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Messages - fire1666

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31
Masterwork DF / Re: Extra Civ for Masterwork: The Revenants
« on: July 24, 2013, 11:05:47 am »
indeed I shall. when i release the tier 1 mod ill let people see what its like.

32
Masterwork DF / Re: [REVENANT] Pre-Alpha test for Tier 1!!!
« on: July 23, 2013, 06:23:02 am »
just a teaser guys, the Revenant have a dedicated god now, not sure about the relegion system though e.g. PANTHION

33
Masterwork DF / Re: [REVENANT] Pre-Alpha test for Tier 1!!!
« on: July 22, 2013, 06:56:23 am »
Spoiler (click to show/hide)
alot of questons XD
well the race is really comprised of two "sect's" one being human cultists and the other being the Revenant's themselves who arn't undead par say but they are close enough, not so they burn in good weather and not so that theywill die from a small cut bleeding them out.
im not sure about zombie pets or ghost pets, but they will have "pets".
They will be at war with everything that isn't evil if possable to code that relationship in, BUT they will go to war if they those races give them trouble.
since I hate infiltrator's i wont add them, it would be like asking a nazi to befrend somone who is a hippy *no offence* it wont happen...
also europa is feckin awesome!
What do you mean by sects? Do you mean that you will have two diffrent castes or two diffren creatures? You can only have one creature in fort mode that you play with at one time, so if you plan to have two diffrent creatures then one will just be apparent in seiges, trade and adventure mode. The only other creatures that might appear in fort mode are intelligent beings that have been tamed (such as tigermen). These still cannot do any labors though.

The relationships are dependent on ethics but also if they [babysnatcher] and/or [item_thief] I think (all in the entity file for the creature). If you want your creature to only be able to talk amongst themselves then you can add uttrances, but then they cannot make peace with anyone else. I think [opposed_to_life] only takes effect once the game starts and not when the history is generated though.

Im not sure you understood what I meant with infiltrators, what I meant was that if you had an idea for adding in a specific infiltrator to sometimes arrive on the fort as an normal migrant but who would be something else. Much like vampires are in dwarf fortress for the dwarves. Perhaps an infiltrator working for the "good" races or a renevant hunter disguised as a human cultist (perhaps them sometimes killing sleeping units like a vampire). Im not sure how this would work if they arent bloodsuckers though.
Different castes probobly just with modifyed description and possibly pain immune and with infiltrators, same answer to the question. Im not willing to add them.

34
Masterwork DF / Re: Still alive
« on: July 22, 2013, 05:37:30 am »
well i hope your ok meph, did nto hear about this till today, sorry for late responce

35
Masterwork DF / Re: [REVENANT] Pre-Alpha test for Tier 1!!!
« on: July 22, 2013, 02:24:59 am »
I have also modded my own [not_living] creature and few of the castes in the same creature is also [opposed_to_life] (they are rare though).

How are you going to deal with the fact that zombies are opposed, this might very well mean that your domesticated animals could get attacked? I made a interaction which they could do that convert living unintelligent beings into not_living (and Ive experimented with opposed_to_life in the same) it has seemed to have solved few problems but opened up few more. Ex: if they are fighting you when you do the reaction they wont stop even though they have just turned.

Also Ive modded in an interaction where they can raise corpses into intelligent zombies (might change it into changing creature), still not sure if they join the civ or just muck about like normal zombies though. It used fit_for_resurrection and not fit_for_animation. I was thinking about changing it into changing creature and then into a specific caste which all converted bodies turned into, like a weak zombie caste inside the creature which would be perhaps the most numerous one.

Are your renevants going to be at war with everyone? What type of "vampire" infiltrator are they going to have? Since good weather instantly kills not_living are you going to mod that out? Will they be able to bleed to death or do you have to decapitate them? Any syndromes in the blood? I had a vomit syndrome in one of the castes blood since I thought it would "smell so bad".

