via the wiki, looking at other modder's work and getting an understanding of the code base, and generally just doing minor edits here and there. I have no ambition or real hopes of making something big or even a small mod beyond maybe a creature or two if I get bored/go crazy/enter a strange mood at some point in the future. As such, I don't know much about how hard this particular subject is.

Thus the question and the point of the thread. As of 47, we can now have mounts in Adventure mode, which raised the question of just how hard it is to get your Fortress Mode Dorfs to get on top of their beasts and ride to war. I'm curious about this. Is it really hard, requiring a lot of work? Is it something no one has touched as Toady is probably working on it? I'm just indulging my curiosity at this point as I want to know the takes and opinions of my elders, for my beard is short and my skills are still lacking.

What say you, oh mighty Greybeards of the Modding community? How hard is this?

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Masterwork DF / Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
« on: December 06, 2021, 11:10:06 pm »
The Long Night, maybe? It is an overhaul of the game, transforming it into a futuristic apocalyptic setting. Nanomachine monsters, 3D printers, and all that jazz. Very extensive, might want to put some research into it before trying it.

Kruggsmash did a playthrough of that and it was interesting. I'll consider it.

IndigoFenix's Mushroom kingdom is pretty cool, as are most total conversions by Deon... Fallout and Lord of the Rings for example. Zm5s mods are impressive too.

Yeah, Z's stuff is pretty cool, and I've heard of Mushroom Kingdom. Might try those. Thanks all. And take care Meph. Hope things are going good for ya! You rock dude. I'm gonna try and mod up my own little one with some things I would like to play with, and possibly try those as well.

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Masterwork DF / Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
« on: December 05, 2021, 11:30:14 am »
Ouch, ouch, and ouch. Yeah, I see how this is gonna be a serious pain in the butt now. I'd offer to help, but besides some simple RAW edits I figured out how to do while getting other mods to try and work with MDF, I really have no real experience or understanding of modding DF in depth. And, of course, this doesn't even take into account editing the MDF launcher, or making any new mods that might be added modular and self contained so they can be removed or added from said launcher.

On an unrelated note, do any of you all have a suggestion on a major mod like MDF that is fun to play that could tide me over until the new one comes out? I shouldn't neglect other works even if this one is amazing.

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Masterwork DF / Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
« on: December 04, 2021, 10:55:40 pm »
I am curious, as there was one person that was working on a fork of Masterwork in here a while back but seemed to have given up. Just how much work is it gonna be to update MDF to 47.xx, or whatever the steam version of the game will be kicked up to? Just how much changed between 44 and 47 for instance, and how hard will that be to adapt into the mod?

Also, could we possibly be seeing other mods added to the collection, like the awesome spellcrafts mod? I managed to jury rig a version that seemingly worked more or less in Masterwork at one point.

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Masterwork DF / Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
« on: December 02, 2021, 04:53:16 pm »
Yeah, that makes perfect sense. Here's hoping it keeps on track. Sorry you had to deal with this. I understand it was a simple mistake. Just wish it hadn't lead to such pointless drama.

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Masterwork DF / Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
« on: December 01, 2021, 08:22:37 pm »
I know you are still working on the official Steam Release of DF
http://www.bay12forums.com/smf/index.php?topic=174112.msg8331010#msg8331010
http://www.bay12forums.com/smf/index.php?topic=174112.msg8331428#msg8331428

The TLDR:
Unfortunately, we've decided to end our partnership with Meph
I myself will take a break from DF

So, for the time being, we might as well consider MDF on  indefinite hiatus?

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Masterwork DF / Re: ☼MASTERWORK☼ (44.12) - DF2019 Updated 24th Nov 2021
« on: December 01, 2021, 07:43:45 pm »
*Sigh.* Oh for fuck's sake. Sorry about that Meph. This sucks.

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It's done. New update is online, without the Meph tileset. Obsidian Soul is the new default set.

