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Messages - IT 000

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61
DF Modding / Re: What's going on in your modding?
« on: September 08, 2017, 09:57:11 am »
(Pertaining to my mod Corrosion)
Biggest hurdle I'm facing is creating materials for weapons in a low resource environment. I've added plastic bullet cases. I've added more wood weapons but due to the mechanics of wood they barely break skin. I have a rock hammer but even with buffed weapon stats they aren't the best ::) I've added Baddylite (to make ceramic) which works quite well but requires an extremely specific environment so not reliable. Basically the natural stats of wood and stone make them an unreliable weapon, I might try making 'combat wood/stone/whatever' material that has significantly better stats.

Armor has been a little easier. I've added tire armor that you can scavenge from most environments. Making skin yield 3 leather a piece has made the endeavor easier as well. Beyond that however I'm going to add clay armor like Samurais had as well as plastic armor.

Otherwise I'm trying to branch out Corrosion into a general apocalypse mod. I've been adding some stuff inspired by Fallout such as Super Mutants and associated weaponry as well as turning the Good environments into radiation zones. It's a grind because it doesn't use any creativity, but I feel it will be nice to have in the end.

62
DF Modding / Re: Ideas for subterranean creatures?
« on: September 08, 2017, 09:30:38 am »
I usually look towards cryptids and other creatures. My favorite so far is the Jersey Devil, has a poisonous tail and chews through my guys.

Here's a nice list.
https://en.wikipedia.org/wiki/List_of_cryptids

63
DF Suggestions / Re: Improving Thieves: Imposter Visitors
« on: September 08, 2017, 09:20:58 am »
I believe this is already planned. Toady mentioned that people would be sent to your fortress to gather your artifacts, they might come in posing as a traveler to gather information on where your artifact is and then break in later.

64
I always use advanced world parameters.

100 year world gen - less years less entities more FPS
Small Continent - No large oceans taking up space
Reveal Caves
1000-1500 mineral scarcity - (Between scarce and frequent)
Then I usually tone down the large evil and good areas because those are pretty ridiculous default.
Sprinkle in a couple more civs for good measure

I tend to make large worlds (I know it's more space than I'd ever use but that's part of the beauty IMO) with short histories, a high number of civs, high savagery, a high beast pop, and minerals everywhere. Still getting the hang of the custom parameters.

Oh, I'm new to the community by the way. You don't seem to have a welcome thread for newcomers, so I guess I'll just say hello here. XD

Welcome to the forums. Also, will you join the next release party when it comes out?

Any word on when the next update is?

65
Hi IT000,

I recall some years back in the original corrosion that there was a nice minimalist tileset used. I like that graphics it had, any chance of it getting a rerun in the revived edition?

You know you're the second person to request the previous tileset. I guess people liked it after all  :P I'm a bit busy at the moment, but I will attempt to upload something as soon as I get some spare time again here.

Hells yeah. I've always wanted to play this mod, but I was saddened by the lack of activity from the author. I shall be sad no more.

However, considering I only just came back to DF a few weeks ago, jumping straight into Corrosion without even having set up major industries in my vanilla fort yet seems like it'd be a bad idea at best.

Anyways, I'm interested to see how it all ultimately turns out.

Thanks for your support :) I have tried to make Corrosion much more unforgiving Fun. So feel free to give a round or two to get back on the bike :P

First : Some funny business :

Spoiler (click to show/hide)

Second, some serious business.

NEW UPDATE
PICS

New civs

New cavern trees (mostly)


Advanced Crafting




The Big Update is that there is now an official tier or tech system in the game. Civs create contraptions and Old World Machines from contraptions. Right now, Old World Machines are used for constructing advanced workshops. Contraptions will eventually be used for advanced items, but at the moment only serve for Old World Machines.

66
Am I going to miss lots of stuff if I use phoebus tileset with this?

Nope the mod comes with a simple custom Tileset and color file. You'll probably have some missing graphics but you should be fine.

67
This isn't an update, but I thought I'd post a quick status report on how things are doing :

One of the big changes that the next update will contain is a 'tech' system. Players must create Old World Machines from Contraptions, and each civilization will have it's own way of creating contraptions. Contraptions are used to create tier two items while old world machines are used to create tier two buildings. This will allow me to do several fun things.

  • Make futuristic technology that would otherwise be difficult to manufacture by using Old World Machines and Contraptions as a catch all for advanced mcguffin.
  • Create simply better weapons and armor
  • Make the player choose where to spend their contraptions, because contraptions are an industry in their own to create, players must pick between tech two buildings.
  • Things like making paper out of sawdust can now be done in a unique workshop requiring an Old World Machine. This is nice because making paper beforehand was way to easy in my opinion, but I couldn't do much about it at the time because paper is easy to make one you have the machinery in general

Scavengers :
Contraptions are gathered through either scavenging foreign guns, or they are gathered by processing car 'trees' found throughout most maps.

Enlightened
Contraptions are gathered by using wood products of all kinds, from ash to pearlash.

