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Messages - Amostubal

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631
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: February 26, 2017, 04:51:11 am »
Have you tried OYSTER:DEFAULT? I think DEFAULT is used when there isn't a caste.

Thank you! thats the answer I was looking for!  It works perfectly now!

632
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: February 25, 2017, 09:01:59 pm »
Can't create creatures iirc.
not trying to create live creatures, just raw fish... or this case raw oysters.

it seems the only reason I can think of that oysters wont create, is that they have no caste defined.  So currently my option is to mod the file containing oysters, to give it castes, if no one else has an option.

I can create raw fish of any variety that has a male/female caste by the line I have above... but if it has no caste, I can't figure out a line that works.  Even raw fish that have shells will be formed if they have a caste defined that can be targeted.

Its currently a line for a fish vendor reaction that produces random raw fish for consumption... just the oysters out of the 20 or so fish I selected will not form edible food.

633
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: February 24, 2017, 09:48:43 pm »
I've been trying to write a line where I get oysters....

this is the line I'm working with:
[PRODUCT:100:1:FISH_RAW:NONE:OYSTER:MALE]

I get a raw oyster that get dragged to the fishery but then just turn into oyster, no shells, no pearls.
I tried OYSTER:NONE, but that just produces a useless oyster that sits where its produced... what am I missing in this line?

634
Masterwork DF / Re: Using Cult Leader powers in adventure mode?
« on: February 23, 2017, 09:59:05 am »
lol.... I want to hear more of the adventures of the carp cultist!

its a Masterwork mod.

635
interesting, so the leatherwing bat needs to have the glob sheared instead of the skin?  or hmm this is what I'm thinking... a secondary Tan a Hide that only appears when more leather! is active for globs.  leaving the standard in place for all the "odd leather" that appears... I had a similar issue with createitems skin.  if the more leather mod was off such things would be turned into leather and when the more leather mod was on it would ignore them.

I think the 2 mods together have some flaws...

I tried to use the MORE_LEATHERMOD tags in the creature definition that is a fail...

I'm sure that having both reactions separate is the way to go...  try to do that and test it out.  the MORE_LEATHERMOD tags work anywhere in that file, so you could just write the more leather reaction with the tag in front of every section.  change the REACTION:XXX part and then add the new reaction to the entity files, PERMITTED_REACTION:XXX.

I'm currently testing a list of other reactions I wrote, so I don't have time right now.

636
Masterwork DF / Re: Masterwork v 1.23 Repository for bug fixes
« on: February 23, 2017, 08:47:01 am »
Masterwork v 1.23 has experienced multiple crashes.  A simple fix for this is the LAA utility.  Its found in the Masterwork app by clicking utilities at top left, then clicking LAA (5th from left).

A small app appears labeled Large Address Aware.  On that click the button besides the box under step 1.  and locate your Dwarf Fortress app.

after that click the box in step 2, and then click save.

This has fixed most players crash issues and graphic issues in masterwork v 1.23

637
Masterwork DF / Re: Masterwork v 1.23 Repository for bug fixes
« on: February 23, 2017, 08:41:13 am »
Holder for future use.

638
Masterwork DF / Re: Masterwork v 1.23 Repository for bug fixes
« on: February 23, 2017, 08:40:57 am »
Holder for future use.

639
Masterwork DF / Masterwork v 1.23 Repository for bug fixes
« on: February 23, 2017, 08:40:36 am »
These are some known bugfixes for Masterwork, current version 1.23.

I'm making this post to help reduce the amount of repeat questions on the same topic.  I'm going to reserve the first 3 posts so that I can edit and add in links to each fix provided in this post.  When Masterwork updates to next version, I'll check the fixes and see which have been implemented and record that they are implemented.  I'll also accept links from Boltgun and other modders of the Masterwork files to current versions that have not been implemented in the current version of Masterwork.

This is in no way to step on anyone's toes, its simply to assist in making Masterwork as functionally current and fun as possible to all players, new and old.

