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16
DF Modding / Optimizing Weapon Skills
« on: November 10, 2021, 02:11:48 am »
So, as you may be aware, the current system for assigning weapons to a particular skill is rather limiting, at least for more out-there projects.

For example, all melee skills except the pike spawn NPCs with a given weapon and a shield, even if the weapon is two-handed. This means that a two-handed weapon in the hands of an NPC, of any skill except the pike, is far less effective, because using a two-handed weapon with one hand carries skill penalties unless you are over the size or strength limit to do so. So how do you fix this? Do you move all two-handed weapons to the pike skill and rename it? If you do that, then all the two handed weapons are one skill, but all the one-handed weapons have their own skill. So then it balances out wrong. Well, my solution to this was put all one-handed weapons into the axe skill and rename that. Why the axe skill? Because any edged weapon that uses that skill can cut down trees, meaning it HAS to be the axe skill. If any other skill was used, you couldn't have woodcutters.

So now you're at ranged weapons. The hunter profession, as far as I am aware, will only use crossbow-type weapons. So, the bow skill is just the crossbow skill with less practical application, they can both now be merged. That leaves the last awkward one, the blowgun skill. But the blowgun skill is interesting because NPC blowgunners carry less ammo than bow or crossbow users and are thus much quicker to run out of ammo and charge into melee. This makes the blowgun ideal for any kind of "combination" weapon, like a gunsword for example. Or alternately, a "throwing" weapon skill, because NPCs don't know how to throw spears yet. So you'd have, for example, throwing spears and an atl-atl, or maybe a "last throwing spear" which has the same stats as the spear being thrown, but is kept by the NPC for when he runs out of ammo to use as a normal spear.

Basically, my concept is that if you are making a total overhaul mod with lots of exotic weapons, the most efficient basic setup is

-light melee unit (axe)- all one handed weapons
-heavy melee unit (pike)- all two handed weapons
-ranged unit (crossbow)- all quiver-using ranged weapons
-ranged/melee hybrid unit (blowgun)- all non-quiver ranged weapons

and then just wrestling and dagger skills unchanged except maybe names. Is there any observation I'm missing here?

17
DF Modding / Game freezing during worldgen
« on: August 28, 2021, 07:10:45 pm »
Anyone familiar with a bug where the game freezes during world generation? Like, it just hangs on a random year until I force quit the program. Pretty sporadic too, it doesn't happen on the same year every time and I can sometimes even generate over a thousand years of history before this happens, or even just finish worldgen. No explanation in the errorlog either. I am currently trying to isolate the bug through process of elimination but it is taking ages and if anyone at all has had this happen to them I would very much appreciate any explanation on how you fixed it, if you did. That would make everything go much quicker.

18
So, as some of you other modders are aware, permanent transformation into other creatures during worldgen is finicky and difficult, often leading to crashes. I have collated several methods of doing it in such a way that these crashes don't happen, and have decided to organize them here for use by other modders.

NOTE: This is all the result of me fumbling through experimentation and my own experiences. I would say this is mostly correct and I am mostly certain these are the rules, and these are the rules I go by when making my own mods. However, I might be wrong. Testing this stuff is hard and what I think is 100% safe might only be 99% safe. Any sort of confirmation of one or the other would be greatly appreciated.

Terminology:
Color- a color as defined in the dwarf fortress descriptor_color_standard.txt file and associated files
Color set- the total amount of potential colors a given body part can have. All the skin colors a human has constitutes a color set
Color slot- a single instance of a color in a color set. BLUE:1:BLUE:1:BLUE:1 is three color slots, even if they are all filled with the same color.


A creature can be safely transformed into a new creature if one of these conditions are met

1. The transformed end result has no color sets in the creature file, and coloration is instead described in the description itself. Like werewolves and night trolls for example. A human, for example, has a color set for eyes, skin, and hair. If those are not present on the transformed creature, there will be no issue. All vanilla transformed creatures work like this.

2. The transformed end result has the same color sets and color slots within those sets as the creature to be transformed. For example, you could safely transform a human into a giant during worldgen because a human and a giant have the same amount of potential eye, hair, and skin colors and number of color slots/sets. You would have to add graying and white hair to the giant though, or remove graying from humans, since that counts towards the total amount of sets.

3. The transformed end result has different colors but the same amount of color slots in each set. For example, if you took a giant, changed their potential skin colors from this

[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]

to this

[TL_COLOR_MODIFIER:RED:1:YELLOW:1:GREEN:1:RED:1:YELLOW:1:GREEN:1:RED:1:YELLOW:1:GREEN:1:RED:1:YELLOW:1:GREEN:1:RED:1:YELLOW:1:GREEN:1:RED:1:YELLOW:1:GREEN:1]

a human could safely become one in worldgen, their skin changing to one of the three new colors, because the number of color slots for the skin of both creatures is the same. If you did this:

[TL_COLOR_MODIFIER:RED:1:YELLOW:1:GREEN:1]

and tried to transform a human into a giant with the above color set, the game would crash.

