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Messages - IndigoFenix

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3241
Masterwork DF / Re: [GNOME] - V0.42: More Mechanized Madness
« on: February 15, 2014, 01:52:55 pm »
Oh, ok.

...Found it.  It has !NOMIN! before it.  I guess that means it's listed as one of the optional, unimportant stones.
Unimportant to dwarves, maybe, but it's an essential part of the (electricity-using) aluminum smelting process.  So I guess I'm going to want to change that too.

I think I'm going to have electricity, but make it a largely optional tech tree instead of an essential part of the gnome's game, so players can decide which style they prefer.  Basically the story I'm going by is that gnomes know how to harness electricity, but prefer clockwork.  Running machines off of mechanical power directly is more efficient than converting mechanical energy into electricity and back again.  Humans like electricity because it's quiet and can travel long distances by wire, but gnomes are more environmentally conscientious, tend to live in close-knit communities where mechanical power is freely available, and enjoy watching clockwork move around, so they don't really like using electricity for anything that can be replicated by clockwork, instead limiting it to things like aluminum smelting, high-voltage lightning guns, and 'thunder coils' (Tesla coil traps).

I think I'm going to keep the infinite-ammo elemental weapons, but make them require gems of Armok.  Magitek has to show up sooner or later.

3242
Masterwork DF / Re: [GNOME] - V0.42: More Mechanized Madness
« on: February 15, 2014, 01:33:29 pm »
Hey Meph, I'm going to add some tags to the inorganics.  (Magnetism and conductivity reaction classes.)  Are there any files that are likely to be changed in the next update, to ensure that there are no conflicts.

...Also, what happened to cryolite?

3243
Masterwork DF / Re: [GNOME] - V0.42: More Mechanized Madness
« on: February 15, 2014, 12:22:19 pm »
So.. if I make a material that does 100x damage against everything, but only allow blocks as buildmats from it, someone digs a 5 zlvel drop with floor made of it... everything would splatter and explode on impact, if dropped into that pit?

Seems like it.
Of course, blocks of that material would be a completely overpowered weapon in adventure mode.

3244
Well.  This one's pretty experimental, but...

The 'Aerial Transport Device' lets gnomes fling items across the map.  Including themselves.

It's not exactly useful like this, but it sure is fun to play with!

How is it not useful? You finally created a device we can build proper projectile traps with.

Power.
Floor hatch above the workshop.
Dump lots of spears, stone or whatever on top of it.
Link hatch to pressure plate.
???
PROFIT

I managed to kill 4 of my gnomes just testing how it works. Best. Device. Ever.

Well, yes, there is that.  :)
I need to figure out why items don't seem to go the same distance as creatures even if they are given the same initial speed.  Ideally, you'd be able to test your trajectory by launching rocks or logs before you set it to start chucking gnomes or pets.  Not sure if item gravity works differently than creatures or if I just left out a number somewhere.

Hm... If you can make softer walls... Would it then possible to also make 'spiked walls'? Like default upright spears, just on walls... I'm just thinking how to improve the design of my minecart grinder even further. Or would it make a difference if remove the natural sand wall and replace it with some constructed welded wolfram wall?

Not spiked, but denser materials do more damage on collisions.  Apparently the game simulates collision damage by creating a 'block' of the material with a size based on the creature's size, then hitting the creature with it at the speed it was moving.  Damage is based on density.  So lightweight cushions do only a tiny bit of damage - and somewhat perplexingly, so does adamantine (apparently only density matters, not hardness - a bit unrealistic but that's just a quirk of the physics system).  To deal heavy damage, just make the floor/wall out of a really dense material, like lead or platinum.  Also, creatures weak against the material will take extra damage, so it might be worthwhile to incorporate shadesilver/moonsilver walls into your traps... extra damage against the relevant creatures, and silver is already a fairly dense material.

3245
Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: February 14, 2014, 08:49:07 am »
Possible corroboration in the ☼Cathedral☼ succession game: there is an adamantine sword, there are thousands of undead, no migrant waves and an unsuccessful attempt at the Embassy to bring some.

Wouldn't this also be a vanilla DF issue?  I've never read about it in the bugs.

If my understanding is correct, you stop getting migrants once your unit list reaches 3000.  If this is indeed the cause...that's a lot of zombies.

3246
Utilities and 3rd Party Applications / Re: DFHack Script Collection
« on: February 14, 2014, 08:39:28 am »
Updated construct-creature to allow itemcorpses made of the material used to create the creature.

3247
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: February 14, 2014, 08:29:54 am »
Well, that worked for some reason.  Thanks!

3248
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: February 14, 2014, 08:12:53 am »
Uh...
Is that even lua?

3249
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: February 14, 2014, 07:47:37 am »
Anyone know how to use eventful.onUnitDeath?

