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Messages - Kavrick

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1
Another thing i've noticed is that you can only smelt down vanilla armor, stuff like chain stockings, mittens and such cant be melted down, which kinda sucks.
Will add that into the update.

I've been playing the mod quite a bit recently and even though i love it, there are some outstanding issues.

Crafting takes way more resources than in the vanilla. Because of the way crafting works, a single sword can take 3 units of metal, but if you melt it down you only get one unit of metal, and this applies to some of the armor too. This also comes into play when it comes to tanning, you only get one piece of leather per animal, i know there's a chance to get more but it's so low that it really doesn't change anything, an entire elephant doesn't give enough leather to make a single backpack i personally think there's an issue, i changed the value myself to 4 so you at least get a reasonable amount of leather per skin.

Tediousness. I understand the purpose of this mod is to give a realistic crafting system that's immersive, but i feel like it goes a bit too far. To an extent i feel like you realised this, as with the chainmail stuff, there's a 3 step process to making a single pile of chains, which you require two of to make a chain shirt, but then with scalemail you can just straight up make the scales with no extra steps. Also there's a step in making the chains that if you aren't careful will eat your tools, which is annoying. The amount of tools you need to make stuff is also insane, i get the reason behind requiring tools, but it's not like they're hard to make or make any sort of difference if you have high quality tools (As far as i could tell) and all this does is make it so you have a massive pile of tools that are annoying to make. A good example of this is woodworking, to make a wooden shield you need planks, to make planks you need a maul, to make a maul you need sticks and blocks, to make blocks you need a saw, to make the easiest saw you need stones. The crafting menu isn't fun to use in adventure mode, the fact that every time you craft something it throws you back to the game makes it even more tedious when you have single items that require 5+ steps to make. I get the purpose of the mod but i do feel like it goes too far with the amount of requirements to make stuff, all the different tools could just be grouped up into "blacksmiths tools" or "woodworking tools", rather than having a pile of a bunch of different items that are hard to track.

Speaking of hard to track, the last issue i have is waste products, goddamn does this shit make your inventory a pain to manage, the best example of this is wood shavings and stone shards. Why do they exist? all they do is clog up your inventory, and it seems like wood shavings have the powder tag, as sometimes they'll cause tiles to have a coating of wood shavings that you cant easily get rid of. And then you have stone shards, so far i haven't found a use for them, maybe there is but i dont know, but when you need to make smelters and you have to pray to the RNG that mining rocks will give you large block to make them with, goddamn is it a pain. I normally end up mining like 30 rocks, do you know how much stuff you end up in your inventory after mining this many rocks? This requires me to either keep it in my hands, craft the smelters and then drop everything off somewhere (Which takes ages mind you), but then if i say, want to keep the gems, i have to sort through multiple pages picking them out, not fun.

Sorry for the wall of text rant, i really do love this mod but it is a massive pain in the ass sometimes, i personally dont find using the reaction menu fun and this mod requires you to use it a hell of a lot and to also track what items you have because of the amount of resources it can take to make a single item, this normally just means i end up having a single tile in my base with everything on.

Also question, what's the difference between rivets and a batch of rivets?

2
Another thing i've noticed is that you can only smelt down vanilla armor, stuff like chain stockings, mittens and such cant be melted down, which kinda sucks.

3
Quote
I get the intention but it really feels horseshoed into the game, kinda wish i could play the mod without it.

I could use more stylized/original names, or remove them, instead of generic classes like "Fighter." If you never saw a "fighter human child", do you feel it would instantly restore immersion for you?
I mean i dont think it's a simple an issue as that, of course it's still  subjective but i think ham fisting it into the racial system, you get entire villages made of one "class" which really doesn't make sense or feel right, if you want the option for players to be able to get innate powers and such, you should do it through a book system like with necromancy, where you read a book and then gain the ability to use those abilities, would be far more organic and make sense over just picking a race which is just a straight up better version of the original race.

