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Messages - narhiril

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886
Narhiril, update's on schedule, right? (tomorrow? Or maybe even 6 hours later during midnight, where it's technically September 3rd?)

Anyway, how about a list of everything you've added on this update?
ON SCHEDULE

Pulled from the (new) manual:

Fixed a bug that was preventing transmutation and flashbang zingers' blind effects from working properly.  Clutch size for tortoises has been substantially reduced.  Excess clutter (gamelog, bmps) has been removed from the pre-packaged version.  Fixed a bug causing lead hammerhead javelins not to show up at the non-magma advanced metal caster.  The rituals of power have had the number of reagents reduced from "3 and 8" to "1 and 3." Added a "crush stone" reaction to the trash compactor (see that entry for details) as yet another stone sink.  Plant transmutation now uses six seeds instead of eight random plants - as a result, products will no longer be consumed immediately after being produced when multiple copies of this reaction are queued.  Tortoises now cost a more reasonable amount of embark points (this was absurdly low in previous versions).  Added the "high priest" position (two possible).  Added the machine shop, a new tier one mechanical workshop (see that entry for details).  Local legends may now make a single demand.  Added NO_STONE_STOCKPILE to the template for stones which evaporate on creation (alchemy byproducts, etc).  All appropriate LFR-related creatures now have sounds associated with them (for adventure mode).  Fixed a number of minor bits of erroneous text.  High priests and local legends are not duty bound - they can join you in adventure mode (this is intentional).  Added rituals and prayer reactions to shrines.  Added the first tier two "hybrid" building, the temple of fire, and an associated reaction.


Highlights:

Shrine of Nature
-ritual of nature (takes seeds, produces wooden ammo and potash)
-prayer for amnesty (produces soap)

Shrine of Victory
-ritual of victory (takes body parts and goblets (goblets are preserved), produces anvils)
-prayer for fortitude (produces iron bars)
-create torchbearer gargoyle (takes iron statue, needed to build temple of fire)

Shrine of Prosperity
-ritual of prosperity (takes gold crafts, produces flux)
-prayer for fortune (produces bars of random economic alloys)
-prayer for celebration (requires an empty barrel or pot, can produce a rare alcohol)

Temple of Fire
-prayer for industry (produces flux stone)

---

Rituals consume items to (usually) produce other items.  Prayers have no input reagents, but produce their products rarely (it may take a LOT of prayers to get what you want).  A few rare, hidden products are sprinkled in for great justice.  Tier two rituals and prayers do not currently carry risks of disfavor - this will NOT be true for future tier two rituals.



887
This mod inspired me to actually get around to creating an account on these forums (which is saying a lot, since I normally stay off forums).

Honestly, this is just pure awesome. I know people have said it before, but this really feels like an extension of the original game. I don't even play vanilla DF anymore. It's just not as fun without adamatine giant forks...

I just wanted to point a few things out:

Back in a fort I had in 0.14a, my legendary weaponsmith created an adamantine mace at the weapons lab. Admittedly, demons were overrunning the fort at the time, so he was probably feeling some pressure, but I think you said somewhere that you had disallowed some possible combinations due to being worthless, like an addy war hammer, and an addy mace doesn't seem much better. I know this is from a earlier version, but I didn't see anything in the notes saying this was modified, so I figured I'd mention it.

Second, the nephilim are really odd when sieging (at least compared to other races I've seen). If they come on mounts, they just mill around randomly. Sometimes they set up camps, other times just wander, kinda like some human sieges. Except that when I charge them with my dwarves, they're still just milling around. They attack if my dwarves are in reach, but if they're even a square out of reach, they don't seem to path toward the dwarf; just random wandering until they decide to run. Because of this, only their archers seem any good at all, and those are weaker than they would be on foot, since they can't fly while mounted.

That, and in 3 years of sieging me 3 seasons out of the year, they almost always wore cloth, even the elites (some had bismuth bronze); no steel, even though they used steel arrows. I suppose I might have just had bad luck.

