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Messages - krisslanza

Pages: [1] 2 3 ... 73
1
Mod Releases / Re: [43.05] Koakuma Fortress
« on: November 23, 2017, 08:44:06 am »
What plans you have on after update?

I think right now I mostly want to work on expanding what you can do with the 'Mana Industry' at the moment. Since that's the only unique thing the race has going for it at the moment. There was some nice suggestions in here for me to use, and I'm pondering a kind of special workshop using a Philospher's Stone as well that might be used for transmutation things... although a bit iffy on that, as I'm not sure if I should limit it to only certain things, or try and cover all the bases.

2
Mod Releases / Re: [43.05] Koakuma Fortress
« on: November 23, 2017, 03:27:10 am »
Well, well 44.01 is out... I'll work on seeing if the mod will work quick and easily, or if I have to mess with stuff or not! Hopefully it does without too much hassle, but we'll see...

3
Mod Releases / Re: [43.05] Koakuma Fortress
« on: November 03, 2017, 11:32:11 pm »
Ultimately, small fragile pets with rare/high timeout nuisance attacks might be perhaps best way to model them, given I don't think there's any that strongly under Koa's control. OTOH, they're something you summon, so MCreeper may have the right idea.

And well, it's pretty obvious by the various indicators such as that you're running dfhack. Otherwise, if you meant succubus fort, I guess you'll have to check the raws or do an impromptu worldgen.

Wasn't sure if I had or not! I had originally packed it with LNP, since I use that myself, but I didn't ask the creator of that so I decided against it...

PTW
Its been awhile but nice to see this mod going again. I may have to fire up the ole df too sometime and give the updated mod a try.

Thanks!

Toady's latest report seems the next version might be soon... we'll see I suppose!

4
Mod Releases / Re: [43.05] Koakuma Fortress
« on: October 21, 2017, 11:04:55 am »

Danmaku is supposed to be nonlethal*?

I remember reading about how one of the boundaries Yukari can alter is the threshold of danmaku being lethal or not, and that they generally are not

anyways I remember seeing this mod a good while back, interested in seeing its return.

Rather, from my understanding, Danmaku was created in the 'old days' as a means to resolve disputes without, well, either side having to die. The concern had always been, for youkai, that if the Hakurei Shrine Maiden was to fight them they couldn't really fight at their fullest - because they might kill her, and that could have dire consequences for Gensokyo. So the spell card system, and thus danmaku, was invented as an alternative where neither side can kill the other. It basically gives a way for humans and youkai to fight on (theoretically) equal footing, so a youkai also can't just run up and rip your throat out or something.

And yeah! I was getting back into DF, because one can never quit DF, and I needed to update my mod, soooo...

To clarify, the "Using sun to instagrow things" suggestion I made would really be more of a workshop that accepts seeds and outputs the grown plant with some kind of transaction cost.

Ooooh. I hadn't even considered such a thing was possible. That could be a thing I suppose, although that might fit what "Wood" actually symbolizes. Sun and Moon are odd ones, since technically the five main elements are fire, water, earth, wood and metal.

Yeah, there's some quite flexible AoE/multitarget/multitarget with max N targets syndrome/casting trigger scripting options. i.e. hit 1 target and then hit max 5 targets around them in an X shape in 4 tile radius; such things.

Implementing spell card patterns seems like it'd be theoretically doable for someone with the know-how, at least. Tricky and imbalanced, though.

There might also be options like "shoot projectiles that shoot projectiles" by using item stacking and shotgunning, maybe, but I'm not sure arrows work like that. Might just become little "less than or equal to" symbols, or get stuck in wounds without shotgunning anything. Otherwise, it'd fit in with all the knives Koa throws around.

Familiars is nice idea, only thing I'd worry about is cluttering up dead units, but that can be fixed by them not being actual proper units or putting fix/dead-units on repeat. I have no idea how syndrome-capable vermin are?

I want to say familiars are possible, as the Succubus Fortress mod does something similar. I'd have to look into how that one does it though, and I imagine it still does include DFHack.

