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Messages - Patchouli

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706
DF Modding / Re: Gardens of Gensokyo (W.I.P)
« on: October 16, 2010, 08:15:49 am »
I copied the boiling point stuff from fire imps, I think.

Yeah, you're supposed to have both.
I get the feeling that My plump helmets should not be taking this long to grow. But whatever.
It should be unchanged from vanilla.

However, you'd probably want to edit the GROWDUR of the plants anyways, some are too short. I'm actually intending to make the growing durations a lot longer actually, rice being the only plant that you can harvest within a year. I wanted there to be a lot more farmers, because I didn't really like how 2 farmers satisfied the needs for a 200+ fortress.

I also didn't change the ethics for much of anything yet. IIRC, youkai are just renamed goblins at the moment, until I figure out what I really want to do with them.

707
DF Modding / Re: Gardens of Gensokyo (W.I.P)
« on: October 16, 2010, 04:24:47 am »
I copied the boiling point stuff from fire imps, I think.

Yeah, you're supposed to have both.

708
DF Modding / Re: Gardens of Gensokyo (W.I.P)
« on: October 16, 2010, 02:47:05 am »
Yeah. Looks like one of the castes breaks it. There's no qualms with eating when I just kept season fairies. I bet its one with the NO_* tags. I'll just add them in one by one to see which one messes it up, then I'll just change it a bit or gut it.

EDIT: Remove the following lines from the Fairy of Vapor, and see if it works for you:

[IF_EXISTS_SET_MELTING_POINT:15000]
[IF_EXISTS_SET_BOILING_POINT:20000]


709
DF Modding / Re: Gardens of Gensokyo (W.I.P)
« on: October 16, 2010, 01:47:12 am »
Yeah, I'll try to fix up plants. It's a bit weird, since I swear I just copied one of the vanilla plant raws and changed the names, but I'll compare a bit more.

EDIT: It doesn't look like a plant issue, but more of a creature/entity issue. They don't even eat vanilla plants.

710
DF Modding / Re: Gardens of Gensokyo (W.I.P)
« on: October 15, 2010, 10:40:55 pm »
I don't know how the game would react if you kept everything but the entity name the same. I imagine you'd have more civs, but I've never actually read anyone trying that.

711
DF Modding / Re: Gardens of Gensokyo (W.I.P)
« on: October 15, 2010, 10:08:32 pm »
My feelings for the marrying of Touhou to Dwarf Fortress...



Oh well, maybe it'll work just fine... I'm just having nightmares of hairy dwarves flying around in skimpy skirts wielding magic wands.
I find this image disturbing in that sanae has been given black eyebrows. Also, there's suika fortress, and Psieye is possibly working on something
Oh also the females outnumber the males 705000:1
Using the touhou character list on the wiki, the current ratio is 111:6
If you don't mind, I will be making the ratio 5:2 simply to get male fairies to turn up after worldgen.
And fixing the littersize so it doesn't kill worldgen.
And worldgen is surprisingly peaceful, which doesn't help the population problem - 16000/18000 living figures in 125 years
even at the above ratio, with littersize at 2:4, the humans, oni, tengu and kappa dominate the historical figures lists, with nearly no youkai or fairies. THIS IS WRONG. THE REVERSE SHOULD BE TRUE.
Edit2: After 125 years of worldgen, there has been a total of 1 male (out of maybe 50) fairy being born. even at a F:M ratio of 5:2. They just don't have kids for whatever reason.
They don't eat the added plants, but will plant them.
Also rice cannot be eaten raw.
Edit3: After asking on the forums, one of the material tokens has been put in the wrong spot. on every plant.
Personally, I think it would be better to play as kappa, tengu or oni, and have fairies as pets (cats), because fairies are both weak and very very population heavy.
EDIT 1: Yeah, go ahead.  I didn't mess with ethics enough to cause much wars I think. Entities are probably the last thing I'll mess around with, I need to complete the creature files and such still.

EDIT 2: They can't eat any of the added plants? I was mistaken, and my crappy notes file says that rice was intended to be cooked only to slightly balance the fact that it grows the fastest out of any food-bearing plant.

