Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Patchouli

Pages: 1 ... 45 46 [47] 48 49 ... 59
691
DF Modding / Re: Gardens of Gensokyo V0.11a
« on: October 24, 2010, 08:00:14 am »
I didn't give them a whole lot of names to choose from, I'll need to add in more words that are sufficiently fairy-like for Gensokyan fairies.

692
DF Modding / Re: Gardens of Gensokyo V0.11a
« on: October 24, 2010, 06:27:28 am »
Yeah, sorry.

Progress is slow because of homework and falling asleep.
Oh well, RL can interfere with stuff.
Will you eventually change it so that the language file makes their names appear in romaji, then translate to english?
Also will you be including character names in the language file?
I dunno about making the names appear in romaji. That's a LOT of researching. There was a pack of japanese words on this forum, but it only had about 200 translated words. That's only about 10% of all the words in Dwarf Fortress. Not to mention shenanigans in regards to kunyomi vs onyomi, slang vs "properly" translated words, kanji with multiple readings, untranslatables and other stuff like that.

Character names should be okay in the language files, but I don't know how it would really be used, it would be a bit odd having some oni called Reimu walking around. I could prevent civs from using those names, but I don't know how to completely control last names, only first names, so you'd probably have weird things like Shikichen or whatnot. Even then, some characters have "odd" names, like Marisa, Tewi, Parsee.

Fairies lucked out, in that most of them seem to have weestern names and all, it's just the other guys that have problems.

693
DF Modding / Re: Gardens of Gensokyo V0.11a
« on: October 24, 2010, 01:45:57 am »
Yeah, sorry.

Progress is slow because of homework and falling asleep.

694
DF Modding / Re: Gardens of Gensokyo V0.11a
« on: October 20, 2010, 01:58:31 am »
Oh. Eventually, they'll have normal character graphics.



Pretty obviously Cave Story ripped though.

695
DF Modding / Re: Gardens of Gensokyo V0.11a
« on: October 20, 2010, 01:41:50 am »
the dyable plants are a tad unnecessary for now, as there is no non-challenge reason to actually make, let alone color clothes. It's not like you can see the clothing colors anyway.
My civilians are power items, my military point items.
Will the nobles be eventually turned into faith items/whatever the green star represents?
The dyes are woodstains, so you can get the colored walls you want.

I don't think nobles can get a unique death sprite, they'll probably just turn into power items.

696
DF Modding / Re: Gardens of Gensokyo V0.11a
« on: October 19, 2010, 04:13:39 pm »
Have an easy fix:

   [SELECT_TISSUE_LAYER:MUSCLE:BY_CATEGORY:WING]
      [TL_VASCULAR:1]
    [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:WING]
      [TL_VASCULAR:0]
Thanks for the help.

Have an easy fix:

   [SELECT_TISSUE_LAYER:MUSCLE:BY_CATEGORY:WING]
      [TL_VASCULAR:1]
    [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:WING]
      [TL_VASCULAR:0]
yay fixes!
As a side note, I am heavily modding my copy of this, and much hilarity is occurring as a result. Apparently worldgen favors humans/tengu/oni far too much. What biomes do they spawn in, as I don't understand how that part of the raws works. I would suggest some way of making less of them spawn somehow. Also in the inital release, there was about a 50-50 chance you had underground crop access. how is the status of this now?
Also there is a decent chance I will be removing some of the plants, because the farm plot menus are probably still huge.
Also littersize drop QQ.
advice for youkai: remove [BABYSNATCHER] and add [SIEGER]
also testing what happens when you remove [SIEGER] from kappa, tengu, oni and humans (hopefully they will fight less on their own and the youkai will be far more destructive. Also tengu/kappa tend to take down titans.
I would also like to praise the amount of choice we have when it comes to booze:
- sak
- umeshu
- tantakatan
I don't remember where they spawn. I think their entity files were pretty much identical to vanilla humans, except for kappa, which begin in wetlands. So that's   ANY_GRASSLAND, ANY_SAVANNA, ANY_SHRUBLAND. I didn't get around to fixing up all of their biomes.

I'm not sure how to directly control pop sizes yet, other than messing with the male/female ratios.

I don't know how the underground issue is working. However, oni should eventually be the race to export underground goods. I'm more confused as to why fairies have a 50/50 chance to underground plant access.

If I remove BABYSNATCHER, youkai will start sieging instantly as opposed to sending babysnatchers and ambushes.

If the wiki's right, SIEGER only affects sieging behavior. It just means they wait around the maps edges before attacking directly when sieging.

I'm a bit wary about adding more booze just because the planting menus are pretty big already. I was thinking to consolidate all dyable plants into just a single super-plant or something, to make more room for other stuff. However, the dyable plants were planned to be more multi-purpose in the future.

