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Messages - Phenoix12

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76
Also I just noticed that some creatures that should have been kept from the creature_standard file are missing
Such as Dragons, Minotaurs, Hydras, et cetera

...now I want to go though those and equenify some of those creatures. (Turn those merpeople into Seaponies, Pixies to Flutter Ponies, blizzard man to wendigos, et cetera)

77
RAWs
>Missing stuff from many custom creatures
-Buffaloes were missing baby information
-Diamond dogs missing a bunch of random things.
-Possibly more things I didn't see in my glance over (I didn't even bother to look though the entire pony creature file as it makes my brain overload when I look at it, though I did find you are missing some flags that were added in the new version of Dwarf Fortress that should be added in such as the new attack stuff and lowlight vision and smell)
>Some very inefficient RAW layouts for a few races (major example: diamond dogs)


WORLDGEN
>Generating worlds produces only Pony Civs (Fixed in current version)
>Diamond Dog civs not appearing. REASON FOUND: typo at the top of the entity file ""OBJECT:ENTITY]"" there needs to be a "[" at the beginning of that.


OTHERSTUFF
(((Not sure if these are intentional or not)))
>Changelings are using CAVE_DETAILED as their site type? Shouldn't this be DARK_FORTRESS?
>Changelings can do and build all the same stuff as Ponies?
>In Diamond Dogs Entity [ETHIC:SLAVERY:UNTHINKABLE] I think this should be set it ACCEPTABLE or PERSONAL_MATTER since it was clearly show in-show that they are willing to enslave things to do work for them. ((Some other Ethis stuff I don't think fits for a few races but I can just change that myself for my own game if I want))


Have not played Adventurer mode of Dwarf mode yet. Will get back to you later on those.

78
if you can get me some suitable numbers I can mass replace the ones already in, just post whatever in here.

I'll go add in the numbers tonight and I can send you them later.

79
I'll take a poke at it and see what happens.
[edit]
Okay, you might already know this but in case you don't here it is...
I just looked though the creature raws and you're missing some of the new flags for things
The one I noticed was some of the new things for attacks such as the [ATTACK_PREPARE_AND_RECOVER:#:#] isn't present in any of the custom creatures I looked at.
Also the [ATTACK_FLAG_BAD_MULTIATTACK] should be added in where applicable also.

...well I'm guessing that most the new tags that were added in aren't implemented in yet such as SMELL_TRIGGER.  If you need some help in adding these things in I could do it.

80
I do look forward for the new version of this.

Though I hope you will at least release a version of it that will allow butchering of animals for meat to eat and such (especially in adventure mode).  I know that you removed it for reasons pertaining to making the pony fort work better but it got annoying fast while playing as a griffin in adventure mode or even when I enabled play as griffin forts and couldn't produce meat from the livestock. I know that the mod was originally was made only for playing as ponies but you should think of expanding into the other races. I know I would love to play as a Changeling hive one day.

81
I do hope this isn't fully dead and that when the next version of Dwarf Fortress comes out that this gets some updates for all the new awesome stuff coming.

I also hope that the author fixes that design flaw in which other races who aren't ponies can't produce animal products like leather and meat. I know this mod was made with ponies in mind but I still would like to play as a griffin mountain home or Changeling hive at some point... or at least be able to play as them in adventure mode and not starve to death because I can't harvest edible meat.

82
hah, pretty interesting numbers there.. I wonder why unicorns do better against the changelings in general.. might be due to their stabby horns i guess.

I looked though some of the logs for the fights and didn't see that much stabbing... lots of grapling using magic though... from both sides of the battle.

83
Arena Changeling Combat Tests
No Skills / No Equipment / Ten Combats


Drone Vs. Earth Pony
Drone--0/10 Victory (0%)
Earth--10/10 Victory (100%)

Drone Vs. Unicorn
   Drone--1/10 Victory (10%) (NOTE: May have been a lucky shot)
Unicorn--9/10 Victory (90%) (NOTE: Took longer to kill a changeling then earth ponies)

Drone Vs. Pagasus
  Drone--0/10 Victory (0%)
Pagasus--10/10 Victory (100%) (NOTE: Took longer to kill a changeling then earth ponies)

Drone Vs. Alicorn
  Drone--1/10 Victory (10%)
Alicorn--9/10 Victory (90%)

Soldier Vs. Earth Pony
Drone--8/10 Victory (80%)
Earth--2/10 Victory (20%)

