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.

Topics - alamoes

Pages: [1] 2
1
DF Modding / Adding custom images to the game [HELP] [Premium Mode]
« on: December 29, 2022, 10:08:40 pm »
I have this sprite sheet, and I'm trying to add in an image from it.  Here's what I tried:

Code: [Select]
graphics_musket

[OBJECT:GRAPHICS]

[WEAPON_GRAPHICS:ITEM_WEAPON_MUSKET]
[WEAPON_GRAPHICS_DEFAULT:MUSKETS:0:0]
[WEAPON_GRAPHICS_MATERIAL:MUSKETS:0:0]
[WEAPON_GRAPHICS_WOOD_GROWN:MUSKETS:0:0]
[WEAPON_GRAPHICS_WOOD:MUSKETS:0:0]

This is for the tile page muskets:

Code: [Select]
tile_page_muskets

[OBJECT:TILE_PAGE]

[TILE_PAGE:MUSKETS]
[FILE:images/muskets.png]
[TILE_DIM:32:32]
[PAGE_DIM_PIXELS:167:167]

Now I have no idea what any of that does, I just copied off vanilla to no avail.  I've tried both 32 and 167 in tile dim.  I'm gonna try a couple things, and if I figure it out, I'll tell you. 

2
I figured it'd be quite easy to do, and save me a lot of headache. I was right. This program calculates, or at least should, calculate the SHOOT_FORCE of a weapon using three things, its muzzle velocity, its ammo mass, and its barrel length, or more specifically the distance between the start point of the projectile and the muzzle, where muzzle velocity is calculated.  I'll post the math, but it's all highschool physics.  I used the kinematic equations, because that's what I know. 

To get one thing out of the way, this tool is far from comeplete.  I'm trying to figure out why the force is not being calculated when acceleration or

I did this because I wanted to mod in a bunch of guns into Dwarf Fortress.  We'll see what I put in, but I already got several ones, including the Springfield 1861, the Brown Bess, KAR98k and the AK47.  In theory, if it works for me, you should be able to do so as well.  It will also accept custom inputs. 

I also plan on having it directly write each entry into a text file, which should be very easy for me to do, if not time consuming.  This will happen after the main features are in though. 

And finally, I'll learn python and remake it in that.  Visual Basic is nice and easy, but I keep having math errors in places where it wouldn't make sense. 

And now, the math, taken directly from comments in my code:

Spoiler: The Math (click to show/hide)

Example generated information:

Spoiler (click to show/hide)

*Features*

Calculates acceleration and force from muzzle velocity, barrel length, and ammo mass.  Partially DONE

Button to clear all text.  DONE

Converts information into DF friendly values. Next

Add calculations or just input for size.  Not yet.

Exports to a .txt file Not yet.

Learn Python Not Yet.

Remake in Python  ???

And finally, the download.  Take a look, run it through Visual Studio if you want.  It should be fairly legable except for its incompleteness.  Oh and it's in visual basic.  It's the one language I know very thoroughly, and I figure why not just make really small programs in that instead of some complicated language like C, where I'd have to definitely reinvent the wheel several times. 

https://www.dropbox.com/s/vk7a4svid451q86/DF%20RWG%20Release.zip?dl=0

The only things I would say last, is that I debugged it, and everything seemed to be working with my several random inputs, and that this isn't the source code. I can upload the source with the executible inside of it, but I didn't because I figured some people would be a bit lost on that, and I don't want to upload twice.  If there is demand for it, I'll post it. 

3
DF Modding / Gundam Mod [WIP]
« on: June 02, 2017, 08:42:47 pm »
NOTE.  This is not a release thread.  That will come latter. 

I'm making a gundam mod.  I'll post things here for people to look at intermittently. 

Here's how the mod will work.  Each race will have a creature named, say FEDERATION.  Then I'll make a ton of different mobile suit castes for it.  This mod will include no small scale characters, and be entirely mobile suit based. 

The factions planned include the Earth Federation, Zeon, and possibly latter the Titans and AEUG, and then more future stuff, up to unicorn.  I never saw gundam seed, gundam wing, or any of the other gundam alternate timelines, and so do not plan on adding them. 

If I do add anything past the one year war, I'll keep the files separate so it is easy playing with just Zeta gundam or just the one year war. 

The weapons will include everything from heat axes to beam naginatas.  If anyone has a suggested weapon, I will probably add it. 

