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Messages - Amostubal

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286
YES I am!  do you have one?

287
Masterwork DF / Re: Human weaponry
« on: May 30, 2017, 11:34:00 am »
okay the human guns are actually stored in item_z_weapon_orcfort (don't ask I didn't design it)

Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_AIRGUN]
[NAME:flint lock pistol:flint lock pistol]
[SIZE:450]
[SKILL:HAMMER]
[RANGED:BLOWGUN:BULLET]
[SHOOT_FORCE:25000]
[SHOOT_MAXVEL:25000]
[TWO_HANDED:2500]
[MINIMUM_SIZE:1500]
[MATERIAL_SIZE:1]
[ATTACK:BLUNT:10000:4000:club:clubs:stock:1250]
[ATTACK:BLUNT:10000:3000:poke:pokes:end:1250]
[ATTACK:BLUNT:10000:5000:bludgeon:bludgeons:stock:1300]
[ATTACK:BLUNT:10000:2000:slap:slaps:shaft:1250]

[ITEM_WEAPON:ITEM_WEAPON_AIRGUN_BAY]
[NAME:flint lock pistol:flint lock pistol]
[ADJECTIVE:bayonetted]
[SIZE:450]
[SKILL:DAGGER]
[RANGED:BLOWGUN:BULLET]
[SHOOT_FORCE:25000]
[SHOOT_MAXVEL:25000]
[TWO_HANDED:2500]
[MINIMUM_SIZE:52500]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:5:1000:stab:stabs:bayonet:1000]
[ATTACK:EDGE:5:1000:perforate:perforates:bayonet:1100]
[ATTACK:EDGE:5:2000:run through:runs through:bayonet:1100]
[ATTACK:EDGE:5000:2000:slash:slashes:NO_SUB:1100]

[ITEM_WEAPON:ITEM_WEAPON_MUSKET]
[NAME:musket:muskets]
[SIZE:450]
[SKILL:HAMMER]
[RANGED:BLOWGUN:BULLET]
[SHOOT_FORCE:50000]
[SHOOT_MAXVEL:50000]
[TWO_HANDED:77500]
[MINIMUM_SIZE:1500]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:10000:4000:club:clubs:stock:1250]
[ATTACK:BLUNT:10000:3000:poke:pokes:end:1250]
[ATTACK:BLUNT:10000:5000:bludgeon:bludgeons:stock:1300]
[ATTACK:BLUNT:10000:2000:slap:slaps:shaft:1250]

[ITEM_WEAPON:ITEM_WEAPON_MUSKET_BAY]
[NAME:musket:muskets]
[ADJECTIVE:bayonetted]
[SIZE:450]
[SKILL:SPEAR]
[RANGED:BLOWGUN:BULLET]
[SHOOT_FORCE:50000]
[SHOOT_MAXVEL:50000]
[TWO_HANDED:77500]
[MINIMUM_SIZE:52500]
[MATERIAL_SIZE:2]
[ATTACK:EDGE:5:1000:stab:stabs:bayonet:1000]
[ATTACK:EDGE:5:1000:impale:impales:menacing point:2000]
[ATTACK:EDGE:5:1000:perforate:perforates:bayonet:1100]
[ATTACK:EDGE:5:2000:run through:runs through:bayonet:1100]

[ITEM_AMMO:ITEM_AMMO_BULLET]
[NAME:bullet:bullet]
[CLASS:BULLET]
[SIZE:25]
[ATTACK:EDGE:5:5000:pierce:pierces:NO_SUB:7500]
[ATTACK_PREPARE_AND_RECOVER:3:3]
That's the guns and the bullet... the musket has better velocity and force than the pistol.  choice of bayonet over not is the choice of dagger/spear over hammer skill when combat range is closed in on.

here are the raws for bow/crossbow/arrow/bolt
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_BOW]
[NAME:bow:bows]
[SIZE:300]
[SKILL:SWORD]
[RANGED:BOW:ARROW]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:200]
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]
[NAME:crossbow:crossbows]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:200]  This is just to make sure a near-weightless object doesn't go faster than the string could possibly go.
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_AMMO:ITEM_AMMO_BOLTS] => these are bodkin bolts, normal ones. Fast, but small impact.
[NAME:bolt:bolts]
[CLASS:BOLT]
[SIZE:150]
[ATTACK:EDGE:5:1000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_AMMO:ITEM_AMMO_ARROWS]
[NAME:arrow:arrows]
[CLASS:ARROW]
[SIZE:150]
[ATTACK:EDGE:5:1000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

Now then there is almost no difference between the base stats of arrows/bows and bolts/crossbows (there really isn't ranged or physical damage).