4. The transformed creature has a greater amount of color slots in a set than the creature it transformed into. For example, if we took the above red/yellow/green-skinned giant and added this:

[TL_COLOR_MODIFIER:RED:1:YELLOW:1:GREEN:1:RED:1:YELLOW:1:GREEN:1:RED:1:YELLOW:1:GREEN:1:RED:1:YELLOW:1:GREEN:1:RED:1:YELLOW:1:GREEN:1:RED:1:YELLOW:1:GREEN:1:PURPLE:1000000]

All humans transformed into giants would have red, yellow, or green skin, because those color slots are the ones equivalent to the color slot of the human creature, while purple is not. However, all natural-born giants would have purple skin because of how I tweaked the ratio to increase the odds of being born purple, and if you added another color past purple, no human would transform into a giant of that color either, but natural born giants could also be born with it.

5. The transformed creature has less color sets than the original, but the remaining sets still have a matching amount of slots. For example, lets take our colorful giants, and make them eyeless, and then delete the color set pertaining to eye coloration. A human could safely transform into one of these giants so long as the skin and hair still followed the rules described above. If the eye color set was kept but the amount of color slots were reduced, the game would crash, but eliminating all references to eye coloration does not cause a crash, and the same applies to any transformation of a creature into one with less color sets than the original. You could make a hairless, eyeless giant, with both color sets pertaining to those body parts removed, and so long as the remaining skin color set of the giant had an equivalent or greater amount of color slots as the human skin color set, it would be safe.

6. The transformed creature has different body parts, but the shares the amount of color slots between both sets. Let's say we then decided to take our colorful giants and replace their hair with feathers, and then replaced the hair color set with feathers so it looked like this:


      [SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
            [TLCM_NOUN:feathers:PLURAL]
         [TL_COLOR_MODIFIER:GRAY:1]
            [TLCM_NOUN:feathers:PLURAL]
            [TLCM_TIMING:ROOT:40000:0:70000:0]
         [TL_COLOR_MODIFIER:WHITE:1]
            [TLCM_NOUN:feathers:PLURAL]
            [TLCM_TIMING:ROOT:70000:0:90000:0]

A human turning into a feather-haired, colorful, eyeless giant would be fine, because as you can see, the amount of color slots for the feathers matches up with the amount of hair color slots humans have. Note how you also have to include graying hair if the original creature has it, but you can make it not appear by increasing the amount of years it takes to show up. Realistically no feathered giant should have gray or white feathers in-game because it would take too long.


In addition, you cannot transform a creature into another creature that has more color sets. If we gave our colorful, eye-having, feather-haired giants a layer of scales over their skin, and defined the color of the scales as we do with skin, then a human transforming into one would crash the game. However, a scaled, feather-haired, skin-having, eye-having giant being transformed into a human would not crash the game, because a creature with more color sets can safely transform into a creature with less color sets, provided the color slots of the remaining sets are equal to or greater than the color slots of the original sets.

Furthermore, a creature can transform more than once in worldgen, but ONLY ONCE in gameplay. If you make interactions so a human turns into an ogre who can turn into a giant, then it is possible for a human to become a giant in worldgen. However, a human could only become an ogre during gameplay, and would not transform again after becoming an ogre.

Lastly, though I am not entirely certain of this, I believe the tissues must match up when transformation happens. If you were to transform a human into another human, then for both creatures the hair set must be the first set, the skin color set the second, and eyes the third. if you switched the hair and eye color sets of the end result human around, I don't know what would happen, but it would probably result in a crash. So if you make a new creature, like a three-eyed, red-skinned feather-haired demigod that humans can transform into, then if you make his skin the first color set, it must have as many slots as the HAIR of humans, since that is the first color set humans have, and so on. The first color set of a creature must match the first color set as the transformation end result creature, the second to the second, and so on. Not matching tissue to tissue. This may benefit from testing however.

19
DF Modding / Necromancers sitting in their towers doing nothing [SOLVED]
« on: August 08, 2021, 05:55:24 pm »
As you are aware, in vanilla worldgen necromancer apocalypses are basically guaranteed. However, in the modded world I'm working on, necromancers tend to just sit there and do nothing for reasons I don't understand. I've generated worlds with 2000+ years of history and more necromancer towers then there are civilizations, each one containing hundreds if not thousands of zombies, but they never actually use them. Anyone have a reason for this? I've tested my custom necromancers compared to vanilla ones and vanilla ones will often completely depopulate smaller worlds, but my custom ones never seem to do so.

Pic is an example, I set there to be 1 type of custom necromancer, and 1 type of "mummy" that's really just the custom necromancer but it comes from disturbances instead of slabs but is otherwise identical. 900+ years of nothing.



20
DF Modding / Custom Experiment Races
« on: July 30, 2021, 05:39:13 pm »
Has anyone had any success creating custom night creature experiments that can be produced in worldgen? There's hints of it maybe being possible with experiment-related tags in interaction and creature raws, but I haven't actually seen them used for anything.

21
DF Modding / [MINING_UNDERWORLD_DISASTERS] thread
« on: July 03, 2021, 05:58:54 pm »
I am really, really interested in this feature, but I have no luck in getting it to actually happen in my world. For context, my mod doesn't have goblins and only a few random gen demons, the rest being custom ones that do show up as dark tower leaders and hellbeasts. So, this thread is for two things.

1. Figuring out what triggers demon invasions
2. Tricks or ideas to maximize the potential of these events

for example, demons spawn with goblins when they take over a civ, right? So, there could be a way to make it so they spawn with your custom invader race, shouldn't it? Feel free to discuss other things as well.