I tried to use this very simple code to test it:

Code: [Select]
local eventful = require 'plugins.eventful'

eventful.enableEvent(eventful.eventType.UNIT_DEATH,5)

eventful.onUnitDeath=function(u)
local unit = u
print('unit died.')
end

But nothing happens.  I also tried putting the eventful.onUnitDeath inside a constantly repeating function, but still no effect.  Does anyone know of a script that uses this function?
Try eventful.onUnitDeath.someRandomName=function(u)...
Also it's not a unit, but a unit id (i think).

That just gives an error "attempt to index field 'onUnitDeath' (a function value)".

EDIT: Some other eventful functions, like onInventoryChange, work in the same circumstances.  I think onUnitDeath might operate differently.

3250
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: February 14, 2014, 06:40:57 am »
Anyone know how to use eventful.onUnitDeath?

I tried to use this very simple code to test it:

Code: [Select]
local eventful = require 'plugins.eventful'

eventful.enableEvent(eventful.eventType.UNIT_DEATH,5)

eventful.onUnitDeath=function(u)
local unit = u
print('unit died.')
end

But nothing happens.  I also tried putting the eventful.onUnitDeath inside a constantly repeating function, but still no effect.  Does anyone know of a script that uses this function?

3251
Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: February 14, 2014, 05:45:58 am »
Not sure if it's a bug or not with Warlocks being added in 4H.  The elves traded with my dwarves and brought both and animated adamantine spear with them, and animated Dreadnought Hammers.  Not sure if they should have access to such things.
I think that can be fixed. Elves have "use any pet race" though, so they might always end up with weird pets in the end. Whatever they can find and tame in worldgen...

Try removing both [PET] and [PET_EXOTIC] from the files.  They should still be considered pets when you spawn them.  You won't be able to buy them on embark or from caravans, but I don't really think they should.
By the way, have you considered using construct-creature for the animated weapons?  That would allow you to create them from any material.  The only thing that doesn't work right is transferring the material to the itemcorpse, but I'm working on that.

EDIT: And now itemcorpses work.

3252
Masterwork DF / Re: [GNOME] - V0.42: More Mechanized Madness
« on: February 13, 2014, 07:06:58 pm »
So I'm playing with some ideas for a tech tree.  The question is, how far should gnomes be able to go with their technology?

What I'm thinking is that they shouldn't really be able to be 'dated' to any particular age of human history.  There should be some schizo tech going on here.  One logical thing to assume is that they should probably be far ahead with regards to any mining-related technology, and possibly a little behind with weaponry.

The major clincher here is electricity.  Should they be able to produce electricity?  What could it be used for without feeling too out-of-place (or more likely, just out of place enough)?

Experiments involving low current, high voltage electrostatic 'friction machines' (made of rapidly rotating glass and cloth) go back to the 1600s, and the first electricity-storing capacitors (made of glass jars and metal foil) were made around the 1700s.  The relationship between electricity and magnetism was discovered in the 1800s, which was also when the first electric dynamos were invented.  Even without a 'research' system (which I don't like very much), this progression could be more-or-less followed in a single gnome fortress: create an electrostatic generator using a powered workshop, use it to charge a capacitor, use the capacitor to create magnets in a forge or smelter, use the magnets to create a dynamo, create a generator using a dynamo, which can produce high-current electricity when powered by machinery.  Or hand-cranked for hand-held electric or electromagnetic tools and weapons.  Or used in an electrolytic cell that would allow them to extract aluminum from bauxite hundreds of years before anyone else figures it out and thereby become filthy rich?

Of course, maybe gnomes don't follow these rules.  What if they discovered high-voltage electric power, but never developed alternating current?  Maybe their connection to nature keeps them from making casual use of electric power, which is a highly wasteful energy source?  Or perhaps they just prefer clockpunk because it looks cool?

Just throwing ideas around.

3253
DF Modding / Re: Warmist's blog
« on: February 13, 2014, 06:00:17 pm »
Ah, so it includes an option to run a function constantly... I guess that means I don't have to put much effort into fixing up the minor bugs in my own machine plugin, since they'll be obsolete with the next version of dfhack anyway.  Well, I guess I can work on other stuff in the meantime.

Or... is there a way of getting this particular update now?

3254
DF Modding / Re: Warmist's blog
« on: February 13, 2014, 03:34:16 pm »
Where can I find the code for your mechanical workshops?  I've been looking for those.

3255
Masterwork DF / Re: What's happening in your Fort.
« on: February 13, 2014, 10:20:07 am »
No, its clearly a bug. Toady One can make people crazed without problems, but if modders do that, it spells disaster. Its a bug that Toady has to fix, there is not much I can do about it, except maybe slapping OPPOSED TO LIFE on these effects as well. Floating brains should be vanilla DF though... or old genesis.

If I recall correctly, vanilla werewolves can also cause loyalty cascades.  Berserking dwarves don't, but that's because they never change back.

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