I have considered using the caste system to handle classes, which would make more sense but as I recall that made DF more unstable during world gen. I am considering a complete reboot of this mod, once the Steam version is released. Due to the many changes between then and now, there will be no choice.

The problem now with leaving it only to book learning, is that it doesn't spread enough in world generation. The result would be less than 1% of playable races would ever have access, and you could waste a lot of time chasing down a single skill/power at grave personal risk. Skills that most PC's would know by level three or so automatically in a tabletop RPG.

Having said that, I only recently added class civs back into the mod. I will strongly consider releasing a leaner version of the mod before the Steam release. Until then replace the human code block in the entity_default raw to avoid it (or delete the class/races you don't want to see under [ALL_MAIN_POPS_CONTROLLABLE]):

Code: [Select]
[ENTITY:PLAINS]
[INDIV_CONTROLLABLE]
[ALL_MAIN_POPS_CONTROLLABLE]
[CREATURE:HUMAN]
[TRANSLATION:HUMAN]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_2H]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_AXE_GREAT]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
[ARMOR:ITEM_ARMOR_CAPE:COMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_DRESS:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_TURBAN:UNCOMMON]
[HELM:ITEM_HELM_MASK:RARE]
[HELM:ITEM_HELM_VEIL_HEAD:UNCOMMON]
[HELM:ITEM_HELM_VEIL_FACE:RARE]
[HELM:ITEM_HELM_SCARF_HEAD:UNCOMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS:COMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SANDAL:COMMON]
[SHOES:ITEM_SHOES_CHAUSSE:UNCOMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[PANTS:ITEM_PANTS_THONG:UNCOMMON]
[PANTS:ITEM_PANTS_SKIRT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]
[PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
[TOY:ITEM_TOY_HAMMER]
[TOY:ITEM_TOY_AXE]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
[TOOL:ITEM_TOOL_CAULDRON]
[TOOL:ITEM_TOOL_LADLE]
[TOOL:ITEM_TOOL_BOWL]
[TOOL:ITEM_TOOL_MORTAR]
[TOOL:ITEM_TOOL_PESTLE]
[TOOL:ITEM_TOOL_KNIFE_CARVING]
[TOOL:ITEM_TOOL_KNIFE_BONING]
[TOOL:ITEM_TOOL_KNIFE_SLICING]
[TOOL:ITEM_TOOL_KNIFE_MEAT_CLEAVER]
[TOOL:ITEM_TOOL_FORK_CARVING]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]
[TOOL:ITEM_TOOL_POUCH]
[TOOL:ITEM_TOOL_WHEELBARROW]
[CLOTHING]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:TEMPLE:NAME_BUILDING_TEMPLE]
[SELECT_SYMBOL:LIBRARY:NAME_BUILDING_LIBRARY]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
[RIVER_PRODUCTS]
[OCEAN_PRODUCTS]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[OUTDOOR_WOOD]
[OUTDOOR_FARMING]
[OUTDOOR_GARDENS]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[SPHERE_ALIGNMENT:WAR:512]
[ART_FACET_MODIFIER:FANCIFUL:640]
[ART_FACET_MODIFIER:OWN_RACE:512]
[FRIENDLY_COLOR:7:0:1]
[UNDEAD_CANDIDATE]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_GRASSLAND]
[START_BIOME:ANY_SAVANNA]
[START_BIOME:ANY_SHRUBLAND]
[BIOME_SUPPORT:ANY_WETLAND:1]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:ANY_OCEAN:12]
[BIOME_SUPPORT:ANY_LAKE:3]
[BIOME_SUPPORT:ANY_GRASSLAND:3]
[BIOME_SUPPORT:ANY_SAVANNA:2]
[BIOME_SUPPORT:ANY_SHRUBLAND:2]
[BIOME_SUPPORT:ANY_RIVER:4]
[MERCHANT_NOBILITY]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SUMMER]
[SIEGER]
[MAX_STARTING_CIV_NUMBER:5]
