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Messages - Meph

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18166
Short Summary
I never made a community fortress, but my motivation to constantly start a new fortress, play a few years, and then scrap it, is quite low, considering that I do it a lot of times, just to find bugs, and I know that the fortress will not live long. Therefore I start this fortress. If anyone wants in, 6 dwarves are free to choose from. I will pose as Meph, the exped leader and mason.

The Wall

- "A wall ? What do you mean, we should build a wall ? Every novice mason can do that, what to armok is he thinking ?"

- "I didnt say A wall, I said The Wall. Capitals, my friend. The king has declared the biggest defensive structure in the realm. He want the mountainholmes protected, from the frost giants he says. The end of everything, he says. If you ask me, he is afraid of child tales..."

- "Well, this might be one of the reasons that you have been picked for the job, old friend. You should not talk heresy against the king."

Meph was smiling helplessly.

- "I can't help it. Sometimes i might be too honest, it seems."

- "Well, as long as you can hold that promise, to built the best defenses any dwarf has ever seen, that shouldnt matter. We get a free pick of the best craftsmen to aid us. Several teams will be sent out, 7 workers in each, to built seperate sections. Yours will be the heart piece, The Gate, the only entry to our realm."

- "I always looked forward to such a chance. Lets go, and pick our team."

Both of them walked towards the recruitment halls, deep below the earth, in their beloved mountainholmes. They passed a butcher happily guiding a pack of cats to his workshop, through the legendary dining hall, decorated with statues of fallen heroes, deeper and deeper they went. The engravings, that in the beginning showed simple items, were now replaced by intricate carvings of forgotten beasts, and finally they arrived in the military section. A full squadron of soldiers stood ready, and behind them, a long line of dwarves.

Meph sat down next to the lone table, pulled his pen and parchment and spoke to the first of them:

- "Whats your name, profession, status ? You hereby declare to serve the king in the building of the Wall, make your signature, or sign if you cant write, here."

18167
DF Modding / Re: Changing creature raws
« on: January 24, 2012, 07:15:56 pm »
If they giant ones have a exotic tag, remove it. Otherwise just editing the normal badgers should be fine.

18168
Metal caster builds javeline ammo. to be found under: Build:Furnace (b-e) :) You need no special items, but an architect and someone you can make weapons. Just note that this building will be removed, if you play with the "Ranged Weapons" OFF, since without javelines you need no javeline ammo ;)

18169
DF Modding / Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
« on: January 24, 2012, 06:10:14 pm »
A download package without the extra content would be possible, BUT I would have to include another manual, to tell people what directory they would have to copy the utilities in, so that my program can find them.  Copying the mod over vanilla DF will lead to countless errors. I dont think that 32mb is too much. Its not like a few gig, like any other game...

Just checked, a utilities and extra-content less version would be: 20mb, but the settings.exe crashes then, because of missing content. ^^

About the rest: I will fix the warpstone, thanks. I wondered about that, because I moved all optional materials to the top, to avoid the problem you mentioned. It seems that inorganic_stone_gem is targeted by two functions, the warpstone and the gem one. I will split it in two raws then.  unfortunately I cant remove all errorlogs, since I have about 100 settings, that makes over 5000 combinations possible. I cant test all.

18170
@mazzacari: Thanks a lot :) I believe that most things I can do I will have done when V1 is released. From then on, it will be slower, balancing, patches, that kind of stuff, not many new features. I except quite a bit of the next DF version, so there might be a lot of things we modders can do then. That might lead to new content ;) But as always: Everything is optional, if you want a smaller mod, just turn half of the settings off. Thats why I made the settings.exe in the first place ;)

I also think that a DF Lite Mod would be of interest to a lot of people. Vanilla, DF, with the bugfixes and the simple materials and standarized tissues. No new features, but easily 25% more FPS. (I guess even more, since Vanilla has way less items then this mod now does, and you can play it with temp:off.)

@ishar:Well, I dont know how much you explored yet, but stone should be harder to find. Not really hard, but with 8 former stones that are now useless, you might want to dig mineshafts just to find a good quarry with non-economic stones. OR use the gypsum to build stuff.


I will make a change to the buildings, just wanted to let you guys know:
Genesis Altar of war and natur will be removed
Chessboard, gaming table, rockball court, gateball field, theater,  alchemical workshop, training crutch, weight set... maybe: training dummy, swimming pool, obstacle course, anatomical theater...

All these will be added to other buildings, or into a new library system, using a slightly changed version of mechanixs upgrade for genesis. The library would have different buildings, Library section: Medical, Library Section: Warfare, and so on...  makes it easier to find and understand what everything does.

18171
@Deon: I have a biofuel thingy in the kitchen, oil and booze. But I think that there is more then enough fuel in the game already. But dry bricketts are a biofuel you could have a look at.

@zach: Ups, shouldnt happen. Their only biome is underground_chasm and they have a frequency of 0. To be extra sure I just added    [NO_WINTER][NO_AUTUMN][NO_SUMMER][NO_SPRING] to all of them.

@tiresais: You can turn turrets on and off as you like now. I did not know that warpstone is so weak, it should be quite deadly, with full body necrosis. Maybe bees are immune to poison, since they have a poison themself, and dont fall under the [Affected_class:general_poison].

@hanspeter: Remove the plant_grasses.txt, then you have the same cavern floor as the last version. I wanted to look at it anyway.

