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Messages - Meph

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18181
DF Modding / Re: HFS expansion mod
« on: January 23, 2012, 09:09:00 pm »
I had to read it four times, but what he said is:

Removing the Vanilla DF (generic) demons completely will allow wildlife in hell to survive, because otherwise it would be killed by the Vanilla DF demons. The only demons in hell are now the newly custom made ones.


18182
Yeah, I hope he showes up here, and makes a full list of what and how he wants to do it. Categorized, so that other people can pick an item, and have a go.

18183
List of issues, currently playtesting.

FIXED:the wierd, free meat-items at embark.
SHOULD BE FIXED:Hair thread is generic and does not count as thread to be used for cloth.
FIXED: magma safe factory ? Should be called workshop
FIXED:glazing reactions are way, way too long
FIXED: sandstone looks a bit weird. Phoebus.
FIXED: apothecarius makes 5 crutches, instead of 2. FIXED, makes 2 now.
FIXED: apothecarius makes 5 casts, instead of 1. FIXED, makes 1 now.
FIXED: apothecarius now needs water and gypsum to make a cast.
FIXED: apothecarius ice melting works, BUT if ice is carried inside it melts. You would have to build one right next to the ice, or at least outside to make it work. Or have an inside temp that is low enough not to melt ice.
I changed the order, now it takes buckets first, and then ice. This way the ice is never put down. Maybe it helps. I tested it outside, the bucket is filled, but of course it freezes. Carry the bucket inside, and the ice should melt in the bucket.

FIXED: magma safe workshop should also produce magma-safe blocks, for constructions. FIXED
FIXED: death of citizen is no longer a PAUSE. good.
FIXED: death of citizen is no longer a ANNOUNCMENT. bad. SHOULD BE FIXED
FIXED: temple of armok does require magma to build, but can still be built without magma acces. this might confuse some people. Maybe because it is a workshop, and not a furnace ? should be called scrificial pit anyway...
FIXED: large and small gunstone are now called: Bullets and Small Bullets.
FIXED: Anthrazite was missing. Is in inorganic_masterwork.txt now, another source of coke.
-------------------------------------------------------------------------------------------
Issues:

I play with EVERYTHING ON, except simple mats, so I have the highest number of content possible. I should make less buildings, maybe fit some together, and instead have more reactions per building. It is a really long list... about 60 buildings total would be a guess.

Strange sounding names, like Dual Fireproof Battle axe, or two headed lightweight steel battle axe. Maybe I will look into that, but not important for the next release.

PS: The error log is completely empty with this setting. But you might find 3 lines about plate armor. Dont be alarmed, it is just with Platearmor OFF, and humans trying to equip them. They will wear normal breastplates instead.

EDIT:
Added Apothecarius to the Settings.exe
Added Apothecarius to the manual
Made all dwarves immune to hydraulical fluids (the blood of landmines and turrets)

EDIT:
Just produced a artifact.
Calmbraided the Violence of Pain, a wooden javeline thrower. With proper ammo, this thing will kill anything.

18184
DF Modding / Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
« on: January 23, 2012, 08:17:03 pm »
The hair is ok, and can be made into generic thread. BUT the thread is not accepted by the loom, you cant make cloth out of it. Same on embark, I can get pig tail fiber and silk cloth, but no wool/hair-cloth

I transformed it back from an inorganic:hair to local_creature_mat:hair. Lets see how it works out.

18185
@zach: We'll see about the different races. It is a lot of work ;)  But a taser for automatons is possible. Quite easy actually. Make bullets out of materials with a syndrome that melts at body temperature.

Constructs are only tradeable, they are pets. Currently DF does not allow the creation of new creatures in workshops. Many people are waiting for this feature.

Dodging is possible in small corners as well.

@mitchewawa: Nice. Decoys are designed to fall apart in melee, good to see it works. Was that in a tight area, with several pets stacked ?