RESULTS:

Here are the conditions required for a demonic incursion to spawn (list is being updated):


1. There must be a fortress-type entity with the tag [MINING_UNDERWORLD_DISASTERS] attached
2. In order for there to be a ruler, there must be a procgen or custom creature with the UNIQUE_DEMON tag
3. In order for there to be minions, there must be an intelligent race with the EVIL tag, and they must have a civ file
4. In order for there to be demonic (non-minion) underlings or creatures, there must be procgen or custom creatures with the DEMON tag

22
DF Modding / My kenshi mod is broken, can anyone help? [RESOLVED]
« on: April 29, 2021, 09:57:15 pm »
 https://dffd.bay12games.com/file.php?id=14292

So I have a mod that turns DF into kenshi, had it for awhile. It's also been consistently plagued by a CTD which was inconsistent and I could never really pinpoint. However, I have recently through pure coincidence managed to isolate what I think is the source of the crash.

To test it for yourself, simply go to the arena and spawn scorchlander, greenlander, shek, or cannibal NPCs. continue to spawn them, maybe a dozen times or more. Eventually, it WILL result in a CTD. I honestly have no clue why this is happening, I have never experienced a bug like this before and I am at a total loss. I am also sure its an entirely inconsequential goof on my part that'll make me look like an idiot when it's pointed out to me but I really just would like any pointers towards a solution.

23
DF Modding / Werebeasts that infect people with necromancy
« on: April 15, 2021, 09:30:34 pm »
Alright, I've got a problem I can't solve. To keep this simple, here's the important stuff

-I have made custom megabeasts that use the same system as werebeasts to spread syndromes via a bite
-The syndrome is basically the necromancer secret. Those infected by the megabeast will gain the ability to raise the dead and other abilities
-The idea is that rather than slabs, these megabeasts will introduce necromancy in worldgen instead, and killing them all rids the world of necromancy for good

The problem is, while individuals can indeed be infected with the syndrome, they never seem to actually build towers and raise armies of the unliving. Is there something I'm missing or is this just weird hardcoded behavior? The only explanation I can think of is that the people who seek out slabs to become necromancers have the right personalities (lots of ambition for example) to also "want" to raise a zombie army, and since any random can be infected, they get infected but don't want to use their powers. Maybe adding something that alters their personality to be highly ambitious among other things could work? Or maybe its something else entirely. The absolute best thing for me would be an example of someone else doing this and it working, then I can just reverse-engineer it.

24
Mod Releases / Dwarf Fortress: Haemothearchy 1.5
« on: March 28, 2021, 08:21:38 am »
"Within the conquered sky there dwelt
The Haemothurge, to which man knelt.

It looked upon the Earth and said
My child, thou shalt stain it red."

-Author unknown

The sky blazes crimson above the depleted earth. The enlightened Haemothurge watches from high orbit as its children feast. Blood, flesh, and metal are the currency of the world and the source of your power. Life as you know it, worthless mortal that you are, is utterly destroyed. The seas boiled and the forests burnt to ash in the fires of global revelation. And yet, things still crawl in the ruins, clinging to humanity and precious life upon the carcasses of the less fortunate. Survive if you can, so you may bear witness to the unending final act of the tragedy of mankind.

=====================================================================================================
Do you like my stuff? Consider donating to my patreon: https://www.patreon.com/themodsmith/posts

Download Link: https://dffd.bay12games.com/file.php?id=16182


If I can get enough money to reach my goal, I can focus on modding full time and put out bigger and more frequent updates.

Music used:

https://youtu.be/jAYLSJxa38k
https://youtu.be/kFK7k33UkpM
=====================================================================================================

What is Haemothearchy?

This mod is a total conversion set in a world of post-apocalyptic occult horror, where an artificial god has assumed dominion over the earth through the use of sorcery and turned all of mankind into blood-addicted cyborgs that prey on both one another and every other creature on this world that has a pulse. Expect to fight and struggle for food and drink, with even something as mundane as water a precious resource paid for in blood. Biomechanical creatures stalk the wastes, and the preservation of basic decency is a daily triumph among those who would dare to become something more than amoral predators. The Haemothearchy features a robust ensemble of cybernetic cosmetics which will eventually be given unique attributes when the game allows for it, and sets the foundations of a much greater saga set in a sinister and alien universe.

HOW TO INSTALL:
Just download it, place the folder somewhere, and play it. This mod comes with its own .exe and everything, you do not need to copy and paste, drag and drop, or otherwise move any files around beyond the initial step. It works exactly like installing and playing the vanilla game. Use the pre-made advanced worldgen parameters when generating a world.
=====================================================================================================
Change Log:


1.5 Changes:
-Flesh-clay changed, along with earth veins. What will happen is that they will be integrated into a large subterranean colonies composed of various flesh-stones which can be harvested. I don't want to lean to heavily into a fleshy earth, it is meant to be a very bleak and depleted world, not one overgrown with horrible meat. Finding a huge pile of flesh should be a fun and exciting experience for the locals.
-Golems altered. They now come in three types based on the stone used to make them, and their numbers are lessened.
-Shedim altered. They now come in three blood quality types, each being rarer than the last. They also have a projectile attack now.
-Armor now more varied, should allow for cool combos.
-Haemomancy altered. Attacks using blood will now draw from the body's own blood type rather than using condensed blood. What this means is that the strength of your magic depends on your body's blood quality, so beings with higher blood quality can use the same attack to greater effect.

