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Messages - Splint

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661
Mod Releases / Re: [44.xx] Monstrous Manual: modular D&D mod - V5
« on: July 19, 2019, 03:15:21 pm »
Double post just for a heads up.

While I dunno if it was intentional or not, there's a serious over-saturation of friendly civs, enough so that while I know there's other playables in the mod, they crowded out vanilla civs almost completely. While this probably (that is, almost certainly,) isn't an issue for adventure mode, it sort of strangles access to bad guys when using this mod by itself for civs in fort mode. presumably they also crowded out some of the hostile civs as well, as few were present on the one world I managed to generate. Half-elves in particular seemed to be damn near everywhere.



The only places with more than one enemy, if they had any at all, were severely isolated either by mountains or surrounding savage biomes. Note, that I usually use medium worlds for decent variety without everything being too spread out, with the standard civ count only raised by 10.

Once I removed the friendly civs (because I prefer to do my enemy tests "in the wild" rather than arena,) I started getting constant rejections - enough that it's made world gen almost impossible to complete, the example above was one of only two successes, and it was the only success with just this mod - over some civ or another apparently trying to be placed where there's no crops available. I'm not certain which it is besides maybe the two permahostile ones since they're the only ones who could feasibly be placed somewhere that desolate.

But yeah, there's serious crowding issues it seems, and a massive overabundance of friendly entities, and there's some difficulty with placing civs.

I tried adding NOT_FREEZING for the permahostile entity biomes however, and I managed to actually generate a world, so I think it may have been them throwing that rejection type.

I hope this is somewhat helpful, since I dunno if the problems were on my end or not, but now I can actually jump in to test the cyclopes and others to see how they fare against similar opponents (I stripped them of their metal armor in the other game, and even their clothes were putting serious wear on weapons, so hopefully the recent rebalance update will make them much more manageable to fight.)

662
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: July 18, 2019, 04:23:54 pm »

Level 1 Gunrat DJ, Gunrats being bottom run gangers in the Datajack setting. Shitty stab vest, an illegal 3D-printed machine pistol, and an old bulky headset and jailbroken smartwatch to sync with his Visor. A far cry from the walking census disaster that he'd become 10 years later.


An adventurer ZM5 was playing, where his two buddies Nian and... I wanna say Ashi? were killed fighting L4D infected, leaving the pumpkinhead warrior armed with a boat hook/fishing gaff alone for the second or third time. He kills the last infected, calls out to his friends, realizes what's happened, and starts walking away, knowing he can't really do anything for them now.


Ra, DJ's friend of 5 years, angrilly demanding he take the fancy new program sleeve he made for him (which he over-engineered and blinged out, despite DJ just wanting a basic sleeve with increased program card capacity able to take what's available in the area.) And yes, it's based on that Miguel guitar meme from Road to El Dorado.

663
DF Community Games & Stories / Re: Mong Kima - The Nation of Pearls
« on: July 18, 2019, 03:23:20 pm »
Meat comes three ways after all - through the hunt, through the warrior, or through the pasture, and two of them are a tad more dangerous than the last.

664
DF Community Games & Stories / Re: Mong Kima - The Nation of Pearls
« on: July 18, 2019, 05:50:24 am »
I'm not worried, I'm certain. Rain and combat will kill Hauben, but it'll be the process of doing my job that kills me, not enemy spears and arrows.

665
It doesn't but it assumes you're churning them out to take care of migrants or suit up rental rooms in a vague hurry or to keep things uniform in material, but I suppose I can do that as well, and maybe include one for wood beds as well for consistency's sake.

The decorative reactions are also aimed solely at weapons and armor using materials or decorations they otherwise can't get. I just included the decorations on storage sets and beds because I felt it'd be a nice bit of attention to detail to have the metals or cloth used for fittings and bedding be visible in the item descriptions somehow.

Also thought of maybe including bulk reactions for making ceramic and glass blocks and bedroom stuff, though I dunno if those'd warrant thier own shops or not (I know I can just add the claw ones to the kiln, but dunno if the same is true of the glass furnace.)

666
DF Community Games & Stories / Re: Mong Kima - The Nation of Pearls
« on: July 18, 2019, 04:22:10 am »
Alright, here goes (I haven't been to bed in some time, so bear with me.)