Melee will be set to have a normal, heat, and beam version of almost every weapon. 

Heat weapons will be weapons that have higher velocity than the normal weapon, while at the same time

Beam weapons will either be higher tier heat weapons or be made out of a plasma material. 

Ranged weapons will be split into categories:
Spoiler (click to show/hide)
Armor will include armor for various mobile suits. 

Materials will be completely redone, and I'll probably change around the biomes and other stuff as well.  A lot of the vanilla materials are made redundant with the development of high tech super materials. 

There will be such materials as titanium, which can be made into an alloy of luna titanium, gundarium, so on and so forth. 

Zeon will have high tensile steel and variations of that. 

Higher tier alloys will require more material and produce less. 

Special weapons, such as funnels, will not be used, especially because this will be taking place on the ground.  I have no idea how I'll do the Guncannon, which has shoulder mounted cannons.  It will be in the game though, possibly using syndromes. 

Transforming a creature into another creature is possible, and I am considering it for changing mobile suits, but it will definitely not be in the first few releases. 

First thing I'll post is the standard body I set up, although I have a bunch more stuff, this is the part I'm working on ATM.  I know I could probably do it differently, but I just did it the way I know how. 

Code: [Select]
[BODY:BASICMOBILESUITBODY]

[BP:HEAD:head:heads][CATEGORY:HEAD][CON:NECK]
[BP:MC:monocular:monoculars][SIGHT][EMBEDDED][CON:HEAD]
#The monocular is a common thing on Zeon mobile suits. 

[BP:NECK:Neck:Necks][CON:UB][THROAT][CONNECTOR]

[BP:NECKAC:neck actuator:neck actuators][INTERNAL][CON:NECK]

[BP:UB:upper body]
[BP:REACT:reactor:reactors][CON:UP][INTERNAL]CATEGORY:REACT]

[BP:TS:torso:torsos]
[BP:CP:cockpit:cockpits][THOUGHT][CON:TS][INTERNAL][CAT:COCKPIT]

[BP:LB:lower body:lower bodies][CATEGORY:LB][CON:TS]

[BP:RARM:right arm:right arms][RIGHT][CATEGORY:ARM][CON_CAT:ARM]
[BP:LARM:left arm:left arms][LEFT][CATEGORY:ARM][CON_CAT:ARM]

[BP:RUARM:right upper arm:right upper arms][RIGHT][CAT:RUARM]
[BP:LUARM:left upper arm:left upper arms][LEFT][CAT:LUARM
[BP:RLARM:right lower arm:right lower arms][RIGHT][CAT:RLARM]
[BP:LLARM:left lower arm:left lower arms][LEFT][CAT:LLARM]
[BP:RHAND:right hand:right hands][CAT:RHAND][CON:RLARM]
[BP:LHAND:left hand:left hands][CAT:LHAND][CON:LLARM]

[BP:LL:left leg:left legs][LEFT][STANCE][CATEGORY:LEG]
[BP:RL:right leg:left legs][RIGHT][STANCE][CATEGORY:LEG]

[BP:ULL:upper left leg:STP][LEFT][STANCE]
[BP:LLL:lower left leg:STP][LEFT][STANCE]

[BP:URL:upper right leg:STP][RIGHT][STANCE]
[BP:LRL:lower right leg:STP][RIGHT][STANCE]

[BP:RK:right knee:STP][RIGHT][STANCE]
[BP:LK:left knee:STP][LEFT][STANCE]

[BP:LF:left foot:STP][LEFT][STANCE]
[BP:RF:right foot:STP][LEFT][STANCE]

After this is finished, two things, first the material, second figuring out how to put these on creatures I have made, and get them into the game. 

Any help is greatly appreciated.  I'll probably have other forums for help with syndromes. 

4
In over the last few months, I made a game.

I posted the manual on the second post in creative projects Here.

The appendix, which includes several things including the building list is Here.

For any discrepancies between the manual and the appendix, the manual supersedes the appendix. 

Whoever wants to play-test sign up here. 

This will be a balanced start.  Everyone will be on a level playing field with the following:

1 Town Center
1 House
1 Farm
1 School
1 Market. 

Size of the map will depend on the amount of players. 

I will be accepting max 8 players. 

I can help you guys start your game for the first few turns, but it is expected that the game plays without a GM.  I have posted the manual. 

Edit: The above is now changed, as I am in the game now. 