EDIT 3: Oh, I see the topic you made. I'll fix plants. Maybe I'll have the raws in a way that make them playable if you want, but tengu and oni destroy stuff like crazy, and fairies seemed to have much more potential in caste variety.

I'm just working through words and stuff at the moment to get a better set of vocabulary for fairies. I'm not too sure what I'll be doing with oni and tengu though. Japanese names aren't an option just because of how many words there are, and I'm not too sure if I should use english for their names too.

712
DF Modding / Re: Gardens of Gensokyo (W.I.P)
« on: October 14, 2010, 10:54:09 am »
You also have the scrapped raws for lunachild and sunnymilk sitting in one of the folders. Why were they scrapped?
Time to figure out how to eat the new plants. Everyone starved.
And the populations are fine if there are several civs (total civs >50)
They had too much overlap, and they were too boring, with too many breath attacks being thrown around.

As for plants, I think it's only ume, rice, and perilla that you can eat unprocessed. Most of the other plants need to be processed at a custom workshop first, or they aren't intended to be eaten.

713
DF Modding / Re: Gardens of Gensokyo (W.I.P)
« on: October 14, 2010, 05:54:38 am »
If you insist, yo.

I guess you can look at the horrifyingly messy raws, or mess in the arena if you want though.

http://dffd.wimbli.com/file.php?id=3247
I will jump into fortress mode, and horribly "amend" any irregularities
Beta tester for a mod for a game in alpha
Well, for one, I'm not sure if you can grow anything, mine anything, or cut anything as the fairy race yet.
You apparently can. However, for whatever reason, Fairy civs consist of a SINGLE FAIRY. More interesting is that abandoning doesn't kill the fairies, and they instead wander off to wherever.
oni and humans breed like earth rabbits.
time to figure out why fairy civilizations only gen with one member.

Time to figure out why fairy populations only increase when there are a lot of civs to begin with.
gen with four (total 10) fairy civs: a total of four fairies in legends.
Gen however I just did: get at least 20 fairies, probably more, not bothering scrolling through the 15k figure list.
Thingd of note (Including things I know you are aware of):
1 - fairies use aboveground crops over underground crops.
2 - Fairies can indeed mine and cut trees.
3 - there are AT LEAST THREE PAGES of aboveground crops.
4 - Abandoning doesn't instakill the fairies.
5 - they seem to retain dwarven cave adaptation.
6 - the barrel image is not there (black square)
7 - you cannot embark with plump helmets, or any other underground plants. Why no underground mountainhome? (which plants are edible)
Basically, why include cave adaptation on a species that is aboveground? (at least, the in-game thoughts and preferences indicates that they can adapt to indoors)
Also, how does the POP_RATIO number actually affect the weighting? The female castes have them in the thousands, and the male one is 1. If they work how I think they work, the fairies will almost never reproduce.
1. Intended, they're meant to be aboveground-dwelling. Unless I'm misunderstanding something.
2. Cool. I didn't think I changed the weapon sizes, but I guess I did.
3. That's a lot. I didn't gut all the vanilla plants yet, I was supposed to though. It's still an awful lot though. Part of the problem is that the growing durations require that most plants be plantable in all 4 seasons, making the menu a lot more cluttered than desired.
4. I don't think they instantly died with dwarves either, and dwarves could end up milling around after an abandon.
5. I figured that anyone that stayed inside way too long then went outside after a long time might puke. I might remove it.
6. I'll try to fix it. I messed up the transparency probably.
7. That's a civ issue probably. I'm not sure, but I think there's a certain token that slates dwarves to underground plants, and I removed that. Rice is intended to be the fastest-growing crop, but I'm almost certain that the growing durations are completely all over the place from me testing things out, with some having a duration of 1, while others having a duration of years.

You're right about the ratio token. But they actually did okay pre-sprawl, and their populations were okay, even with only having a few breeding males. But I just copied stuff over directly to .16, and didn't get a chance to mess in the entity files. From what I've seen, you're guaranteed a certain amount of males/females at the very beginning of worldgen, but that might have changed or something. As long as those males don't die instantly, and their litters are gigantic, they should turn out okay. There might be limitations as to how far worldgen can go, but we'll see.

I'll mess with the entities when I find some time, school is being a hateful thing to me.

Thanks much for the help too, your input is pushing me a bit to work on this a bit more.

