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Messages - narhiril

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211
Here's one I'd really like: something that checks a material for a contact syndrome of [SYN_CLASS:/EQUIP] and then - 1) applies it whenever an item of that material is equipped by a valid target - 2) removes it when the item is no longer equipped.

In case this isn't ever implemented.

212
Just got a carbuncle bone crown with a image of TERRAN PLANETS on it. What the heck? Easter egg, or something else?

Easter egg.  In hindsight, "earth-like planets" may have been a better choice of words.

213
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: January 05, 2013, 10:13:58 am »

A small request for AutoSyndrome:

As I understand it...

Spoiler: Priorities (click to show/hide)

Is there any chance that priorities 3 and 4 could be switched, thereby giving immunities priority over affected creature/classes?  Maybe a silly request, but I can envision this getting muddled up somewhere down the line.

214
Happy 2013, Narhiril. Hope this will be a good year for both you and your wonderful mod  :)

So, what's the general idea for the next update?

It's taken a rather radical turn after Meph informed me about this plugin that is in development.  It's going to take me a bit of time to get everything working, but the plugin uses DFHack to allow a syndrome to be placed directly on a unit (or units, if specified) rather than having to be inhaled randomly.  While the documentation has been released for it, the actual plugin won't be released until the next version of DFHack, so I can get to work getting everything set up, but the release is going to have to wait for the plugin to be finished.

After giving it a lot of thought, I've decided that the newer versions of LFR are going to be moving towards full integration of DFHack and its plugins simply because they allow for some exciting new possibilities that mods like Masterwork and Genesis are already starting to utilize.  I am reluctant to create any sort of external dependencies, but the increase in both balancing and creative potential has gotten hard for me to ignore.

The way it works is rather exciting, and allows me to utilize the plugin for a "unit creation" reaction with 100% effectiveness, and still keep things like experimental disasters entirely random.  It's going to be a bit of work to go back and modify a bunch of existing documentation and reactions to use this new system, but I think it's going to be a lot more pleasing once it's done.  Here are a list of changes you can expect to see in the coming days:

-Mechanical construct assembly will no longer fail.  Ever.
-Tier 3 ritual units will now have a set cost to build and will always succeed.
-Stacking a bunch of dwarves on top of a workshop to increase the chances of a successful inhalation will no longer be necessary - or effective.
-Tier 4 ritual units (currently only paragons are finished) will have two possible methods of creation.  The originally planned random effect (risky) reaction will remain as-is, complete with demonic possessions, curses, etc.  A safe, 100% success reaction will be added, but this reaction will require a substantial number of additional reagents.
-It will now be possible to station a squad of soldiers inside a temple to receive a blessing before sending them to battle.  I haven't even started on the raws for this, but this plugin makes it possible.
-Effectively coating weapons with poison.
-A building that creates power (a coal version, a magma version, and a lustrum version).
-Manual targeting of siege engines - including firing across z-levels.
-Magical weapons and ammunition.

Stay tuned!

215
Before you start, two things...

1. Turning dwarves temporarily crazed with CE_ADD_TAG:CRAZED will cause loyality cascades, which might or might not be fixed by the new dfhack.


I know that, but OPPOSED_TO_LIFE doesn't.

2.
Meph: I might have something similar to what you're talking about. I'm working on (and mostly done with) a plugin to make boiling rock syndromes apply instantaneously rather than relying on the game to sometimes make them breathe them in and sometimes not. I just tweaked it so that you can call dfhack commands using syndrome classes.

Here's the short version: you make a reaction that produces some rock. The rock has a syndrome. The syndrome has syndrome classes. When the reaction is triggered, the plugin scans for a reaction class called "command". If it finds one, it considers all remaining syndrome classes to be part of a dfhack command. The first subsequent one is a command, and each one after, if any, is an argument.

Early testing is promising. It should work both with scripts and by directly calling plugins.

:)

This sounds most exciting.  Will it interfere with existing syndrome classes?  I guess what I'm asking is, will it skip over and leave alone any syndrome classes that aren't valid commands?  Also, will it respect the parameters of the syndrome itself (affected creature, etc) when applying it?

216
Things have been a little slow the last few days due to family being in town and my boyfriend's father being in the hospital.  I'm sorry I don't have better news, but I just wanted to let you all know that I hadn't forgotten you.  Happy holidays, everyone!

217
So, what's up now, Narhiril?

A lot of tweaking percentages for the new ritual unit reactions.  I want to strike some sort of balance between success and failure that keeps people from trying to convert everyone to paragons, while at the same time not making them nigh impossible to get.  It's been difficult to balance, as paragons are functionally immortal, so I can't have a lot of determined people with full squads of them running around like you can do with the earlier ritual units. 

