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Messages - Phenoix12

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1
Utilities and 3rd Party Applications / Re: Dwarf_RAW - A GUI Raw Editor
« on: November 23, 2019, 05:20:47 pm »
This is pretty cool, are there any plans to extend this into reaction writing?

Yes.

Though at this time I'm working on on some other stuff but I'll pick this up again hopefully after new years.

2
DF General Discussion / Re: Future of the Fortress
« on: August 26, 2019, 01:04:57 pm »
Not sure if any of these have been asked before so... if they have someone point me to them.

1. Will we be able to set plots in motion during fortress mode. Such as appointing a dwarf to something akin to a spymaster and having him go out on mission to create plots for us. Like assassinating the leader of the elves. Or tricking the humans into going to war with the elves.

2. Will we eventually see even more complex and crazy plots and schemes. Love to see some xanatos gambits show up in some grand evil plots someday. Or even plots learning of and taking advantage of other people's plots for their own gains. (Like some 'hero' finds out about a plot to kidnap the son of the king but instead of stopping it he secretly sets his own plot into motion to allow the kidnapping to succeed only so he may later go 'rescue' the prince and return him to gain respect and political favors.)

3. At this time the only reason anyone wants to learn a secret is because they want to be immortal. Will other the other reasons to learn secrets eventually get their day in the sun; like 'wanting to rule the world', etc.

3
Utilities and 3rd Party Applications / Re: Dwarf_RAW - A GUI Raw Editor
« on: August 22, 2019, 08:25:25 pm »
UPDATED TO 0.4.2: Download from Dropbox
Item Editor Complete Build

The completed item editor is ready for bug testing!
As well as some extra tools are now available for use.

Coming up I'll be starting the Creature editor since that's probably what most people want anyway.

CHANGELOG:
Spoiler (click to show/hide)

4
Utilities and 3rd Party Applications / Re: Dwarf_RAW - A GUI Raw Editor
« on: August 19, 2019, 03:58:59 pm »
UPDATED TO 0.4.1
Item Foundation Build

The editors for creating ITEM objects is now in. Though incomplete users may now create various types of items.

CHANGELOG:
Spoiler (click to show/hide)

5
Utilities and 3rd Party Applications / Dwarf_RAW - A GUI Raw Editor
« on: August 05, 2019, 02:50:40 pm »
Dwarf_RAW is an ongoing project to create a graphic user interface raw editor for Dwarf Fortress capable of editing and compiling RAW files that are usable by the game.
It is my goal to eventually create a program that can be used to open exist/create new raw object files with a greater ease of use then editing the text files directly.

Dwarf_RAW 0.4.2.1 (Item Bug Test Build): Download from Dropbox
Note: Current build of Dwarf_RAW is highly icomplete and mainly for bug testing.
Installation is as simple as unzipping the folder. You don't have to unzip it into the Dwarf Fortress Directory for it to work.
Dwarf_RAW is built for windows and requires at least .NET Framework 4.7.2 to run.


How to Use:
Upon start up you will be prompted to select the Dwarf Fortress folder you wish to be editing/adding objects too. Slecte either the main folder, the RAW folder, or the objects folder. The scanner will then run to parce though all objects to add to a database.
To start creating RAW files select RAW, New, and the type of object file you wish to create. (At this time only Descriptor Objects are available for creation)

Bugs:
Please report any bugs you find here.  Please highlight bug reports in some shade of red and include the version number and description of the bug.


Completed Features:
  • Descriptor Shape Editor
  • Descriptor Pattern Editor
  • Descriptor Color Editor
  • Item Editor
  • Size and Weight Calculator
  • Temperature Converter
Planned Features:
  • Editors for every type of object.
  • The ability to open existing RAW files and edit them.
  • Various built to assist in editing raws in other ways.


Change Log:
Spoiler (click to show/hide)

Any questions, comments, or suggestions please feel free to post. I'll answer if able.

6
DF General Discussion / Re: Future of the Fortress
« on: May 07, 2018, 04:07:10 pm »
Just a couple of questions:

1.  Is it possible with the magic world generation to create very strange worlds?  Like worlds that have no sun and are cast into eternal darkness or worlds comprised of floating islands over a sea of lava and FUN.  (or just some floating islands in general... because building a fortress that hangs under a floating island just sounds awesome)


2. Will we eventually see more complex reaction between civilizations and races.  Like people generating stereotypes and hatred for certain races and groups based on interactions?   Or say a race of elves living isolated for their entire history meeting a human adventure for the first time thus having no idea what a human is.


3.  Will language be expanded on like music and such.  Being randomly generated and having to be taught/learned?   It be interesting to see if one language rises to the top of the heap to become that worlds version of 'common'   Or if the myth/history generate makes a single world language that was created by a god for the people to use.    Also maybe species with langagues that can't be spoken or understood by others do some some biological reasion.

7
Mod Releases / Re: My Little Fortress - 2016 (DF 0.43.04) yay!
« on: May 16, 2017, 04:30:39 pm »
Wanted to know if it's okay for me to use some aspects of your mod a pony mod I'm working on... don't worry I'm not stealing your cutiemark system. Mostly just looking though some of the raws of your mod to see how you set up some things like unicorn's magic and such.

Really the only thing I really just want to copy over fully is the saw mill... and even then I might change it eventually in the future.

