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Messages - narhiril

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196
Sounds fun. How high on the tech tree are they, and what are the requirements? Clear glass, I'm guessing? They sound like they are mechanical, but would it include any ritual stuff? I'm personally not a fan of the ritual stuff, and like all mechanical stuff (innovation!) but that's just my thought. Will they be aboveground crops or below?

Maybe there could be something in the tech tree that unlocks certain plants (that usually cannot be grown) to be grown in these chambers! Like herald's horns or something... Not too sure how this would work, since those are seedless to begin with, but just some food for thought.

I think Bog Trolls die too easily in world generation. Always wiped out by voidwalkers or something. I honestly prefer them as the 'barbarian' enemy race over the lizardmen and goblins (these two races are pretty much the same: thieving, green, weak. Only difference is goblins are slightly stronger while lizardmen swim.) and would love to see them more.

I haven't decided on components yet, but probably clear glass pipes.  There definitely won't be a ritual component to them, though I might end up splitting it into two versions - one that can grow only underground plants and one that can grow above-ground plants as well, which requires additional components (I'm thinking a lustrum lamp, probably made at the lustrum energy extractor).  I had initially said tier four, but that seems a bit extreme in hindsight, so I may end up tacking them onto tier 2 and requiring a few advanced mechanisms or something.  I was going to make them require seeds and a bucket of water (the water would be used up) for each reaction, but seeing as dwarves are complete morons when it comes to water buckets - preferring to complain about the lack of buckets of water rather than, you know, going to fill up an empty bucket - I probably won't make the water a required component - kind of like how the fishing pond is now.

Bog troll worldgen issues are something I'm aware of, but are a difficult issue to fix.  I'm looking into some more solutions for them.

Oh, Narhiril, you ever consider making changes in the farming system? Say, by making the harvest time really long? It'd substantially up the difficulty, I think. I myself usually do this, and my own opinion is that this really hinders turtling and forces me to try my best to keep trade routes open. This would also make the upcoming hydroponics chamber more useful, since by tier 4, most people should be flooded with plants from a 4x4 farm plot and therefore have little reason to use the hydroponics chamber.

It's not a bad idea, and I'll certainly play around with it.

197
i don't see a temple of origin anywhere <_<

It hasnt been updated yet you silly man! Wait for version 20a!

In case anyone is wondering, DFHack is what I've been waiting on.  When autosyndrome is officially released, I'll publish whatever I've got finished as 20a and go from there.

One of the things that's always bugged the hell out of me is how farms 1) don't count as workshops for stockpile links and 2) cannot be easily turned on or off without having to set everything to "fallow" and then reset it all when you want to turn it back on.  Tier 4 of the mechanical tree will be getting a new workshop called the Hydroponics Chamber, which will function as a farm alternative.

The Hydroponics Chamber will be a small building that can be built in a grid-like pattern.  Each individual chamber will be able to grow any plant at any time of year, though at a substantially lower yield than regular farms (1 seed = 1-2 plants, 3-4 if potash is used).  Hydroponics labs are not as compact as farms - each farm square can grow plants, while hydroponics chambers are 4x4 - but have the decisive advantage of allowing you to queue up plants through your job manager and keep a better hold on your food stockpiles and hauling routes.  For anyone who is interested, I am also planning to release this as a stand-alone mini-mod.

198
I think I've finally got paragons working.  It's not what the original concept was, but it's as close as I can get while still getting them to work properly.  I'll be dedicating myself next to re-working the more !!FUN!! ritual reaction.  This might actually be a good time to introduce the "Bringer of Mercy," an early concept for Visthel's most powerful unit.

Paragons will now behave like savants - being born into society as paragons, which are the same as normal dwarves except with longer lifespans and better natural health and disease resistance.  They will gain their special abilities when they are "dedicated" at the Temple of Origin.  Right now, only one of these dedications is finished - paragons dedicated to Visthel will gain additional recuperative powers and will be able to resurrect other paragons.  Right now, paragon population ratios are identical to bowyer and glassmaker savants - this may be adjusted in the future after some real testing.


199


I'm having a little trouble with paragons at the moment which I hope I can resolve shortly.

Pray, elaborate?

I'd rather not, at this point, since I've spent half of the day fiddling with it without much success, but I suppose it needs to be said.