(Havent done much more than that since steam summer sale is now out and I bought europa universalis 3 which is just kick ass, besides I know I was too lazy to do something big for everyone alone.)
alot of questons XD
well the race is really comprised of two "sect's" one being human cultists and the other being the Revenant's themselves who arn't undead par say but they are close enough, not so they burn in good weather and not so that theywill die from a small cut bleeding them out.
im not sure about zombie pets or ghost pets, but they will have "pets".
They will be at war with everything that isn't evil if possable to code that relationship in, BUT they will go to war if they those races give them trouble.
since I hate infiltrator's i wont add them, it would be like asking a nazi to befrend somone who is a hippy *no offence* it wont happen...
also europa is feckin awesome!

36
Masterwork DF / Re: Extra Civ for Masterwork: The Revenants
« on: July 22, 2013, 02:14:48 am »
Hey, at the very least, I can edit fire's effusive typing.   ;D
Hahaha, my typing is way to fast sadly and my keyboard is to be honest, crap...

37
Masterwork DF / Re: [REVENANT] Pre-Alpha test for Tier 1!!!
« on: July 21, 2013, 01:40:06 pm »
Sounds like fun, so count me in (if you don't mind somebody fairly new to the forums participating).
absolutly no problem man, so long as you know hwo to play DF thats all thats important.
check the top post, thats the countdown to the test.
also check back every once in a while to see if ive updated the page.

38
Masterwork DF / Re: [REVENANT] Pre-Alpha test for Tier 1!!!
« on: July 21, 2013, 10:22:31 am »

Also, anyone who is knowledgeable about workshop reaction modding, I'd like to ask that you take a couple of minutes and skim the raws; tell us if anything is wrong.
ermn oops, I type too fast, once again!
modding main post now
fixed

39
Masterwork DF / [REVENANT] 0.03 release
« on: July 21, 2013, 10:12:22 am »
Greeting Dwarf Fortress gamers, my name is Fire1666 although I would much prefer it if you call me by my real name, Frasier. I've been working on a mod for Masterwork that adds a new race to the game, they are called the Revenant; they specialise in massed numbers and dark magic / darker powers such as necromancers and they also have very unique race specific materials and constructions BUT this has not been coded as of yet since they are still in their early stages of development.

The race is going to be broken down into a group of 5 tiers, each one contains specific buildings and benefits to you (the owner of the fortress), however due to the way I'm going about this I need your help.
Currently Tier 1 is hopefully going to be completed by the end of this month, Wednesday 31 July. However this is where I need your help. How do I need your help you ask?
I need testers for the Tier 1 of the faction, I need people to play them and tell me if it all works suitably and it all seems to make sense with my race.
In short I need Q+A testers for the very first steps of the race's development.
Anyone interested in this by any chance?
Credits thus far: (will be extended)
Gamerlord for persistent assistance throughout the mods very short development life thus far.
RELEASE 0.03
http://dffd.wimbli.com/file.php?id=7865

40
Masterwork DF / Re: Extra Civ for Masterwork: The Revenants
« on: July 20, 2013, 04:26:22 am »
gamer I need you to work more on looking into a caste sytem or just taking notes on reactions that can transform a civilian into another creature i could also use help with graphics for the revenants so if you can or if you know somone who can let me know.
also on a side note the weapons doc i sent you is now obsolete replace all the SHADE with REV and your basicly updated it :)
i propoply wont be able to make too much progress today but i will try my best to furfill the to-do list for TEIR 1 then i think i might open it for a PRE-PRE-PRE alpha test for people to see the current product and how it will work roughly

41
Masterwork DF / Re: Extra Civ for Masterwork: The Revenants
« on: July 20, 2013, 03:38:32 am »
also major note for everyone
im completly overhauling the files on the weapons so dont do ANYTHING with the weapons doc gamerlord