1.45 Changes:
-Though it is with some misgivings I must admit the wholly waterless ideal of Haemothearchy has defeated me. Essentially, it requires that the only biome besides mountains be tundra, and this tundra is classified as a single biome, and Dwarf Fortress REALLY does not seem to like large, single biomes. Also, it heavily limits the kinds of civ types I can create. So, there will now be a few lakes scattered on the world map. No rain though, so don't get too cocky.
-Implants overhauled. Some descriptors have been shifted around and a lot of stuff has been added. Overall the looks you get should be a lot more coherent and interesting while feeling like a guy wearing a full set of implants is a scary type of dude.
-Taverns/Inns changed. They are now all called "banks" or at least have that in the name, because their purpose is to store synthetic blood. Tavern keepers are called quartermasters. Basically, these are the grain storage vaults of the modern era, used to keep the people fed and keep one's blood reserves in order.
-New soil added, flesh-clay. So simple it barely counts as meat, it is one of the main sources of water. Stab some wells into it and you can at least subsist, but without blood, don't expect happy citizens. However, you can harvest it to make sculpted flesh, moldable living tissue useful for all sorts of things.
-Giants are now an underground invader race. They'll pop out during worldgen and create giant forests of bone on the surface, getting up to all sorts of problems.
-Can no longer become a choir priest by ingesting one's blood. As blood is a healing mechanic and NPCs didn't know any better it didn't feel fair to for that to happen.



1.42 changes:
-Fix to caste-related CTD issue
-Stone reworked into layers of increasing density with various materials embedded into them
-I have once again caved to my urge for categorization in the adventure mode selection screen. Nothing too overly verbose but it should get the basic groupings across.
-Fix to material levels for some civs

1.41 Changes:
-Music reverted to normal for the time being
-Weapons changed again, middle ground between overly cluttered and too blandly realistic hopefully
-Fix to giant sizes

1.38 Changes:
-Fix to not being able to craft stuff with blood, it now needs to be in a container but ought to work.

1.37 Changes:
-towers and tombs will be more aggressive


1.36 Changes:
-fix to fuel and metalcrafting


1.35 Changes:
-bug fixes
-Giants ought to invade from hell now
-New race, the Elioud, which serve the aforementioned giants

1.3 Changes:
-Some bug fixes
-Haemophages renamed to Saints. Everything is an "eater of blood" so the name was redundant.
-Language fixed to be more esoteric (should still sound mostly the same though)
-Daemons edited. Arch-daemons are now megabeasts which create wild daemons, and now daemons evolve into a form based on which one of the Seven Righteous Passions they dedicated themselves to in order to redeem their sinful natures. Normal daemons will also form fort-type civs, but there should be less of them
-Giants added. There's already the Nephilim, but now there are the Gibborim, Lilim, Anakim, and Rephaim. These three tribes of monsters are obligate man-eaters, or man-drinkers properly. They're like vampires but they don't hide what they are and are way stronger than humans. If one joins your fort, they'll be a huge asset early game so long as you can keep them fed. Hope you have extra citizens to spare.
-Underground creatures overhauled. Should be more weird alien fauna instead of just leeches and sub-humans, though its still very much subject to change.
-Some new surface monsters added
-You can now craft primitive weapons in adventure mode
-Travelling on the surface by night is now far more dangerous

1.21 Changes:
-Emergency fix to blood granting abilities
-Some other small fixes

1.2 Changes:
-Some quick bugfixes
-some profession names altered for immersion
-some new monsters added
-Gorgon faction beefed up
-the wasteland was too quiet, this has been fixed
-Daemons modified significantly, their deal is constantly mutating into new subtypes over the course of worldgen.
-Giants added

1.1 Changes:
-nerfed hovercycle armor
-additional thaumic rites conceived
-fixed berserkers being playable (obtain them via mercenaries or infection)
-new megabeasts added
-Shells changed to Hylics, Berserkers changed to Daemons.
-Hylics can evolve into Archons, Berserkers can evolve into Arch-Daemons

1.0 Changes:

-1.0 released

25
DF Modding / Solutions to the outcast spawning bug?
« on: March 24, 2021, 01:42:16 am »
If you've experienced it you know what I'm talking about. Sites which have up to hundreds or even thousands of NPCs labelled "outcasts" spawned in them, often much higher than the normal population of the site. It's not just a high-crime area, there's something specifically off, since once you visit on of the affected sites, leave, retire your adventurer, un-retire, and return, they all seen to have vanished, and if you check legendsviewer it seems like they actually did. Maybe I'm just unlucky and it only happens to me, but as someone who plays adventure mode a lot it drives me absolutely crazy since it'll make the site super laggy, not to mention how much of a hassle it is to test my mods. I've seen worlds where 3/4ths of the total population of a given race were outcasts, and that species was otherwise normal and thriving so it couldn't be refugees or criminals as they behave normally. I really want to believe there's some kind of raw-related solution so i can fix it, so does anyone have any ideas? I think, think mind you, that it could be some sort of bug with ethical systems, but I'm not sure.