Which I cannot remember if I packaged in the game by default or not. I play with LNP myself, so I have it but I don't think I packaged it.

5
Mod Releases / Re: [43.05] Koakuma Fortress
« on: October 18, 2017, 10:54:41 am »
Obviously(?), water+earth (+cinnabar?) could yield Mercury (Poison).

But that's not really an actual industry, hm, fitting though syndromes may be. 

Dwarf fortress already has plenty of overlaps in industry outputs, though one could change things around, cull, so that bone, blood, ash and gem-based industries (what's with mana being rough gem) are more versatile than stone, glass and wood ones.

But for things that are completely uncovered and potentially useful in dwarven industries....(Caveat: Just brainstorming regardless of how fitting they are.)

Related idea: I don't know if it is possible, but it'd be fitting for koakuma if you could tie secrets or prerequisites for things to make to scholar system. On the one hand, discoveries take years to make in it, and I'd guess based on nothing that you can't embark with someone knowing the secrets. On the other hand, a single well-learned petitioner could kinda shortcut it.

At the very least, I think the civ ought to have a bit to do with books.


Now, on to relative weaknesses, as a civ that plays like usual, expect having more opportunities, doesn't really mandate style changes...


Personally I've never pictured Koakuma wearing metal covering armour (though this is true of almost every character I know). Making using it less tenable could range from as simple as bonus healing and learning rate to dodging and malus to armor user to full-blown mismatched size with civilized races, no reactions to produce and inability to learn how to use it.


For solid weaponry, I think Koakuma uses mostly knives, with rest of stage having needles as well for supplement, though they're nonstandard knives in that it is always multiple attacks - maybe possibly combined range/melee(/ammo) weapons with high attack rate and unpenalized multiattacks. Depending on possibly clay and where you go with the industries she has, it'd might be possible to limit axes and picks only to trade and siege (and if koakuma is made smol, only accessible to, say, dwarves and humans who petition to join fort).


In terms of personality, hm. Slipping into oni territory, perhaps becoming more rowdy and brave/foolhardy the more koakumas are near? Eh, doesn't really fit. Tourist inclinations would make bit of sense, especially given Makai, but then you get armored Koakumas in sieges.

Thanks for the thoughts and such! Some of these are some pretty interesting ideas, although whenever I could figure out how to do some of them is another story. Danmaku being implemented in some way might be interesting, but danmaku is also an inherently non-lethal system designed for Gensokyo and I'm not sure how well that'd carry over to something like Dwarf Fortress. I mean, we want to see things get pulped and smashed into gorey bits yeah?

I'm not actually sure if the Secrets system even works in Fortress Mode to be honest. I do want to make the Koakuma civ deal with books more though, it just wasn't something I had immediately planned since the book-keeping industry is a bit more involved and new, so I'm still not familiar with it.

As a civ, Koakuma already has incredibly high Regeneration and Disease Resistance, but I think for them to 'get away' without using metal armor I'd probably have to mod their actual tissues to be stronger. Which I might consider, since youkai/demons are supposed to be pretty tough... on the other hand, this means undead Koakuma are even more terrifying.

PTWing this because it seems interesting. I actually opened up Bay12 immediately after replaying EoSD again, which was quite the coincidence.

Suggestions:

-With enough gems and rare materials, you could make a philosophers stone. This could grant magic powers/immortality to a user or you could use it in a workshop. My idea for what the Philosophers Stone workshop would do[Based vaguely on one of Putnam's mod ideas] is duplicate any item, with a light transaction cost, probably in mana gems. I actually think I have said philospher stone reaction for one of my incomplete mods lying around somewhere, if that would be at all helpful. I can't remember if it works correctly, though...
-Moon could perhaps do something with werecreature curses?
-Sun could instantly grow crops, maybe when combined with wood?
-Fire and water could produce a special drink that induces berserk?
-Wood and water could make something kind of like netherwood[IE: A wood with a fixed low temparature]?
-Metal and wood could make ironwood, a stronger type of wood useful for lightweight weapons or armour


I was planning to make the "capstone" of the mana industry a philospher's stone actually already! I was just unsure what to make it really do yet. I was thinking some kind of workshop based around transmutation though. A possible issue I can see is it would make a really cluttered menu depending on how many things I bother to code in that can be transmuted - which is an issue since, technically, the Stone should be capable of doing the impossible like lead into gold, so in theory you could turn anything into anything but...

