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Messages - Azerty

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541
Curses / Re: Terra Vitae Mod (version 0.5 released!)
« on: May 16, 2016, 03:55:20 pm »
Just to let you know where this currently stands:

I finish my Ph.D. in about two weeks. Then I promised myself to finish this. I believe that the only thing remaining to be done is to make and connect the maps for the supervillain lairs, and handle some aspects of the endgame.

There are a lot of minor changes that I want to incorporate, but they will probably come out in subsequent versions shortly to come after the main release.

Congratulations for your future Ph.D!

And, speaking of which, what are the little changes you refers to?

542
DF Suggestions / Basket weaving
« on: May 16, 2016, 03:53:59 pm »
I think the absence of basket weaving is jarring, and that it should be possible to use reeds and wicker to produce items such as recipients, hats or furniture.

Such items could be dyed and/or decorated.

543
Mod Releases / Re: Extended Agriculture Mod (v42.06)
« on: May 06, 2016, 04:16:56 am »
Hey, looks good. :) For which tileset are these, ASCII ?

Only for ASCII, because I don't know how to do for other tilesets.

Please gime me your impression and/or ideas for ameliorations.

544
Mod Releases / Re: Extended Agriculture Mod (v42.06)
« on: May 05, 2016, 02:42:41 pm »
(Reserved for future uses)

545
Mod Releases / Extended Agriculture Mod (v42.06)
« on: May 05, 2016, 02:42:15 pm »
The Extended Agriculture mod aim to add additional sources of sugar, oil and dye by adding or modificating plants.

  • 19 new plants have been added
  • 8 existing have been modified

Details:
The following plants have been modified:
  • sugarbeet (makes now sugar too)
  • coconut, macadamia, peanuts, sesame, soybean and walnut (now oil plants)
  • acacia (wood can be milled into dye)

The following plant species have been created:
  • sugarcane (sugar-making plant)
  • castorbean tree, mustard, okra, oil palm, poppy, rapeseed, safflower (red and yellow), sesame and sunflower (oil-making plants)
  • dyer's madder, dyer's rocket (or weld), dyer's woad, brazilwood tree, henna tree, indigo tree, juniper tree, madder, safflower (red and yellow) (dye-making plants)

The following new features have been added:
  • sugarcane can be brewed into rum too
  • Okra fruits are edibles
  • Juniper berries can be brewed into gin too

Downlpoad here.

(This is my first DF mod, so please feel free to point any error there)

546
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: April 24, 2016, 04:03:43 pm »
Hello,

I have two questions about milling and powder:

  • How can I make so that only a specific growth of a plant is millable into powder (as for pressing into oil), that is, what is the real value for _ID_FOR_CRUSHING_INTO_POWDER in the following snippet:
Code: [Select]
[MATERIAL_REACTION_PRODUCT:_ID_FOR_CRUSHING_INTO_POWDER:LOCAL_PLANT_MAT:POWDER]
    [/li]
  • If the milling of parts of plants, such as flowers, leaves or wood, is possible in the vanilla version or have I to code it myself

547
DF Modding / Re: New Notepad++ raw file highlighting mode!
« on: April 22, 2016, 03:34:06 pm »
Hello,

sorry if the developer is not here but I just downloaded and imported this new file and now each time I attempt to launch Notepad++, I am noticed of a "Access violation" (segfault?), and when I attempt to do a dump, I get an error 5.

548
Curses / Re: Whats the "future weapons" talking about on the wiki?
« on: April 20, 2016, 03:40:01 am »
how do you change the starting year? Couldn't find the file for it.

There is a preprocessor macro named THEFUTURE in src/game.cpp; if disactived then the starting year is 2100 else it's the vanilla value (2009).

You will have to recompilate the game though.

549
DF Suggestions / Re: Make "giants" more interesting
« on: March 14, 2016, 01:03:37 pm »
Could some cyclops raise sheep and other do metalworking?

550
DF Suggestions / Re: Tents - building with cloth and leather.
« on: February 22, 2016, 05:47:01 am »
Depending of the local materials available on the spot, an adventurer should be able to build makeshift houses such as igloos, huts and tents.

It could be useful for the first times of a settlements or for an adventurer.