Rules for this post:
1a. Either place your fix in a code box pointing out where to make the edit at; or
1b. Post a link to where the fix is.
2. Keep the fixes short and brief.  There is no need to write entire dissertations on the subject. If you do, please place those in spoiler boxes... this is for myself as much as for other players.. ahem.
3. Keep idea discussions to other forum posts.
4. Be nice, and please test your fixes prior to posting them as its not valuable to the community to have a not useful fix.
5. Please keep the clutter down to a minimum, useful posts please.

Thanks to everyone in the community for all your hard work writing, modding, and testing the gameplay!

Bug Fixes:
1. Game Crashes/graphics fail during worldgen/world load/etc
1a. Additional fixes for crashing to worldgen/world load from boltgun.

Creature Fixes:
1. boulder crabs don't lay eggs? - fix by heydude6

Dwarf Fixes:
1. clay issue, fixes issue in Kobolds also

Succubus Fixes:
1. Current Succubus version - by Boltgun

Kobold Fixes:
1. clay issue, fixes issue in Dwarves also

640
Masterwork DF / Re: What's happening in your Fort.
« on: February 23, 2017, 07:59:47 am »
I think genies need a similar fix... so we can get baby genies...

641
I don't think doubling captive drop from raids is necessary. You can get as many as you want from the Kobold Thief without much difficulty. You already intend to take away the map/assualt plan reaction there. If anything, I'd slightly lower raid prisoner drops to ensure the Thief is still used.

note taken... I was thinking of just changing the drop rates of the thief... currently its higher than the drop rates of the raids... and WAYYYYY cheaper.  I was thinking that the thief shop should have equal drop rates with the raids, and keep its cheap cost, as it only targets the specific thing.  personally the only goblin/kobold shop that really seems to be completely useless is the poisoner and I hate to move the thief shop to that level...  I think the thief skills should be designed to allow access to specific targets while avoiding all the extra loot, but at similar rates to the raids.
 
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A few thoughts:

I think low level raids directly feeding high level raids will always yield some sort of rush to the end game. If anything, I'd argue for making the low level raids easier to accomplish, keeping mid-level raids about where they are now (if not making them a bit harder), and ratcheting up both the requirements and rewards of end game raids to make them more of a rare treat than something you can base your entire economy on.

yeah I changed the drop rates of the treasure maps(pillages raised the rate a little) and assault plans(lowered a little), to better reflect a need to move the later farther down the chain.  I also removed them completely from pillage level raids.

my separation of the materials received from each race group was to push the raid system away from the base your entire economy on the mountain homes assault, lol.  I've done a few others have agreed they did it too.

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I like the idea of multiple kinds of raid kit, and multiple kinds of hull. This can be used to accomplish both easier early raids and harder late ones.

Low tier raids can be made easier by putting the wood hull making reaction at the siege workshop (bigger than a carpenters workshop) instead of the factory, and having the lowest tier raid kit not specifically require metal weapons. This way you can round up workers and raid for food without necessarily having to establish a metal industry or factory first. All one would really need is furniture to set up the freelancer and drydock, and some stuff to sell to supply the raiders.

lol, in other words you want a long canoe and some rock hammers for tier 0 raids (resource raids, mining camps, logging camps, fishing villages, farming villages)?  I'd say make them out of 3(1 hull, 2 oars) log of wood or 3 bar of metal (or 3 bar of glossbone?), make a 3 weapon resource raid kit that didn't check for metals, and go for it.

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Mid-tier weapons kits would require metal scimitars and any shields. It seems impractical to send out serious raiders with only daggers, and calling for bigger weapons means that raids cost a bit more in raw materials. Scimitars were chosen in particular because they can be purchased from the freelancer, so if a player really wants to, they can still skip the metal industry here.

why not just sell Scimitar weapons kits....