And I rememeber you asking about undead goblins, that are too nimble for your taste... If you check the living goblins, they have trapavoid. Should be in the creature description as well. I wanted them to be a bit more different from orcs. :)

@sayke: I am currently playing, and fixed 4 bugs already. I WANT to upload it this evening (it is 20:00 here) but I dont know how long I have internet. I am in a hostel, and the wifi was gone yesterday at 23:00.

18186
Well well, if you insist on making a very complex body, with certain kill mechanisms, be my guest ;)

I havent looked at the raws too close yet, but it seems to be an elementalman copy, same as my golems.

18187
Then help adding ideas to that. Small changes in the raws, but a massive effect on gameplay. My ideas so far:
Dwarves: Like normal

Humans: Only above ground constructions. Have a workshop (quarry) that produces buildings mats)

Elves: No treecutting.

Kobolds: Only shovels, cant dig stone (make all stone undiggable) Add reactions so other civs have metals.

Goblins: Like normal

Orcs: No traps, prone to rage, strong civilians

Frost Giants: no treecutting or digging. Have a workshop that creates ICE for contructions. No weapons, armor, metal... all natural abilities.

Undead: use bodyparts in custom workshop to build things. Only resource aviable.

Warlocks: like humans, but no metals.

Automatons: have a reaction that makes metals. No melee weapons, only ranged. natural armor.

18188
With castes I thought of dwarven castes. The orcs, warlocks, undeads and frostgiants all have a caste system right now as well.

And about the automaton: I got this from Zero
Spoiler (click to show/hide)

I would remove the normal weapons, and give them guns instead :)

18189
I think I will do some more testing, and upload V.0.9 today. I got a lot of work done, and before I add more I want to see how people like it, and how balanced everything is. Should be a lot better than V08 ;)

@tiresais: I just checked, airmen have no trapavoid, one single cagetrap would have solved your problem. The only thing dangerous about them is that they fly and might enter your base through open shafts.

18190
DF Modding / Re: Making a semi-unkillable creature...
« on: January 23, 2012, 05:31:46 pm »
there was a similar thread a while back, if you search for it I am sure you find something.

I remember flehballs and lord english

18191
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 23, 2012, 04:59:32 pm »
Ah, you mean [REAGENT:A:1:BOULDER:NONE:WATER:NONE] i will try that

18192
I actually like the lower percentage of ore. It would mean that you have to mine more to create the same amount of metal. If everything is 50% less, it would decrease the total amount of metals by half, while at the same time reducing clutter.

Although he would use twice as much fuel and hauling as well...

18193
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 23, 2012, 04:36:02 pm »
But then dwarves would mix it up, and might bring actual water, instead of ice, correct ?

18194
I usually have a military skilled dwarf with me at embark, and have a milita with simple iron equipment in summer. Cagetraps i do install some as a backup early, usually summer as well. The moat is up with a door, later with a bridge,  in spring.

How many airmen did you get ?  What was the equipment and skill of the 10 dwarves ? unarmed dwarves wont do much, but I am surprised that all died.

EDIT: Just made padded armor and two new shields part of the optional armors. Maybe I have a look at metals next.

I just stopped the poll. Resulsts:
A: Metals - Fantastic, like Mithril and so on... 33 (35.1%)
B: Metals - Realistic, like titan, wolfram and so on... 14 (14.9%)
A: Weapons/Armor - Fantastic, known from RPGs... 16 (17%)
B: Weapons/Armor - Realistic, historical ones... 28 (29.8%)
None of the above. 3 (3.2%)

Some people want nothing new, that is included.
Most people want realistic weapons, are done as well.
Most people want fantastic metals, next on my to do list then.
I might include a small amount of realistic metals and fantastic weapons as well, for thos that vited for it. But only 1-2 each.

18195
But... I dont ^^

The frostgiants are hard, yes. They should be. And the zombies where a bit overpowered in V08, since people said that they were too easy in V07. lol. Now I made them easier again for V09. ;)

But I had no problems playing the mod. I died once to an early zombie siege, but thats it.

BTW: PROTIP: Build a temple, throw a useless migrant in it, get free steel equipment. Instantly you can do this with the very first migrants.

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