I'm unsure if I can actually make anything that can mess with werecreature curses. I know I, personally, would like that because those darn werecreatures keep infecting someone I lose track of, then suddenly there's a dozen of them murdering everyone... The sun+wood idea is interesting, but I think if that was possible, it'd probably require DFHack and I'd have to figure out how DFHack works. The special drink is an interesting idea, I hadn't considered making things like that via mana industry. Not sure if inducing berserk is a good idea in the context of Fortress Mode (as I think you'd have no control over who could drink it), but maybe I could use the mana industry to make special drinks that are just valuable or something.

The wood ideas are interesting though.

Thanks for all the feedback and posts though! Sorry it took me a bit to respond to it all. I will probably hold off on any actual updates until the newest version of DF drops, because I THINK its supposed to be pretty soon from everything I've been hearing?

6
Mod Releases / Re: [43.05] Koakuma Fortress
« on: October 04, 2017, 02:48:29 pm »
As a Touhou fan, I instantly approve.

I wonder if it'd be possible to create entire civilizations out of other characters...

As long as you have the sprite work, not too hard... I thought of making Koakuma and Suika into a single 'civ', but there isn't anyway to make it so you can actually make different sprites within a single race still. There was the idea of a 'Youkai' civ consisting of Koakuma, Suika and Fairies though at one point!

7
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?)

8
DF Dwarf Mode Discussion / Re: What is your favourite population cap?
« on: October 04, 2017, 01:18:53 am »
... I get there slowly only letting in 5-10 dwarfs at a time.

Wait, you can adjust the population cap every time you start DF? Why didn't I think about this before! I thought this would be a parameter which I set only at the world-gen or embark. You see, I would also prefer a much slower rate of population growth in the fortress. Not as slow as by births only, but 5-10 people would be nice. Thanks for sharing this idea, I will try it.

Yeah you can change the init whenever. When you next start up DF, it'll adjust the population cap to whatever you set it to.

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 27, 2017, 09:39:24 pm »
So I found an embark with 4 Towers. So, naturally, I have to give it a try. I had a basic idea to make a bunker for everyone to hide in, worse case scenario, had 4 Koas with some military skill and maces.

So zombies showed up in the Autumn. Plan goes as, well planned, civvies hide in the bunker, military tries (and utterly fails) to stop 3 zombies. So I figure I'll just wait it out and...
I realize the civvies fleeing in terror. Confused, I suddenly remember - I forgot to climb proof the bunker. So the zombies just killed everyone. Whoops. Well, I backed that up so I'll try again and remember to climb-proof the bunker this time...

10
Utilities and 3rd Party Applications / Re: DFHack 0.43.05-r1
« on: June 01, 2017, 04:36:34 pm »
If you use the autoassign DFHack thing from LNP, how does it actually decide when to let things Fish? If I try to manually assign labors, it naturally unassigns them, and I'm not sure how to make it turn someone to fishing.

Or should I just turn that hack off and do it the old fashion, manual way?
"The autoassign DFHack thing" is vague, although since you mentioned labors, I assume you mean labormanager (which is similar to autolabor, but different). I think if you mouse over that option in PyLNP, you'll get a tooltip with a more descriptive name, but I haven't tried.

From the labormanager docs, it sounds like there are a couple things you need to do:
- Have a fishery
- Run "labormanager allow-fishing" in the DFHack console (and pay attention to the warning: "This tends to result in most of the fort going fishing")

On LNP it specifically calls it "Automatic Job Assignments", which seems to just automate labor assignments.
Thanks though. Guess I'll just need to stop being lazy and actually manually assign things instead of just having it on automatic...