I've thought about that, in a raid kit a orichalcum great axe is equivalent to a copper dagger.  I had thought about restricting the metals for higher end raid kits.  but your ideas on maybe requiring a particular weapon (hammers(rock or metal)-> daggers -> scimitars and shields -> scimitars, shields, {guns, maybe}, breastplates) is interesting.  I'd prefer weapons that aren't in the raids but at least are at the orc foundry.  This way the 5x reactions help, and keep the player from feeding directly from the raids.  leaving the raid weapon rewards as either gear sent to the military or melt sources. Right now after I get fully going on the tier 1 raids, I just feed the weapons from unpacking into the same stockpile I'm feeding daggers from the orc foundry in and package them into the weapons kits.  block high end metals such as  steel, mithril, orichalcum, and deep bronze.  Under the older version, this was all that was needed, because weapon drops were so high that several raids dropped 6 to 10 weapons on average (merchant fleet, treasure fleet, elven village, human village, all assaults). New averages is closer to 3 to 5 max all raids. Now a constant fresh source of weapons is required.  restricting it as I stated above would require all weapons to be produced by the players as none of these drop from raids (I think the scimitars drop in merchant and treasure raids, but rarely 1-3 per raid).

Quote
High-tier weapons kits call for firearms, ammo, and quivers. Guns are nice and pirate themed, and also something that even a fairly well established fortress would have to go through some effort to make. I'd call specifically for muskets, as pistols can be purchased from the Freelancer, and we don't want players bypassing the manufacturing entirely at this point. If pistols are chosen instead, perhaps require metal bucklers to go with them. Some guns and ammo can be obtained from earlier raids of course, but the player would be responsible for establishing a more dependable source if they wish to attempt high end raids often.

Finally I'd consider adding Naval Weapons, which are used in addition to traditional weapons kits on missions where the ships themselves are likely to fight (merchant shipping and the assault missions). There are three recipes for naval weapons: Handcannons + Cannonballs, Ballista Parts + Ballista Arrows, and Catapult Parts + A whole bunch of stone. If you go this route, I'd consider making sure that all raids that drop firearms require naval weapons, to ensure an extra step between exists between players and late game raids.

Humans drop guns.  maybe adding cannons to the requirements of assault tier raid boats.  I severely reduced the drop rates. original raids usually had 2 times the options for drops with an average of 20 to 30 items.  I reduced them to an average of 16 for all the raids, with the progression of stronger gear appearing later in the game.  the alternative route is outposts (another kind of rarely used set of workshops) were guns appear at.... not sure where else. 

642
okay so yes bonemeal is in reaction_class:flux.. never noticed.  not sure if its actually functioning... need to test it, does it actually work as a flux... I've not seen it in the stone lists, and I think it has to show up there for it to function.

It was suggested to me... we have this whole coins coins coins thing going on everywhere... It needs some sort of consensus and it needs a little revamp.  I want to setup conversions up and down, make it a little mini menu at the end of each shop list.  so you can make coin exchanges at any shop.  But I'm rather waiting to see if the fedor concept of coin bags is accepted by the Meph and if it is, well any item could become a new 'currency' and many groups have used various items besides coins (ingots, skullls, teeth, etc.)  Just running ideas by people, I'm not writing into my scripts anything that is complete change from the standards of most of MWDF without at least some guidance.

Love the kill captives idea... adding it to my list of future reactions.  somewhere in all the rewrites of the reactions of shops.  When I do, I may double captive drops.... just so the bodies can pile up.

lol... I saw white aluminum it didn't dawn on me you was thinking white.  So glossbone will be the lightest 'bone metal' (the category I will now call all the bonemeal------bloodsteel industry).  so it will be basically useless for most things other than light weight furniture, and boat building. lets add in grinding into a dust for glazing, since its called glossbone.  It becomes a multipurpose metal increasing the versatility of the industry.

I was thinking about the whole boat thing.  yes currently the weapons kit drops when the raid is accomplished.  The boat is 100% drop from the crate(wtf) so basically the raid is completed and a boat is just sitting there with all the goods(food, gear, resources, captives) sitting inside it.  some orc runs over drags it to the stockpile it sit for 2 years, suddenly the raiding player remembers hey wait I raided the mountains a few years back.  he opens it and everything comes out pristine and nothing wrong with it...captives alive, food fresh, nothing rotted.  and the whole time a boat tied up holding it all together.   The orc literally just picked the whole boat up and dragged all of that stuff around the base.  either we set unpacks to automatic, so the only way someone can stop them from being unpacked is to have workshop slots open or at least free up the boat at the raid reaction not the raid unpacking.  personally I think the weapons kits and the ships need to have a higher return rate than the raid success rate.

