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Messages - Sorcerer

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61
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: February 11, 2015, 03:01:44 pm »
The size thing has been brought up before, I actually reduced them quite drastically already, originally they were as big as horses. I don't remember exactly where i got the number from but i think it was the general consensus at the time? Anyhoo, it's not exactly hard to change, but there are several entries, some castes are bigger than others (workhorses for instance)

The size is mostly a matter of relative size, they are bigger than most animals, yes. but they are still smaller than griffons, buffalo and the changeling soldiers (tho drones are smaller)

62
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: February 05, 2015, 02:58:46 am »
try generating a smaller world, see if that helps any. I had this problem for a while but it suddenly stopped happening, dunno why

63
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: January 28, 2015, 10:18:28 am »
Draconequus are in the planning document, but i think it needs more spell interaction. I probably wouldn't go straight to .mov when beefing them up, probably do more spell like effects and interactions instead.

64
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: January 27, 2015, 05:58:58 pm »
That particular r is for revision, but unfortunately this does not play super well with the starter pack.
To get the creature tiles working correctly and allow for the toggleable features the starter pack uses scripts to change the RAW files.
this mod replaces some original raws and adds a bunch of new ones.

It might still work if you set up the starter pack first and then install the mod files on top of that install, but you will not get all the creature tiles from ironhand for instance working properly.

65
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: January 27, 2015, 10:51:07 am »
yeah I usually use that to compare my original file changes, the amount of changes I do to the animal file to remove the animal men is quite excessive tho and it's hard to see if toady added an animal or changed something there.

66
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: January 22, 2015, 05:16:58 am »
It should in general be compatible with any 2014 version, as long as there are no RAW changes or additions to any of the files the mod changes.
Even then the only effect should be that the new changes won't be in, or in a very rare case, raw duplication (tho this is quite a catastrophic bug)

67
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: January 20, 2015, 04:49:30 pm »
It should, but doesn't
As long as the Tanning labor is enabled the tannery building is available and/or the reaction to make leather is active the Civ has full access to leather regardless of ethics. The fact that these buildings are also hardcoded means DfHack is the only way to remove them in this way.
Generated Ponies will trade, wear and carry leather items with impunity.
All core DF features are still covered in the current version, Fleece is considered Leather for leather items and moods, bones is available from butchering, since that's actually not possible to remove.

This mod is also not made to really be compatible with adventure mode, that was WAY out of my scope when I initially started this.
It's delivered as is, with full rights of everyone who can be arsed to change or add whatever they may want to their game, and share with the thread, and I've  implemented a bunch of changes people have made to the "official" build when I've been too busy to actually update the damn thing myself :P

If you want to play with butchery enabled, it's fairly easy, just don't overwrite any of the default materials and tissues I include with the mod, and re-add the buildings and reactions to the entity file.

68
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: January 19, 2015, 03:07:59 pm »
The leather removal was twofold
Firstly.. Ponies don't generally skin other animals, the butchery labor doesn't actually give anything (and now that we have gelding we don't really need the building at all!)
secondly, clutter, having enemies show up with one gibbon leather shoe, one giant sloth leather shoe, a beaver leather thong, a muskox leather left glove, a walrus leather right glove, a horse leather chestplate and a peach faced lovebird man leather hat doesn't really add flavor..
They are all EXACTLY the same material, except for the name, and each instance costs valuable memory space.

69
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: January 18, 2015, 03:50:10 pm »
Hmmm, that sounds pretty unlucky if i remember the ratios correctly, you should get predominately drones

70
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: January 17, 2015, 04:45:14 pm »
If you just want them to use the pony buildings you can just change the [CREATURE:PONY] in Entity_Pony.txt to [CREATURE:PONY_CHANGELING]

The changelings aren't really made for civ mode tho, they only eat meat and bones, only Queens and Breeders can have babbies and only drones have the [male] tag.
Also they lay eggs which I don't think works in civ mode, i think the'll just lay eggs and they never pop. you may want to change that in the Creature_Pony_Changeling.txt file.

71
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: January 15, 2015, 03:06:35 am »
All four pony types are already in, there's an infancy of a spell system in the files somewhere, but that will also require a bit of work to fully flesh out. Due to time restraints unfortunately I'm only doing bugfixing in the mod at the moment.
The biggest problem with extensive DF modding is that it's fairly time intensive and it's very easy to break things if you don't concentrate on what you're doing. Result is that currently I just don't have time unfortunately.

Hopefully I'll be able to take some time to fix this stuff properly but as of yet such a time has eluded me, so no promises this time :P

72
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: January 09, 2015, 04:23:25 am »
I think I commented out the apple buildings in the latest version.
With the new fruit and harvesting the system could use a major rewrite, i just don't know when I'll find the time.
Hopefully we'll see less hovering Pegasi with this, it's a shame they still fly-path through trees and leave items in the branches, tho come to think of it, it might be because flying is faster than walking... hmmm that bears testing.

73
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: January 06, 2015, 08:22:30 am »
I honestly don't know exactly how my personality changes will affect things like tantrums in the new mental system.
Are they getting any negative thoughts at all?

74
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: December 16, 2014, 02:11:42 pm »
From the looks of it, it shouldn't mess up the current version, it should technically run without a hitch.
With the new fruits I Have come to realize that most of my plants and plant processes are obsolete, and I need to find time to rework that at least, I have a couple of chill days at work next week that may have to suffice.

75
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: December 15, 2014, 06:03:37 am »
It works with Phoebus no problem, there may be incompatibility with mods that add seperate creature sprites as I've changed the raws to remove animalmen. If you use one of these make sure you use one with a patch tool and not just a RAW file replace.

I have the files for stonesense, but they need to be reworked to the new caste system.

There are 1200 castes.
there's about 20-30 lines of nested code for each.
Then you add foals, which is another 20-30 lines, per caste

Despite my best efforts I have not managed to automate this process without fault yet.

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