714
DF Suggestions / Re: DF Internationalization to translate it
« on: October 13, 2010, 09:05:56 pm »
The game relies on dynamic text now more than ever, and will likely continue in that direction. See: Combat reports, wound and other descriptions, etc.
While the game is definitely moving toward dynamic texts, a lot of that is flavor, and the bare basics are mostly static. You're probably right in that combat reports look like they'll have to remain in english. But in regards to the wound screen and creature flavor text, a lot of that can be edited via raws, in addition to noble positions, creature names, body parts, metals, layers, toys, equipment, plants, and some reactions.

You can't edit anything about wounds in the raws, at all. Except maybe the names of a few token things. And the grammar still won't make any sense at all.
Yeah, I got a bit mixed up, and I was talking about the wounds summary when you select a creature with v and w, with the color-coded injuries. I didn't take into account the actual character profiles with t he "*'s left foot in mangled" or whatnot.

715
DF Suggestions / Re: DF Internationalization to translate it
« on: October 13, 2010, 07:12:58 am »
The game relies on dynamic text now more than ever, and will likely continue in that direction. See: Combat reports, wound and other descriptions, etc.
While the game is definitely moving toward dynamic texts, a lot of that is flavor, and the bare basics are mostly static. You're probably right in that combat reports look like they'll have to remain in english. But in regards to the wound screen and creature flavor text, a lot of that can be edited via raws, in addition to noble positions, creature names, body parts, metals, layers, toys, equipment, plants, and some reactions.

You'll be left with weird stuff like "You hack 'foreign word' 1 in the 'foreign word' with your 'foreign word', and the severed part sails off in an arc!" making some weird mad-lib situation, but I think it's at least more accessible than having everything in english. I honestly think that just the barebones of the menu need to be translated to attract a much wider audience, and a lot of the text can be left in english, but that might be a poor guess to make, and I can see why you don't really want to half-ass it.

716
DF Suggestions / Re: DF Internationalization to translate it
« on: October 12, 2010, 07:21:21 pm »
In light of the TrueType upgrade, would that make kana and other strange characters possibly usable in menus now? I think besides grammatical issues, the character limit was problematic as well, but is it still an issue now?

In my opinion, the only things that really need to be translated for an expanded audience are the more "static" text, like designation menus and such, that don't rely on grammatical structure much. For the most part, there's not a whole lot of text in dwarf that explicitly describe what an item is for or how it's used - most of that information is found in the wiki, which has appeared in other languages already.

717
DF Modding / Re: Gardens of Gensokyo (W.I.P)
« on: October 11, 2010, 06:02:05 am »
If you insist, yo.

I guess you can look at the horrifyingly messy raws, or mess in the arena if you want though.

http://dffd.wimbli.com/file.php?id=3247
I will jump into fortress mode, and horribly "amend" any irregularities
Beta tester for a mod for a game in alpha
Well, for one, I'm not sure if you can grow anything, mine anything, or cut anything as the fairy race yet.

718
DF Modding / Re: Gardens of Gensokyo (W.I.P)
« on: October 10, 2010, 07:36:30 am »
If you insist, yo.

I guess you can look at the horrifyingly messy raws, or mess in the arena if you want though.

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

719
DF Modding / Re: Gardens of Gensokyo (W.I.P)
« on: October 10, 2010, 02:24:05 am »
Can you upload the current state of the mod? I want to try it
Unfortunately, in its current state, it's not very playable. Or, at least fortress mode isn't. You probably won't be able to do much of anything in fortress mode.

Adventure mode is somewhat playable, but because of all the gutting I did, there's not much variety in anything, and there's less things than in vanilla dwarf.

For the most part, the barebones of everything is in, it's just manifesting everything in a reasonable manner in-game and cleaning up values.

720
Also considering ghost faries and ghostly spirits for the underground. Course the big question is how will thier bodies be handle. I would treat them like a gas. But one puncture and pop! Sure they need to be weak, but come on, that a bit too weak (which is why I can't allow Unzan in the game.
But fairies ARE that weak.
The unnamed ones, anyway.
Fairies would be like that but have [LITTERSIZE:10:50] or something.
Some of those stage 6 fairies are pretty mean though.

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