11
Utilities and 3rd Party Applications / Re: DFHack 0.43.05-r1
« on: June 01, 2017, 02:18:32 pm »
If you use the autoassign DFHack thing from LNP, how does it actually decide when to let things Fish? If I try to manually assign labors, it naturally unassigns them, and I'm not sure how to make it turn someone to fishing.

Or should I just turn that hack off and do it the old fashion, manual way?

12
Masterwork DF / Re: Forest Fire & Collapse Problems (succubus)
« on: June 01, 2017, 12:28:07 am »
Just wondering out of topic....is there something that affect migration? I got from 7 to 32 people within two migration. At that point abandoned my fortress, I prefer playing with low population for the "fun" factor.

The amount of migrants you get is, roughly, determined by the fortress value. If you're fortress is worth a lot, and isn't full of horrible, awful death constantly, you tend to get swarmed by migrants.

13
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 30, 2017, 05:05:03 pm »
Here is one of the reactions involving the gems.
Code: [Select]
[REACTION:CONDENSE_MANA]
[NAME:condense mana into gem]
[BUILDING:MANA_ALTAR:NONE]
[PRODUCT:100:1:ROUGH:NONE:INORGANIC:UNATTUNED_MANA]
[SKILL:ALCHEMY]

And yeah the new inorganic.txt thing has the same opening lines as the normal stuff. Just changed the very first line to be matching the new txt name.

...but what about the reaction that's throwing up the error? That's where the problem is, isn't it?

Whoops I copied the wrong one, my bad.

Code: [Select]
[REACTION:ATTUNE_FIRE_GEM]
[NAME:attune gem to fire]
[BUILDING:FIRE_ALTAR:NONE]
[REAGENT:A:1:ROUGH:INORGANIC:UNATTUNED_MANA:NONE]
[PRODUCT:100:1:ROUGH:NONE:INORGANIC:FIRE_ATTUNED_MANA]
[SKILL:ALCHEMY]

[PRODUCT:100:1:ROUGH:NONE:INORGANIC:UNATTUNED_MANA]
[REAGENT:A:1:ROUGH:INORGANIC:UNATTUNED_MANA:NONE]

Looks like maybe you're missing a NONE.

That was it, thanks! Didn't know it needed another NONE there...

14
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 30, 2017, 11:40:35 am »
Here is one of the reactions involving the gems.
Code: [Select]
[REACTION:CONDENSE_MANA]
[NAME:condense mana into gem]
[BUILDING:MANA_ALTAR:NONE]
[PRODUCT:100:1:ROUGH:NONE:INORGANIC:UNATTUNED_MANA]
[SKILL:ALCHEMY]

And yeah the new inorganic.txt thing has the same opening lines as the normal stuff. Just changed the very first line to be matching the new txt name.

...but what about the reaction that's throwing up the error? That's where the problem is, isn't it?

Whoops I copied the wrong one, my bad.

Code: [Select]
[REACTION:ATTUNE_FIRE_GEM]
[NAME:attune gem to fire]
[BUILDING:FIRE_ALTAR:NONE]
[REAGENT:A:1:ROUGH:INORGANIC:UNATTUNED_MANA:NONE]
[PRODUCT:100:1:ROUGH:NONE:INORGANIC:FIRE_ATTUNED_MANA]
[SKILL:ALCHEMY]

15
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 30, 2017, 09:14:54 am »
Here is one of the reactions involving the gems.
Code: [Select]
[REACTION:CONDENSE_MANA]
[NAME:condense mana into gem]
[BUILDING:MANA_ALTAR:NONE]
[PRODUCT:100:1:ROUGH:NONE:INORGANIC:UNATTUNED_MANA]
[SKILL:ALCHEMY]

And yeah the new inorganic.txt thing has the same opening lines as the normal stuff. Just changed the very first line to be matching the new txt name.

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