Soldier Vs. Unicorn
Soldier--3/10 Victory (30%)
Unicorn--7/10 Victory (70%) (NOTE: Didn't see this comeing)

Soldier Vs. Pagasus
Soldier--7/10 Victory (70%)
Pagasus--3/10 Victory (30%)

Soldier Vs. Alicorn
Soldier--0/10 Victory (0%)
Alicorn--10/10 Victory (100%)

Queen Vs. Earth
Queen--10/10 Victory (100%)
  Earth--0/10 Victory (0%)

Queen Vs. Unicorn
  Queen--6/10 Victory (60%)
Unicorn--4/10 Victory (40%)

Queen Vs. Pagasus
   Queen--10/10 Victory (100%)
Pagasus--0/10 Victory (0%)

Queen Vs. Alicorn
 Queen--5/10 Victory (50%)
Alicorn--5/10 Victory (50%)

84
It mostly comes from my observation.
I tested in Arena Mode and a single unarmored changeling drone with no weapon vs. one pony, with no armor and no weapon, will most likely be killed in single combat.  (I should do more tests with soldiers and queens to make a comparison)
And in fortress mode the ambushing group of changelings (with weapons but no armor) ganged up and killed an unarmed/armored earth pony and six war dogs.  And when two wandered into town they were killed by unarmed civilians in single combat.  So I’m theorizing that drones are only effective in combat when they gang up on a single target or a group smaller than them.  It requires testing to fully see if it’s true.

85
Ran into my first changeling snatchers.  Mostly they just got spotted and ran away, except one which ran right into the zebra caravan and got its ass killed.

…Much later…

Griffin Caravan arrives and gets ambushed by changelings. Ambush team consisted of six changeling drones of various weapon types.  The griffin caravan’s only guard kills one changeling is then is took down when the rest swarm him.  From this and some tests I’ve done in arena I can see that drones tend to be squashy by themselves or in small groups (2-3) but god help you if they swarm.

The five remaining drones started heading towards my town so I hastily made a squad of military (Didn’t plan ahead on this one) with one wrestler and six war dogs and they proceeded to be murder by the drone swarm.  Then the swarm decided to split up, some started chacing some ponies around the country side while two others went into the unprotected town and got killed by one unarmed pony defending itself (Which again reflects my “drones are bad at combat unless in large groups” reasoning)


On the note of drones vs. soldiers (which I’ve seen none) I believe there is a way to specify that specific classes of a race can be a certain job.  Example) Only Soldier changelings can become spearlings/axlings/swordlings. And only drones can be labor type jobs.  I’m not sure by I think I read about it somewhere, though I may be mistaken. Unless you don't want to fix this that is...

86
NAME:changeling:changelings:changelings
The highlighted 's' needs to be removed from that line of code... it's a typo

I haven't ran into changelings yet in fortress mode... yet.

Also I noticed the soldier cast does not have a gender.

87
You need somepony with the Gemcutter profession enabled to use it...
Also I don't think coke is a fuel... You need Coal or charcoal for fuel.  Coke is used in smelting I think.

88
I made an interaction that might work for changelings if your interested.
Would need to go into an OBJECT_INTERACTION file
Code: [Select]
[INTERACTION:STEALTH]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:HIDE]
[IE_TARGET:A]
[IE_IMMEDIATE]

Would need to go into the changling creature file
Code: [Select]
[CAN_DO_INTERACTION:STEALTH]
[CDI:ADV_NAME:Hide]
[CDI:TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:FLEEING]
[CDI:BP_REQUIRED:BY_TYPE:HORN]
[CDI:VERB:fade into the shadows:fades into the shadows:NA]
[CDI:WAIT_PERIOD:100]
[CDI:FREE_ACTION]

This interaction should be able to make them go invisable(hide even if seen) when they need to run away.
I haven't tested it yet but I do beleave it will work. (I hope)

89
Though the use of custom interactions and syndromes one could make the changelings quite “fun”
I would give them the ability to hide in plain sight for a time.  (I remember reading that you can make an interaction that does that, I'll look up the interaction tags and stuff and see if I can cobble it together)
I would also give the brood mother type changeling a special syndrome that she can sue to mess with the heads of a target, make them rage/depressed/something.  Mabey give other changelings a lesser version of it.

90
I like the idea of broodmother tho, definitely changing the changeling civ leader position to that.

I would think that brood mother would just be the name of the female changing… like Changeling brood mother.  And the leader of the civ would still be the queen.

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