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Messages - Boltgun

Pages: 1 ... 92 93 [94] 95 96 ... 136
1396
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: August 08, 2014, 01:17:48 am »
Thanks for the proof read, I'll apply the diff and send the patch to github.

The leader naming is messed, inverting male and female. :P

Otherwise I have no idea why a gudgeon, "A bottom-dwelling freshwater fish found in fast moving water." would transform into a tentacle monster. There is no syndrome inside that have such transformation, the fish itself has no effect. Perhaps a dfhack plugin on linux caused this.

1397
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: August 07, 2014, 09:25:57 am »
The diagnoser still interest me, it might help with illness support or to detect poisoned bites and stuff.

On a side note, there is posts on the gnome thread that babysnatchers can have lust interaction and teach them to enemies for some reason. I'll try to have this fixed asap.

1398
Masterwork DF / Re: ☼Gnomes☼ - Everything Gnome Mode
« on: August 07, 2014, 08:54:56 am »
A CE:PERIODIC, affect the previous CE token and limit to a range of days. That's what make lycanthropy work on full moon.

First thing, this will be high on my bugfix list. A snatcher teaching this to a child is a big nope, plus they will not age anymore. What did the announcement says about that? Just 'snatcher' or more?

Your child courtesan will never reach adulthood, otherwise they have two interactions to debuff their enemies in battles and at regular interval they also get speed buffs for themselves and their friends. The snatcher should have used one of those.

Edit : I'll keep debugging this in the succubus thread.

1399
Masterwork DF / Re: ☼Gnomes☼ - Everything Gnome Mode
« on: August 07, 2014, 04:16:17 am »
They need intelligent to fish? I a grasp token an natural_skill:fish not enough?

Fishing is a weird idling job, an intelligent creature not belonging to your race will fish.

1400
Masterwork DF / Re: MDF V.6 - Human Update + So much stuff.
« on: August 07, 2014, 03:39:42 am »
This upgrade is awesome, changing the font for twbt was requested a lot.

I will proofread the succubus manual asap. Does the calendar speed affect syndromes too?

1401
It's the snow, you need to add a roof to the shops.

1402
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: August 07, 2014, 02:23:22 am »
Yes, I do not recall a reaction to make cauldrons and there is little point adding the item to build only one workshop.

The succubi have no doctors... :P
I'll look at the diagnosis and forbid the upgrades from appearing using a syndrome class.

I'll keep the ":" gotcha in mind. I am glad that there were no bugs, using git sure speedup the tests for me.  ;D

1403
Masterwork DF / Re: 30 Days of Modding - Day 28 - minor adjustements
« on: August 07, 2014, 01:27:00 am »
:'(

Can someone please kill me?

I was just adding orc and succubus update and got very confused, because so many files are different, in dfhack, stonesense, inits... that cant be, Smake and Boltgun wouldnt change so much. And why is that and this change missing in the human/dwarf files, I am absolutely sure I added something there...

Turns out that at some point in the last few days I accidently continued working in my "experimental mdf with dfhack r5" version, instead of the r4 version for the release. Now everything is mixed up.

Ouch, that's hard when you realize that you have been working on a wrong version. It's like finding out that you spent the day working in a save and not the raw folder.  :P

1404
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: August 06, 2014, 01:05:31 pm »
Are succubi supposed to teach secrets to hostiles?  Not sure how this works, skimmed the interactions involved but dont know that aspect of RAWs, specifically I dont know the targetting syntax..

Im playing as Gnomes and had a succubus snatcher very early on.  Something went down, I think she got hold of a victim and made a break for the map edge but was caught and killed.  Now I have 2 Gnomes with the secret of Lust, which is fine by me, they make good workers.  Its a recordable and teachable secret through mundane means, but theres no way to utilise this in fort mode?

Also did the succubus target them or did they get caught in her trying to aoe buff herself?

Hum, nope. If the snatcher happened to have the secret, she should not have been able to teach it to someone else. In fort mode they learn it by using a self targeted interaction once and that's it. I'll test that again.
Unless mundane teaching really trigger that but I would be surprised.

1405
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: August 06, 2014, 12:31:35 pm »
Good to know. :)

Hey, that magma-needing reaction allows to make a magma-fishery. Ingame fishing of magma snakes and lava crabs. Use fish farming labor, must be build on magma. Wait... that was already possible with NEEDS_MAGMA. -.-

Yes, but it can let you create fuel out of buckets of magma, dwarves might appreciate. As a whole it is great to add magma reactions to a workshop that will still work without it, NEED_MAGMA is a all-or-none token.

1406
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: August 06, 2014, 12:20:09 pm »
The job manager lists all reactions in the raws, even if they are not permitted in the entity you play. I might be wrong about this, but I read it. I personally never use the manager, but it will only get worse the more races are added.

I did tests while adding the race and it's length and speed is defined by the entity's permissions. It was as fast as vanilla back then.

This also means that you can add as much races as you like, you won't get orc reactions in a gnome fortress or dwarven rock bed in a future race that does not allow them.

Update: I just had one crash -at launch-, I believe that it's more dfhack plugins then raws that is causing random issues. Upon restarting it ran fine.

1407
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: August 06, 2014, 11:10:41 am »
I will add those if this is specifically requested by players, like I did for milling.

The issue I have with those reactions is that you can already control which plant you want to brew on the kitchen screen. This is not as complicated that setting stockpiles because you need to mill flour. Plus this is one more thing to maintain should you modify crop.

This is considering that when I tried dwarves before the cleaning of the raws, the job manager was crazy slow, 1/4 a second per keystroke. So I try to keep it slim. The exception I made is the slag pit because this a 'dump item here' workshop, but I feel that mass dumping into lava is faster.

1408
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: August 06, 2014, 09:58:22 am »
I will probably add it after the human release along with blood brewing.

I did not realize that you could add reactions to the vanilla still.

1409
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: August 06, 2014, 09:13:11 am »
Another thing I found that might or might not fit the succubi:

Code: [Select]
[REACTION:LUA_HOOK_USEMAGMA_BREW_MAGMA]
[NAME:Brew magma]
[BUILDING:STILL:CUSTOM_C]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:INORGANIC:NONE]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]

This adds a reaction to the still that only work if the still is build near or over magma, removed 1/7 magma when run, and gives 5 magma-drinks. These drinks can be safely used by any fort member, do not burn up the place, and count as alcohol. The reaction only works if the magma is present, otherwise its cancelled.

Not sure if you want magma-drinks for your demons, but it would be another bonus for finding magma, and would make it easier to live down near the magma lake.

This is great and should be added.  :D

1410
Masterwork DF / Re: Who wants importet buildings sprites?
« on: August 06, 2014, 04:03:28 am »
It will be easy to disable such additions so no worries.

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