The decorations (banners, carpets, gardens) are turned off by default, since they have no new sprites as of yet.

Glad to see you Meph, and good on you for trying to deal with this. Sorry you have to do it, but I'm glad to see you are the kind of person that does everything they can to make up for even a simple mistake. You are good people.

Speaking of the mod, I know you are still working on the official Steam Release of DF, so I'm not expecting much, but do you know how hard it will be to update MDF to 47? I know someone jury rigged a version on here, and that it works okayish, but I was just curious if it was something you might be able to knock up without too much trouble. If it's a pain in the ass, that's fine. Toady and the Steam release come first seeing as I've heard you are actually getting paid for that. I was just curious.

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DF Modding / Re: Interaction questions.
« on: May 24, 2020, 03:15:11 pm »
Actually, since you're mixing mods, I'd check your errorlogs. There might be a duplicated raw entry.

Thank you very much for your answer. Where can I usually find those?

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Masterwork DF / Re: Favourite features of the mod
« on: May 20, 2020, 04:31:41 pm »
I would say fukk the steam and fukk the tileset, and get the mod into working order, but who am I go give you priorities.

Anyway, one feature I really, really would like to keep, is Hermit mode.

I always mod in an ability to spawn more Bobs, I think this should be some mid to end game feature available in the mod already.
All them constructs and stuff, that sort of thing.

Plain reason is that I kinda hate randomness of the population coming in and messing up everything.
I'm fine with new Bob being bare naked and having no skill, as long as I can control how many new Bobs pop up every season.
I'm not fine with ten new legendary cheese makers hating the plant and the drink I have the largest stockpile of. And demanding beds and clothes and what not.

Honestly, I think when he is talking about steam, I'm starting to wonder if he wasn't actually contracted to do the steam art in and of itself. Considering the reason why it's going to steam and all that, if that's the case, I completely support him focusing on that.

Now I'm relatively new to this and, as an avid modder, I know the pains of having to tone down what's in a modded game for the sake of simplicity. As far as what I like, for what little I've been able to play so far, I like it as is. Like how modular you already made it, though I can understand the utter annoyance at having to rely on outside programs to do what you want to do. Honestly, I'd say just get rid of as much bloat as you can, and keep whatever you feel really needs to be in there/others want to stay.

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DF Modding / Interaction questions.
« on: May 20, 2020, 03:47:55 pm »
So, I just recently got into Dwarf Fortress though I've known about it for a long time. Due to other games I am a very serious mod junkie, and as such, tend to mod my games beyond the pale of reasonable understanding. Thus I have also recently gotten into working with mods on here. Compared to some other games, this is relatively easy and straightforward, but I have recently run into a bit of a snag.

Currently I am modding the 44.12 version of Masterwork DF by adding different other mods to it. I've since majorly trimmed down what mods I have added but seem to have run into a problem with one in particular, and would like to ask your help with addressing what it might be.
 
The Mod in question that is giving me trouble seems to be Expanded Good/Evil Regions by ( Found here for easy reference. than402 http://www.bay12forums.com/smf/index.php?topic=158152.0 )
Admittedly this mod hasn't been updated since 43.02 so I can see that there might be problems with that. After some time poking, prodding, adding, removing, and just generally screwing around with the raw files, I have discovered that it was the interaction_bettergood file that seems to be causing the issue. The major issue is this. You can create as many worlds as you want with no seeming problem. that's all good. The problem is that, whenever you try and save a game, no matter what you do, it is irevokably corrupted and will refuse to load no matter what you do, making the game completely unable to be played for any prolonged period of time.

I'm just curious as to what were the major changes between the versions data wise that might cause this, or, if there wasn't one, what could be causing the problem I seem to be having. I'm open to hear from anyone. If worse comes to worse, I'll toss the mod, but I'd rather figure out how to make it work and possibly learn to mod on my own. Guess we will see what happens. So...any ideas?

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