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Messages - Sorcerer

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46
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: December 07, 2015, 02:57:43 am »
One strange new issue i came across after messing with the files is that Griffons and Zebra no longer start correctly, so I think i have to fix that up first.

An idea I had was to release a "baseline" version with just the civs polished up as much as I can (maybe even make some other than ponies playable) and then add any other changes I want to implement as a separate version after that. The baseline will be a lot closer to vanilla DF with ponies than what I've done before.. and will probably look closer to the original Pony Fortress from Nido'
I've also been toying with adding more hooved animals as minor civs (like beastmen) that should be able to join civilizations if I'm not mistaken. So there'll be options for cows and goats and such.. and i guess we need some uber traditional yaks from the great north  at some point.

47
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: December 05, 2015, 06:00:17 pm »
Okay, so there's something in the entity files that's crashing the game during worldgen.. I've had to recreate the entity files from scratch, but the game still crashes when finalizing entities. I'm going to wait until the next bugfix release to see if that solves it. Otherwise I don't really know what could be causing this.

Edit: okay, so I can generate a world now, but it involved resetting ponies buffalo and griffins to "default" entities, so now I just have to tweak their values and such back..
I played around in a world for a bit, and changelings had more or less taken over the world already, they owned all the sites, but i could still play as ponies, griffons or zebra, that all worshiped changeling gods of submission and thralldom, good times :D

48
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: December 04, 2015, 05:08:26 am »
And the syndrome changes are pretty cool too, you could make ponies go mean if discorded and changelings that literally eat your love.

49
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: December 03, 2015, 06:56:45 pm »
Whoops, looks like I forgot about the missus' office xmas party, and the day was spent on alcohol, badly karaoked christmas, dance dance revolution and pool.
I should be able to get something up before the weekend starts in earnest tho :D

50
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: December 02, 2015, 06:15:41 pm »
Okay, I've gotten my hooves dirty today, cleaned up most of the creature and entity tags, but for some reason whenever I try to copy something in, it crashes the game, so more testing is needed.

edit:

okay I've successfully genned a world using entity_default with the dwarves replaced with pones, so that works at least, which seems to indicate there's some game breaking bug somewhere in my entity_pony file. I gotta hit the sack tho, but I'm fairly sure I'll have something playable tomorrow :P

51
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: December 02, 2015, 12:40:29 pm »
hahah no worries, the update was obviously intended to follow the DF update.

Judging from the raw changes document there shouldn't need to be a lot of work to make the mod playable in 42.1 just need to add some tags here and there.

Now that I have at least some people's attention tho... Pegasi and Griffins (and changeling soldiers) do we keep them as fliers or not? I can make them super fast across the ground until an eventual update to the fortress mode flier pathing is adressed (now that there's actual vanilla fort mode concerns for fliers, perhaps this will be looked upon) as it is now, they are best used for fighting, hauling and weather factory, but hauling is a bit of a hassle since they keep flying into the trees. but flying is definitely an advantage for sallying across walls or quickly repositioning fighters.

What do you think? it is possible to work around the flying bugs, but it may be easier for new people if they are just fast on the ground.

52
DF Suggestions / Fortress Mode Flyer Pathfinding
« on: November 30, 2015, 03:02:51 pm »
Flying pathfinding could use a quick look in fortress mode, fliers will always try to utilize z levels even when their destination is on the same Z level, but will not fly into empty space.
Trees and branches however is a different story. Fliers will path into trees, realize they can't path down without climbing, and get stuck.
This is especially a problem when hauling, as they will drop whatever they were hauling as they move into the tree or roof.
While fliers require a ground path to be able to find a destination, they will move over walls and roofs using their flying, however, if for some reason a path update happens when the creature is an inaccessible place, the creature will get stuck, as it no longer have a valid path.

For most of these issues the creature will be stuck until they get another job, or get hungry or thirsy, upon which they will risk climbing down. 

This is primarily an issue for modded civilizations, but from the sounds of it, minor civs will be able to join your fort in the upcoming version, if that includes bat men and cave swallow men, then the above issue will apply.

