Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 14 15 [16]

Author Topic: Spellcrafts Mod - Basic Magic in Dwarf Fortress  (Read 41833 times)

Eric Blank

  • Bay Watcher
  • Never stabs friends, promise!
    • View Profile
Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #225 on: February 10, 2019, 01:08:27 pm »

Yeah, they can still send mercenaries and adventurers, so thats not a problem. I was thinking of doing more enclaves like that, actually, where youd have 1 or 2 of each type spawn in the world alongside the larger "real" civs. They have tiny populations and dont expand, so they dont take up much room.
Logged
"THEN CAME TOBNOM, ASS-GOD".
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

stormbot28

  • Escaped Lunatic
    • View Profile
Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #226 on: April 13, 2019, 05:13:45 pm »

Do my Dwarves (in fortress mode) use spells when I send them to raid sites?
Logged

Eric Blank

  • Bay Watcher
  • Never stabs friends, promise!
    • View Profile
Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #227 on: April 13, 2019, 08:32:58 pm »

I dont think so. As far as i know, off site raids arent "loaded" into play in any way or engaged in the same "real" combat they are when loaded, its all part of the off-site army code, and interactions cant be used by dwarves that arent "loaded" on the map.
Toady might do something with the army code that allows for stuff like that later when the magic arc is done and he revisits army code. But as you could imagine, thats a ways off.

The best possibility i can think of is that, maybe, syndromes continue to be tracked. Vampires get their strength etc bonuses during world gen, so i might be able to provide pre-travel "potions" that last a month or two. But, i have no idea if its possible to even test whether or not that works.

I was going to offer dwarves runestone workshops to use to provide moderate length syndromes. I could incorporate some travel stuff too and pray it works.
Logged
"THEN CAME TOBNOM, ASS-GOD".
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Hydrocyanide

  • Escaped Lunatic
    • View Profile
Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #228 on: May 05, 2019, 09:19:16 am »

I think I found an oddity in the raws: In the item file, aether focusers are defined as armour, while the 'learn magic' reactions expect a tool.
Now, what object is actually needed for the reaction is random - in my last game, it was bookcases.
Logged

Eric Blank

  • Bay Watcher
  • Never stabs friends, promise!
    • View Profile
Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #229 on: May 06, 2019, 03:41:11 pm »

Uhoh, I'll fix that asap
Logged
"THEN CAME TOBNOM, ASS-GOD".
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Eric Blank

  • Bay Watcher
  • Never stabs friends, promise!
    • View Profile
Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #230 on: May 08, 2019, 05:35:32 pm »

Bug fixed and new version uploaded - theres a bunch of new stuff going on that isnt all in its own neat little corners, just because this was a hot fix update and I wasnt prepared to release all of it.
several new races and entities - I pulled a bunch of them from my old, defunct Evil mod partly because I missed them and partly to expedite the process of coming up with entities and races for later versions.

The aether focuser and friends are all tool items again - this time they're coin pouch items, so people will carry them around in lieu of the usual pouches. This prevents dwarves from running off with your aether focusers and such as personal property (because they were clothing) in fort mode.

The new Dementia school has been implemented finally. This one you get from dealing with demons and otherworldly beings in the Conjuring Circle, not the magicians workshop.
Be wary; letting dementia spells out amongst the general population will lead to things like vampirism, werewolfism, and necromancy.

Oh, and one more important thing; studying magic, whether in the magicians studio or conjure circle, or adventure mode, will spawn live, trappable versions of the spell essences. They will also bite people, which will grant their powers. With Dementia magic this can be especially problematic. Cats and cheese lizards, and other vermin hunters, can catch and kill them, so maybe pasture some cats around your workshops.

uploaded to the usual place: http://dffd.bay12games.com/file.php?id=6378


The split between a quick-installation and an advanced pick-and-choose installation IS still coming, I just need more time to work out the organization for that, because hey, a lot of this stuff is directly inter-connected.
It will also come with both racial powers and cultural powers (different from the usual magical schools.)
Even better, familiars will come with it, which will help control those pesky live essences.
« Last Edit: May 08, 2019, 05:45:32 pm by Eric Blank »
Logged
"THEN CAME TOBNOM, ASS-GOD".
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Kraiger

  • Bay Watcher
    • View Profile
Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #231 on: May 09, 2019, 11:15:18 am »

Quote
The aether focuser and friends are all tool items again - this time they're coin pouch items, so people will carry them around in lieu of the usual pouches. This prevents dwarves from running off with your aether focusers and such as personal property (because they were clothing) in fort mode.

Finally, I can stop making 100s of focuses in the hopes that my Magician will be able to grab one of them.

Cheers!
Logged
This is a masterful image of Machunguroho, Torchsilver, the alicorn, a dark iron bastard sword, a volcanic aurum battle axe, a felsteel heater shield, and an emerald golem. The golem has been struck down. Torchsilver is making a triumphant pose.
Pages: 1 ... 14 15 [16]