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Messages - GregHayes

Pages: [1] 2 3 ... 7
1
DF Modding / Re: Secrets and the 0.42 Knowledge System
« on: December 12, 2015, 02:05:55 pm »
Unfortunately, at least according to my first pass, it looks like only Immortality will get historical figures to seek out secrets on their own initiative. Also, for some reason, my 1050-year worldgen with many civilizations doesn't seem to have produced any widely-read slabs, although that may be due to technical difficulties preventing me from finding them.

The fact that the Secrets of Life and Death tend to be duplicated twenty times over or so during worldgen makes me wonder if it would help to have multiple copies of the same secret in the raws.

Also fun: it turns out that any creature with innate supernatural knowledge of a secret can write a slab on it. I found a slab about the secrets of fire written by a dragon.

2
DF Modding / Re: Secrets and the 0.42 Knowledge System
« on: December 11, 2015, 03:34:44 pm »
My initial test didn't show any historical figure-written spellbooks for the secrests of fire, but it only showed two or three historical figure-written spellbooks for the secrets of life and death, so it's possible that 250 years just isn't long enough. I'm examining the results of a 1050-year worldgen now.

3
DF Modding / Re: Secrets and the 0.42 Knowledge System
« on: December 10, 2015, 10:49:55 pm »
What, I have made custom secrets and they worked fine and lots of mages were in the towers.

The best part about the new version though?
People will keep reading these books in libraries after worldgen :P

Well, yeah, obviously if you're fine with having all the wizards run off to their private towers it'll work. The trick is getting them to mix in with the general population so they can actually affect things.

And yes, this means that these books will theoretically be available to your fortress in gameplay.

4
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 10, 2015, 09:17:27 pm »
My snailman vampire wrestler succeeded in wiping out the necromancers from their tower. He couldn't read, but he figured the dwarves of Lordknife might appreciate the multitude of texts he plundered, so he dropped them off in their library.

Fast forward to now, with Lordknife unretired, and I have a Bone Carver reading "Choose The Afterlife."  This is gonna be good.
Proceed.
So far there haven't been any negative consequences!

The infection is spreading nicely, as you can see in the screenshot below.
Spoiler (click to show/hide)

The children and the military are oblivious.

This is only really relevant for modders, but it turns out that secrets can spread this way in worldgen, too.

5
DF Modding / Secrets and the 0.42 Knowledge System
« on: December 10, 2015, 09:16:31 pm »
Unfortunately, the "secrets" system used for necromancers isn't very extendable. The only motive for learning a secret that the game recognizes as valid is immortality, which only applies to historical figures in their extreme old age, and never to goblins or elves. Additionally, historical figures looking to learn a secret only seem to bother searching necromancer towers for potential mentors. So secrets that aren't about necromancy are pretty much doomed to never spread out beyond the first person to discover them.

The new knowledge system changes everything.

Inspired by thriggle's discoveries here, I created the following secret:

Code: [Select]
[INTERACTION:SECRET_FIRE]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of fire]
[IS_SPHERE:FIRE]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_fire.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:fire mage]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:fire mage:fire mages:fire magic:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Hurl fireball]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Spray jet of fire]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREJET]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]

The result? Over the course of a two-hundred and fifty year worldgen, an elderly dwarf uncovered the secrets of fire, wrote them down, and stored the resulting slab... in an ordinary library in the dwarven fortress of Hammerlearned, open to anyone to come visit. Over the years, numerous scholars have visited the library of Hammerlearned, and some of them have happened to come across the peculiar bronze slab Gravelglow:



In short, if you mod in a secret that does not grant the animate dead ability (and thus send the historical figure off to build a tower) there is a possibility that they will store the slab in their local library. Scholars who visit the library during worldgen may then learn the secret, causing it to spread. Presumably they will eventually write spellbooks of their own and store them at their own local libraries, but 250 years apparently isn't long enough for that to happen.

This opens up a lot of potential for modding in new magic systems.

6
Other Games / Re: Crusader Kings 2 is released.
« on: September 30, 2014, 10:04:52 pm »
I compressed it in .rar format with 7zip. This turned out to be a terrible mistake. There's a .zip currently awaiting authorization.

7
Other Games / Re: Crusader Kings 2 is released.
« on: September 30, 2014, 12:40:56 pm »

8
Other Games / Re: Crusader Kings 2 is released.
« on: September 25, 2014, 04:44:06 pm »
You cite Dune as one of the inspiration, any reasons why you didn't go full Dune (I like Dune. :p)? How close would you say it is to the Duneverse?