Guns win hands down in velocity and force.  their bullets are 1/6th the size so a quiver should be able to hold 6 times the amount (49 max in bolts and arrows mean that bullets are around ~290 max should be... can't promise those numbers).  bullets have higher attack values.  once you figure in the velocity and force of the weapons, the size of the bullet, and the damage of the bullet, the flintlock is about twice as good and the musket is approximately 4 times better... that's an estimate, I didn't want to get into the complex math of it basically 2 speed * 5 damage * 1/6 size, flintlock/bullet compared to bow/arrow, etc. etc. 

Range doesn't increase.  range is more based on the accuracy/skill of the user and the distance of vision... so since bowmen generally start shooting at their max range of vision... I'm sure so will musketeers.  the difference is the bullet will arrive at the target faster overall, causing damage sooner, and slowing the target earlier, allowing more time for a second,third, or fourth strike.

the biggest issue is the "industry", the time to get to bows and arrows is effectively 0... you can build the shop and be working instantly.  guns will take time to set up, require mined veins or trade shops to get materials, will require a human workshop which means at least the first caravan to get a contract or spin the wheel at the merchant's guild...  other option is to increment your trade shop industry till you can start purchasing guns and bullets to maintain an army... either case its going to take time, and most likely a lot of money to keep going.

288
Masterwork DF / Re: Unknown plant substance
« on: May 30, 2017, 10:40:16 am »
if you are in version 1.26 and you didn't change anything then the answer is yes.

 there was several duplicates between the masterwork and zm5 that were not spotted... but have been fixed in the next version... at the moment I'm going to say that until the next version is released, I'm not going to worry about this, primarily due to the number of fixes already in v1.27.

289
Mod Releases / Re: [43.03] Succubus Dungeon 15.0 - Whips of fire
« on: May 29, 2017, 11:34:10 pm »
Slap me my bad... really sorry on that I dropped the ball.

290
Mod Releases / Re: [43.05] Rhenaya's Drow, updated
« on: May 29, 2017, 11:30:53 pm »
Ptw

How is the work coming along... I'm interested in this since it was a part of MDF years ago.

291
I just wanted to do a little advertising.... this is by far the best collection of cool and awesome powerful monsters to upgrade your DF gaming experience!  They are very well written and so stable we use a wide variety inside of MDF and come as one of our standard mods on in our pack.  I cannot express how much I appreciate the hard work ZM5 has put in to this mod.  I get zero complaints from it, and nothing but shock and awe when one of his 'special creations' show up. 

Thanks for all you do ZM5!

292
I only just realized you were updating this, I had put it on hold while Meph was outta town. I just grabbed the latest and will be testing it out. Thanks for your hard work, we appreciate it!

Glad to see another join the fray! thanks for the thumbs up!



