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Messages - Dunmeris

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61
DF Modding / Re: What's going on in your modding?
« on: December 24, 2018, 12:46:11 am »
Doing more tests with large map and 350 year history. Noticing, in Adventure Mode in cities, that movement turns kinda take a while. Also noticing a bit of a dogsplosion (just stupid amounts of various dog breeds everywhere), and I'm pretty sure the two are related.

Guess I'll need to think of a way to make those various dog breeds show up less (without just giving them MULTIPLE_LITTERS_RARE which would make no sense). Making them more expensive doesn't seem to do much. Though it mostly seems to have happened after I added some more cattle (one of which every civ seems to love and have thousands of according to LegendsViewer).

Could a civ having tons of cows possibly cause a dogsplosion? If so, how? Because that doesn't make any sense.

62
DF Modding / Re: What's going on in your modding?
« on: December 23, 2018, 04:09:45 pm »
Thanks, but it doesn't seem to be a matter of instability so much as just the mod having tons of shit and getting potentially occasionally finicky when you try to gen a large world with it.

63
DF Modding / Re: What's going on in your modding?
« on: December 22, 2018, 12:42:24 am »
Working on a big update, and, while testing, I noticed something.

Removing 2 of the 3 Medieval Western-Central Europe civs (that is to say, removing the Bremans and Velaise and keeping the Rovalians) seems to really reduce the crash rate when genning a large world.

Next update might not have them. Or I might just put them in a separate folder bundled with it. Plus, I mean, I don't think they really add much either in terms of gameplay or setting.

64
Mod Releases / Re: [44.12] Slaves to Raius: God of Nimeria 1.2.8
« on: December 16, 2018, 08:23:55 pm »
Hey so you know you can just apply the [GELDABLE] token to a body part in the body parts file right? You don't need to do the whole       [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE] kind of thing that's done in vanilla if there's actually a different body part you can just apply it to constantly.

I didn't. Thanks!

65
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 16, 2018, 08:23:05 pm »
So let's say you have a reaction that transforms a unit and also fucks them up/inflicts some horrific syndrome. Like, say, a reaction intended to gouge a unit's eyes out, cut off their genitals (if male), and transform them into a slave.

I imagine the transformation would heal the wounds (probably caused by necrosis) so you'd want the inflictions to happen after transformation. Does the order in which syndromes/syndrome effects are posted in an interaction/inorganic material affect the order in which they're actually applied?

You could just set the START times for the other effects to be 1 tick after transformation.

That's a good idea. Never even occurred to me for some reason.

66
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 16, 2018, 04:19:13 pm »
So let's say you have a reaction that transforms a unit and also fucks them up/inflicts some horrific syndrome. Like, say, a reaction intended to gouge a unit's eyes out, cut off their genitals (if male), and transform them into a slave.

I imagine the transformation would heal the wounds (probably caused by necrosis) so you'd want the inflictions to happen after transformation. Does the order in which syndromes/syndrome effects are posted in an interaction/inorganic material affect the order in which they're actually applied?

67
Mod Releases / Re: [44.12] Slaves to Raius: God of Nimeria 1.2.8
« on: December 16, 2018, 12:33:20 am »
While I'm here, and since I mentioned tigermen, I might as well make a lore post about them.

Tigermen
Spoiler (click to show/hide)

Next version might have some other catfolk dwelling with the Sarvanians, and maybe a rare claw weapon that I've been deliberating on actually putting in.

68
Mod Releases / Re: [44.12] Slaves to Raius: God of Nimeria 1.2.8
« on: December 16, 2018, 12:03:03 am »
And there's the RAWs Only version updated, as well, though only the full heraldry version.

69
Mod Releases / Re: [44.12] Slaves to Raius: God of Nimeria
« on: December 15, 2018, 11:37:48 pm »
!!UPDATE!!

Numerous bugfixes in graphics, languages, and gameplay. Sarvanians had their graphics fixed (they weren't assigned graphics as I'd changed their names in objects but not graphics).

Akhadians, Agerans, Erukaians, and so on all had their military unit graphics fixed (turns out their militia captains had graphics but the number sets were somehow empty, as I am sentient only by technical definition. Also there were some dupes in the graphics file, because see above.). They also had their graphics improved.

Civ positions improved, and in a couple of cases fixed where they were broken.

Items missing DFHack descriptions had descriptions added.

Leather standardized! This is a big optimization; everything runs, loads, and gens a lot smoother when the game doesn't have to keep track of elevently billion individual types of leather. Consequently, item names flow better ("boots" vs "spotted wobbegong leather boots"), and it's more immersive as a result.

Other, more minor optimizations done. Also fixed some really dumb things like people farming and eating poisonous fumaria.

Fixed up some names, including of fumaria (fumewort).

New words added, mostly lore or flavor.

New creatures and buildings added.

Tigermen now commonly appear in Sarvanian settlements, having come with the Sarvanian Empire from the distant East.

