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« on: July 01, 2011, 04:39:24 am »
I figure I might as well post here again.
Still alive as is this mod. The multi-civ thing I went for with the Adventurers seems to be working fine. Although I did pay note that(fortunately) armorers make gear that fit everyone the same from moglins to frost giants. Weapons however will be handled differently(a mogling needs both hands to carry a battle axe, for example).
Purely Adventurer/human castes have quite high numbers relating to various physical or mental prowess, resulting that a lot of migrants can show up as mighty, unbreakable and so on. Considering how easy it is in 2010 to end up permanently crippled though that's just fine.
I'm sure I could pull off something to make the "other race" members have classes like Berserker or Wizard and so on but that might be overdoing it.
I finally had the chance to test my soldiers against the Undead in an ambush as well. Results were decent, I guess. My skeletal enemies apparently are easy to dismember and render harmless what with the lack of limbs, but killing them isn't exactly as easy. Need to chop off the head or crush it since they don't have blood and so on. Well, drop- or magmatraps would work on 'em just as good anyway so yeah.
Probably need to tweak some numbers on trobbles. There's way too many three-eyed ones around, or maybe they're just generated like that when arriving as migrants? Need to mess about regardless.
Interestingly, despite having NIGHT_HUNTER tags, both Vampires and Werewolves are still friendly enough to arrive to trade and not suddenly go after anyone in Fort mode. Legends show that they do go after other species regardless, although the mentions of infighting and murder among their ranks have me amused. Looks like some side-effect.
Modded in elemental orbs too. They show up deep underground, are extremely valuable(a rough one is worth 750 dorf bucks) and you can use them in a custom workshop(along a bar of steel) to "summon" a really-super-awesome weapon that comes from the Artifact Weapon list which you normally only would get by moods. However, you need a rough elemental orb, a cut one works just like a gem, so it should be sort of balanced out by that. Depending on the site size and luck though(they have a show-up rate of 1) you could still end up with a load of 'em and arm your army with weapons of utter mass destruction.
Thanks to THAT ONE GUY(I forgot your name and where you posted it) the few ranged artifact-only weapons that the mod has now have 'railcannon destructive power'. At times when the enemy is shot with an arrow or a bolt from one of these babies, they're propelled back at such speed that they're instantly slammed against a wall and blow up in several giblets. If you read this and are feeling angry that I didn't give you credit: I'M SO SORRY. Here's my address, come punch me in the face if that makes you feel better.
Melee weapons unfortunately don't seem to get the same kind of propelling devastation despite trying(or maybe I didn't crank up the numbers high enough(100000 isn't enough?)) but whatever.
Anyway, on the rough elemental orbs:
Like said, they're rare and you need a rough one along a steel bar to summon a super-weapon from the custom workshop. Since you're dealing with Yulgar(the shop-owner of the widely used weapon-armor-whatever shop) the workshop uses Appraisal as the skill regarding how great of a quality weapon you get out of the deal, so finally those Legendary Brokers have other uses outside of trading with merchants!
Right now though each orb only qualifies for 1 weapon, most of 'em a weapon from one of the elemental uber-armor sets. Light orb doesn't do that though, because Light has the Golden set and the weapon there is an axe, and gold doesn't really work that great as axe-material. Not to mention that it'd end up as a "steel golden axe" with the way it currently is, easy to turn the bar to require a gold one but still. Light orbs can be used to summon... some other weapon, I'm at work so I can't remember what it was that I replaced the Golden Axe summon with.
I COULD of course just make some "weapon-only gold" material solely for the Golden Axe but... that seems stupid somehow.
Anyway. Currently trying to figure whether or not I should broaden the weapon-acquirement list for the shop. I could theoretically add EVERY weapon on the artifact list there, it wouldn't exactly be hard, but the shop list would then become long as hell.
Maybe make the respective elemental orb summon reactions cover 5 weapon types? Axe, sword, spear, mace and hammer? Or 4. The weapon list on AQ tends to favor swords most of the time anyway.
Oh well. Still got time since Toady is still working on the new version.
Mod looks pretty solid though. W7 apparently works just fine with this so it's my XP that had the Legends mode crash issue. Noticed though that there's some "rough-hewn Stone walls" around my site, apparently I've screwed something up with one of the elemental orb mentions. Shouldn't be hard to fix though so whatever, right?