One solution was to give them a "per-reaction" cost, but due to the way inhaled syndromes work somewhat unreliably, I disliked the idea of asking players to throw their resources into another sink that may or may not pay off - similar to how constructs work - because I know that can be frustrating to some and I want to give several different options to players when they reach the higher levels of the tech trees on how to spend their time and efforts.  Ideally, a flat cost seems to be the most balanced approach, but it remains tantalizingly out of reach without a way for me to place a syndrome on a dwarf from a reaction at a 100% success rate.

What I've come up with instead, at least until the more idealistic options become possible, is a system somewhat like this.  You create an "idol of Visthel" out of a variety of materials at the temple component foundry, which serves as the unlock trigger for the reaction, and can be re-used as many times as you like.  A dwarf then takes the idol to the temple and attempts to channel the ritual energies to become a paragon.  This reaction should be set on repeat (it doesn't use a skill, so it takes place almost instantly) until something happens to the dwarf, at which point you'll have one of a few possible outcomes...

1) The dwarf will be temporarily incapacitated.  This varies from a temporary debilitating syndrome effect to a benign transformation that lasts for a month of in-game time.
2) The dwarf will become a paragon.
3) The dwarf will become a temporary danger to nearby dwarves, attacking them at random for a short duration until slain, exorcised (by a radiant priest), or the duration expires.
4) The dwarf will be consumed by the ritual, allowing a malicious creature to take over their body until slain.  Dwarves in this state cannot be recovered.
5) The dwarf will contract a plague, which can be passed on to any nearby dwarves that have not been immunized.  As I haven't had time to thoroughly test and balance this effect, it probably won't make it into the first iteration of this reaction.

The threat of unleashing horrors on your fortress from a ritual gone wrong needs to be the discouraging factor.  I just need to get the relative percentages of these outcomes into place so that players will still be tempted to try the ritual to get a paragon every now and then, but such that it is impractical and unrealistic to attempt to assemble a large number of them.  What this means is a lot of trial and error on my part.  If the reaction is too generous, the substantial power of paragons will unbalance the game.  If it's too dangerous, no one will bother trying.  This development will set the precedent for the next series of ritual units, so once I get something I'm happy with, it won't take very long to copy the parameters while making lacerators, eyes of Pel, etc.


In the meantime, happy holidays to everyone.  I want to take this opportunity, in the season of giving, to give thanks for all of your continued support of LFR.  I know that the DF community is not very large, and the modding community is even smaller, but it's you guys and girls that I keep this project going for.  From the fine lines of balancing to the harsh realities of technical limitations, from my first forays into writing lore and pixel art to the universe that LFR has become, this project has been and continues to be a learning experience far beyond the scope of my original vision for it, and I look forward to continuing to grow with it in the coming year.

218
Whips are overpowered even in vanilla DF, sorry to say.

Doesn't mean they can't be fixed or removed entirely, of course.

I had changed these from blunt to edged attacks, but it seems that they suffer from the same issue as bolts and arrows - namely, that a tiny contact area seems to completely ignore armor more often than not.  I'll probably return them to blunt and instead raise the contact area for the next release and see if that helps.

219
Masterwork DF / Re: ☼MASTERWORK-DF☼ New poll - Meph is back.
« on: December 19, 2012, 11:10:19 pm »
2. Dwarven Traders bring magma in bags, settings stuff on fire. This is a serious bug, I havent been able to narrow it down. I do believe it has to do with the alchemy reactions though, so I'll probably just delete this entire section and redo it. Otherwise, if anyone did find the source, please do tell ;)

I'm guessing you have a reaction that produces a powder (since liquids shouldn't be bagged) that has a broken inorganic material component.  Give me an hour or so and I'll try to hunt this down.

EDIT: I think this might be your problem:

Spoiler: raws (click to show/hide)

Everything looks fine except for that your (bolded) reagent line seems... unusual.  Shouldn't it be...

[REAGENT:A:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:MITHRIL]

...Or have I missed something completely?  If I had to guess, I'd say the GET_MATERIAL_FROM_REAGENT line is getting confused here and kicking out a generic material at a temperature you don't want it to be at.  Some of your other powder reactions seem to have the same unusual reagent pattern.

220
What skill does a khopesh use? Just got a artifact one of candy called goremortals.

Swordsmanship.

221
Just got a lizardmen siege, what do lizardman mystics do? They all died to my 3 marksdwarfs before they did anything.

All they do at the moment is protect themselves from ritual unit hexes.

Thanks! Also, when paragons come out, my commander is SO getting made one. He has killed both of the amaroks that attacked, and got the title "the holy larks-counselors of healing." Although, are amaroks supposed to be this common? They appear to be the only megabeasts that I have ever seen.

They're semi-megabeasts that reproduce, so they're not terribly uncommon, but it's unusual to see more than one of them in a short span.  Just random, I guess.