Bastsan: Rather than the underground, he is a god of commerce, but focuses on the raw aspects of it. Wood and food are abundant and strictly speaking, worthless in a DF world unless tended to by expert chefs and craftsmen. But precious gems have value due to rarity, and minerals such as iron, gold, and silver ore have value in utility. A fortress builds its wealth on the minerals it has access to - a town or fortress with naught but copper and lead is going to have to work much harder than one blessed with iron and gold to generate the same level of prosperity without resorting to prepared meal barrels, if you'll pardon the meta-ness of this.

Thunder comes with storms, and bad weather makes for poor trade, as harsh winds and rain can make wagons sink or lose traction or batter apart vessels large and small.



Gogol: With suicide comes war (as veterans off themselves at disproportionate rates to the general populace,) death, sacrifice, and chaos. In this circumstance, Gogol can be interpreted as a a god of war, but a defensive one - the most ardent followers of Gogol "killing themselves" so they may better protect their countrymen and carry out the will of the crown by way of military training and indoctrination. As such, Gogol probably also holds dominion over those other aspects, with suicide being given a creative interpretation - and this creative interpretation has lead to his common perception as holding dominion primarily over suicide, despite being the de facto god of so much else.

However, these are all still heavily negative, so it's likely only professional soldiers and their families give him any serious consideration in their spiritual affairs, and some may even hold foreign mercenaries in somewhat low regard, believing they should return to thier own countries, not become embroiled in the affairs of the the pearlites.

Sarrak's take can also mesh with this fairly well.


Edri: Association of labor, crafts, and healing likely stems from the shepherds who had to tend their injured flocks and families themselves, and those flocks providing much needed thread and cloth for mending the wounded. If you didn't have a surgeon to fix the wounded, then the frontier folk would turn to the people who tended the sheep, llamas, and alpacas, or to the weavers and tailors, since they were the next closest jobs associated with the most vital of medical supplies, thread and cloth.

Thus, the labors of healing, weaving, clothesmaking, and wool production become inextricably linked in the minds of the pearlites.



Pasmug: This is another one that requires some creative interpretation, but Pasmug wields jealousy as a force of self-betterment, and by extension the betterment of the nation. If you're jealous of what your neighbor has, you must either work harder, or accept it, and by working harder you not only better yourself, but you better your own home and family as well, as your increased skills in whatever you do, means work is done faster, and goods are produced with greater quality, abundance, or just plain haste, and that's good for everyone. Besides, my observations indicate people tend to value skilled workmen over  haulers and rookies.  ;)

Envy may be a deadly sin, but it needn't always lead to destructive practices.



Sabu: Justice often has little to do with fighting, but it could have something to do with ensuring things are kept in fair balance - you overfish, you lose a food supply. You don't enforce the law, you lose people to migration or riots. It's an odd combo though, but that fishermen and sailors pay homage to him is probably a good assumption, and may even do so in equal measure to Bastsan, praying to one that the fish are plentiful (and don't try to kill them,) and the other for safety in storms during crossings of the blue.



Ino: I'm unsure what to really do here. Oaths and loyalty don't really seem to jive well with agriculture, where with fishing and justice one can take an angle of maintaining balance.

EDIT: Some of them required that creative interpretation, and I'm fairly sleep deprived, but I hope they don't sound like the ravings of a mad man.

667
DF Community Games & Stories / Re: Mong Kima - The Nation of Pearls
« on: July 18, 2019, 03:06:30 am »
There a specific post regarding the deities of our civ? Could do some theorizing if so but I don't want to step on any other gods' toes in doing so.

668
DF Community Games & Stories / Re: Mong Kima - The Nation of Pearls
« on: July 18, 2019, 02:51:59 am »
>Doesn't handle stress well


I do admit I'm quite interested in that deity Hauben is apparently so invested in.

669
The same item can be improved over and over again with the same material, and I don't know how to fix it so it won't try to do that with the same material (a longsword decorated with bands of  cow leather and cow leather being the first that springs to mind.)

I consider it to be a bug, but if you wanna do that, more power to you. It just takes whatever weapon or metal armor is available, grabs the other item  - leather, cloth, whatever, depending on the reaction - and the relevant worker sets to work.

