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Messages - Meph

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421
That's fantastic! :)

In case you do use both revised and the more pain/bleeding/etc options: it doesn't break anything, but the game will only use whichever tag is lowest in the raws. So you end up with one or the other, no both.

422
Oh yeah, the beak dogs are missing the PET tag. :/

423
It depends on the mods. If they only add new files, it's fine. If they alter existing vanilla df files, you might break some of the graphics due to wrong tile numbers. You can manually compare and merge the files though.

424
Ask mifki, he wrote twbt, no me. ;)

425
Yes. There are unique sprites for golden weapons and armor. Just like gem walls or bone furniture, this is a minor gameplay change to add a few more visual options for players.

426
It's a bit intentional. With undead servants, it's hard to lose the game, so I added nobles that whine (ignore it and you might eventually lose an important civ members), and imps that use up your leather (there are currently no other uses for it) on purpose.

427
Masterwork DF / Warlocks update! - For those that want some more villains
« on: January 07, 2020, 07:03:27 am »
Hey guys,

I haven't posted here much, between the Steam version and the tileset work... I expected those to be released much sooner, so I picked something else up in the meantime: I brought back to good old evil Warlocks to play. In separate mod, more easy to update once the update hits. You can have a look at it here: http://www.bay12forums.com/smf/index.php?topic=175304.0

Cheers,
Meph

428
Masterwork DF / Re: Tileset Question(s).. (not about updating!)
« on: January 07, 2020, 07:01:45 am »
I never fully integrated it, because it would make text unreadable. You'd have to install the map-set, gen a world, take a screenshot of the pretty map; close DF, install a text-set, then play the game.

Will be obsolete when then Steam DF version hits, because that one will have a proper map:
Spoiler (click to show/hide)

429
I used the tileset as a basis for a major mod I've been working on, using 32x32 sprites for all modded content. You can have a look here: http://www.bay12forums.com/smf/index.php?topic=175304.0

430
DF Modding / Re: [WIP] ☼Warlock☼ Mod - PLEASE TEST!
« on: January 07, 2020, 06:55:23 am »
I added a few more things and made a proper release here: http://www.bay12forums.com/smf/index.php?topic=175304.0

Let me know what you think. :)

Since people report crashes upon creature-creation, I added a quicksave option to every workshop that summons a creature. Best I can do for now, till dfhack updates the create-unit script.

431

I'll leave this mod with the community, hopefully you have some fun with it before the villains release. :) It's for those that can't wait to have a bit of evil in their fort. I worked on this for quite a while, but never released it earlier, because the dfhack spawn-creature script sometimes crashes the game. Sadly, there hasn't been any fix yet, so I added a quicksave reaction to each workshop that spawns units. Just run it to be extra save.

I'll head out on an extended hike/outdoor trip today, I'll check in occasionally, but I won't be able to do any other releases for a while, since I only have my phone with me, no laptop etc.

This is an early release, I wish I had more time to test longer forts. If you encounter weird balancing issues, let me know. :)

Hope you enjoy!

432
Mod Releases / [44.12] Meph's ☼Warlock Tower☼ - V1 - Be more evil!
« on: January 07, 2020, 06:52:06 am »


::: Current version 1.0 - Includes dfhack, Meph tileset and utilities :::

::: If you like the content I produce and enjoy the mod, consider buying me a coffee on Patreon. :::

Warlocks:

This mod allows you to play as evil warlocks, specializing in necromancy and raising hell. Dwarves, elves and humans might still visit, but in force and with an army, to bring down your evil empire.



Warlocks play like dwarves, so you should feel right at home, yet there are changes to the economy of the game:
 - No migrants! Start with 13 warlocks, and create ghouls, skeletons or raise apprentices from other races.
 - No reqular caravans. You want to trade, call traders manually.
 - Metals? Mostly unimportant, make your iron and steel-alternatives from bones, ash and blood. It's a renewable resource, too!
 - Souls. Butchering creatures give you a soul, main ingredient for any magic. Either hunt or keep a pen of prisoners to harvest.
 - Alcohol isn't needed, but you can brew magic potions.
 - Magic. Who needs archers if you have an army of skeletons, with some fireball-throwing warlocks behind them?

To ease you into the mod, I included a large cheat-sheet image, but I'll break it down here into detail.


Nobles:
Nobles are slightly changed and consolidated into fewer positions.