And it's entirely possible to trade with the nephilim regularly. You just have to abuse the AI pathfinding. Use the Depot Access tool to force all caravans to spawn at one location by building a 5-wide road to the edge of the map, and make sure none of the other map edges are marked Depot accessible. Then build walls along the edges of the road, and build a roof over it to created a tunnel to your Depot. The walls won't be able to get to the edge, but the floor/roof can cover everything. Just be careful that building to the edge doesn't create a valid spawn point on the roof instead.

As long as the AI pathfinding says the road is the quickest map, they won't fly, and will unload their goods like normal. Honestly, though, since they come 3 seasons a year, you need a huge amount of trade goods - those steel goods mean that their caravans are often worth more than everyone else, excluding when the dwarven caravan decides to bring those 20k+ decorated iovium trap pieces.

It's over-complicated and probably not worth it for most people, but it was a nice megaproject to build a tunnel all the way across the map. Of course, you could just build the Depot next to the map edge.

Oh, and I just got the same thing in my embark group like Mistercheif. And I was getting excited about finding something nobody else had mentioned, and then I see that ... Oh well. Anyway, I noticed that he had Proficient Blowgunner and Liar as well as the skills I gave him on the embark screen. Do they just get two random additional skills or something?

Anyway, thanks so much for making this mod! I'm looking forward to the next version!

Liar and blowgunner are additional jokes about Charlie Sheen.  Think long and hard about what a blowgun looks like/could be used for. :)

The adamantine mace is a curious development, since maces are not on the list of possible adamantine reaction products for the weapons concept lab.  To me, this suggests that the game did not recognize the subtype of the weapon it was told to produce, and then threw it out and used a random weapon.  Check your error log for anything along the lines of "unrecogized weapon subtype."  If you find something, post it here.

888
Maybe a stupid question, but I can't get bog trolls or lizardmen (and more I suppose looking at the lore) to show up in any of my genned worlds. Are they temporary disabled, or do they require some specific biomes to settle in (that I'm not making due to my heavily changed world gen settings)?

The latter is most likely.  They both inhabit a variety of wetlands biomes.

889
I just found a pretty cool easter egg with my first world that I found a spot I liked in.

Spoiler (click to show/hide)

EDIT: Or perhaps its not that much of an easter egg.  I just got it again after I regenned the world because I realized that I embarked a 2 squares to the right of where I should have, and I accidentally abandoned...

*smirk*

You're the first one to mention that.  I'm glad you liked it, it's actally pretty uncommon, and its been there for a while.  Every update adds at least one new easter egg, some more common than others.

There is an easter egg creature that I have never heard of anyone actually encountering yet, even though it's been there since the first release.  The world populations dump assures me that it's out there somewhere, but I wonder how much longer it's going to take for someone to legitimately find one (don't look in the raws, that's cheating ;)).

890
DF Modding / Re: Strangest, Wierdest thing you ever modded into DF
« on: September 01, 2011, 05:07:57 pm »
Code: [Select]
[CASTE_PROFESSION_NAME:LASHER:dominatrix:dominatrices]For female humans and elves castes.

I approve of this post.

891
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 31, 2011, 11:59:53 pm »
is it possible to limit a civilization to just copper weapons? and how would I?

You would have to remove furnace operators from their permitted jobs and then give them a custom reaction that generates copper using another skill.

892
telekinesis

ahem...

I think you mean telepathy.

He didn't.  My glass of iced tea just moved.

Might have been the dog running into the table again, though (my dog is a moron).

Narhiril, I'll be playing through a game now to get some screenshots for the main page, if that's OK with you. ;D

Sorry I missed this, yes, that's most welcome.

893
DF Modding / Re: Max Number of Reactions?
« on: August 31, 2011, 09:40:55 pm »
I have all of Genesis, all of Civ Forges Alchemy and Ironworks (in Genesis), and most of LoFR's reactions as well so I know I am well over 280 reactions. I'm not positive, however, that all the reactions are working, all I did was add reactions to the bottom of the list and checked to make sure they were available.

LFR alone has more than 300 reactions for the dwarves.  The actual number is around 320.  I have not yet encountered any problems.