status of 1.27 update:
1. errors from the errorlog. I've removed several more... almost 0.
2. alcohol names, duplicates. - done, 3 duplicates, portabella's - dwarven portabella gin, blue caps - dwarven vodka, white caps - dwarven brandy.
3. Outsourced documentation: I've got a lead documentation developer working on the documentation packed with masterwork.
4. Grim's historical arms. some inherent oddities in the new version may not upgrade.
5. Stal's armoury.
6. Entity reformat for Hermit entity file.
7. fixed that periodic check thing by disabling it - done.
8. fix these:
Duplicate "ENERGY_TEMPLATE" in material_template_zm5.txt and in material_template_masterwork.txt
Empty token [] in creature_subterranean.txt SPIDER_CAVE_GIANT line 1085
Duplicate "SOUL_GEM" in inorganic_zm5 and inorganic_succubus.txt
Duplicate "4TUSKS" in body_zm5.txt and in body_default.txt
Duplicate "8EYES" in body_zm5.txt and in body_masterwork.txt
Duplicate "BRAIN_NOTHOUGHT" in body_zm5.txt and in body_masterwork.txt
Duplicate "SKELETON_MATERIALS" in b_detail_plan_zm5.txt and in b_detail_plan_masterwork.txt
Duplicate "SKELETON_TISSUES" in b_detail_plan_zm5 and in b_detail_plan_masterwork.txt
- done.
9. update armok vision.
10. Well I fixed the modest milling so it doesn't dump 1000 errors anymore - done.
11. fix dwarf merchants. done.  no longer needs 5 stacks of coins ... changed it to 1 gold bar.
12. figure out whats going on in default profile. - fixed, let me know if anything doesn't seem to be working correctly on it.
13. liquid fire - boltgun is investigating this, we will go with his recommendations, currently I can't even get a save that has a dwarf with anything of liquid fire.
14. coral plant from naga - removed for some reason creatures made of it are so brittle that they crumble to nothing(yep thats the final determination, these creatures are taking on severe damage as they move and in about 100 ticks from appearing they turn to dust) and this causes games to crash to desktop (the game cannot handle the creature becoming nothing without dying, it doesn't die its still there without a body...)... this may not be the actual cause, I could not verify that it was or was not the coral plant in naga, but since we didn't need it for anything, disabling it was the best option to see if coral collapsing creatures continue to appear.
15. isoworld update if I can find it. impossible, last update was years ago.
16. legendsViewer updated to v 1.17 - done.

any other updates you would like to see... anything else odd? let me know.

Please send any info you have on the 1.26 or later versions on my link below in my sig!

293
Masterwork DF / Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
« on: May 29, 2017, 08:50:42 pm »
isoworld was last developed in 2015... its a map viewer off of legends... has anyone tried it recently?  I haven't and I don't know if it will ever be updated... its last update is really pre 42.06.   so if what is in the pack isn't working I'll deprecate it from future editions... I need a few confirmations on this so I can delete it.

294
so ive been trying to play master work for a while now, every time it crashes. ive had it work on a normal map o i think its the custom map im making. i get all the way up to embarking and just before the game starts i get this message: the exception unknown software exception 0x0000015 ocurred in the app at location 0x64acd635 and this is the only thing in the eror log is *** Error(s) found in the file "data/save/region2/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
*** Error(s) found in the file "data/save/region2/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
*** Error(s) found in the file "data/save/region2/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
*** Error(s) found in the file "data/save/region2/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
*** Error(s) found in the file "data/save/region2/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used
*** Error(s) found in the file "data/save/region2/raw/objects/creature_random_myth_beast_standard_mdf.txt"
SEAL_ANIMAL_WEEVIL BP Add Type GELDABLE Was Not Used

I found that issue it was a duplicated section of code that was trying to make the females geldable... removed the duplicated section and it cleared up immediately.  It will be in the 1.27 update.

If you want to try 43.05, check the forum, there's a link in my sig, it's running better than 1.23 ever did, it's in my link.  If you are concerned about when meph will return well check his links you can send him twitters, you can follow/post to his Facebook, you can find him on Reddit.  There is a lot of info on him and his bike tours.   
Thank you for bug fixing this amazing mod pack, and for helping keep it updated while Meph is away.

Thank you.  I appreciate that.  I'm hoping to get it to 0 issues and o errors so I can rest... I didn't really pick it up intentionally... My original plan was producing a 43.05x64 version for testing scripts and raw code changes.... ended up sucking me in to the script/raw fixes that MDF so desperately needed.  I'm requesting that if anyone knows any errors that they can fix to submit it to my github, I'll review it and admit it if its a good fix.  If you don't know then come over to the new forum post and discuss it there.  Considering the number of fixes and updates I'm working through this is a break neck pace for any programmer.... I'm surprised i'm maintaining an online and RL social life on top of this. lol

295
Masterwork DF / Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
« on: May 29, 2017, 06:39:57 pm »
I'm not sure this helps you in anyway but the current version is very unstable and does hardly work out of the box with the gfx utilities provided (tested on 2 different systems) Armok Vision doesn't work, Stonesense works but crashes the DF client randomly. Isoworld doesnt work. Lots of random crashes on at the moment where i could not determine what the cause is. Can i help anyway by providing more detailed error logs ?