[MAX_POP_NUMBER:3999]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[MERCENARY]
===========================================================================================================
[SCHOLAR:PHILOSOPHER]
[SCHOLAR:MATHEMATICIAN]
[SCHOLAR:HISTORIAN]
[SCHOLAR:ASTRONOMER]
[SCHOLAR:NATURALIST]
[SCHOLAR:CHEMIST]
[SCHOLAR:GEOGRAPHER]
[SCHOLAR:DOCTOR]
[SCHOLAR:ENGINEER]
===========================================================================================================
[PERMITTED_REACTION:MAKE_PARCHMENT]
[PERMITTED_REACTION:MAKE_SCROLL]
[PERMITTED_REACTION:MAKE_QUIRE]
[PERMITTED_REACTION:MAKE_SHEET_FROM_PLANT]
[PERMITTED_REACTION:MAKE_SLURRY_FROM_PLANT]
[PERMITTED_REACTION:PRESS_PLANT_PAPER]
[PERMITTED_REACTION:BIND_BOOK]
===========================================================================================================
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:GELDER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
[PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:PRESS_OIL_FRUIT]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT_GROWTH]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:PROCESS_PLANT_TO_BAG]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PEWTER_FINE_MAKING]
[PERMITTED_REACTION:PEWTER_FINE_MAKING2]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
[PERMITTED_REACTION:PEWTER_LAY_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
===========================================================================================================
[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:BRIDGE]
    [WORLD_CONSTRUCTION:ROAD]
    [WORLD_CONSTRUCTION:WALL]
    [BUILDS_OUTDOOR_TOMBS]
[BUILDS_OUTDOOR_FORTIFICATIONS]
===========================================================================================================
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_NO_REPERCUSSIONS]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:APPALLING]
[ETHIC:TORTURE_ANIMALS:SHUN]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PUNISH_SERIOUS]
[ETHIC:TRESPASSING:PUNISH_SERIOUS]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[VALUE:LAW:5]
[VALUE:LOYALTY:15]
[VALUE:FAMILY:30]
[VALUE:FRIENDSHIP:30]
[VALUE:POWER:15]
[VALUE:TRUTH:0]
[VALUE:CUNNING:0]
[VALUE:ELOQUENCE:0]
[VALUE:FAIRNESS:15]
[VALUE:DECORUM:0]
[VALUE:TRADITION:0]
[VALUE:ARTWORK:0]
[VALUE:COOPERATION:0]
[VALUE:INDEPENDENCE:5]
[VALUE:STOICISM:30]
[VALUE:INTROSPECTION:0]
[VALUE:SELF_CONTROL:15]
[VALUE:TRANQUILITY:0]
[VALUE:HARMONY:0]
[VALUE:MERRIMENT:15]
[VALUE:CRAFTSMANSHIP:15]
[VALUE:MARTIAL_PROWESS:30]
[VALUE:SKILL:15]
[VALUE:HARD_WORK:5]
[VALUE:SACRIFICE:0]
[VALUE:COMPETITION:0]
[VALUE:PERSEVERENCE:5]
[VALUE:LEISURE_TIME:5]
[VALUE:COMMERCE:15]
[VALUE:ROMANCE:5]
[VALUE:NATURE:0]
[VALUE:PEACE:0]
[WILL_ACCEPT_TRIBUTE]
[VARIABLE_POSITIONS:ALL]
[SITE_VARIABLE_POSITIONS:ALL]
[BUILDS_OUTDOOR_FORTIFICATIONS]
[BUILDS_OUTDOOR_TOMBS]
[BANDITRY:10]
[STONE_SHAPE:OVAL_CABOCHON]
[STONE_SHAPE:ROUND_CABOCHON]
[STONE_SHAPE:CUSHION_CABOCHON]
[STONE_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:ROUND_CABOCHON]
[GEM_SHAPE:CUSHION_CABOCHON]
[GEM_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:POINT_CUT_GEM]
[GEM_SHAPE:TABLE_CUT_GEM]
[GEM_SHAPE:SINGLE_CUT_GEM]
[GEM_SHAPE:ROSE_CUT_GEM]
[GEM_SHAPE:BRIOLETTE_CUT_GEM]
[GENERATE_KEYBOARD_INSTRUMENTS]
[GENERATE_STRINGED_INSTRUMENTS]
[GENERATE_WIND_INSTRUMENTS]
[GENERATE_POETIC_FORMS]
[GENERATE_MUSICAL_FORMS]
[GENERATE_DANCE_FORMS]