@sayke: Yeah, feedback :)

1. Fossils are alpha, I noted that in the manual as well. Turn them off, if you dont like them. They are pasrt of the archeogical system for the next version.

2. No, they should not. I will have a look with dfreaval. Sometimes things go wrong with tiles, since I have so many subfolders for different graphic packs.

3. This is weird, yes. What settings did you use, Vanilla Minerals, or Simple Minerals ?

4. The steel upgrade works like this: You have normal steel. no change. BUT you have the option to upgrade it ONCE, to any of the four mentioned types. You dont like it, dont use it, or turn the setting for Refinery to OFF. Generally I wanted people to have more varied armor, for different situations. Light steel for faster squads, fireproof for demon /dragon fighting, heavier for slower, but stronger, battle for better protected squads, your choice. I am surprised that several people mentioned that this system seems weird to them. But yeah, you can simply turn it off, by removing Refineries. See the manual ;) (editnote: all this only works with temperatur on. Otherwise you will get cave fungus blocks, which would be weird, bit still has the same properties as microcline)

5. For sand, go the the inorganic_stone_soil.txt and change the color for sand. :)

6. Cave fungus is effectivly mircocline, just with a different name. Is mentioned in the manual as well. It is simply changed so that it leaves no rock, but only liquid. The reason for that is that I wanted to reduce clutter. Most people dislike mircocline for its bright blue, so I chose this one. It is slightly harder to mine working stone now, but easier to dig out big areas for your fortress, without generating clutter. Same goes for living stone. And 6 types of weaker stone, like rocksalt or sandstone, they just turn into dust. All to help the FPS. This setting is one of the few things you CANT change, since it is a core element of the mod, to help FPS.

7. Again, it should look like phoebus. If it doesnt, I will fix it, as soon as I know what tiles ^^ Tilesets are somehow hard work for me, I am not looking forward to the work I have when I add ironhand and mayday... except someone knows a good solution for that. ;)

@ALL: Just a note to everyone:
If you have a question, look in the manual. It explains virtually everything i put into that mod. It took quite a while to write it, but I hope it is still ok to read. I tried to keep it clear as possible :)

 

18172
DF Modding / Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
« on: January 24, 2012, 04:44:08 pm »
Yeah, the gremlin was friendly because of a reclaim bug, but what caused the crash, no one knows...

I will clean the first page, since a new version is up.

18173
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 24, 2012, 04:41:01 pm »
I think you wanted to write REAGENT and not REACTION, but otherwise correct :)

18174
DF Modding / Re: Simplification mod?
« on: January 24, 2012, 04:39:33 pm »
Just wanted to note that I uploaded a new version of my mod, and that everything is optional now. Except the simplification, because the mod is based on that. You can pretty much play vanilla DF with it now. Hard mining and a reduced value of metals is also nonoptional at the moment, but will be made aviable as an option as well.

This is from the manual, about non-optional changes:
Spoiler (click to show/hide)

18175
DF Modding / Re: HFS expansion mod
« on: January 23, 2012, 11:09:51 pm »
Quietust: I am constantly impressed by your arcane knowledge with non-raw modding. What program do you use, and what kind of changes would be aviable to the average modder with it ? I mean, modding the SDL. You proposed that as well in another thread, about the firesafe/magmasafe tags.

18176
Hostel in Ecuador, south america ;) I am travelling... as always.


It is done. I will now rewrite the first post, then take a rest. Enjoy :)

Edit: I hit the 40k word limit in the first post, so here the changelog, from V08 to V09. As an afterthough I'd like to say this as well: I double checked the rar with two virus scanner. Nothing showed up, and it includes the new DFhack. You guys should get NO false-positive virusreport anymore, just because of dfhack. The manual is updated as well. Took a while and jumped from 150kb to 2,5mb, but it should explain everything.

Changelog
Spoiler (click to show/hide)

18177
I just waited for the damn elves to show up, I wanted to know if they still bring the warbeasts. Yes, they do.

Also added a silkworm to the new pets, works like bees and can be used to harvest silk. Needs hives.

Winrar is just packaging it, about 32mb and believe me, I will TRY to upload it. The internet here is horrible, and the connection is lost once in a while, and I have to start again.

First try: 46,1%, then reconnect...
Second try: 19,1%, then reconnect...

18178
DF Modding / Re: Reaction to dump out buckets of water
« on: January 23, 2012, 09:56:03 pm »
Thanks. I figured it out as well, and the reaction works. Obvious problem: If you build the workshop inside tha ice will melt before it arrives at tha workshop, if you build it outside the newly generated water in the bucket will freeze. -.-

And I started playing at 31.18. I never got orthopedical casts to work, and never bothered with 31.25. The new reaction I made now uses 1 gypsum boulder and 1 bucket of water, to create a caste. A little bit cheaty, but I hope not too much. I just thought that most people would use splints, because it is so much easier (this I just assume, without any background knowledge)

18179
DF Modding / Re: Making a semi-unkillable creature...
« on: January 23, 2012, 09:50:44 pm »
The problem I see is that dwarves are stupid.

They will never attack the vital part that kill the beast, except by pure luck.

18180
I would place my bet on #12. As unfair as it sounds, it might have not been the best idea to add it, since it will tamper with the results.

But so many options to pick from... Maybe allow several votes for each user ?

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