Simply put, the resurrect effect isn't working the way it's supposed to.  For some obscure technical reason, the ANIMATE effect allows you to fully heal an already transformed unit with another transformation, but the RESURRECT effect does not.  In other words, paragons are resurrecting, but not being transformed for that brief moment that would allow them to heal up to full, meaning that they're being revived with all of the injuries that killed them the first time around.  In other words, few of them are surviving for more than a frame or two, and limbs are not regenerating at all.

This never showed up in arena testing because I can spawn a paragon directly into arena mode without any active transform effects, but when a dwarf in fortress mode is transformed into a paragon, the transformation interferes with the resurrect effect.  Curiously, the same is not true if the resurrect is changed to an animation effect, but doing that raises all sorts of other issues.  I can get paragons to work, and I can get a reaction to get dwarves turned into paragons, but I can't get the dwarves turned into paragons to work.

What it means is that I'm going to have to do a pretty radical redesign of the entire paragon concept if I can't find a workaround, and so far, I haven't found a workaround.  I tried a variety of different tricks, including pairing the resurrect effect with an animate effect (the animate effect overrides it).  Unless someone far better at coding than I am finds a way to do it with an internal call to DFHack, it's not looking so good.



Since paragons work if they are born as such, I may elect to make them a rare caste instead of a ritual unit.  I'm tossing around ideas for what this would mean going forward, but at the moment it just means that a lot of editing needs to be done.

Here's the idea I'm leaning towards at the moment - paragons will be a rare caste of dwarf that are born, much in the same way that savants work currently.  Paragons are ageless and deathless, but are otherwise identical to regular dwarves and have no innate abilities.  Paragons, however, can be "dedicated" at the Temple of Origin to one of the five original gods, which bestows upon them a set of abilities, but locks them out of the abilities of the other four options.  Paragons dedicated to Visthel will be able to resurrect other paragons.  This does not require an active transformation, so it *should* work.

A reaction will be added to the Temple of Origin to dedicate a paragon to Visthel, bestowing a few abilities onto them.  This reaction will be fairly inexpensive - the rarest component will be the paragon.  The current expensive and/or risky reactions to "create" a paragon will be reworked to have a much more interesting function. 

I apologize for the abrupt change and any delays it may end up causing, but I simply see no other alternative at this point.  Hopefully it will still turn out in a way somewhat resembling the original concept.  It actually may be for the better that this issue raised its head now, as it gives me a few ideas moving forward.

200
I found a minor oversight - Shedim Ah Tel have description of discordants.

Thank you, fixed for next release.

I'm having a little trouble with paragons at the moment which I hope I can resolve shortly.

201
Strangely enough, this test fortress seems to be running a lot smoother than usual, performance wise.  I'm at 114 dwarves, a 21 dwarf military, four ritual units, and six years in, I'm still chugging along at 100fps.  I don't know what it is that I did to cause this - maybe it was drastically lowering the child cap - but it's a nice surprise that I hope continues.

202
:o I'm gonna have to visit their thread more often.

So Narhiril, what's the change log for the next version? Any interesting new wildlife, in addition to all this tech tree business?

Currently the only wildlife that is finished is a new form of damascus sentinel that self-repairs and launches attack drones, but from what I'm hearing an unfinished version might already have leaked out in one of the releases on accident.  It's been difficult to test because it doesn't work right in arena mode (arena allegiances override natural inclinations, causing the drones to all attack each other), but I think it works properly now and it has a full set of graphics in the upcoming release.  My documentation process got a little screwed up due to the whole new computer fiasco, so I'm still working on catching up with the full changelog.


I apologize that this changelog isn't longer - the testing involved for the new DFHack-dependent components has been a little bit slow, and paragon production chances have been hard to balance.  There are a few new creatures, another workshop and its reactions, a new plant, and easter eggs I had in mind for this release that I simply haven't gotten around to yet.  Naturally, those are next in line for my attention, and we'll see how much I can get done before autosyndrome goes public and I can finally release all of this stuff.

203
Sadly, I assume DF-Hack's clean function will also clean the runes off?

It won't, actually.  They thought of that.  xD

204
Initial tests for weapon inscriptions look promising.



I later ended up moving the word order around so it reads...

"THIS IS JUST THE BEGINNING" (no effect) - runic inscription covering

As this was just a test, the inscription has no effect, but models how runic inscriptions will eventually look, with the text of the inscription in all caps, followed by a description of its effect in parentheses, followed by "- runic inscription covering."