Feel free to role play at your own discretion.  I will be doing some kind of RP with my nation

Changing the rules is also allowed as long as all players agree on the change.  For example, changing some of the building costs and productions around. 

There are 8 colors available. 

Red
Orange
Yellow
Green
Teal
Blue
Purple
Black

I will randomly generate the order of turns, and who is next to who on the start of the game. 

I will also provide a spreadsheet that I will link to each player in a PM such that it will be editable.  It will include the map to play on, the appendix information, and a basic income sheet. 

Also, if someone has a better way of doing this, feel free to suggest it to me. 

There will be a forum for people to discuss their actions/diplomacy, where I will also ask for feedback.  This is ok, because there is no fog of war, and everyone can see everything. 

Things to note, units will have to share spaces with buildings on tiles.  The solution to this is pressing ctrl + enter to do a line break, and then entering the unit name on the other line.  Changes to strength and morale will be added to the right of a unit.  For successive units, simply add another line. 

Each nation will be defined by color.  There is a color for each nation in Google Spreadsheets, so I've got everything for that covered. 

Also, last thing, I'm willing to be variable on the map size.  I can delete or create new tiles at will, so even though at Google Spreadsheets starts with an initial 26x1000 size spreadsheet, but I can add columns and rows at will. 

Currently, I have decided that the map will be a 20x20 map. 

I will post the read only link to the game map here

Note, on game start, I will color the text of the buildings by player color. 

5
I've attempted numerous times to make a form of nation RPG in the other games forum.  I've found that it is a lot of work doing the GM work for 8+ players who each have their nonsensical plans on how to dominate the world.  As such, I decided to write down a strict set of rules of play that will make things less nonsensical, and allow for an easier time GMing the games. 

Manual will be in second post, including variants that make the game simpler and easier to manage.  Feel free to create your own variants given that I may attempt to add them in a monetized computer game latter. 

Currently, I have a playable combat demo with some crude economic rules that I half-like. Anyways, I ended up with a system that is pretty much Sim City + Kriegspiel with a abstracted version of those armament designing games that used to pop up in forum games. 

The game now no longer requires a GM at all, diplomacy works by written agreement. 

The game is not finished at all.  I'd like to have a system for rebellion, new player formation, and exploration that generates  but that will come latter.  AI is not a priority until I get all of that in. 

The main downfalls of the system is twofold:

1. The players must conduct dice rolls for every combat with every unit encompassing a front that gets exponentially larger as you play. 

2.  There are a lot of numbers to go through for unit design.  I have variants that reduce the amount of numbers, but I've posted the complete version.  Things can be taken out as needed.

The solution I came up with was to create a program to automate certain parts of the game, but I don't know code, and my friend who knows code does not know it well enough to help me. I am learning, however. 

6
So I've started work on this mod, and came up with a basic framework on how the mod will work.  Note, I'm probably only making chaos and imperial races at this point.  This is because I know about the imperial races the most. 



Spoiler: milestone 3 (click to show/hide)

Spoiler: milestone 4 (click to show/hide)

Note: This mod probably will not include any vehicles. 

I *may* add psykers.  I think that would be cool.   

** means working, but not finished.  * means work in progress.  *** means done. 

Spoiler: Races Planned (click to show/hide)

Spoiler: weapons (click to show/hide)

Spoiler: equipment (click to show/hide)

Spoiler: materials (click to show/hide)

Question of the day:  Is it possible to limit the amount of creatures in an entity while allowing other creatures an infinite population? For example, 1000 space marines to a chapter, with an infinite amount of servitors and serfs?

Also needed are dimensions for various weapons and armor from the 40k universe, and if possible estimates for the statistics of the materials they are made out. 

Also, is there a good guide on editing creature bodies?  I tried the one on DF wiki, but am still confused.  I then looked through the raws for dwarfs, and am still confused.   This is not essential, but it will help me keep my sanity when dealing with creatures made out of layers of different metal, for example, or an even better example, dealing with the tyranids weird tissue material. 

Currently, I am just copying the dwarf's information, and changing things there. 

I welcome ANY AND ALL HELP.  If you want to make it a collaboration, just post in the thread.  Otherwise I'll be doing everything by myself. 

7
Forum Games and Roleplaying / Running the New World Order
« on: June 12, 2016, 11:02:14 pm »
I'm back with my next game. 