222
Just got a lizardmen siege, what do lizardman mystics do? They all died to my 3 marksdwarfs before they did anything.

All they do at the moment is protect themselves from ritual unit hexes.

Even with optimized FPS settings, DF inevitably slows down over a period of 12 years, and depending on the size and scope of your fortress, it might simply be too long to wait for reinforcements.  Thoughts?

Regretfully, this might be a useful change for my forts.  I say regretful because dwarves are so long lived; it galls to think that they might have so short a childhood.

It might make dwarven societies more robust in world gen too, as they would start breeding more dwarves sooner, and thus have larger populations by the time trouble finds them?

I'm not sure what effects i will have in worldgen, though I imagine it won't be terribly profound due to site population caps.  Conceptually, I like the twelve year childhood a lot more, but the game just isn't optimized to the point where fortresses can legitimately survive long enough to see more than a few generations.  It's always been a dream of mine to see a fortress last for generations, setting up a royal lineage and megaproject after megaproject without succumbing to the currently inevitable slow and painful FPS death.

223
Sup, Narhiril?

I personally dislike that artillery thing. Takes too long to set up. Much more interested in the expanding of the mechanical and ritual tech trees. And thrilled at the saboteurs appearing. I'd imagine they are quite vicious to have.

To be honest, it didn't work out quite as well as I had hoped, so it's back to the drawing board.  Progress on saboteurs has been a lot more steady, and I think I have them to a point where they will "activate" themselves only once they've reached adulthood.  This means that for the first few years of your fort, you probably won't see any saboteurs, but after that you'll have them start showing up.  They're still not going to be common, but they should actually pop up from time to time, and you'll want to deal with them quickly because their actions will grow more deadly the longer they are allowed to continue.

I'm also considering cutting down the length of childhood for dwarves from 12 years to 4, seeing as most forts don't last long enough for repopulating by breeding to be a particularly viable method of keeping your fort going.  Also, with this change, you might not be depressed every time a child is born, knowing that you'll actually be able to use them in a somewhat reasonable time frame.  Even with optimized FPS settings, DF inevitably slows down over a period of 12 years, and depending on the size and scope of your fortress, it might simply be too long to wait for reinforcements.  Thoughts?

224
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 13, 2012, 06:12:56 am »
There is, but it's hoops as fuck.

3-part creature, limb evaporation, animation and deadly interaction, resurrection into creature you want to create.

More detailed descriptions are elsewhere because this is my least favorite workaround because of how unreliable it tends to be.

Fuuuuck that. I'm not a legendary modder.

I could give you the raws for it.  But yes, it's convoluted, and I'm hoping someone smarter than me writes a dfhack plugin for it eventually.



Is it possible to modify MATERIAL_EMISSION so that the material is emitted by the target at the caster so that emissions such as UNDIRECTED_DUST would occur at the target rather than the caster?

No, but you can make an interaction that will give a creature an UNDIRECTED_DUST material emission that will be used indiscriminately.

And it's glorious.

225
So I had an idea today for a crazy reward at the end of the tech trees...  It would require max level construct research and one of the upcoming ritual tier 5 buildings, but it would involve all sorts of sacrifice to Armok to be able to create a construct called a "divine dwarven meteor artillery platform," which has the potential to devastate entire armies from long distances. 

I'm only still kind of tossing around the idea, as it's going to be difficult to make something that powerful balanced in any sort of way, but I've got some pretty fun ideas for how it will work.  Essentially, it would be a construct built from a slimer, and you'd build a chamber above your fort entrance to "house" it, probably chaining it down.  Then, you'd put a drawbridge in front of it to act as a firing mechanism, and some fortifications in front of that to act as its windows outward.  When an enemy army enters its firing range, you'd drop the drawbridge and it would launch a hellstorm of meteors at them, throwing them around like ragdolls and lighting everything on fire in the process.  All of this would work, in theory, but I'll need to figure out a way to make the cooldown timer on what will end up being a very complex and compound ability work properly.  I think it can be done, though.  I'm thinking one barrage every six months or so.  Not to mention the years of advancement and resource investment to even build one.

I can't wait to build up a dummy creature to test this out.

But since that's a long way off, and while we're on the subject of destruction, I'll be introducing a new form of minecart to the mechanical tech tree in the next update that is designed for use as a weapon.  It's called a "rail-guided ballistic ram," and it's extremely heavy.  !!SCIENCE!! FTW. 

I'll also be taking a second look at saboteurs and seeing if I can find a way to make them more common (i.e. actually happening from time to time instead of once in a million plays).  The core issue here is that if they're born into the fortress, the watchers will identify them immediately and you'll have dwarves murdering babies on account of treason, but I think I have a way to fix that potential issue.

Oh, and paragons and exorcisms are working perfectly.  Did I mention that already?  I may have.

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