Isn't that better if it's rare? it makes getting it a bigger deal rather than just being handed out at character creation. and even if you look at your population chart on the main page, should there really be more legendary dwarves than standard dwarves? seems kinda backwards.

4
Quote
I get the intention but it really feels horseshoed into the game, kinda wish i could play the mod without it.

I could use more stylized/original names, or remove them, instead of generic classes like "Fighter." If you never saw a "fighter human child", do you feel it would instantly restore immersion for you?
I mean i dont think it's a simple an issue as that, of course it's still  subjective but i think ham fisting it into the racial system, you get entire villages made of one "class" which really doesn't make sense or feel right, if you want the option for players to be able to get innate powers and such, you should do it through a book system like with necromancy, where you read a book and then gain the ability to use those abilities, would be far more organic and make sense over just picking a race which is just a straight up better version of the original race.

5
Quote
I was playing a greenman

Okay, those should definitely be intelligent. Any other thoughts or suggestions about Greenman (or Adventure Mode) I can include in v38d?
I mean it's a cool idea, but i stopped playing because i couldn't see my skills, which was a pretty big issue.

I stopped using the mod in general because i honestly think the "class" system is silly, when i see stuff like "human fighter child" it feels like trying to juryrig classes into the race system doesn't work very well and kinda ruins the immersion of the game, i dont even understand the purpose of putting classes into the game, it works fine, if not better without them with the skill system.

Thank you for the feedback. Classes add special interactions and innate combat moves that go behind the DF skill system like Assassin Strike and Heroic Might. With all the powerful foes in DA:III, it gives players and enemies more situational options.

I get the intention but it really feels horseshoed into the game, kinda wish i could play the mod without it.

6
Quote
I was playing a greenman

Okay, those should definitely be intelligent. Any other thoughts or suggestions about Greenman (or Adventure Mode) I can include in v38d?
I mean it's a cool idea, but i stopped playing because i couldn't see my skills, which was a pretty big issue.

I stopped using the mod in general because i honestly think the "class" system is silly, when i see stuff like "human fighter child" it feels like trying to juryrig classes into the race system doesn't work very well and kinda ruins the immersion of the game, i dont even understand the purpose of putting classes into the game, it works fine, if not better without them with the skill system.

7
So i finally went through the massive process of making a shield and at the end i got "you practice your armorsmithing but make nothing of note" does crafting seriously have RNG? the crafting in this mod is already pretty overcomplicated without having rng involved...

Edit: I tried it yet again and failed to make a shield, is shield crafting just borked?

8
Hi Kavrick, what race are you playing in Adventure Mode?

im having problems with the textures not loading for any of the new races any idea on how to fix?

Hi Fireborn, what tileset are you using and can you give a few example of the races with no tiles?
I was playing a greenman

9
So i cant figure out what "powder" is, like the powder you need to make large blocks and all that.

I just read the readme about power on dirt tiles, is it not the loan you collect? Or does it need to be clay?