8
DF Suggestions / Re: Clans: a suggestion regarding name inheritance
« on: May 16, 2017, 04:17:35 pm »
Which one it is, matrineal or patrineal, doesn't bother me at all, but I imagine there'll always be people complaining. Personally, I'd suggest randomly generating which one it'll be for each civilization to avoid any drama. This way multiple dwarven civilizations can have different naming systems in one world, so everyone will have something they like.

I agree... the whole debate of matrineal and patrineal surnames and all the talk of how sexiest it is above in just insane...  all sorts of different cultures have different naming systems. No need to argue over it.  Some places had traditionally patrineal systems others matrineal and so on.

Having it be random for each civ between matrineal, patrineal, clan, whatever-you-call-the-current-system, mixing names, ect ect. would be the best. But also I think there should be a RAW level tag for this sort of thing also so users could define civs that use a particularly naming system other then random.  Like... [SURNAME_RANDOM] for randomly picking a system and [SURNAME_MATRINEAL] to base the surname off of the mothers... and so on.

Also should be a token tag for adopting surnames...  like for making it so the wife adopts the surname of the husband or husband adopts the name of the wife or they just keep their own surnames.

Not to mention all the tags to solect what a surname may be... probably similar to selecting names for lands and such... select symbols and culling symbols.

9
DF General Discussion / Re: Future of the Fortress
« on: May 14, 2017, 05:20:03 pm »
(Not sure if any of these questions have been asked but if they have feel free to skip them)

With the new magic system will there be ways mod in races with specific inborn magical skills?  Such as telekinesis, mind reading, shape-shifting, ect.
Will the ability to learn and use spells be open to any race or will you be able to define a race that is unable to use 'active' magic.

Also one question to relating to the stuff you've been talking about in the last few FotF reply... (feel free to ignore it)
Will there ever be some sort of modable, perhaps RAW level, file that allows us to add in custom site types (DARK_FORTRESS, CAVE_DETAILED, ECT.) by means of some very basic tile-based RNG thing so we could make a completely new civ type or monster layer?

(The last one I ask because I think it be awesome if we could define a civ type that lives like in underground beehives like structures or great cities that are just one huge tower...  Though if it is something that was being thought about it probably be a long while before we get it)

10
Mod Releases / Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« on: December 16, 2015, 12:44:38 am »
Unable to gen a world.  It keeps rejecting the world during world creation while placing the last 4 civs OR crashing while it's placing the last 4 civs oddly.

11
Mod Releases / Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« on: December 15, 2015, 11:12:15 pm »
Like I always do before starting up a new version of this mod... I go though the RAW files.

Here's a list of some things I noticed on my first pass...

1. Intelligent Cow's male cast are called Ox for some reason.  Should be changed to bulls.  Also JUUST checked and for some reason it's the same in the common_domestic.  I know this is an err because just to make sure I checked the unmodded RAW files and they are called bulls... when you set up the new version did you copy in old RAW files?  If so I would recommend not doing that...

2. It would seem that the LOW_LIGHT_VISION and SMELL_TRIGGER tags are missing from some creatures.





12
Mod Releases / Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« on: December 15, 2015, 04:43:24 pm »
A thing with the fliers in fort-mode that I found worked for me in old versions is just make it so pegasi aren't allowed to haul things, which reduces the instances of them getting stuck in trees, and if one does get stuck in a tree... I just cut down the tree and call it a day.

Welp... off to play the mod and see what happens!  FOR FUN AND SCIENCE!!

13
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: December 11, 2015, 03:29:12 pm »
they are also so rare that they generally only show up in worldgen, since the princess position can only be appointed to alicorns they usually end up historic figrues, tho I think I need to tweak settings to ensure they are more likely to survive :P

Probably a good idea... in most cases in worlds I made in the older version it seemed like alicorns leaders of the civ just had targets painted on their flanks for cutiemarks for how often they get horribly murdered.

I remember one gen that ended up with an alicorn princess coming to power year 1, and in year 2 she got eaten by a dragon.  (Well obviously that dragon didn't get the memo that you're supposed to capture princess and put them in distant towers for knights to rescue)

ALSO, one question I always had but never asked is why are alicorns only female... I know in canon we only see female alicorns but it stands to reason that males COULD become one.

If you do turn alicornanation into a attainable interaction for ponies via learning secrets from gods... (I can guess that spheres that would be associated with) ...make sure that it can't be written down so some random yuck can't just pick up the slab with it written on it and suddenly become an alicorn... You know like what basically Twilight did~  I think there's a tag in the secret interactions that prevent it from being learnable from being written down. I'd have to check again.

14
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: December 10, 2015, 09:37:56 pm »
who wants crystal ponies? well. the missus does, so crystal ponies it is :D

I think I remember suggesting (or possibly just thinking to myself) a long while back that we add in Crystal ponies as a playable race separate from the normal ponies and give them those special crystal reactions to make the crystal blocks and armor and such.  If I didn't suggest it before and I'm just remembering then I'm suggesting it now.

15
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: December 09, 2015, 10:32:24 pm »
Hey, question... now that libraries and book making are an actual thing in normal DF, what's going to happen to the library and book making for research?  Will it be revamped into something else, removed, or what?  (Personally I think the research aspect is interesting but doesn't make sense in the aspect of the ponies should know how to make all these things we have to research first anyway.)

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