894
Narhiril, it would be nice if you could make a noble position that comes along when a Baron does - High Septon (Whoops. Been reading too much SoIaF) Priest. He's purely for flavor, and make him able to command a squad of 3 (Plus himself). I would like my high priest to sacrifice some infidel goblin and voidwalkers   :P

It's weird that you mention that, high priest was a position I had actually planned to include with this update.  I hadn't given them squad command, but it's something I could easily do.

So I noticed weapons and armor still take one bar each to forge.  I think this is fixable if you want to, by multiplying all material sizes of weapons and armor by 150.  At some point materials were changed to make way for partial bar useage, or something, but the raw values were not increased to account for this.  So a breastplate takes 9/150 = 1 bar instead of 450/150 = 3 like it used to.



I typically don't touch stock raws unless I have to.  You are free to make this change, but LFR will probably not include it for compatibility purposes.

Creature request, if that's possible or OK with you.

The Ulbungek (vaguely meaning 'Mule Lizard' in dwarven)
 A grazing, hooved large reptilian creature that looks like a rhino, but has many reptilian features (eyes, a frill on it's neck, forked tongue, tail. The head is entirely lizard (think komodo dragon), and the tail of a lizard. The body is scaled). Males have large horns, and both genders have a tusk on the nose. It is prone to rage, but cannot be war trained because of their obstinacy. They require lots of grazing (same as a cow). It lives in caverns, but some have been domesticated by the dwarves (so make a wild and tamed variety). It has a large horn. It can be milked.

This creature can pretty much remove the need for cows, mules and yaks. (not that they had much use in the first place) I also sketched it a little on Paintbrush.app, I'll upload it if you think this is a good idea.

Iron Grub
 Another grazer. These creatures appear in caverns, and have a very tough hide. (As hard as bronze/copper/a weak metal, and quite valuable) They could be the lowest of the leather tough creatures of the tech tree you mentioned, narhiril. I would request adding in them shooting rocks (like a magma crab), but I recall a mod 'Slimelands' doing the same, making it seem unoriginal.
 

I'll happily take a look if you upload it.

895
So, narhiril... you're not worried about the limit of custom reactions?

Based on what I've heard recently... not particularly.  I'll cross that bridge if I ever come to it, but I'm not even sure there's a bridge to be crossed.  While Mephansteras seems to have encountered a legitimate problem, I think, based solely on what he's shared, that it's probably related to him trying to cram too many more reactions into a stock workshop.  If there was a hard cap on custom reactions, it seems odd that we'd just be finding out about it now.  There are dozens of "mix" mods out there, surely someone else would have stumbled on it before while trying to cram dozens of mods together.  Maybe I'm wrong, but I have a hunch that I'm not - and I usually get pretty good hunches.

Development will continue as normal.  There's no sense pausing and dealing with a hypothetical issue until I actually run into it - which may not be for some time, if at all.  Target date is September 4th, but it may be a day or two early if things go more smoothly than anticipated.

Tonight, I'm working on the soap-producing reaction.  I haven't quite gotten it nailed down yet, but I think I'm close.

896
Are they really as strong as iron? The only stats they actually have are density and material value.

They pull most of their properties from a custom template (I think it's RITUAL_MATERIAL_TEMPLATE, just off the top of my head), which is basically copied from iron.  The values defined under the individual materials are only needed for when they differ from the template (typically color, name, value, and density).

897
Another question: for the minor metals of the gods, e.g. clouded crystalline, bloodforged, etc.: are we going to be able to upgrade these in any way, e.g. transmute them into major metals of (god)? Because I was rather excited at getting a -clouded crystalline shamshir- until i looked at the stats and realised it would be about as deadly as a pool noodle.

It's roughly equivalent to a lighter version of iron - a bit better than a pool noodle, but certainly not very useful after a few years or against a stronger enemy.

I had not planned to directly convert these "lesser" weapons to better ones, but the idea behind that is quite doable.  A ritual could turn a clouded crystalline shamshir into, say, a translucent crystalline shamshir (roughly equal to steel), and then a radiant crystalline shamshir (roughly equal to damascus steel).  This is an interesting concept for a new workshop, and I think I'll play around with it.