Below is just a ramble on what raiding could be but not what I am going to do anytime soon.  its to toss the concept around.
Spoiler (click to show/hide)

so on other notes, I've had a couple of people interested in seeing my work... so I'm going to pack it later today, and link it to them.  If anyone else wants to see how its coming along or test it, send me a PM.  I've been taking a few hours here and there to run the reactions... but I can't be sure they are all working correctly... I've still got a few that seem to be working, but have an issue with dfhack workflow seeing them, that I'm trying to figure out.

643
interesting... so they need a fix to work with standard leather? or to be modded to not be included in the standard leather group?  that should be easy to do...

644
Masterwork DF / Re: What's happening in your Fort.
« on: February 22, 2017, 08:55:21 am »
interesting I just thought the dang things dropped rocks more often than eggs....  poor things sitting on rocks, thinking they was eggs.

645
I might have more to say later, but two comments on what you have said:

I agree that the word foundry seems to imply heavy military industry... I still don't like the gear making reactions though. Perhaps let it keep the rare metal making, but other than that have it serve as a version of the Orcish factory that works with better materials and produces better gear types. Perhaps it could even output large batches of some kind of high value block in place of bricks.
I was thinking... you put those reactions back down on par with what they would (and do) cost to make at a forge... and put them in batches of say 5/10 at a time... (set up your stockpiles so they don't drag away all the metal bars made at the shop and the time for moving items is virtually 1 tick/bar)... maybe even reduce the cost by 1 or 2 bars.... Was considering setting up an entire category system similar to say the forge:
Use {Metal} in molds
.Mold armors (a)
.Mold weapons (w)
.Mold other (o)
repeat for orichalcum, deepbronze, bloodsteel, etc.  set up the orc foundry to do the base metals and the ancient foundry for the upper metals. 

and yes keep the valuable metal making... was thinking of changing the bar ratio or adding something to it.  I want to make it accept mithril as dust, so as to remove the multiple step process of grinding, using, melting objects to get to mithril bars.  it will make the 2 more equal in production. maybe adding in another ingredient to the mix for deep bronze as the value of the bars to make deep bronze is less than half that of orichalcum, but the bar value of both is 40.  basically the value of the materials to make each is 100 for 120 in deep bronze, 200 for 120 in orichalcum.  Orichalcum is by far the harder to make,so maybe adding say 3 bloodsteel bars to the deep bronze reaction... to up the value put into deep bronze and to make them more equal in reaction/production restriction.

Maybe do both of those (i.e. the bloodsteel in deep bronze, and the mithril dust straight in orichalcum).  The mithril dust idea makes mithril items found be melted and then grinded(adding one step to them), but eliminates 2 steps from processing raw mithril for orichalcum.  the bloodsteel adds further versatility and end game use to bonemeal/bonemold/bloodsteel reactions...  then with what I add to your later suggestions...  the industry becomes involved in many stages.

I personally like the Bonemold/Bloodsteel industry. Its great if you lack the micromanaging skill or wood supply to shoot straight for heavy raiding right out the gate like you advocate for. A few ideas to make the industry more useful though...

A: Bonemold/Bloodsteel daggers at the factory as an alternative to copper
See I was considering the orc foundry needed a more robust list of reactions... one of the things I was thinking was that bonemold could be used as.... Bone Mold...
simply put you could fashion molds with it that are used at the orc foundry and the ancient foundry.  The molds would have 90% salvage rate, so you wouldn't need to keep making thousands of them, just 5 or so on hand.  each mold could be for a different item, daggers, axes, etc.  the mold plus x metal bars would return a 5 count of items and the mold 90% of the time.  This would make sense as foundries require molds that are potentially breakable.  again you would basically build a category menu as your production possibility would go up... could cross platform the molds from the orc foundry up to the ancient foundry and use them there with higher end goods... or not... discussion is fun.  but then yeah you could have bloodsteel daggers... It also would slow the easy access into mass weapons for raiding making raiding less overpowered.