The premise is that, in the future, a crazy and insane dictator has conquered the world.  He is now dead.  Now, it is up to you for what happens next.  A council of important business, military, and political magnates must now direct the future.  The first step is deciding who gets to lead next, and what powers he or they have.  There are no rules as to what your political alignment is, but do be warned, the ruling party may be able to make the weak disappear.  I will be using a roll to die format for such actions, but for now, in this council, it is a voting based system.  Do know that you can choose to not attend the council.  That would be sacrificing your opportunity, though.   

Character sheets are as followed:

Name:
Association: (The group you "represent", such as a union, company, or an otherwise important entity.  I'd prefer an organisation, such as a union, a branch of the military, or a company you represent.)
Description:

I will start after at least 5 people show up, although I'd prefer more, around twenty max.  The formation of parties is encouraged to make my life easier. 

I will not allow for coups until after the council has adjourned.   

Right now, you are arriving, and are in a hotel.  Banter is welcomed. 

8
Forum Games and Roleplaying / Empires in the year 2030: Turn 1
« on: June 14, 2015, 06:41:28 pm »
Starting another one of these.  This time one action per turn, one year per turn. 

Post Modern Era Selected:

You design your empire like this:

Name:Insert Name Here

Trait:
Trait:
Trait:
(Optional Negative Trait):
(Optional Postitive Trait):
Spoiler: Description (click to show/hide)

Bonus points for a long and detailed history.  No minor countries, just 6 empires.  I want it to be simple.  Traits can be anything positive from Island nation to large military.  Or take a negative trait and get an extra trait.  Only one of those. 

Turns:
One action per turn.  This is to keep from the inevitable clutter of actions.  Turns are one year each unless there is consensus that you want to play longer turns with more actions. 

I'll judge each action and try to represent what I think happened with a degree of randomness.  For example, if you say you want to raise a standing army, I'll roll a ten sided die to see how many you raise, courtesy of random.org. 

As for how I'm going to play this, it'll be mostly serious, if I can't think of any real life occurrence (I do research these things) then your action is likely to fail.  If it makes sense though, and isn't historically valid, I might concede things.  Just ask in a PM if you don't know.  Or PM if you do know and I don't. 

Empires: 0/6

9
Forum Games and Roleplaying / Rebels Needed! Wait List for Game
« on: November 02, 2014, 05:44:01 pm »
I'm going to need some more players for the various rebel movements in my game here

I'll start a waitlist here.  If I need you, I'll tell you what to do in PMs.  I'll probably only need 5 or 6 players, but if I decide to do democracy in the way I plan, I'll need a bunch more latter.  So if you want to join, then here will be the wait list.  Alternatively, you could request to be a certain faction, like the wobblies

Wait List:
Spoiler (click to show/hide)
I'll check on this latter, and update it periodically. 

10
Forum Games and Roleplaying / 1909: Beginning of the Great European War
« on: October 12, 2014, 12:43:03 pm »
It is the year 1900, and the old world is changing.  With the advent of new technologies, rapid industrialization, and the idea of imperialism, the great powers are closing towards warfare.  This is game where you take control of one of the great monarchies of Fantasy Europe, and lead it to its future. 

Asset List


Map of Europe 1900
Spoiler (click to show/hide)

World Map 1900
Spoiler (click to show/hide)

Wait List here

11
Creative Projects / I'm Making a Strategy Roguelike (Pen and Paper)
« on: April 21, 2014, 09:21:32 pm »
I'm going to make a game.  I know only the basics of java script.  I made rock, paper, scissors shoot by following a guide I found on the internet.  As such, I'll put up the , but no promises at all. 

I already have an idea of what the game will be like.  First things first, I'm going to make it pen and paper.  This pen and paper version will be quite literally how the game will play out minus the computer's processing power.  Unfortunately that means turns will be on the scale of EU the board game slow, due to the scope of the game. 

So, now onto the game.  I hope to make a massive conflict simulator.  A rogue-like that takes place on the open plains of   fantasy Europe.  The premise is that you would be a captain of one of the block regiments of Eurasian warfare from 1000-1900.  I'll start with medieval weapons, from swords to spears, and then eventually add in guns, which will start as a thing you need to lean against boxes, and cannot reload, and cannons, which are area of effect weapons and go from there to later periods of war.  As for armor, I'll start with cloth armor, then move on to heavier armor

I guess I'll start with the scope of the game. 