Armok vision and isoworld packed with MDF has not been updated to current versions, so will most likely fail.  a lot of applications have not been updated in the pack since 43.03 x32 so they are not guaranteed to run at all... its apart of the updates I'm looking to get done now.
stonesense - comes from dfhack out of the box as is... so there's no telling whats going on there... I've never set it up before so I can't tell you what it might need to be correct... that would be an issue to bring up in the stonesense forum post run by lethosor, maybe he can tell us what is wrong with it.




status if 1.27 update:
1. errors from the errorlog. I've removed several more... almost 0.
2. alcohol names, duplicates. - done, 3 duplicates, portabella's - dwarven portabella gin, blue caps - dwarven vodka, white caps - dwarven brandy.
3. Outsourced documentation: I've got a lead documentation developer working on the documentation packed with masterwork.
4. Grim's historical arms. some inherent oddities in the new version may not upgrade.
5. Stal's armoury.
6. Entity reformat for Hermit entity file.
7. fixed that periodic check thing by disabling it - done.
8. fix these:
Duplicate "ENERGY_TEMPLATE" in material_template_zm5.txt and in material_template_masterwork.txt
Empty token [] in creature_subterranean.txt SPIDER_CAVE_GIANT line 1085
Duplicate "SOUL_GEM" in inorganic_zm5 and inorganic_succubus.txt
Duplicate "4TUSKS" in body_zm5.txt and in body_default.txt
Duplicate "8EYES" in body_zm5.txt and in body_masterwork.txt
Duplicate "BRAIN_NOTHOUGHT" in body_zm5.txt and in body_masterwork.txt
Duplicate "SKELETON_MATERIALS" in b_detail_plan_zm5.txt and in b_detail_plan_masterwork.txt
Duplicate "SKELETON_TISSUES" in b_detail_plan_zm5 and in b_detail_plan_masterwork.txt
- done.
9. update armok vision.
10. Well I fixed the modest milling so it doesn't dump 1000 errors anymore - done.
11. fix dwarf merchants. done.  no longer needs 5 stacks of coins ... changed it to 1 gold bar.
12. figure out whats going on in default profile. - fixed, let me know if anything doesn't seem to be working correctly on it.
13. liquid fire - boltgun is investigating this, we will go with his recommendations, currently I can't even get a save that has a dwarf with anything of liquid fire.
14. coral plant from naga - removed for some reason creatures made of it are so brittle that they crumble to nothing(yep thats the final determination, these creatures are taking on severe damage as they move and in about 100 ticks from appearing they turn to dust) and this causes games to crash to desktop (the game cannot handle the creature becoming nothing without dying, it doesn't die its still there without a body...)... this may not be the actual cause, I could not verify that it was or was not the coral plant in naga, but since we didn't need it for anything, disabling it was the best option to see if coral collapsing creatures continue to appear.
15. isoworld update if I can find it. impossible, last update was years ago.
16. legendsViewer updated to v 1.17 - done.

any other updates you would like to see... anything else odd? let me know.



296
Masterwork DF / Re: ☼Succubus☼ - Discussions and suggestions
« on: May 29, 2017, 04:18:13 pm »
and after 20 embarks as dwarves with active succubus forts all over the place.... no liquid fire clothing... I'm going to say its very rare... and we need a game save with it occurring, before we waste time hunting for an example anymore.

297
Masterwork DF / Re: ☼Succubus☼ - Discussions and suggestions
« on: May 29, 2017, 03:27:18 pm »
I have yet t see it occur on several different embarks... apparently it happens even during embarking... so I'm going to create a new gen with succubus and dwarf enabled and see how many embarks I have to create before a dwarf sets the place on fire....  I don't think there is any reason the material should appear...  but I really want to see it...  everyone that has reported did not supply saves.   I want to make sure it is the liquid fire from succubus.