70
Mod Releases / Re: [44.12] Slaves to Raius: God of Nimeria
« on: December 14, 2018, 07:57:18 pm »
Oh my god. In the version uploaded, the Sarvanians have their graphics broken (in the sense that they aren't assigned because I had changed their names before release but not changed the name in the graphics). Holy shit, I'm going to need to upload that update early.

Luckily, I think I've scoured it just well enough to catch every bug. If anyone finds any, please tell me. Mostly after I actually upload the update, which hasn't quite happened yet.

71
Mod Releases / Re: [44.12] Slaves to Raius: God of Nimeria
« on: December 12, 2018, 07:41:42 pm »
How hard would it be to convert the mod into an ASCII tileset? I don't have much experience with messing with this sort of thing so if it isn't difficult I could just do it myself when I download it.

It wouldn't be hard but it would be kind of mildly time-consuming. See, Obsidian's tileset requires some changes to the tiles of grass, humans (just to '@' instead of 'U'), and maybe a couple of tools. Maybe also trees, but I don't remember changing those. However, in most cases (if I missed any, feel free to tell me) I posted what would've been there originally right next to what I changed, just to the right of the brackets. For instance...

Here's the grass file.
Spoiler (click to show/hide)

For it to be perfectly serviceable, you would just need to replace those things. The grass file is the only one that would really definitely need to be fixed, and most of that could be done with a couple of CTRL+R replace alls. Or by just replacing the plant_grasses file, as basically all I did to that file besides tweak some tiles was remove grasses that didn't fit the euro-middle-eastern setting. Swapping the plant_grasses with a vanilla version will not and could not possibly break anything.

I was actually planning on just making the RAWs only version a straight up ASCII version with the next update, going through the RAWs and fixing anything that needs it. You can as well though, if you'd like. There's not too much that needs changing.

72
DF Modding / Re: What's going on in your modding?
« on: December 11, 2018, 12:22:51 am »
Working on update which will have some bugfixes (in last uploaded version the Ageran captain of the guard is unavailable due an oversight). Currently implementing slave system.

What's generally considered the best way to implement a slave system (with DFHack of course)? Creating NPCs from the ether, or buying contracts that have a chance of resulting in getting slaves but also a chance of provoking an invasion?

The former seems... I dunno, weird. Like you can just magically buy someone from a foreign land because you constructed a big rug/floor? But the latter seems like it would probably just result in the slave trade probably never being worth the effort.
Fallout Equestria has a slave trader civ, and the way I implemented slaves (after changes to DF AI rendered the previous implementation non-functional) was by adding special slave creatures to the slaver civ using the ANIMAL token and then running a custom reaction with a script attached that converts them to a second kind of creature and adds various data to make them count as citizens (I literally just copied, tweaked and stuck a wrapper around part of the create-unit script).  For something that was fixed to the point of "unfinished but basically functional" and left so that I could focus on updating/fixing/expanding other things, it works mostly fine (I get very rare crashes when running the script, but those go away when reloading after a precautionary quicksave so *shrugs*).  I don't know how close that is to what you want, but it is at least a starting point.
Quote
EDIT: Serious question, is this too edgy?
I doubt it.  Being edgy requires having wide standing social boundaries to cross.  As the home of bearded midgets igniting knife eared hippie cannibals with the blood of the earth for !!Science!!, we don't really acknowledge those round these parts.

Thanks! That does sound pretty complex, but I think it might just be worth it.

73
DF Modding / Re: What's going on in your modding?
« on: December 10, 2018, 09:26:47 pm »
Working on update which will have some bugfixes (in last uploaded version the Ageran captain of the guard is unavailable due an oversight). Currently implementing slave system.

What's generally considered the best way to implement a slave system (with DFHack of course)? Creating NPCs from the ether, or buying contracts that have a chance of resulting in getting slaves but also a chance of provoking an invasion?

The former seems... I dunno, weird. Like you can just magically buy someone from a foreign land because you constructed a big rug/floor? But the latter seems like it would probably just result in the slave trade probably never being worth the effort.

EDIT: Serious question, is this too edgy?

74
Mod Releases / Re: [44.12] Slaves to Raius: God of Nimeria
« on: December 10, 2018, 01:13:24 am »
It would be a good idea to add those new download links to the initial post, as well as the descriptions and whatnot so people don't have to search the thread later to find them. :) The mod looks pretty neat. I like the setting. :D

Thanks! Yeah, I should add the Raws Only versions to the OP. I'mma do that now.

Anyway, another minor update. Fixed a minor mistake with the Demerians that kept them from using their language file (oh boy how did I even).

75
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 09, 2018, 09:17:56 pm »
Testing my mod again and the world I genned has a desert called the Human Desert. The Human Desert (it doesn't actually appear to have any humans living in it, either, just goblins and sand elves).

There's also a Frilly Desert and a Wordy Desert. And a mountain called the Mechanical Tooth.

Is there a way to prevent certain words from being used in region names in Worldgen?

I see no reason why you would want that. Those are amazing names.

I mean granted that's true, but I also just found a forest called the Forests of Vaanestan that's literally on the opposite side of the map from any Vaanites. Maybe the name was ironic I guess?

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