A regiment is formed of 20-50 men. Each man is one character, and there is one character per space, as is typical of a rogue-like.  A soldier is one of the 26 letters of the alphabet.  A captain/standard bearer/chaplain is the same letter, except uppercase.  Depending if I need more, I'll add more. 

Each regiment has a standard load out.  Every item added slows down a soldier based upon the weight of the stuff.  This includes both attacking and parrying with weapons. 

Because of the scale of the game, I'm going to make combat as simplistic as possible. 

Soldiers are going to have three types of items, the weapon in their front hand, the weapon in their off hand, and their armor.  A unit dies when a weapon successfully bypasses armor. 

A unit also has five levels of training. 
Conscript
Militia
Soldier
Knight/Veteran
Legendary Fighter

Combat works as so, turns are simultaneous, with one sides defense happening as another side attacks.  Then the turns switch.  There are different ranges to combat that will modify chance to hit based on weapon length. 

The Green Knight, attacks The Legendary Black Knight with a steel longsword.  The Black Knight parries with his shield (Shields count as weapons).  The Black Knight attacks the Green Knight with his mace.  The mace hits the Green Knight in the wooden shield.  The Black Knight has a close range weapon made for destroying armor, and so the shield is cracked.  This stuns the Green Knight, and The Black Knight is able to finish off the Green Knight with ease, as the Green Knight only has chain mail to protect him.  This is what I want combat to be like, however, without the details being so detailed, and with more numbers.  This battle took place at close range, in medium ranges and more, it is not as quick, and the Green Knight would have the advantage with his longer sword.  This will be gone over when I talk about formations. 

The Math
Here is where you guys can help me.  I'll probably get the math out tonight, if not tomorrow for a basic Green Knight vs Black Knight skirmish.  I'm torn between having a deterministic way of seeing who wins vs a random die roll.  I'm leaning towards the former, however, then balance will be more crucial to gameplay.  The latter seems kind of lazy to me, but might have to be considered with ranged attacks such as archery, unless I use range as the determining factor for victory (Which seems a good idea!). 

There are probably numerous things I omitted, and need to discuss eventually.  I'll make a list of such here. 

Longer ranged melee attacks (spears)
Medium Ranged Attacks
Mounts
Archery
Formations (This one is KEY)
Morale
Campaign 
Armor and Weapons Stats.  (Also Important)
Anything else someone thinks I should discuss.
I'm going to head up to bed, and probably read this, hate it, and rewrite a bunch.  (Guess what!  I already did!)  Although the Green Knight vs the Black Knight was cool.   

Code: [Select]
............
.....GB.....
............

12
Other Games / Advanced Tactics Gold
« on: June 05, 2013, 05:50:13 pm »
I'm surprised you guys missed this pretty decent game.    I remember playing the free one, people's tactics.  that is found here under links.  That is also where you get the scenarios for advanced tactics from. 

edit: I'll just link the direct download: download here

Onto the game:
This game is made by the same people who made distant worlds, matrix games.  This game is a turn based strategy that tries to be as realistic as possible within the engine's capabilities.  It has one of the greatest scenario editors ever.  You can edit everything from the color of the ground to what your infantry looks like to how well your infantry works on the offense.  Thus that is the reason why there are a lot of scenarios and mods for the game.  The game's AI is terrible, but that is the trade off for random terrain generation, something far more worth it for multi-player battles.  The ai still beats me on ai+. 

The developers recently patched the game to include one of people's tactics great features that got left out, officers.  I don't really play with them though. 

Picture:
Spoiler (click to show/hide)

13
This is the OOC thread.  Discuss OOC stuff here. 

14
This is an idea I've had to make a game to influence the It is Night game (now day). 

Several factions vie for power in the city.  You are part of one of them.  Your goal is to win the city. 

Spoiler: Factions (click to show/hide)

Spoiler: Stats (click to show/hide)

Spoiler: Aplication (click to show/hide)

Spoiler: RTD Rules (click to show/hide)

Actions are divided into turns.  Three actions per turn. 
If you do not post within 24 hours of my previous post, you are assumed to be using your action to get food or money to buy food or sleeping. 

Spoiler (click to show/hide)

OOC Thread

It is the original thread *still in progress*

15
Forum Games and Roleplaying / It is a lit room. (Suggestion Game)
« on: March 14, 2013, 08:16:05 pm »
You wake up.  You are thirsty.  You take a drink of water.  What are you?

Pages: [1] 2