Takes some micro, but it's something I thought would be nice for people who want to personalize thier militia's weapons and armor a bit more, like adding tiger fur from kazoo's furrier to helmets and mail shirts so you can still roll with them wearing tiger pelts without needing to use easily destroyed leather cloaks and hoods, to having your soldiers use weapons with custom leather grips and gem inlays of leather or gemstones they like for example, since otherwise you can only decorate them with bone and you can't customize metal armors with leather or cloth in vanilla either.

Also, I should add that storage sets come decorated with the metal used for fittings, and stone beds will even be decorated with the cloth used for bedding.

670
Hello erryone. I got another mod, this one with little fanfare and probably more effort than was needed.

Copy pasting the general readme here.

First, I want to thank the following people.

Teneb - Pointed out something I managed to miss multiple times on the wiki.
FantasticDorf - For providing a link to a contingency script.
burrito25man et al - For the script in question.
ZM5 - For being my guinea pig and testing all this shit out with me, and general spot-checking on raws for errors. Check out his mods. They make life miserable for your dudes in good and evil biomes, caverns, and just in general.
Hugo the Dwarf - Additional help in spot-checking raws for errors.

Spoiler: Readme copy-paste (click to show/hide)


671
DF Community Games & Stories / Re: Cheesesplatter: A Succession Farm
« on: July 17, 2019, 09:40:36 pm »
All that organizational  nicknaming looks ugly as sin on the unit list, and that casualty report.

672
Mod Releases / Re: [44.xx] Monstrous Manual: modular D&D mod - V5
« on: July 17, 2019, 07:45:47 pm »
Well that certainly explains why it seemed like everyone had byeshk weapons or armor of some sort. Ranged weapons, shields, and helmets were especially popular for whatever reason. Suppose I should stick this on a fresh install to see how it plays now, since cyclops came relatively early on the mess I put it on.

Also yay I helped!

673
Mod Releases / Re: [44.xx] Monstrous Manual: modular D&D mod - V4
« on: July 17, 2019, 05:47:55 pm »
They were civ dwelling cyclops; their fellows came by later on with some beak dogs and other stuff and while not terribly great fighters, thier sheer size and the bulk of thier armor left some of my men with X  level wear on thier iron weapons and it took forever to kill them - even copper was withstanding hits delivered by elite swordsmen with no wear inflicted. Granted, this is probably more to do with them being so damn big compared to my human militia.

I think the visitors has to do with them being able to speak. Kobolds lack it and consequently you never see them as visitors.

EDIT: Bugbears work great though. Can confirm, and the slingers hit hard enough to break human-sized targets' knees with torsion damage. Byeshk seems to be a bit over-represented though in terms of materials. Lots of arms and armor made from it, so it may be better to restrict access via reaction to the civs that used it, but that's more of an opinion than a balance thing on my part since I have no idea how good it is compared to other materials.

674
Mod Releases / Re: [44.xx] Monstrous Manual: modular D&D mod - V4
« on: July 17, 2019, 03:13:48 pm »
Been using the mod, and I have a few gripes to point out, just from the limited use I've had so far concerning the cyclops.

1. They either need to be made properly hostile and have thier ability to speak removed.

2. If not the above, then building destroyer needs to be removed, otherwise cyclops visitors will show up and smash everything in your fort (because apparently they find the concept of tables and bookshelves offensive)

3. While I understand giving them armor to improve thier general survivablity, it makes something already hard to kill because of their size even harder to fight, as sheer size alone means even winning leaves you with badly degraded weaponry (and we're talking iron and steel against iron and copper.) They're simply too beefy to fight effectively if they have metal armor. I'd suggest maybe some natural fighter and dodger skills to compensate for having such taken away.

Granted, I'm operating under the following assumptions: Fort mode, and cyclopses not meant to be friends/visitors, based on thier utterances and building destroyer tags. I personally couldn't care what other people do in adventure mode.

Hope I don't sound like a dick with the post, since I did get into an argument with someone over these buggers; I don't care if they're playable, but they strike me as being intended to be an enemy over that.

EDIT: Also they have both [Intelligent] and [can_speak] and [can_learn] I doubt it's an issue, but it's a little odd to have both in them.

675
DF Community Games & Stories / Re: Cheesesplatter: A Succession Farm
« on: July 15, 2019, 11:29:54 am »
Well good luck to you, I'm certain some of those people are entirely unsalvageable.

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