42
Masterwork DF / Re: Extra Civ for Masterwork: The Revenants
« on: July 20, 2013, 02:55:22 am »
okie so I though about the ideas and instead im just going to post my to-do list, you will all see the general gist of the teir one stage of the mod.
- Create a new crop for revenants and use it for food both eadable raw and cooked but not brewable and grows subsurface.
- Create a workshop that can create the special crop from other crops if nessesary and can transmute the specal crop back into some other basic underground crops e.g. plump helmets or pigtales.
- Create a workshop that can process the crop into soul essence (first way of getting soul essence also the slowist) and can transmute some soul essence into other things at a specific ratio e.g. wood = 4 SE / bone = 6SE HOWEVER this is backwards compatable and resources can be converted back into soul essence (second way to get soul essence).
- Create the dark glass sumoner which will use SE + bones and possibly blood to create dark glass, this forms the building blocks for the Reveants.
- Create the dark glass shapper / shapping forge which will be used to create basic weapons from dark glass along with basic armour and ammo for ranged weapons
- Create a soul collector which uses soul essence to create the weakest weapons cheaply and quickly while also providing a use for SE to make ammo as well
- Create the first ritural structure.
- Create reactions for the ritural structure, risky but worthwhile since it allows you to unlock Teir 2
- Create a structure that can summon migrants by using large ammounts of soul essence (500) this is very risky BUT can pay off
- What we have all been waiting for... Create a structure that can KILL migrants for soul essence rangeing from only 5 all the way up to 100
- ask someone nicely to work on the creature file
- TEIR ONE FINISHED

43
Masterwork DF / Re: Extra Civ for Masterwork: The Revenants
« on: July 20, 2013, 02:27:42 am »
ok im back and now its time to discuss the ideas thus far, this is going to be a very long post...
Firstly Dwarf Kitty stated the following in his post:
Jumping into this.   
 
You know how some legendaries in worldgen strive to extend their lives by any means necessary, then become vampires and such?  They gotta figure those things out somehow.  What if the Revenant civ is an alliance of like-minded cults and cultists?
 
The base race are living souls who seek the darker magics.  Embrace death and become necromancers, extend life indefinitely through vampirism or lichdom, or raise the Carp God.  Loosely allied, they find safety in numbers.  Even the drow distrust them.  (Challenge:  Create a civ that contains representatives from the other races.) 
 
Their pets are anything from shades and ghosts (humanoid as well as ghost dogs and kitties) to Lovecraftian deep one abominations.
 
Citizens must study to become or be transformed into supernatural creatures, such as vampires and werebeasts or lichs.  (Think the transformations of the golem forge or the Masterwork temples.)  Anything that comes from the living and still has a semblance of life.
 
The cultists have sacrificed the ability to reproduce naturally, either as a vow of celibacy or enforced through more macabre means.  Reproduction (to answer Isngrim's question) would then be through recruitment or conversion.  Migrant waves would be of fresh recruits or converts.  Any invaders captured would be either converted or sacrificed.
 
Fallen untransformed citizens and fallen invaders could be ressurected as zombies or part-zombie convert slaves.  Ideally, these become citizens, but pets would work well enough if the other reproduction avenues are in place.
 
Also, corpse bone and flesh and blood would be important materials.  Maybe sanctify their weapons and armor?  Give the butcher shop or slaughterhouse an "extract blood from fresh corpse or victim" reaction, then use bone and blood as reagents in forging.
 
The soul shard would have to be harvested easily if you're going to require them for items.  Perhaps a certain type of mage would take a sentient being's corpse and magically distill it down into a crystal.  If the soul distilled had already become a ghost, the ghost disappears as if memorialized.  Or the shard is dropped from some corpse-munching animal like the golden goose drops gold bars.
 
Ooh, idea:  Revs create special dark glass for various uses, take raw dark glass and sentient being's corpse to make soul shard!
 
And I vote that blood or bone meal is the special ingredient to make dark glass.