26
Mod Releases / The Modsmith Legacy pack
« on: February 23, 2021, 01:42:18 am »
So basically, I have a lot of mods. A lot of them are broken, poorly implemented, poorly written, and generally poorly-thought-out, so I've stopped updating them. This entry is basically going to be a bank of my discontinued mods, along with some thoughts about why I stopped working on them and why I feel they didn't work out. This feels kind of pretentious and self-aggrandizing but I want to do it anyway, mostly to clear my head, unclutter my dffd profile, and set my priorities. If anyone else is actually interested in this, maybe they can use this stuff to improve their own modding skills as well. I'm certainly open to helping others with their own experiments.

Link: https://dffd.bay12games.com/file.php?id=15436

Before I go into this, I should explain how I rate my own mods. I have several criteria.

1. It needs to be functional (obviously). No game-breaking bugs or crashes
2. It needs to have good atmosphere. When someone plays it, what they see and interact with should evoke some kind of sincere emotion. I don't really like making jokey stuff or parodies, or mods where everything is all over the place. The caves should feel a certain way, the forests should feel a certain way, the rocks and trees and animals should work together to make the player feel something.
3. It needs to have good lore. I write pages explaining what everything is and why it's there. When you see something, there should be a reason for it to be there which gives more meaning to its presence. The lore needs to be internally consistent, interesting, and while it doesn't need to explain everything, give the player enough context to give their actions meaning in a wider narrative. In games like Dwarf Fortress where everything is randomly generated, of course, this isn't strictly necessary, since all the lore you need can be found within the game's world. But this is me holding my mods to my own personal standards, and the sort of mods I like to make use DF's mechanics as a way for the player to experience the world I have created, which necessitates a good enough explanation to make the player care about it.

The Age of Steel:
http://www.bay12forums.com/smf/index.php?topic=169425.0

It really just wasn't very good. I had no idea what I was doing mechanically or thematically, I hadn't grasped how to properly mod the game or how to actually make a compelling setting, so in the end it was easier to just give up on. You might see some vestiges of it in my Long Night mod as it did teach me how to make decent robots. I do like it as a reminder of how far along I've come, though.

I will say there's a funny story behind its creation. At the time, there was a bug going around where invading armies in adventure mode would fall asleep and never wake up. I'm a huge fan of games like Mount and Blade, and enjoy the feeling of living in fear that some massive army will roll up to my town and destroy everything that I love. This bug made that impossible, which was frustrating. So, I resolved to create a mod where the armies never slept, because robots don't need sleep. The creation of Age of Steel was more or less entirely for that reason. If it weren't for that bug, I would not have become the dwarf fortress modder I am today.

The Endless Dark:
http://www.bay12forums.com/smf/index.php?topic=169739.0

This one was sort of overrun by my own ambitions. I originally wanted to keep it nice and sweet, take all the creatures in caves from vanilla DF and put them on the surface to make everything caves, but I went too far and it sort of ran away from me. I was adding all sorts of things with no care as to how they fit into the world, and while this was actually my first foray into experimenting with permanent creature transformations, I hadn't figured out how to make them not CTD the game. Also, it just doesn't really work. Just checking weather shows a sun and blue sky, really takes you out of it in my opinion, but maybe I'm just too fixated on the small details.

The Last Age:
http://www.bay12forums.com/smf/index.php?topic=170034.msg7720124

My first gothic/dark fantasy mod. I have some things I like here and some I don't. I do like the basic atmosphere, the dying fantasy world populated by undead and such with black plants and a (though in lore only) red sun. It was heavily inspired by Angel's Egg, if you couldn't tell from the fact I actually used it as the OST for my menu. I am proud of it regardless as my first (in my opinion) truly atmospheric mod. That is, it was the first one that I thought could really immerse the player in a setting of my own design. But even so, there's a lot of holes in it, and I stole too many ideas from DnD. I can't really call it "my own". Plus like the ones before, there's a bunch of mechanical bugs.


Realms of the Gods:
http://www.bay12forums.com/smf/index.php?topic=173694.msg7956420#msg7956420

Another case of not enough inspiration. All I really had going for me was the Roan and their god-kings, with everything else being a mess. I would say, however, that its competently put-together on a mechanical standpoint, in the sense that by this point I had gotten most of my bad modding habits ironed out. In terms of writing, it's lacking. I was going for a sort of 70s psychedelic fantasy vibe but with a Greek aesthetic, but it never really grew into something I could turn into a proper mod.

Extinction:
http://www.bay12forums.com/smf/index.php?topic=170317.msg7739146#msg7739146

This one is sort of embarrassing. Basically, I read a manga called Arms Dealer, got too excited, and tried to make it a bootleg dwarf fortress mod. I didn't have nearly enough ideas to fill out the world, leaving it barren and unpolished. The whole thing is a crash and burn for me.

Rising Tides:
http://www.bay12forums.com/smf/index.php?topic=170845.0

I actually really liked, and still like, the concept for this mod. To me, it feels very dark, surreal, dream-like, while still retaining a lot of grittiness to it. There's a bunch of story hooks basically. However, it's simply impossible for me to make DF into a continent-sized castle. The game won't let me truly bring the idea to life. I was fitting a square peg into a round hole, basically. However, I do intend to eventually add something like this into one of my other mods as a unique biome, if the opportunity to do so ever comes around.