697
DF Modding / Re: Gardens of Gensokyo V0.11a
« on: October 19, 2010, 03:57:52 am »
No worries- the thing is that I'm on a cold biome, meaning the brook and ponds freeze up during winter, meaning that I can't fish and have to stretch plant resources with making booze (though I'm making a reservoir in the clay mine to help with that). Fortunately, I have three (soon to be four) milkable animals for cheese.

But hey, poor planning causing resources to be stretched thin wasn't a bad thing. Now that I've got max-size farm plots laid out and large stockpiles of rice and perilla seeds, I should pretty much have food sorted out once this second winter blows over.

ED: Fairies have awesome gods.

Spoiler (click to show/hide)
You know, I got a goddess named Cirnon, assosciated with the cold and some other stuff.
and the framerate limit must be set to 0 (no fps limit, I get to 400k FPS while paused)

Oh. Also you can delete the *_*.txt files from the raws if they have a *_*_toho.txt replacement and isn't the body detail plans file
Is the barrel problem fixed?
also it's probably now possible to have no wood at all on embark,if all the towercap/fungiwood is gone

Barrels are fixed.

All underground trees are still there. I didn't get around to changing them yet. Should be fun though, I get to make up or reference more trash when it comes to those things.

You should be able to delete *_*.txt files if they're creature files. I forgot to delete those when I merged to .16.

Except for the wagon, of course.

Also, are rhueses those stupid goddamn monkeys' corpses supposed to just kind of... sit there and never go away? Vermin corpses disappear just fine now (unlike a couple versions ago), but I've got up to three-year-old skeletons sitting on a bluff overlooking my village, and I can't butcher/bonecraft anything out of them.

Speaking of which, I've got marauding monkey problems. Usually, they get slaughtered wholesale by my dogs, but last raid they nicked the iron bar i was going to use to set up a Wood Works, and just recently, they managed to pick off one of my children (Who, sadly, had just turned one, so pretty much as soon as she left her mother's arms she got blindsided by a monkey and torn in half)


Oh, and making such huge farm plots was a baaad idea. My one fisherman pretty much provides enough food to last the winter (with cheese), so I'm now practically drowning in food (to the point where I can't make any booze for lack of barrels)
Not sure about the rotting monkey issue.

Fairies do have the tendency to get completely trashed if they're not covered, and tremor fairies are the only kinds that can do okay in unarmed situations.

698
DF Modding / Re: Gardens of Gensokyo V0.11a
« on: October 18, 2010, 01:55:28 pm »
The fairies of Ransackedautumns have successfully mined raw clay, molded it into bricks, fired them, and are building a house with them.

ED: Possible mistake with the language file; "Saffron Rootverbcharm"

Farming being so slow and being in a cold biome (and two successive migrant waves!) may make it difficult to survive the winter- hopefully everyone can hold out until the caravan arrives. Survived through excessive foraging and cheese-making.

Of my current population of 22, only 2 are male (one of the starting seven, and the husband of an immigrant)
Thanks for testing clay out.

Rootverb is fixed for next version.

I was worried about that - the beginning being too difficult to survive, especially if you wanted to plant trees over food early. Great to see that you made it through though.

Males should make up around 1/5th of the people. They're really only there to make a breeding pair in worldgen.

699
DF Modding / Re: I have some questions!
« on: October 18, 2010, 01:48:48 pm »
1. What does weapon size really do? I assume it has something to do with a weapon is too large, then you can't use it. Is there a way to use a weapon in spite of being 'too small', such as having high strength, or is size the only factor?

This is what MINIMUM_SIZE and TWO_HANDED are for, not SIZE. I can only presume that SIZE itself affects mass. People have reported that certain dwarfs have been able to use halberds (which are typically too large for them), but I'm unsure as to which attribute is the actual cause of this.

It may be related to this:
Code: [Select]
[BODY_SIZE:12:0:60000]

These body modifiers give individual dwarves different characteristics. [b] In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.[/b]  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.

[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
Default halberd minimum size is 62500, so I guess fairly beefy dwarves can use them.

700
DF Modding / Re: Gardens of Gensokyo (W.I.P)
« on: October 18, 2010, 05:32:14 am »
Updated.

http://dffd.wimbli.com/file.php?id=3247

Mostly fixing stuff.

-Plant growing times are fixed to intended plans. VERY LONG. I might change them to be shorter, this mod is planned to be reliant on growing a variety of crop, and if the times are just too long, it's just going to be a giant hassle. But yeah, they're long. Rice grows the fastest at half a year. Many of the tree-types take 1.5 years to grow. Some of the plants take 10 years, since they're intended to be decorational. Plant accordingly. Also, plant gathering won't work for all plants. They'll work with good accuracy for rice and perilla, and will yield faster results than farming until things pick up. Many of the tree-types have a very low frequency to gather with herbalism.