The Overlord! - Your military leader, responsible for conquest and appointing captains and sergeants. He can lead a squad of 100 units. (Militia captain)


Death, Hunger, Pestilence and War - Your captains; each a 1-man squad. Pick powerful Warlocks with magic abilities. Helps separating fire-mages from the army, or ordering your vampire-warlock into solitary confinement. (Militia captain)


Crypt Lords - Your standard militia sergeants. (Militia captain)


Mistress of Pain - Female-only whip-using sheriff and executioner. (Sheriff, Hammerer)


Fleshmonger - Mends flesh, cares for your wounded. (Chief Medical Dwarf)


Keeper of Knowledge - Manages your treasures, trades and keeps your books. (Manager, Trader, Bookkeeper)


Steward - Stoic and calm, runs the daily tower necessities. (Expedition leader, mayor)


Sorcerer Supreme - The ruler of all Warlocks. (Monarch, King/Queen)


Shady Merchant - In case you need a caravan... (Trader)


Emissary - Keep in contact with other Warlock towers. (Liaison, Diplomat)

Pets:
Warlocks keep different pets, mostly prisoners, monsters, magical helpers or creatures you create yourself in your fort.


Prisoners - Your main food, skin and soul source. Get them at embark or order some from the caravans.


Mephits - Little mischievous flying imps with elemental powers. Station them wisely.


Gargoyles - Stationary constructions that attack with special powers. Build them in your masonry, pasture, wait for helpless heroes.


Elemental Men - Matter brought to live by magic. Basic melee pets.


Snakes - Who needs poultry if you can farm snake eggs and poison?


Giant insects - Make good guards, with poison to boot. What's not to love?
 

Ravens and crows - Your eyes in the sky.

Materials:
Warlocks only get a few new materials, mostly decorational or replacements for metals.


Ethereal - Color-coded furniture and construction blocks. Warlocks summon those free of charge, manual labor is optional for powerful wizards.


Bonemold, Bloodsteel and Soulforged metals. Make iron-grade bonemold (bone + ash), upgrade it to bloodsteel (bonemold + ash + blood) or even refine it further by adding valuable souls (bloodsteel + soul) to make soulforged metal, twice as good as regular steel.


Mushrooms - You have access to ten new shrooms to grow in your farms; use them to brew potions or poisons. Check the workshops ingame to see the individual effects. Potions add temporary buffs to your Warlocks, while poisons are used to cover weapons and ammo.


Bone furniture and constructions - Be environmentally friendly and use up everything!


Obsidian furniture and constructions - Because every good evil dungeon needs more spikes.


Slade furniture and constructions - Don't kink-shame demons. With magma-access you can create your own slade.

Workshops:
Now comes the truly interesting part, your new workshops and furnaces.


Aether Gate - A magic portal that summons free building materials, color-coded for your convenience. If you play with animations on (twbt redraw_all 1), these are glowing.


Obsidian & Slade Factories - Simple mass production of obsidian or slade blocks, boulders and furniture. Requires magma.


Liaison's Office - Offer a soul to lure a goblin or warlock caravan to your tower.


Bone Carver & Forge - Create blocks, furniture, weapons or armor from the bones of your enemies!


Corrupted Forge - Grind up bones for flux, or mix with ash, blood and souls for the new metals described above. Iron-grade, Steel-grade, Better-than-steel-grade.


Gargoyle Mason - Get rid of spare boulders, add a sprinkle of magic ingredients, and voila! A new gargoyle guardian arises. Pasture for them as immobile defences around the fort.


Alchemists - Potion brewing for buffing "alcohol" drinks; poison brewing to cover weapons, traps or ammo; transmutation of metals. Use the poison vat to apply poison to items.


Magic Altars - Soul-based workshops. Once you have enough servants, use souls to power up your units, create elemental men, start strange moods, spawn water or magma, control the weather, raise the dead... and more!


Necromantic Shrines - Soul-based workshops. Use souls to raise corpses as mindless undead, summon imps to do your bidding; or bring the souls of dwarves, kobolds, elves, humans or goblins to be raised as your servants! Create ghouls, skeletons or even resurrect them as warlock apprentices!

Credits: Mod content by me; - Sprites by me, Vordak (Special thanks for allowing me to use your work once more. :) ), Redshrike and Denzi.

433
Those are intentional. I had to alter a lot of the tilenumbers, alt-tiles, etc, or replaced them with better alternatives through TWBTs override files. I usually leave the original values in the raws, commented out. Makes it easier to find them again, or compare with vanilla DF when I do version updates.

434
There will be transparency, but showing all items at the same time with layering might make things unreadable very quickly. Just consider a corpse, it drops all it's equipment and clothing. That's easily a dozen objects in one place. There is also a limit to the layers we can do.

435
How long will it take you to port the tileset over once villains update hits?
Since it requires dfhack and twbt, it's mostly up to the utility authors, no me.

I am however unavailable for modding till at least March/April. No access to my laptop or PC.
Oh No!
are you on a hike until then?
Pretty much, yeah. Only have a phone to check up on bay12 in the meantime.

Quote
I dragged this world in from PYLNP as I didn't want to start my fort over.
You need to generate a new world for the tileset to work correctly. If TWBT still causes issues, enter "twbt redraw_all 0" into the dfhack window. Also remember that "quicksave" or ctrl+s saves your game. I use it a lot.

Quote
Just letting you know that I'm in the process of merging this with the latest version of the Revised mod.
Oh, that's cool. :)

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