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Messages - Phenoix12

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46
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: July 27, 2014, 07:08:38 pm »
As for size I'm still looking at the balance. Making them smaller and more reliant on magic and teamwork would be fun, but will probably require dfhack to fully utillize

I don't know why it would require DF hack...  well the 'magic' part might but the teamwork doesn't.
And what about this for a size scale

Equinoid races (i.e. Ponies, Zebra, Changelings): 60000 or 70000 (Alicorns and changeling queens would be larger or just have modifiers for tallness)
Griffin: apx 75000
Buffalo: 80000

Up until the version i have on my drive now they were all 500000urists. (dwarves are 60000) I think they were based off horses initially, and I never thought to change it, I did look into the sizes after ExOtto said everything was a pushover and realized that due to the relative sizes, all non-modded creatures were complete pushovers. I tweaked everything down quite a lot..
As for sizes, though, that image ref is pretty compelling. I'd had the impression that the ponies were about the size of real-world ones...
There is a reason they are called 'little' ponies

47
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: July 26, 2014, 07:18:55 pm »
Up until the version i have on my drive now they were all 500000urists. (dwarves are 60000) I think they were based off horses initially, and I never thought to change it, I did look into the sizes after ExOtto said everything was a pushover and realized that due to the relative sizes, all non-modded creatures were complete pushovers. I tweaked everything down quite a lot..

in the current version
Code: [Select]
Ponies and zebra 100000
griffons 125000,
diamond dogs between 65000 (digdog) and 150000 (bigdog)
changelings 75000 (drones) 125000 (soldiers) 150000 (breeder) 175000 queen
buffalo 400000

...I think we should make the equine races smaller because they're current size is kinda large.

Humans = 70000
Ponies =  100000
Alicorns = 250000

I tend to use this picture as a reference for size https://derpibooru.org/387884

Though if we were to make them that tiny they'd be super easy for all the beasts of the world to murder and in fortress mode you'd need to make have a well trained and well armed soldiers to defend ready at all times.
So maybe make them the size of dwarves?

Started the rework of the gem system, instead of "crystalizing" gems which is in the current version, I'll be using magic gems as part of items. I've also  cut down the amount of gem types dramatically.
Currently there are five gems, Sapphires, Rubies, Emeralds, Amethysts and Diamonds, and they come in five different quality ranges, Faded, Dull, Normal, Shining and Illustrious.

Each gem type will grant different bonuses at different strengths, depending on item and gems used.

For instance, a silk cloak inlaid with two shining rubies and an illustrious diamond could grant [FIREIMMUNE]... tho this will require DFhack and the material syndrome plugin to work.

Much like your idea of removing the different leather types I also don't like the idea of removing all the different gem types.  I do like the idea of certain gems that have magic properties but I don't think that you should remove all the other gem types.

Also did you ever think of move the "crystalizing" ability to another race... such as crystal ponies?  (Actually crystal ponies would be excellent fit for that ability, along with one that allows them to make crystal blocks so that we can build cities out of crystals!)

48
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: July 26, 2014, 10:52:51 am »
I'm thinking silkworms maybe?

Silkworms could work very well.  I'm thinking they would work like bees maybe. (i.e. requiring a sort of 'hive' and a silk work to start production of the silk)


Also what's the actual size of our 'little' ponies anyway. (and for that matter the rest of the races)  I was goofing around and added in humans to be played only as outsiders in adventure mode for fun and discovered that pony clothing and armor is considered to be 'large' in respects to a human. (also Diamond Dogs, haven't checked wearable crafts from other races yet but I assume they are the same)

49
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: July 24, 2014, 01:39:39 pm »
Pheonix, do you still have that save? Any chance you can check what caste he is using Therapist?

Sadly no I don't still have save but if it pops up again I'll let you know.

Also that problem I mentioned with the entity names messing up was fixed by deleting language_words.txt

50
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: July 23, 2014, 08:44:12 pm »
Delete language_words.txt and gen a new world. That won't solve the problem entirely and will turn axeponies into axemen and so on, but there's improvement.

Well that doesn't make sense...  Job names are handled in the creature file not the language files.

51
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: July 23, 2014, 06:53:10 pm »
Two things
1. I had a pony with this is their description: ""His left eye's eye tissue is a hammer"  I think it wanted to say that his cutiemark is a hammer

2. Entity names are messing up

52
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: July 22, 2014, 06:57:08 pm »
Bad news is that pegasi have a tendency to pathfind through tree branches and end up dropping their carried item up in the tree.

My brother made a race of Winged Dragon People who had this same problem so it's a problem with flying path finding in general.

Quote
Leather has been reduced to a single type, but I left butchery and meat in (for now) due to unforeseen issues with removing it.

You'll still be making a version that has the full leather and meat production capabilities still intact correct?
Or do I just need to not copy over some creature files to make it so I have full access to all leather types?

53
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: July 21, 2014, 09:03:09 am »
I'll probably make two sets, so that people can have meat in adventure mode if they so desire

Also for those crazy people who want to play a griffin fortress.

Will bonecarving moods still trigger if the relevant reaction is removed from the pony entity?
I don't know.  Testing may be required unless someone already has the answer.

54
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: July 20, 2014, 07:12:30 pm »
For leather, research the magic loom. That will let you make fleece from wool, which counts as leather. We need a reaction that will produce something that counts as bone, so ponies won't need to slaughter animals at all.

What about a plant that produces material that can be used as bone?

55
DF Modding / Re: Ice as stone material?
« on: July 20, 2014, 07:03:23 pm »
[PRODUCT:100:1:CRAFTS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]

You need to use the name that you gave the particular reagent you are referencing, which in this case is "A"

That was just a typo in the forum post actually...  But you are right.  In the reaction I actually used in the raw I had everything correct and what I said in the previous post is still true.

56
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: July 19, 2014, 07:00:45 pm »
Are you going to end up removing meat and leather production again, even for non-pony races? Or have you found a way to make it so that it only affects the equine races. Or are you just not going to remove it this time around.

57
DF Modding / Re: Ice as stone material?
« on: July 19, 2014, 06:56:34 pm »
[REACTION:MAKE_ICE_CRAFTS]
   [NAME:make ice crafts]
   [BUILDING:CRAFTSMAN:NONE]
   [REAGENT:A:1:BOULDER:NONE:WATER:BUILDMAT]
   [PRODUCT:100:1:CRAFTS:NONE:GET_MATERIAL_FROM_REAGENT:NONE]
   [SKILL:STONECRAFT]

This reaction will actually produce items of ice, though they aren't labeled as such for some reason.  So you'd just get an item without a material descriptor.
So it actually might be better to just make the reaction produce a product from a pseudo ice that just has the same properties of regular ice so that the items you make actually get the material description of being made of "ice".

58
I'm very interested in joining the 2ed museum adventures at some point. Hopefully we manage to get a stable version soon.

59
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: July 17, 2014, 01:36:06 pm »
And now it's apparently My Little Fortress.

Actually the full title is "My Little Fortress: Losing is Magic"

60
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.xx)
« on: July 17, 2014, 01:13:41 pm »
Hello modder, Now i was wondering why you don't take the raws of a more successful or complete mod like Friendship is Magma or fanon is magic(which has cutiemarks)
see why try to do your own when these mods are just begging for a resurrection.

....I believe that Fanon is Magic is just the very old version of this mod.  It's name got changed to Losing is Magic after a while.

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