Oh, and for the record, bloodforged bolts kick ass.  Expect a more direct way to produce them (or something similar) in the future, later tiers.

898
DF Dwarf Mode Discussion / Re: Whoa lucky me.
« on: August 30, 2011, 03:26:17 pm »
Ugh, just got clobbered by an unexpected ambush.

However, for some reason after a while there was a second one in the unit list (exact copy of the first one), but that one had a list with all it's body parts in red.

I'm bringing more sabertooth tigers next time :)

Don't panic about it - you'll have to be very, very prepared (or foolish) to even get a glimpse of one without dfreveal.  These creatures are a final challenge to a fortress that has overcome all other challenges, and will not simply show up at random times in random places.

Then what about the much rarer P demon?

It follows the same rules, but is "challenging" in a slightly different way.

899
DF Modding / Re: |({[<---*Regeneration V3.1: A Mod by Hugo*--->]})|
« on: August 30, 2011, 03:24:29 pm »
The mine shaft is a pretty neat concept. 

Does it actually produce copies of the items used for input when "retaining" them or does it produce weird things like "copper lamp lamp"?  I recall having some trouble with the GET_MATERIAL_FROM_REAGENT token in the past where it would do things like that.  I tried to make a reaction once to re-stack ammunition (by grabbing a whole bunch of it and using GET_MATERIAL_FROM_REAGENT for the product), but I remember getting things like "cow bone bolt bolts". 

I suppose this could be completely circumvented by not assigning a material to the tool items (or using a specific material and then specifying that material in the product), but I'm curious if you got it to work where it would retain the original item's material.

Also, I think it's high time we pestered Toady for some multi-level buildings.

900
Not sure if this has been mentioned already, but in the female weapon savant entry, it should say [CASTE_PROFESSION_NAME:WEAPONSMITH:weapon prodigy:weapon prodigies] but instead says [CASTE_PROFESSION_NAME:ARMORER:weapon prodigy:weapon prodigies].  And now that I've said that, I'm going to go try this mod for the first time. Certainly looks fun. And Fun.

Good catch, I'll fix this immediately.

Hey Narhiril, 14c will add shrine reactions, right? I mean, I know you'd like to wait till the next version, but I would like to make shrines to have a purpose when I build them. In fact, why not move all the 'greater' type rituals to their respective shrines?

Also, not to rush or anything, but you haven't given up on concept art, right? Cuz the voidwalkers weren't bad at all.

Also, I like Angus' idea. When that gets implemented, my troops will carry javelin throwing spears and crossbows with a BFS attached to it, like a Brute Spiker in Halo. It's almost like the red shirts back in the Napolean days, where they shoot as they advance, then fight with bayonets.

0.14c will add some reactions to the three shrines.  The reason I am not moving the greater rituals is because they do not correlate perfectly with the shrine themes (five types of ritual, but only three shrines in tier 2), so I thought it would be more appropriate to leave them at the altar.

Bear in mind that "greater" is a relative term.  They certainly have better possible rewards than lesser rituals, but they're still just kicking out items of relatively early-game usage.  I don't expect to see anyone carrying a bloodforged club when a (superior) tungsten maul is available.  That being said, future advances in the ritual tree will create more lucrative rewards.  Expect a reward item from the final tier of the ritual tree to rival the power of ether, hadrine, or voidshard.

So, while it may be called the "greater ritual of power," expect something along the lines of the "ceremonial procession of the martyred" to overshadow it in the future, which may in turn be overshadowed by something like "superior ritual of the encroaching void," which may again be overshadowed by the next tier's "grand invocation of the inevitable tempest."

Note that the exact names of these rituals were just thrown out from the top of my head, and may or may not end up resembling those of actual developments.

The tiers are currently planned out as follows, but some aspects are not yet finalized... (some spoilers present)

Spoiler (click to show/hide)

Also, expect more concept art over the next few days. :)

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