I feel like the text adds a certain level of immersion and fun to the whole process.  Ideally, I would have written the inscriptions in a different font or some sort of Gaelic alphabet, but DF isn't allowing me to do that, so just imagine that the dwarves don't really understand the ritual language in which they are written.


205
what job profession is fabricate magnetic dart launcher? it never seems to get done.

Bowyer.  I figured bowyers were pretty useless, so I gave them something to work on.

206
I thought of PMing you, but others might benefit from this posed question: how does the mantis reaction work? I keep doing the job "assemble iron mantis" but nothing happens, the stuff just gets used up. I've tried having a slimer pastured right next to the MDL, caged and chained. How is this supposed to work?

Also LFR seems to be spamming the command "gate" to DFhack, what is this?
Also Also, what job type does the MDL use?

Note: I'm using the iron mantis reaction

It currently works as a boiling stone, meaning it doesn't always succeed.  This will be fixed in the autosyndrome release.

207
Could you please send me a few example reactions on how you handled the autosyndrome, as well as give feedback to expwnent, if you havent done so already. Last thing I heard about the dfhack r3 was 1-3 weeks till release, but of course this can change at any time.

My only feedback was on the order of prioritization for immunities and affected creatures/classes, which I already gave him on the DFHack thread.

But yes, I'll send you an example of a reaction and material that uses it.

208
Narhiril, can I use your Rakshasa script in my own mod? I want to modify it a bit, I think it will make a good way for my units to fire missiles, and possibly using it to make constructs...Just felt I should ask permission before working on it.

Yeah, go for it, just please remember to give credit.  Those were a pain to write.  :)



In case anyone is wondering, LFR is currently waiting for the next release of DFHack so that I can fully take advantage of expwnent's new autosyndrome plugin.  This has not slowed down development, as I have generously been allowed to use a beta version for testing, but I can't officially bundle and release anything until the DFHack guys make it public.  Progress continues today on updating documentation to contain all of the new balance changes.

For the next release, tier 3 ritual units (this includes emberlights) will follow a new pattern for production - one symbol of favor (obtained through prayer, as is currently in place) and an additional resource specific to each god.

Emberlight Warriors: 1 symbol of Zalkor's favor, 10 iron bars
Wavebreakers: 1 symbol of Temanat's favor, 5 cobalt bars
Stonekin: 1 symbol of Kerox' favor, 10 silver bars
Zephyrs: 1 symbol of Lemox' favor, 2 aluminum bars
Tempests: 1 symbol of Bartoth's favor, 10 gold bars
Radiant Priests: 1 symbol of Gisthal's favor, 3 clear glass gems
Umbrals: 1 symbol of Pharis' favor, 10 obsidian stones

In addition to these cost increases, these reactions will now use the autosyndrome plugin, and will always succeed.



Paragons of Visthel will have two possible reactions associated with them:

Paragon initiation rites (basic) - requires one idol of Visthel (produced using 4 silver, 4 aluminum, and 4 nickel bars), which is preserved.  This reaction will produce a random result, ranging from transformation into a paragon to various other effects, temporary transformations, temporary insanity, and, at worst, dangerous permanent demonic possessions.  This will eventually include a plague, but that isn't finished yet.

Paragon initiation rites (lavish) - requires six idols of Visthel, 5 gold crafts, 5 silver crafts, 5 copper crafts, and 5 platinum crafts.  This reaction always succeeds in producing a paragon.  Yes, it's extremely expensive, but paragons are functionally immortal, so I think it's rightfully so.



I'll write more later.  Right now I have to pack everything up and go to class.  xD

209
Ok, breached caverns, looking for a rift warden to test a experiment on. I found a bunch of sentinel drones, and they were FRIENDLY! Is this a glitch?

Yes, that's a bug.  They shouldn't be showing up at all right now, because they aren't finished, but I probably (accidentally) got a testing file mixed up with the release.

Generally, if it's an LFR-related creature and it doesn't have a graphic, it isn't supposed to be there.

210
DF Suggestions / Token request - [SYN_EQUIPPED]
« on: January 09, 2013, 05:04:59 pm »
A new token for syndromes.

[SYN_EQUIPPED] would be a new method through which syndromes are acquired.  When an object of a material with this token is equipped by an affected creature, the syndrome is passed on to that unit.  If a duration is specified, the specified effect lingers after the item is removed for its duration - if none is specified, the effect ends immediately when the item is no longer equipped.

Possible Look:

Spoiler: Raws (click to show/hide)

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