298
Masterwork DF / Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
« on: May 29, 2017, 11:13:55 am »
Hello, thanks for all the work you're putting into this! I have a slight problem: I'll be playing the game and everything is going fine, until the game just disappears. I thought it might have something to do with enabling the LAA, like you mentioned on several other posts. However, when I clicked on the utility in the utility bar nothing happened. I opened up the folder but couldn't find it. The other utilities seem to all be there, but I can't find the LAA. Do you have any idea about what I should do?

LAA was removed from this version, it was designed for x32 (archaic x86 windows) programs using it on DFx64 shouldn't have any effect, but for concern it may cause DF to have other issues, it was removed.

If the game just disappears it could be a plethora of things.... any serious memory leak or system fail in DF itself, will cause it to crash... Is there any common factor in what is going on when it happens?   so far I've seen generated monsters made of coral seem to cause CTDs(crash to desktop), certain other things like too many weapon traps, Sometimes caravans, setting details either in shop or job manager.   Basically if you have one, reload the last save and see if it happens again.  try to find the point it does happen at by saving every couple of in game days.  If it was while you was in the menus(game pause) try and repeat the actions you did prior to the crash.  If you can pin it down to a particular event or something repeatable, something we can test, then we can know what's going on.

the LAA fix of the past was primarily a fail to load issue where either it wouldn't load/lock up/freeze then crash, or it would loose it's tilesets and be unplayable (eveything turned into colored squares like 1 pixel for each tile, lol).  That was a 1.22 to 1.23 issue... and was fixed.



status if 1.27 update:
1. errors from the errorlog. I've removed several more... almost 0.
2. alcohol names, duplicates. - done, 3 duplicates, portabella's - dwarven portabella gin, blue caps - dwarven vodka, white caps - dwarven brandy.
3. Outsourced documentation: I've got a lead documentation developer working on the documentation packed with masterwork.
4. Grim's historical arms. some inherent oddities in the new version may not upgrade.
5. Stal's armoury.
6. Entity reformat for Hermit entity file.
7. fixed that periodic check thing by disabling it - done.
8. fix these:
Duplicate "ENERGY_TEMPLATE" in material_template_zm5.txt and in material_template_masterwork.txt
Empty token [] in creature_subterranean.txt SPIDER_CAVE_GIANT line 1085
Duplicate "SOUL_GEM" in inorganic_zm5 and inorganic_succubus.txt
Duplicate "4TUSKS" in body_zm5.txt and in body_default.txt
Duplicate "8EYES" in body_zm5.txt and in body_masterwork.txt
Duplicate "BRAIN_NOTHOUGHT" in body_zm5.txt and in body_masterwork.txt
Duplicate "SKELETON_MATERIALS" in b_detail_plan_zm5.txt and in b_detail_plan_masterwork.txt
Duplicate "SKELETON_TISSUES" in b_detail_plan_zm5 and in b_detail_plan_masterwork.txt
- done.
9. update armok vision.
10. Well I fixed the modest milling so it doesn't dump 1000 errors anymore - done.
11. fix dwarf merchants. done.  no longer needs 5 stacks of coins ... changed it to 1 gold bar.
12. figure out whats going on in default profile. - fixed, let me know if anything doesn't seem to be working correctly on it.
13. liquid fire - boltgun is investigating this, we will go with his recommendations
14. coral from naga - removed for some reason creatures made of it are so brittle that they crumble to nothing(yep thats the final determination, these creatures are taking on severe damage as they move and in about 100 ticks from appearing they turn to dust) and this causes games to crash to desktop (the game cannot handle the creature becoming nothing without dying, it doesn't die its still there without a body...)... this may not be the actual cause, I could not verify that it was or was not the coral in naga, but since we didn't need it for anything, disabling it was the best option to see if coral creatures continue to be created.

any other updates you would like to see... anything else odd? let me know.


299
Masterwork DF / Re: Unknown plant substance
« on: May 29, 2017, 10:58:35 am »
wtf?

I'll have to look into what is going on with were beasts.... maybe something from ZM5 coming over is killing them... do you have the ZM5 mods on or off, when this occurred?

300
Masterwork DF / Re: ☼Succubus☼ - Discussions and suggestions
« on: May 29, 2017, 10:55:37 am »
It apparently is just migrants showing up with pants and shirts on.... which is interesting... I have no idea why it would start doing this now...  I've nto had anything to do with the material.

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