Not implemented yet:

Picks
A lot of blacksmithery and stoneworking stuff, mechanisms, animal traps, slabs, whatever makes "sense".

Desert Devils
Not 100% sure yet. Possibly using bones, cloth, and silk. More 'natural items' in general that can't otherwise be made in resource scarce environments.



Otherwise here's some other exciting changes.

Cinnabar can be smelted into Mercury, mercury can be used for Gilding (basically decorating with silver/gold w/o fuel) and mercury is used by civilizations for their own unique items.

Scavengers - Mercury Bullets, aka exploding bullets, basically turns 22 and 45 bullets into shotguns. Quite nice since the 22 is otherwise very weak.

Enlightened - Alchemy style stuff, being able to turn base metals into more valuable ones.

Haven't gotten the other two yet.

* Fixed Kroll and Baddylite stuff. Now it all works.

68
Do you have a jail assigned? Create a room on a placed cage and select jail. For the vampire specifically you may need a hammerer noble.

Of course these are just formalities at the end of the day. Upright spikes or an accidentally locked door do the same thing.

69
DF Suggestions / Re: Adamantine Count as Artifacts for Stealing
« on: July 28, 2017, 04:57:40 pm »
I can see why you two are worried about nameless adamantine items clogging up the system but it is important to remember that Adamantine is a divine holy metal. Furthermore -iirc- generated civs do not create adamanine items. This is why I personally do not think that steel should count.

I do agree that steel should be desirable this could be handled by thieves preferring items with high material values. I do not think it would be worth an international incident for.

70
DF Suggestions / Adamantine Count as Artifacts for Stealing
« on: July 20, 2017, 09:29:56 am »
In the latest announcements by Toady, he said that foreign civilizations will be able to try and steal artifacts that your fortress creates. I believe that divine metals such as Adamantine should also count as artifacts in this regard. Adventurers should not only make an attempt on stealing your carp bone door, but also your Adamantine Battle Axes. Being divine metals, they have a holy quality to them, and should be highly sought after by competitors.

71
Quote
Hm. Think it'd be possible to make "mini-caverns?" I think a mix of the deadly stone plus being able to stumble upon pockets of open space while mining that contains a few surprises would be FUN, similar to the idea in Rimworld where you can find walled in structures embedded in the mountains while mining.

Unfortunately I can't tinker with the inner workings of world generation. As cool as that would be. I plan on looking into DF Hack modding in the coming bit here, but I doubt that even that has the ability.

Quote
Looking forward to this, as I recall you had screws and such for metal furniture crafting in one of the old versions.

So far I'm very impressed of the planks -> furniture system. It helps train up metalcrafters to make nails and conserves wood. I've always felt like metalcrafters got the short end of the crafting system having to use fuel and all, this latest release actually makes it quite lucrative.

Quote
I've also started a let's play. Shameless plug: https://youtu.be/I5-lpL_Qs28
No shame here friend :P I'll put it on the first post! Haven't the time to watch it now, but I'll check it out at a more reasonable hour.

Speaking of which
2.10 is out

In a nutshell. Lots of new industry! Check out the wicker and tier 2 melee weapons.

Scavengers are last on the poll! Which I did not expect truthfully :o So I gave them the ability to copy weapons and ammo from different civs.

This will likely be the 'stable' release for quite a while.

Going forward, I will likely be creating my own story fort, probably drag in a friend to be the foreman while I 'translate'. As far as the mod is concerned I am still focused on expanding new industries. I have been researching the Kroll process and trying to think how that would fall into the game. This will eventually allow the player to smelt titanium and other harder to get metals. Picks will likely be able to do this straight from the smelter. Adding new creatures and features to SAVAGE, GOOD, and CAVERNS is a moderate priority. I'd wager I could add in the government remnants talked about earlier on the thread here by the next release as well. At the least in a bare-bones fashion.

72
DF Modding / Re: Looking for a guide
« on: July 11, 2017, 04:06:45 pm »
You must generate a new world for changes in the entity file to take effect.

73
Been working on the new tileset quite a bit. Reworked the font and made the color scheme a warmer more menacing red instead of a calming pastel-blue.



I can't show any in-game screenshots atm because of "complications" that you can probably gather from the above population counter.

Anyway here's some bigger things to look forward to in the next update :

* Advanced Jewelry workshop lets you encrust metal rings with up to three gems making them very viable as a trade good.
* Wood Planks can be turned into furniture with nails (made of metal or wood) the furniture is automatically decorated with the nails
* More underground critters and stuff.

74
DF Dwarf Mode Discussion / Re: Stockpile preference?
« on: July 08, 2017, 09:42:51 pm »
Delete and recreate the food stockpiles just in case something was bumped on accident. Otherwise burrows may be your only option here.

75
DF Gameplay Questions / Re: Murder Miner not Convicted
« on: July 08, 2017, 09:36:05 pm »
Sometimes you need to take the law into your own hands.

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