551
DF Suggestions / Re: Wishlist: Genie in a lamp or bottle
« on: February 19, 2016, 12:48:44 pm »
It seems there will be "Animated furniture" as category of night creatures (see here and here).

552
DF Suggestions / Re: Temple sacrifices
« on: February 05, 2016, 02:34:20 pm »
You may add ex-votos as additional motive for sacrifices.

The value of the relationship between the worshipper and his god should depend from the value of the offering and the god's tastes - giving a child sacrifice to a kind deity should invite to retribution.

Specifics by kinds of sacrifices:
  • Prayers: They are more potent near an altar, and the betterment of the relation depends from their quality - if the Poet who redacted the prayer was crappy, the worshipper could have a decrase in relations!
  • Items: Worshippers should offer items such as clothes, coins, jewelry and statues; these items should be stored in the temple treasury. Perishables such as food or alcohol could be offered and, depending of the deity and the good, can be consumed, poured or burned.
  • Creatures: Depending from the ethics of the civilization, creatures should be offered to the deity, and they should either be butchered and eaten by the priest and/or the worshippers, or be destroyed by fire in a holocaust

(Aside note, how would the temple wealth treated? Should the player be able to sell or otherwise dispose part of it to make place or simply a little buick, risking the anger of the Proests/worshippers/deity?)

553
DF Suggestions / Re: Monotheistic Religion
« on: January 29, 2016, 05:26:39 pm »
Hi ,good day, afternoon or night.

My suggestion is that differentiation is introduced between the monotheistic religions and polytheistic cults , allowing some civilizations in religious worship had one god, or more in contrary case.

Look for this suggestion in the search , but I see no accurate result. Excuse me if I'm wrong.

Sorry for the mistakes, i speak spanish.

Given enough time, I could see, in the pantheon of some civilizations, a god receiving more and more worship, first as king of the gods and then as the unique one.

Already sort-of in game: elves worship a regional Force, a god related to the region / biome they started their civilisation in.

Isn't this pantheism?

Would love to see more variety in religion, would also be interesting to have the occasional atheist or antitheist

I could see some philosophers trying to deny the existence of deities before being striken by lightning:

Quote from: Small Gods
"We get that in here some nights, when someone's had a few. Cosmic speculation about whether gods really exist. Next thing, there's a bolt of lightning through the roof with a note wrapped round it saying 'Yes, we do' and a pair of sandals with smoke coming out. That sort of thing, it takes all the interest out of metaphysical speculation."

I remember posting ideas here, about ancestor worship, imperial cult and heros; we could envision pantheistic and nontheistic religions.

554
Curses / Re: [LCS] Are some high-rank conservatives unpersuadable?
« on: January 29, 2016, 01:59:06 pm »
I started a game with my leader minmaxed for Charisma, got him up to 1000 juice, and trained Persuasion until it capped out. The result was a 24 Charisma, 24 Persuasion beast who could charm his way out of pretty much any encounter he ran into. I decided to try to use this power to get an Eminent Scientist on my side.

It didn't work. I was able to get through the initial "Want to hear something disturbing?" a few times, with some luck, and seeing how hard that was even with my specialized leader, I decided to get 6 appointments with Eminent Scientists before I left the site and tried my luck. Six appointments. $300 on souvenirs. Six immediate "they think you're crazy and are done with you" failures. I tried again, getting only another wasted day and $300 for my trouble. With a maxed-out character built solely to persuade anyone and everyone, I didn't manage to hang on to an Eminent Scientist past the first session once in a dozen tries.

Are there things that are outright impossible to do with persuasion within the limits of the game, even if you've got the best odds possible and are allowed to try it? Or was I just really unlucky with my rolls/the odds are hilariously low?

You should try to raise the Science of your Liberal.

555
Curses / Re: LCS --> CS : Crime Squad , only
« on: January 27, 2016, 01:15:06 pm »
Hi ,

I'm wondering , does a mod focus only on criminal activities exist ? Because if this game could a little bit the political stuff and replace it with criminal stuff , we would have a great game too.

If impossible , does a  game looking alike LCS and with the same quality exist ?

It seems this game would be, with a little tweaking, a good engine for such games of management, especially after multiples cities will be enabled.

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