Colonialism:
http://www.bay12forums.com/smf/index.php?topic=171468.0

For me, this mod was the definition of all style and no substance. I could have stuck with crazy europe, or feudal japan. Instead, I mashed them together, added sea kaiju, and turned it into a poorly-defined mass of nonsense. I will say, however, that the wooden landships I originally created in this mod are the best things to have come out of it and I have used a much, much more sophisticated version of them in my mod, Fall From Grace. A lot of hints of this can be found in Fall From Grace, actually. I'd almost call it a precursor.

Steam and Steel
http://www.bay12forums.com/smf/index.php?topic=171468.0

In theory this was a good idea. Make a steampunk victorian setting, add the tropes of the literature of the time, profit. Morlocks, frankensteins, hydes, and aliens duking it out. There's definitely a glimmer of a good idea in there, but heavily marred by the fact that no matter how hard I try, I cannot rejigger renamed trees and grass into the ruins of a steampunk megacity. Luckily, it's only quasi-dead. Many of its concepts will be moved to Fall From Grace or Beyond The Great War as much as DF allows me to. So its spirit will live on in the dark pulp fantasy of the past and the industrial revolution of the future.

Also, pretty much all the clockwork stuff was directly lifted from the blog, Against The Wicked City. While normally I don't mind taking ideas from other content creators, I don't like making money off of it without their explicit permission, and even in that case, half this mod is basically lifted from another guy's setting, so I feel like I can hardly call it my own. Its really a weird one for me.

The World of Flesh
http://www.bay12forums.com/smf/index.php?topic=170251.0

I saw the trailer for Scorn and wanted to dorf it. I should probably have waited until I actually had a proper concept besides "meat dimension" and "greek naming scheme". I may someday make a World of Flesh 2, But Better if I ever manage to figure out an expansive enough concept to fill 3 cavern layers, like 10 different biomes, and enough species to make the world feel well-populated, or DF introduces partial procedural race generation, in which case I can make the world into a morass of unique mutants.

Also when you get down to it, skin is an important organ. Skinless stuff really wouldn't last very long in a harsh environment without some other form of protection.

Mechanized Warfare
http://www.bay12forums.com/smf/index.php?topic=171666.0

and

Road to Armageddon
http://www.bay12forums.com/smf/index.php?topic=174116.0

I wanted to make a cheesy mecha setting in a game where, at the time, mounts were impossible. Now, mounts are possible, but its either you as an adventuring party being the only guys who have mechs, or you're getting invaded by an army of mechs and can't send them out yourselves in fortress mode. Furthermore, the game is not designed with mechs in mind, and there's a good chance all autoresolve-based battles will be horrendously broken even when mutual mounted combat happens. I have no idea why I thought making a mech game under these restrictions was a good idea. It seems like it'd be fun to play these mods but it really isn't since it's like the ultimate bait-and-switch, at least for me.

If there is ever a time where big mech battles are viable in dwarf fortress I will either resurrect these mods or make something better than both of them.



So that's my thoughts on all that stuff. I will clarify that you are welcome to use anything found in here in your own mods (and stuff in my still-active mods as well). There's a bunch of what I hope are little good ideas buried in here, so maybe you will find it useful.

27
Mod Releases / Dwarf Fortress: Broken Chain 1.51
« on: November 01, 2020, 05:42:30 pm »
Amongst all the great powers of the world, the empire of Vandel was absolutely without peer. Possessed of great military strength, vast swathes of land, and a stable political base, unrivaled in its scientific and alchemical skill, its rivals were legion and its foes many. However, the world was progressing into one were honor, glory, and chivalry would become things of the past in the face of the cold rationality of the battlefield, the aristocracy slowly giving way to new ideas and ways of doing things. It was only natural that enemies of Vandel would circle the old tyrant like vultures, eventually uniting as a single Free Entente with the intent of bringing the empire to heel once and for all.

And the ensuing war saw them utterly crushed.

No one had anticipated the sheer devastation that would be unleashed by both sides, but the imperial family's ruthlessness far outstripped the beleagured Entente's efforts to push inwards. One by one they collapsed into anarchy as chemical gasses, new war machines, and other, far more terrifying weapons of war were unleashed on the battlefield. In the end, the empire of Vandel stood alone and victorious, its borders a ruin of no-man's-land and chemical storms, where strange things lurk. But its glory was short-lived, for even the great empire could not withstand the terrific strain of such an unprecedented war, and fractured into countless feuding states. In the chaos, the creatures once confined to the darkness walk free, and great battles are waged by all who style themselves as successors to the legacy of Vandel. It is into this maddened world that you are thrust. Will you bring the people of Vandel under a single king once more? Profit as a dog of war? Fight for freedom and democracy? Or stamp out all dissidence under the iron boot of a new world order. All this and more awaits you in the Post-War era.
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Do you like my stuff? Consider donating to my patreon: https://www.patreon.com/themodsmith/posts

If I can get enough money to reach my goal, I can focus on modding full time and put out bigger and more frequent updates.
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What is?