B: More uses for Flux (Bonemeal). Perhaps it can be sold, or required by Ancient Foundry reactions. (Combine with a reduction in flux drop rate at the Dwarf Labor Cell)
Like the mold idea for bonemold, flux from bonemeal is interesting.... flux is a high phosphorus containing material... and bonemeal should contain plenty as why its a part of various fertilizer products...

C: Perhaps an Infernal Forge. Raid the plans from this building from the Succubi. The infernal forge could use various combinations of bonemetals and corpse byproducts (perhaps some souls as well) to produce the upgraded Succubi versions of Bronze and Steel (can't recall the names), magical ammo, and perhaps even animated constructs.
Stygium and Afelsteel...  They are in the raws... they can get them from traders occasionally(as anvils, bars, etc.), but there is no specific reactions of making them.  They are not currently in use in the succubus mod.  I'd hate to add anything more to the orcfort/succubus reactions until I know more about the future of the succubus mod from Boltgun.  I'll message him... but he's been moving them away from the whole corpses and body parts industry on the whole.  currently bonemeal/mold/bloodsteel is really only an orc thing.
the only other "specialty" inorganics in use in the succubus mod are slade(not really added in, just actually accessible easily), tempered glass, and layered glass.
I added slade furniture to one of the raids, slade is base value 1 so its not highly valuable, but it is REALLY cool for rarity.
so in the end I like thee idea of the infernal forge, but I don't think stygium and afelsteel is going to making a come back, in the succubus.  and I'm not sure the cross over value of these materials in comparison to deep bronze, orichalcum, bronze, steel.  If boltgun is going to remove them completely they could become a part of the bonmeal->bonemold->bloodsteel chain....
bonemeal->bonemold+copper+souls->stygium
bonmeal->bonemold->bloodsteel+stygium+souls->Afelsteel
Require the new Succubus Captive in the shop, make it a spiteful thing to force them to work with such vile metals since the current succubus have seemed to abandon working with corpses.

D: Perhaps add a lightweight, high value, and awesome colored decorative bonemetal. Perhaps Bonemeal + Ash + Tallow to make a white aluminum stand-in Glossbone. This way it is both easier to craft and haul the furniture made from the bones of your enemies.
That's an awesome idea all together.  What would be the color?

and to add one to this... I was thinking that maybe a low weight byproduct could be made that would be a "wood" replacement for ship building, for embark locations where wood is scarce/non existent.  this material could be such a thing.

-------------

back to the money thing.  It was suggested to me that maybe skullcups should be a replacement for orc money, either of platinum coins or bonemold coins.  basically 1 skullcup would equal say a 500 stack of bonemold coins.  Skullcup would be a special inorganic material added in so that cups made from it would be called skull cups, description this is a cup made from skull, lol. This would then replace the bonemold coins as pay to orc soldiers for raiding, and bonemold transactions.  they would also be usable as actual cups, being dragged around the taverns, etc.  We could even have gold/silver versions to replace those coins, and
the soldier version be iron skull or bonemold skull.  We set up reactions at say the craftorc for turning 1 bar+1 skull into the {inorganic bar skull} cup. No forging coins, and having quality would make sense. 

additionally... I was thinking that we could have civ raids bring back corpses/bones/skulls/etc too, say 1 to 4 but average at 1 (4 products of 1, all of them at 25% chance).  These corpses could then be used in the production line as its sometimes hard to hunt for enough animals in early to midgame for enough material for the industry.  I'm wondering what the product line would have to be for a corpse to drop.  a corpse would then be dragged to the butcher chopped into meat, bones, and a skull.  the skull goes to be made into a cup, the bones can be used in the dismemberment theater (or the corpse, another interesting realistic addition, your doctors actually practicing on a humanoid corpse!), the meat can be squeezed for blood, the entire raiding industry becomes entrenched in the bone industry.

-------

Kick those ideas around while I go start working on the foundry reactions.

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