10
For some reason in adventure mode i cant see my skill list, it's completely blank

I managed to figure it out, it seems some of the playable races aren't actually intelligent

11
Not wanderer's friend, just wanderer: http://www.bay12forums.com/smf/index.php?topic=140950.0

Ah right, I'll want to check sometime and see if they do anything different. I have vague memories that one of the other common Wanderer variants had a method of using skulls in reactions that I was simply unable to replicate until I found a different method.

I look forward to seeing how this goes, i do love this mod and the amount of depth it has for crafting compared to other ones, although i think the only other problem i have is how low the succeed chance on breaking down metal stuff is, but i can probably change that myself.

12
If you mean the original Wanderer's Friend, I vaguely recall back before some mechanic changes stacks of bones would be automatically eaten up entirely by reactions as-is, making this more along the lines of trying to restore much-older behavior because the new mechanics act weird in some cases...
Not wanderer's friend, just wanderer: http://www.bay12forums.com/smf/index.php?topic=140950.0

Edit: By the by, is your mod supposed to change it so goblins need to eat? In vanilla they dont need food/water but when i was playing with your mod I did when playing one.

13
Intentional for balance reasons, avoiding some oddities caused by weird reaction bugs, and consistency yeah.

I am in the DF discord though (as Chaosvolt) I haven't been active in a while due to various things.

That's fair enough, it is a shame that there's no middle ground, i do much prefer how wanderer deals with it, having too many bones is better than having too few imo.

14
Oof. That's mentioned as one of the fucky things about crafting in general. Notice how in vanilla adventure boecarving, everything you can make would logically only require a single bone. If you tried to make a recipe demand more than one bone, bar of metal, piece of cloth etc, it'll work fine in fortress mode but start acting up in adventure mode. Usual result tends to be it'll demand a separate stack for every unit requested, then take 1 from each stack, which would get downright fucky once you get to armor and other things that logically should be taking several bones at once.

And then you get to leather goods, where every hide is just one single unit and therefore 1 corpse will always equal 1 leather item, and at that point it ends up being a choice between:
1. Letting the player make hundreds of dragon bone goods from a single dragon yet only ever getting 1 scale item from each.
2. Needing several stacks of filler to actually use those dragon bones for armor (and still being able to make a ton if you do juggle this requirement), with high risk that it's going to pick the weaker bones as the primary material (meaning none of the benefits).
3. Just exploiting REACTION_CLASS so that at least it's consistent relative to how leather is handled, while also sidestepping all of these conundrums.

It's even worse with bars (average product size 150), cloth (average product size 10000), or thread (15000) for rather obvious reasons, and that's why in Adventurecraft the reactions are exploitable as all hell if you use cloth/thread/bars/sheets/etc spawn in sites instead or handmade ones (the reactions produce products with a unit size of 1 and consume only 1 unit to avoid these shenanigans).

I've been using http://www.bay12forums.com/smf/index.php?topic=140950.0 with the taffer update, that has working bone crafting, i was thinking of using that but it's missing a lot of stuff that your mod has, which is a shame. I do love your mode and the depth it has but having entire bone stacks eaten for a single craft is a pain. Are you on the Dwarf fortress discord?  I was talking to another modder about it and he said it had something to do with "editing the default materials" being the issue, i can ask him further about it if you want.

I think i misunderstood, so is in intentional for balance purposes? the only issue i can see then is not having enough bones to actually level the skill.

15
Er, are you...do you have any errorlog content? I'm not sure what might cause crashing beyond the usual vanilla troubles. As for the crafting, I'd have to work on it, and been kinda not that active as of late (IRL things ate up a lot of my free time as of late), though once the update hits...

I managed to fix it, i think it was just an issue with TWBT being TWBT, although another thing i've noticed is that bonecrafting seems to work weirdly with bones, not sure if it's intended but when i went to make a bone stave with a stack of 21 lion bones, it used up all 21, same thing happened when i made a tooth dagger, i had 4 and it used up all 4, is this intended?

Edit: Yeah i re-tested it, made a single large dingo bone dagger, it used up 14 bones.

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