Post-War is my attempt at a "modern fantasy" setting, or one which focuses on the period near world war one and two, taking the themes present in that time period and adding various fantastical elements. Players will fight off vampires, werewolves, the undead, and far stranger and crueler things using bolt-action rifles and trench clubs, when they aren't busy dealing with the threat of foreign nations and scheming gangsters. There is more of a focus on huge battles, with the recommended maps being the ones labelled "huge pop" in advanced worldgen, which create large worlds of one million+ NPCs, in an attempt to more realistically simulate the population and complexity of a game world roughly the size of Iceland. In a situation like this, ending up as the capital would be unrealistic, so rulers will stay where they are, though there is certainly the opportunity to rise in status. Rather, you should focus on a specific theme for your fort, like mine, farm, military academy, mafia hideout, factory, or an actual fortress. Either way, I hope you enjoy my work.

On another note, the default population cap in d_init is set rather low by default because I do so much long-term fort testing and need the game to not take ages to go through the years, so my apologies for the minor inconvenience. You can adjust that to a higher number to get a larger fort.


Download Link: https://dffd.bay12games.com/file.php?id=15284
Music Source: https://www.youtube.com/channel/UCsRbuU_ffaJuxagEGpXfNkg
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Changelog:


1.52
-Fixed reanimate slaves sleeping forever
-Water is no longer purple
-Mages can now gain corruption from defiling places of worship. That doesn't mean learning a spell automatically results in corruption debuffs, but that sometimes something will go wrong and you take corruption penalties as a result. It can also happen more than once, so watch out. Reading slabs is the only safe way to learn magic, but that only teaches you spells that other people discovered. If you want spells not inscribed on slabs, you have to risk corruption.
-Artillery, trucks, automobiles, tanks, and tankettes folded into "armored vehicles". Armored vehicles will both appear in combat and carry goods. All air vehicles folded into "flying machines", for the same reasons as the armor vehicle situation. Planes have been divided into various subtypes, as have dirigibles. Mechs and powered armor folded into "mechs" and will only be used by a few higher-tech civilizations, though you should be able to buy them from said civilizations. The reason for this is to reduce clutter and make vehicles rarer and more valuable, along with reducing memory usage by the game so cities run (somewhat) better. Also, swarms of unpiloted vehicles kept zerg rushing monsters that infiltrated cities and it was getting rather silly.
-New monsters added, should be more variety now.
-Vandel remnant civ is now an empire faction that uses hamlets rather than hillocks but is otherwise unchanged.

1.51 Changes:
-emergency fix to a CTD bug

1.5 Changes:
-So I changed everything again after a huge brain inspiration but this is the last time I promise, it's all coming together.
-Some changes to weapons. It was fun to have different civs have their own rifle models and all that, but a repeating rifle doesn't shoot any faster than a bolt-action because fire rates are hardcoded. To avoid that sort of immersion-breaking, everyone uses bolt-actions now, along with carbines which fire smaller caliber bullets and are slightly less expensive to make.
-Magic reworked, its now universally dark and scary. Make a man bleed out of his eyes, writhe in pain, or curse him with misfortune. Summon foul creatures and evil spirits to do your bidding. Become an enemy of humanity as your quest for power leads to your ruin. This is different from esoteric science, which is only slightly healthier and far less versatile.
-Corruption mechanic added. Monsters can infect NPCs via a bite or scratch with corruption, which will instill undesirable mood traits (loss of mental control, propensity for violence) and confer eerie abilities and bonuses. If you are very lucky, you might only get beneficial symptoms of corruption at first, and many "monster hunters" can become pretty terrifying individuals. But if you keep being infected by monsters you'll eventually become one yourself, in mind if not in body.
-Beasts of the upper air added. While technically natural creatures, the life forms above the thirty-thousand foot line of the planet's atmosphere are also horrific. These "atmospheric jungles" are often found above oceans, and those exploring such places may well run into inhabitants of the upper air come down for some inscrutable purpose.
-Monsters totally reworked, they are so awful, it's great. Don't go out at night, and keep at least a few silver bullets on you.
-Four new human civ types added, Orthodox Humanists (lore provided in the bay12 page), corporatists, technocrats, and anarchists.
-Steeljacks now come in multiple different flavors.
-New race, changelings. They come out of the woods sometimes to live with people. I am sure that is fine.
-Reanimates reworked to make them feel more like commodities, you can buy them now.
-Normal instruments added. There are a lot of those so if you feel one is missing tell me and it'll be added next update. I have also never done modded instruments before so they may all be broken, let me know if that is the case.
-The title is Broken Chain now.

1.4 Changes:
-The entire mod has been reworked from the ground up. Essentially, I have done a lot of under-the-hood changes and slight modifications to civilizations and people to give more detail and be more grounded. Instead of everything being evil biomes, everything should be more "normal" on the surface, with supernatural phenomena hidden in places like forests, swamps, the underground, and other places humans find creepy. I have decided I want a "secret world" type setting with all the monsters being hidden, but things are set up so the world has a chance of slowly disintegrating into supernatural anarchy over the centuries if certain events take place. The world has the trappings of modernity, but has also deteriorated into quasi-feudalism and balkanization. Thematically, things are coming together. Mechanically, I still have work to do. The purpose of this update is basically to prune away ideas which didn't fit too well and start fresh from a new, more solid and workable foundation.
-Troglodytes and animal men removed until I figure out how to fit them into the setting better
-Grass types changed to some experimental types, this may be too cluttered or super immersive idk
-Deserts are now the ruins of no man's land and bombed-out cities, as normal deserts don't exist in northern Euris. The poison gas weather and reanimate horrors live there now, venture within at your own risk. If you want the great war aesthetic go over there.
-Done some baby's first conlang on the language to make it seem more coherent. 99% of people probably won't notice it but I think it adds some immersion.
-Magic changed so that individual slabs will usually teach more spells than just one, and work a little differently. I am still working on the magic system and right now it's sort of a step back in terms of variety, but the idea is to make mages who even know one spell. This is mostly because now you can more easily create "specialist" mage teams like flamethrower-equivalents, assault troops, healers, etc, and more importantly they are more likely to show up in enemy sieges as dangerous threats. Magic still needs a lot of tweaking but this should be more playable and fitting with the lore.
-Gigantic horrors changed to megabeasts for balancing reasons.
-Music changed to something more brutal and industrial/ominous, for atmospheric reasons.

