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Messages - sum1won

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1
Mod Releases / Re: [Steam Release] New Genesis - Volume II
« on: January 03, 2023, 10:33:21 am »
Thanks!

Do you know where I could dig up documentation on some of the balance changes and new weapons+armor?  (If it's just in the raws, I can figure them out from there, especially if you have somewhere I can pull them manually instead of the workshop)

2
Mod Releases / Re: [Steam Release] New Genesis - Volume II
« on: December 26, 2022, 01:22:55 pm »
Thanks!

It's been a long time since I played Genesis. Can I assume that some of the elf changes are intended to make their invasions a little less rubbish?

3
DF Gameplay Questions / What do migrants from older forts bring with them?
« on: December 05, 2019, 07:29:47 pm »
If I generate a world and start and retire (or abandon) forts, I know that migrants will sometimes come from the previous ones with skills and injuries.  What else do they bring?  Pets?  Assigned war animals?  Military Equipment?

4
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 30, 2019, 02:33:33 pm »
I just had a tantruming militia captain knock over a statue in my temple and get cursed.  First time.  Mid siege, too.

https://i.imgur.com/S2c9JEb.png
What kind of curse? Vampire? Werebeast? If werebeast, what animal?

I tried for ages to get this to happen on purpose. Do tell more.

I tried to get this to happen on purpose for ages.

I had a bunch of overlapping temples through statues.  A stressed dwarf threw a tantrum while there and knocked over a statue.  The ensuing fight and trauma meant that my elite/equipped military wasn't in place and the goblins got to the main staircase, where my civilian militia was able to hold out with only a few casualties thanks to the miracle of bone armor and massed xbow fire.

5
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 30, 2019, 02:24:23 pm »
I just had a tantruming militia captain knock over a statue in my temple and get cursed.  First time.  Mid siege, too.

https://i.imgur.com/S2c9JEb.png
What kind of curse? Vampire? Werebeast? If werebeast, what animal?
Vampire.  He didn't last long-some of the nearby humans became hostile and attacked him before being torn apart by the rest of the fort.


6
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 22, 2019, 09:39:32 pm »
I just had a tantruming militia captain knock over a statue in my temple and get cursed.  First time.  Mid siege, too.

https://i.imgur.com/S2c9JEb.png

7
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
« on: October 14, 2019, 08:03:41 pm »
--boiled leather tips--
Thanks!  I got sidetracked by some other changes I wound up making, but I'll dig into this at some point.


That is an interesting perspective I haven't even considered!
Hm-hm... so far, the poll results are quite divided and I was on the verge of just letting this idea go for the sake of keeping it vanilla and, thus, newbie-friendly. I'll have to ponder it for some time in the context of skill versatility. Especially since the ongoing two-handed vs one-handed rebalance will prompt some changes to weapon sets.
Cool, looking forward to it!

I've been digging into the raws, and was wondering why slings appear to fire edged weapons? 

8
Mod Releases / Re: Sver's DF Combat Reworked
« on: October 08, 2019, 04:42:11 pm »
Current poll:

Currently, all ranged weapons and their sets in the mod are assigned a skill based on their vague mutual alikeness of whether they require to be loaded, then aimed and then shot (like crossbows) or loaded, aimed and shot at the same moment (like bows and throwing weapons). As I personally see it, this has two issues: (1) the Bowman (aka Skirmisher) skill is an unintuitive mess, and (2) the way worldgen hunters/adventurers work, they mainly train the Crossbowman skill, which, in the mod, contains 2/3rds battlefield ranged weapons, rather than those fit for hunting.

However, only these two skills, Bowman and Crossbowman, are properly recognized by ranged npc unifroms.

As such, I've came up with two alternative skill distributions for ranged weapons, based on their nature/purpose, rather than mechanics:

"Light" vs "Heavy".
In the other words, "hunting/skirmish" vs "battlefield". "Light" would include crossbows, bows, slings and javelins/darts; using the Crossbowman skill as a base (renamed to "Skirmisher"), to match the way worldgen treats it. "Heavy" would include arbalests, longbows and hand ballistas; using the Bowman skill as a base (renamed to "Marksman/Marksdwarf").

"Stringed" vs "Throwing".
Not as much in terms of realism mechanics, as in tune with the balance of the mod, where sling and spear-thrower weapon sets allow for shields. "Stringed" would include crossbows, arbalests, bows, longbows and hand ballistas; using the Crossbowman skill as a base (renamed to "Marksman/Marksdwarf"), as stringed weapons are probably more fit for hunting than the throwing ones. "Throwing" would include slings and javelins/darts; using the Bowman skill as a base (renamed to "Skirmisher").

The only downside in both cases is the displacement of bows/crossbows from their usual respective skills. As such, "no to both" remains an option :)

Also, feel free to comment and propose your own ideas.

I like both of these proposed changes.  The only direct difference is where the bow and crossbow fall.  String groups them with the big guns, light/heavy leaves the big guns alone.