Spoiler: Plants (click to show/hide)

-Male fairies exist. They make up a pretty big part of the population.

-Paper industry fully implemented. It's sort of convoluted, I might cut out steps.
Spoiler: Paper-making steps (click to show/hide)

-Paper used to make books
Spoiler: Book-making (click to show/hide)

-New sedimentary layer, Raw Clay. Take it to a molding station to mold 3 bricks from 1 clay boulder. Take it to a kiln to make brick. Not sure if it works.

I guess I'll start working on a proper first post, it seems like the mod's added enough to require a short summary of the stuff in it.

701
DF Modding / Re: Gardens of Gensokyo (W.I.P)
« on: October 18, 2010, 12:53:31 am »
Definitely looking forward to the first release version of this, if it helps.

Shouldn't the Oni be comparitively rare, though?

And of course, this being a Touhou mod, we can get into all sorts of lovely shenanigans once the Night Creature update's done (and bugfix'd).
Thanks for the support.

Oni apparently rock too hard to be rare in DF. They hold well in worldgen wars.

I'm not even totally sure what the Night Creatures update really entails, so I can't really plan much of anything with it yet. I'm actually hoping for military bugfixes first.

702
DF Modding / Re: Gardens of Gensokyo (W.I.P)
« on: October 17, 2010, 06:54:28 am »
I'll see what I can do. I think one of the main problems was the removal of the [START_GROUP_NUMBER:*] token. The ratios would work pre-sprawl, but it didn't carry over well when the token was removed from the game. If I can't find a workaround, I'll just balance out the ratios then.
the problem is less the entire female population of fairies and more the fact that every other civ has a 1:1 ratio of males and females, leading to them having insane numbers.
After looking at quite a few legends, it looks like there's no longer a guaranteed breeding pair at the beginning, and all races begin with 10 creatures. I made the male/female ratio about 1:5. Now, it's really only evil youkai getting completely demolished. I mean, they still appear on the embark list as still existing, but their numbers certainly don't seem very high in comparison to the others.
From the Fairies (and the other four's) perspective, Humans should be the enemy. I suggest making no edits, but renaming the goblins humans and renaming the old humans youkai.
Evil humans stealing other species to assimilate them (see: Rinnosuke) or otherwise use them (Ghost-based air conditioners, a source of income, etc). It will also cause the "there are very few humans" effect
I don't really see fairies and humans as being direct enemies in the sense where they should actively engage in fighting each other at any opportunity, mostly because fairies are so weak. It seems like humans need to be provoked first. Oni, Tengu, and Kappa all bag on humans pretty badly during worldgen because of ethics issues. I didn't really want Kappa to actively fight humans, but I just gave them the same set of ethics as Tengu to make sure they stick together. As far as I know, youkai shouldn't even be caught in very many of the wars due to their ethics. The others just happen to breed like rabbits.

I just made generic youkai the enemies, because it is easy to say, "there are some mean youkai, beat them up."

703
DF Modding / Re: Gardens of Gensokyo (W.I.P)
« on: October 17, 2010, 05:56:15 am »
I'll see what I can do. I think one of the main problems was the removal of the [START_GROUP_NUMBER:*] token. The ratios would work pre-sprawl, but it didn't carry over well when the token was removed from the game. If I can't find a workaround, I'll just balance out the ratios then.
the problem is less the entire female population of fairies and more the fact that every other civ has a 1:1 ratio of males and females, leading to them having insane numbers.
After looking at quite a few legends, it looks like there's no longer a guaranteed breeding pair at the beginning, and all races begin with 10 creatures. I made the male/female ratio about 1:5. Now, it's really only evil youkai getting completely demolished. I mean, they still appear on the embark list as still existing, but their numbers certainly don't seem very high in comparison to the others.

704
DF Modding / Re: Gardens of Gensokyo (W.I.P)
« on: October 17, 2010, 01:22:50 am »
I'll see what I can do. I think one of the main problems was the removal of the [START_GROUP_NUMBER:*] token. The ratios would work pre-sprawl, but it didn't carry over well when the token was removed from the game. If I can't find a workaround, I'll just balance out the ratios then.

705
DF Modding / Re: Gardens of Gensokyo (W.I.P)
« on: October 16, 2010, 02:19:11 pm »
ALL fields? I believe as long as all 4 seasons is included in the plant's tokens, then it can grow as long as you want, and it won't disappear upon season change. For example, rice must be grown in spring only and must be harvested before winter, because it only has spring, summer, and fall in its tokens, and it takes 2 seasons to grow.

That is, unless something changed or something.

Pages: 1 ... 45 46 [47] 48 49 ... 59