The ideas above are very good and i like the idea that bone and blood would be important for the faction in question those being the revenants, thus I have adopted the usage of those into the mod (I have a supprise coming for you guys shortly :) ).
Not over keen on the like-mindedness with the carp god cult BUT I will have the cult playing a slight part in the revenants for alternateive reasons Hehehe.
The pets idea sounds good but i was not thinking on lovecraftian monsters but more on the line of bone golums (large monster created from at bare minimum 60 bones[wait intill my next post, you might like the methods of getting said resources]) and (much later) Death pact ( large constructs that can take an ungodly ammount of damage and can be merged into a squad[civilian transformation]) but ghostly animals could be a possibility.
You touch on my idea of civ transformations in your 5th paragraph.
Loss of reproductive organs would cause them to die at world gen I think *correct me if im wrong*
I am planning on have a building at teir 1 that allows migrants to be summoned but it will be VERY expencive but I will also have a use for said migrants (yes im talking to you legendary + 5 beekeeper >:-[)
dead civilians becoming slaves? Dfhack i think but im useless with Dfhack gamerlord MIGHT know more about it then I do but thats up to debate.
Soulshards WILL be used BUT not from that method, I have a slightly better way of aquireing them and you guys might like it :)

Now for the ideas posted by somebears, no seriously some bears just told me this its a bit crazy I know hehehe (dont hit me!)
I am very pleased to see that you are going down a teir route for your suggestions, this makes it easier for me and gamerlord to see where you want the suggestion to be on the list of buildings and teirs HOWEVER as gamerlord stated, most of your ideas will need Dfhack somthing that I dont fully understand in the slightist.
but on a possitive note their will be reactions to trans a caste to another caste but that is only if the castes work D:, speaking of this Gamerlord please update me on the civ files I need to PM you about them.
you also talk about some castes being able to do some things better then others, thats also exactly what im goiong to be doing too but on a different level.
Now be right back, typing my massive page now for my main ideas AND todays to-do list for me.

44
Masterwork DF / Re: Extra Civ for Masterwork: The Revenants
« on: July 19, 2013, 02:56:01 pm »
heh pulling wool over eyes are we >:-]
ill be on again after sleep and ill post about your ideas btw, they look really nice!

45
Masterwork DF / Re: Extra Civ for Masterwork: The Revenants
« on: July 18, 2013, 05:17:41 am »
Jumping into this.   :)
 
You know how some legendaries in worldgen strive to extend their lives by any means necessary, then become vampires and such?  They gotta figure those things out somehow.  What if the Revenant civ is an alliance of like-minded cults and cultists?
 
The base race are living souls who seek the darker magics.  Embrace death and become necromancers, extend life indefinitely through vampirism or lichdom, or raise the Carp God.  Loosely allied, they find safety in numbers.  Even the drow distrust them.  (Challenge:  Create a civ that contains representatives from the other races.) 
 
Their pets are anything from shades and ghosts (humanoid as well as ghost dogs and kitties) to Lovecraftian deep one abominations.
 
Citizens must study to become or be transformed into supernatural creatures, such as vampires and werebeasts or lichs.  (Think the transformations of the golem forge or the Masterwork temples.)  Anything that comes from the living and still has a semblance of life.
 
The cultists have sacrificed the ability to reproduce naturally, either as a vow of celibacy or enforced through more macabre means.  Reproduction (to answer Isngrim's question) would then be through recruitment or conversion.  Migrant waves would be of fresh recruits or converts.  Any invaders captured would be either converted or sacrificed.
 
Fallen untransformed citizens and fallen invaders could be ressurected as zombies or part-zombie convert slaves.  Ideally, these become citizens, but pets would work well enough if the other reproduction avenues are in place.
 
Also, corpse bone and flesh and blood would be important materials.  Maybe sanctify their weapons and armor?  Give the butcher shop or slaughterhouse an "extract blood from fresh corpse or victim" reaction, then use bone and blood as reagents in forging.
 
The soul shard would have to be harvested easily if you're going to require them for items.  Perhaps a certain type of mage would take a sentient being's corpse and magically distill it down into a crystal.  If the soul distilled had already become a ghost, the ghost disappears as if memorialized.  Or the shard is dropped from some corpse-munching animal like the golden goose drops gold bars.
 
Ooh, idea:  Revs create special dark glass for various uses, take raw dark glass and sentient being's corpse to make soul shard!
 
And I vote that blood or bone meal is the special ingredient to make dark glass.   ;)
holy shit, im loving these ideas!

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