 I think the string distinction is more intuitive and lore-logical.  The main advantage for light/heavy is a possible balance concern in connection with the weapon sets.  It doesn't allow crossbowmen+bowmen to easily switch to heavier weapons, and hunting crosstraining will be more difficult  If you want the split to be flexibility/better melee options (and sometimes shields) vs ranged power, it's probably the way to go.  The most obvious thing is thing is when it comes to bow setd, which have some pretty potent 2h options.  (Longbows, not being available to dwarves, are irrelevant to player choice in fortress mode).

Separately, can you add info on ranged weapons to post 13, similar to what you have for melee?

9
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.5)
« on: October 08, 2019, 09:06:04 am »
Ptw

Edit: Im planning on using this mod, but would like to add scales or boiled leather as a non-metal substitute for some of the shaped armors.  Can I get your feedback on a few questions?

1.)
I haven't modded df, but I figure I need to add a new material, a reaction to create that material, and a reaction to turn it into armor, and make sure  those reactions are added to the entity file.  Is there anything I am missing? 

How do I avoid scales/boiled leather being usable for other leather goods, like bags or trousers?  Can I do it by having the material-change reaction affect the prepared armor instead?


 Any suggestions as to raw values and material quantities?   Anything else I should be aware of?

10
Masterwork DF / Re: Grimlocke mod balance vs everything else
« on: October 07, 2019, 03:43:05 pm »
I think it's just the weapons+armor.  I'd like the full balance mod, too, but it interacts with enough to be unwieldy.

11
Is it possible to heal golems?


Edit:
Possible bugs-
Units with building destroyer (or whatever werewolf civ has) cause problems when part of a civ due to the visitor feature. 

Jotunn were wandering around my fort tearing down workshops and furniture.  And werewolves would flip out as soon as they arrived and attack everything.  Even being at war with the civs wouldn't solve it, because you can still get visitors of that race.  Just had a 3 year old fort get a sudden wave of 90 visitors, 20 of which were jotunn who were smashing things.

12
For those of you who might be interested:

WH should be ported within 24 hours, and a "balance triage" mod should be coming out at around the same time to address certain pretender gods (demilich, thrice horned boar) and nations (EA Pan, Yomi) that are a little out of the ordinary. 

13
Masterwork DF / Re: i Reported Meph's Patreon.
« on: November 07, 2017, 09:43:52 am »
That's absurd. He's collecting money for the work of compiling it. Do you expect that to be done for free?
Yes.  Most of the mods he is profiting from compiling were done for free.  Most mods are free.  And, while I'm not objecting to monetizing mod creation in general, I think its very reasonable to object to monetization when the mod itself is derivative of other people's free work.  While many modders did grant Meph permission to use their work in a free mod, I'd bet a dogecoin that many would not have provided permission to use their work if they had known that he planned on making money from, in part, their work.

14
Masterwork DF / Re: i Reported Meph's Patreon.
« on: October 19, 2017, 08:37:30 am »
this is a bit tasteless and obnoxious.

15
Other Games / Re: Dominions 4: Thrones of Ascension
« on: September 26, 2017, 08:55:14 am »
My favorite DRM-rumor was that bad events would occur much more frequently in some pirated versions.  I think having your capital be attacked by Intor Vadul, the Ancient Presence, was one of those.  This event is no longer in the game, though.

After turn 10, all your areas are getting raided by pirates.

While we are brainstorming, man would it be nice to have more "unleashable monsters" - like the guy that eats dead people and then goes berserk.

In Fall from Heaven (A civ mod) - you could research, well, a portal to hell and summon them into the world, losing your main nation and playing as them (if you so desire) - I can imagine opening the first gate, breaking thrones to release some sort of indi-force, deamon troops that will only fight for one round, mercs that go rogue, a spell that affects enemy commanders and makes them go indi-if in a province with pd < troops & alone...

__________

Commander-Equipment (limited to 1 / leader) like:

"Weapons of Paris" [The guy that killed archiles] - Weapons of the troops ignore any magical armor

"Winter Clothing" - Winter Movement & 2 Forst resistance

"War Dogs" - Get one free War dog per 25 Size of troops and 1 for the commander
I played a little with the unleashed mechanic but decided not to incorporate it into my main mod.  I think Red_Rob did some stuff with it, though.

I do have some roughly scripted mods along those lines on my computer.  The most complex of which is a pseudo-Zerg-mod.  A random event created a unit which would act like the eater of the dead (ie, be independent), except that it would spawn other units, some of which would attack neighboring provinces, and, if successful, start new colonies where they would spawn more units.

There was also a separate mod creating a rare event which could result in bloodhunters being attacked by nsfw units.  Which could also create more of themselves.

Some of the commander-things you mention are kind of possible, but not exactly the way you suggest.  For example, "magic weapons" is a possible buff in dom5, so you can code an item that automatically casts magic weapons on nearby troops at the start of battle, the same way that the iron face casts ironskin.  Limiting them one-leader would have to be done by putting them in a limited slot.

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