53
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: November 29, 2015, 06:08:09 pm »
I primarily focused on Ponies, as I wanted something a little more than regular DF but with ponies.

Here's the rundown
Fully realized cutie mark system with skill bonuses.
I tried to give each of the tribes "system" which was developed to some extent

Unicorns
 - Research/Knowledge system, grind for research points to unlock buildings
 - Crystal growing/craft
Pegasus
 - Weather factory.
Earth Ponies
- Baking (NYI)
- Rock Farm

I also added some items to help overground construction, sawmill for more logs and thatch from hay.

I was planning on expanding the research and magic system using dfhack and material imparted syndromes, but it was a bit of a handful and I was pretty tired after work so I never got around to it.
My notes also has an elaborate system for the elements of harmony again using syndromes, it led the same fate.

I could look into using something like a mod manager or something to allow some different options, the biggest problem is making sure all changes are implemented across all alternate files.
it shouldn't be too difficult to add an option to return meat and leather if someone wants to play griffons. and I also need to add an option for single caste ponies for adventure mode (there are something like 333 castes for each tribe atm due to caste dupication for cutie marks)

54
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: November 29, 2015, 02:55:18 pm »
The prodigal son returns!

Sooo, it's been nearly a year since the last MLF update, but with the new version looming and ponies going on hiatus, I figured I could jump back into it and at the very least make sure the mod works on DF 2k15 or whatever we'll call it.

We'll have to see exactly what kind of features the new version brings, but this is also an opportunity to make any changes.
So, if anyone is still interested in playing the "show canon(ish)" version of the mod, hooves up, any changes you would prefer?

Personally I was thinking about a version with the pony tribes separated, as you can invite other civs to your fort now it could take place shortly after the unification, but I guess we need to see how that works with love and marriage first, if new members of the fort are 100% segregated that probably wouldn't work too well.

So what do you think? stick to the same approach as now, just updated, add features, remove features?
pretty much anything goes at this point, just want to gauge the interest.



55
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: June 07, 2015, 04:29:36 pm »
Wow, that IS a relic of longtime past, it was supposed to be a part of the Earth pony research tree but it was not possible to make a plant with seeds that also do not grow in the wild, alas!
The fact that Toady dumped a few hundred plants on us just as I was doing it didn't exactly help either :)

56
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: April 25, 2015, 07:09:05 am »
Soldier Changelings have wings, so they can easily jump over your walls, beware!

57
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: April 24, 2015, 02:14:09 am »
 I know there's a ton of strange bugs, DF is notoriously difficult to debug especially when time constrained, which i have been for the last couple of years it seems. Well I've FINALLY managed to set aside some time per week for personal projects, and as soon as the new version is out I'll plot in working on bugfixing and updating to the new version.

I can't promise much in the way of new features initially, I'll probably add some more creatures and ideas from the new season but i do have several pages of development ideas I'll look into implementing.

It's nice to see that there's still activity in this thread even after my shoddy update and reply schedule btw :P

58
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: April 11, 2015, 04:22:09 pm »
Toady hasn't really done much for the flier pathfinder, and the pegasi still have some issues unfortunately.
The primary issue is that since flying is faster than walking they prefer to fly. due to fortress mode pathfinding the only time they get to do this is if there's a climbable area.
The problem occurs if there's a pathfinding update while they are airborne, especially when carrying items as this usually causes them to drop the item.

I've been experimenting with movement, I think maybe it might work to make the pegasi as fast or faster on hoof than by wing, so they won't prefer to fly, but I've not had time to test this yet.

59
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: April 01, 2015, 08:11:47 am »
So far the only issue with updating to a new version of DF is making sure all the new tags are in place.
As I'm sure Toady doesn't want to rewrite every single creature again, most of his additions are built with the current raw system in mind, tags are only added where needed. The WORST that would happen, from my experience, is that without the correct tags, there might not be any poetry or the like, i doubt anything will outright break.

60
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: February 19, 2015, 10:02:11 am »
the difference isn't big enough to run into item size restrictions.
The size between the alicorns and regular ponies, or even workhorses like the train ponies is big enough to warrant a size change.

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