I just wanted to make an original setting, mostly. In general, the universe won't be very Dune at the beginning, but it's intended to get significantly Dune-ier as the game goes on. It's actually more directly inspired by Fading Suns.

I love the Fading Suns universe.  Plus, Fading Suns was in many ways derivative of Dune, so in that way it's still close to being inspired by Dune.

That's what I meant by "more directly." In part, it's kind of a spiritual sequel to Emperor of the Fading Suns, although set during the fall of the Second Republic rather than the Emperor Wars.

Hmm those tech trees look interesting. Cybernetics and Biotechnology?

Would be kinda odd to have full Cybernetics but no medicine though XD.

Well, "zero" on all the tech scales represents the level of technology in 2998, so you can assume that everyone knows how to do surgery even if they don't have any medical tech. More medical tech just makes you better at it.


So on that note, is tech going to be as slow to develop as in NotSPACE CK2?

Not sure yet. My ideal goal is that you should max out tech just before the game's time frame ends, which in turn should be just before the game gets boring. I don't know exactly how long that will take yet.

And do those Not!Borg start with a bonus to Cybernetics or what? Do ANY factions start with tech slots filled?

You actually need a certain level of Cybernetics to invent the Hiver implant in the first place (which is what makes them a late-game threat). They do, however, get indirect cybernetics bonuses in the form of special buildings.

9
Other Games / Re: Crusader Kings 2 is released.
« on: September 24, 2014, 12:41:57 pm »
Unfortunately, yes. The game uses a proprietary model format.

It is possible to replace the models with ones from HoI3, if you have it. I may look into making a submod that does that at some point. It's not a huge improvement, but at least the ships will look like some kind of ship.

10
Other Games / Re: Crusader Kings 2 is released.
« on: September 24, 2014, 11:33:13 am »
Of course there's going to be space pirates. No aliens yet. The big endgame threat is the not!Borg.

11
Other Games / Re: Crusader Kings 2 is released.
« on: September 23, 2014, 10:52:24 am »
Is there a feature list somewhere?

There's a partial one in the FAQ I've put up, although there's too many new features for me to make a complete one.

You cite Dune as one of the inspiration, any reasons why you didn't go full Dune (I like Dune. :p)? How close would you say it is to the Duneverse?

I just wanted to make an original setting, mostly. In general, the universe won't be very Dune at the beginning, but it's intended to get significantly Dune-ier as the game goes on. It's actually more directly inspired by Fading Suns.

How rich is your universe? Is there a lots of events? Are duels in?

Rich enough, I think. There aren't a lot of events at the moment - this is an alpha. And while I considered duels, they didn't seem appropriate for the genre, at least not for now.

12
Other Games / Re: Crusader Kings 2 is released.
« on: September 22, 2014, 11:44:03 am »
Oh, hey, I've still got a Bay12 forums account.

So, uh, this is a bit of a shameless plug, but I was one of the top developers on the AGOT mod (you know the duels? that was me) and my new CK2 total conversion project is due for an alpha release at the end of the month. I figured it couldn't hurt to make the rounds of what CK2 communities I can and try to gin up some interest.

So, for your consideration, I present Crisis of the Confederation.

13
DF Modding / Re: More males, less females
« on: July 08, 2011, 11:59:36 am »
If you want a modding solution, you can just add a POP_RATIO token to both male and female castes. [POP_RATIO:1] for females and [POP_RATIO:2] for males will get you 2/3rds male fortress on average. Might cause reproduction problems, though.

14
DF Modding / Re: Race Place
« on: June 19, 2011, 10:53:28 am »
I've been working on making interesting playable humans in my spare time. I was going for a more feudal feel, where gaining access to aristocratic nobles is easy, and said aristocratic nobles serve as your military commanders. Inconclusive as to whether it's worked, though.

15
sadly enough, it seems like its impossible to make a reaction that creates non-vermin creatures, so i don't think we'll see phazon mutations any time soon ( a shame, i really wanted to make a phazon workshop...).

next version will have a updated graphic set, some phazon-based creatures (a few filled with harmful phazon gas, most having attacks that force contact with the stuff that'll cause some nasty side effects), and i'm thinking of splitting up the space pirate race into different castes according to the various species/colors (the different colors of metroid/super metroid pirates, the variants from metroid prime, flying pirates, and the variants from the ms paint space pirate comics)

I think he means the next version of DF, which will ostensibly have mutation-inducing syndromes.

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