1.35 Changes:
-Gigantic horrors added to no man's land (evil biomes) for the purpose of making it properly intimidating. Smaller horors added too.
-Some more magic added
-Coffee, opiates, and cocaine added as drinks (its like an opium tea or something idk it needs to be a liquid to spawn in bars) with appropriate effects. Coffee makes you restless and anxious but more focused, while opiates give a massive mood bonus with a 10% chance to have a major negative mood debuff which can last for years (addiction) that can only be countered by regular doses of opiates (alcohol may help a little though). Cocaine has the same downside and many more upsides, improving focus, willpower, and potentially removing fear entirely for the duration of the effect, but also a 1 in 100 chance of dying from a heart attack. Use your drugs wisely
-Armor overhauled a little. I gave helmets names using the in-game language as a guide, but they aren't too out there. Read the armor section for what is what. The exception is helmets which are descriptive rather than using a word that isn't a proper noun or based on a location, because I don't need to change that.
-New civ added, Troglodytes. Despite the barbaric-sounding name, they're just civilized mutated humans who were trapped underground during the Great War and have adapted for a subterranean lifestyle. Their fortresses can be found in No Man's Land.

1.3 Changes:

-New school of magic added, Xankotic ritualism. This school studies the ancient arts of the quasi-mythical empire of Xankot, which mastered necromancy and the creation of bronze golems, along with manifesting rays of killing light.
-Another school added, Hermetic Occultism. Normal Occultism is changed to Sadic Occultism, and its nerve magic spells are moved to Hermetic Occultism. The new Hermetic school is based on unseen magic and the summoning of creatures from other realms, be they small familiars or larger fighters. Sadic Occultism uses one's own flesh, blood, and bone to fuel their power, rather than being reliant on outside forces.
-New human civ added, cultists. They wear robes and masks, don't use body armor, and are hostile to all outsiders.
-Overhaul to races. I've gotten rid of the ones besides Steeljacks and Reanimates, and added several types of beast men and one major civilization, ghouls, which serve as an invader race
-Various other small fixes

1.2 Changes:
-Added a new school of magic, shamanism, based around controlling living beings and the elements.
-Some new guns
-Bugfixes


1.1 Changes:
-Accidentally forgot to add underground and freshwater animals, this has been fixed
-You can now only get leather from cows, sheep, goats, and pigs, along with other large mammals. On the other hand, skin is now edible if cooked, enjoy.
-Megabeasts added, the Lords of Vandel. The aristocracy of the empire put their brains into gigantic war machines which menace the countryside. They are also all insane, have fun.
-Magic massively overhauled. I've found something better than the current placeholder system, that works in a manner similar to the Long Night's magic system, with a few notable differences. Magic is divided into esoteric science, which is magic that has been quantified and mass-produced under the auspices of the government, and occultism, which is the sort of finicky culty stuff that involves carving sigils on your chest or erupting into tumors to heal a wound.

1.0 Changes:

Beyond the Great War released

28
DF Suggestions / Save-able adventurer templates
« on: August 19, 2020, 05:50:18 pm »
Sometimes I end up with a customized or generated adventurer I really like, or a finely-tuned build I find to be optimal for what I want to play. But every time I make an adventurer I have to go through the whole process of building the same character again if I want to remake that build. With larger parties it becomes even more tedious. I think a neat little feature to have would be the ability to "save" templates for created NPCs and parties. If you want to make a particular personality/party, you just make it once and then load up the template if you want to do it again.

29
DF Modding / Mod freezes during world generation
« on: July 24, 2020, 08:58:24 am »
I'm working on a new mod, problem is that when I try generating a world it freezes around 50-150 years into worldgen. Its quickest to produce with a large map.

Steps:
>download mod at https://dffd.bay12games.com/file.php?id=15157
>go to advanced worldgen and select 'large frozen'
>world should freeze.

To clarify, the game does not CTD, it just freezes up. Also, the errorlog tells me nothing. If it gave me any lead to go on, I wouldn't be asking here. I don't think it has to do with the plants or animals but I might be wrong. I'm totally at a loss here.

30
DF Modding / Working Custom Night Trolls
« on: July 18, 2020, 09:38:40 pm »
I've run into a dead end trying to make my own night trolls work. They spawn in the wilds and upon becoming histfigs will attack villages and the like, but they do not kidnap and convert. I added NIGHT_CREATURE_HUNTER to the castes, and SPOUSE_CONVERTER/CONVERTED_SPOUSE to the appropriate species. Is there something more to it? Does anyone have examples of custom night trolls working in the current version?

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