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What general ideas would people like me to follow for additions to your complete fortress? (2 votes per)

More entities/creatures to populate them
- 2 (13.3%)
More flavor items (armors and weapons that just have cool names, but are really copies)
- 0 (0%)
More real items (New weapons, armors, shields)
- 5 (33.3%)
More industries (Outfitting industry to make flamethrower dwarves, acid-spitting dwarves, etc.; possibly make use of the amber and coral materials that don't exist in-game )
- 7 (46.7%)
Suggest something!
- 1 (6.7%)

Total Members Voted: 15


Pages: [1] 2

Author Topic: Fortress Complete: Delioth's Inventions-1.5 - Mass produced gauntlets & Magic!  (Read 9336 times)

Delioth

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This is Fortress Complete a mod by me adding new industries, civilizations, and creatures to your game

ANY ideas that people would like to give would be appreciated, and

Spoiler: Credits! (click to show/hide)

Includes:
Includes Phoebus graphics and DFhack.

 Industries added:

~Manufacturing Industry
  -Build a die caster and begin casting weapons, trap components, armor, goblets, pots, and trumpets quickly
  -Each kind of thing requires its own kind of mold (weapon/trap, armor, misc., gnome)
  -Weapons, armor, ammo, and trap components will only use weapons-grade metals, the others will use any metal
    * -Allows you to make inarticulate gauntlets, to be articulated at a gauntlet workshop. WORKS!
  -You can also no longer use gauntlets with the left/right descriptors.
    -Cotton candy (both the spoiler mat. and the actual food kind) cannot be cast. The psychic beard cannot control that much cotton candy at one time through the molds.
  -Same cost for each, just works very quickly (5 at a time, except for goblets and ammunition)
  -Parts for them must be traded from the tech gnomes or made on your own in a gnome workshop- requires gnomish schematics
     -Also, an autowelder to take cast furniture parts and make them into multiple pieces of furniture

*NEW* ~Enchanting Industry
  -Make magic wands in the Dwarven Advanced Smithy with Hearts of Armok
  -Enchant armor to increase strength -more to come-
  -Make blocking arms (MUCH) More effective- up to 95% block chance

*Also NEW* ~Performance
  -Use instruments to influence the stats of dwarves a bit
  -leaders can also inspire their troops
     -only for the 2 small theatres
  -Perform rituals to turn everyone in the theatre into vampires, werewolves, or druids; can also just regenerate
     -only for the 2 large theatres (16x16 and 31x31!)
  -Other various functions
     -wake up everyone and stop parties/breaks
     -remove all bad thoughts

~Outfitting Industry
   -Make special parts to outfit your dwarves with, such as a flamethrower, a generator, and (magma) diving equipment.

~Gem-making
   -Diamonds, rubies, emeralds, and sapphires galore! A few others were added and will be added as requested or needed
     -requires steam engines from the gnomes for the power needed for diamond pressing (dwarfpower simply isn't enough to press diamonds)
        -other gems don't require them

~Weapon-quality glass
   -Convert normal raw glass into warglass, to be made into weapons and armor, or make it even better by adding other things to it

~Candy making
   -Cotton candy or small candies, candies give a sugar high that makes dwarves faster

~Advanced Weaponsmithing
   -Create perfect dwarven weaponry, but at a high price. One part requires someone to find the will of Armok, which takes a boulder and has a 1% chance to make the gem "Will of Armok." The second part requires a dwarf to give their life for Armok, and their soul forms a stone to use in the creation of a master weapon. A gilded hilt or grip must be made for the weapon out of a suitable material, which must be a precious metal (Silver, gold, platinum, black bronze, rose gold, electrum) and also has a gem in it. For the blade or hammer of the weapon itself, an alloy of mastersteel and starmetal must be made.
     -Any smith can make one such weapon, but afterwards, they tend to marvel so much at their creation that their brain is overpowered, and they die instantly. If not, they become a master smith, but at a cost. They no longer care for romance anymore, being devoted as they are to their art.
     -Hammers, axes, heavy blades, medium swords, and light rapiers are all available to make.
_________________________________________________________________

Races added/changed:

~Dwarves:
 -Dwarven fish, which can produce many, many things (Iron bars, coke, eggs, crystal rock, pearlash, nether-cap logs, webs) and also have a deadly poison on their bite attack.
 -Can create valuable gems from raw components, more or less realistic processes.
 -Can make candy and cotton candy (NOT spoiler material. Foodstuffs. It was necessary.)
 -Carts and a filling station for filling carts and iron buckets with magma
 -Mastersteel - Better than steel, requires 3 bars of steel and a bucket of magma for 3 bars of mastersteel. Very nice for slashing weapons and armor - stronger and less dense than steel
 -Star Steel - Required for the making of master weapons.

~Goblins:
 -Added goblinite as a new metal that these guys drop on death. Slightly better than iron, but you only get a supply based on the number of goblins dead.

~Humans and Elves:
 -Bring sugarcane and its derivatives for trade. Haven't gotten to molasses, but sugar and syrup are fair game. (Note-sugar is used for cotton candy.)
 -Elves have greatbows and recurved greatbows- these powerhouses are better than vanilla crossbows and bows, with a blade attached.

~Smallkin:
 -About the size of a hedgehog, but still manage to survive worldgen
 -Some interesting castes, such as ones that can paralyze foes, or even turn them to stone.
 -Their own language, courtesy of DFLang.

~Minotauri:
 -A little weaker than minotaurs, but they have an entire civilization
 -Castes that are bigger, stronger, tougher, and faster, but are rare
 -Folded steel - Better than steel, requires 3 bars of steel and three boulders for 3 bars of folded steel. Very nice for blunt weapons  and (less so for) armor - stronger and more dense than steel
 -Their own language, courtesy of DFLang.

~Perleste:
 -Tall & Agile
 -Styled off of RW French-rapiers, partisans, and brigandines
 -Their own language, courtesy of DFLang

~Tech Gnomes:
 -Gnomes that are strong, fast, and enduring due to their technology
 -Have steam engines and generators for casting, diamond pressing, and welding
 -Have advanced weapons- Railbow and boltcaster- like the greatbows of the elves, and also gunblades.

~Sea Gnomes:
 -They are pirates.
 -Don't do much right now, will probably make them raiders at some point and give them nice things.
_________________________________________________________________

Metals added:

~Starmetal:
 -denser than iron, can be found everywhere in small clusters. Useful as an alloying agent for perfect glass and star steel.

~Goblinite:
 -just better than iron, is green, and drops when a goblin dies

~Mastersteel:
 -better than steel
 -less dense and stronger

~Star steel:
 -better than steel
 -used solely for the making of master weapons

~Folded steel:
 -better than steel
 -more dense and stronger

~Green warglass:
 -slightly worse than iron, but sharper and more valuable

~Clear warglass:
 -slightly better than iron, also sharper and more valuable

~Crystal warglass:
 -better than iron, also sharper and more valuable

~Vulcanglass:
 -warm to the touch, a little denser and better than 'standard' warglass

~Shiverglass:
 -cold to the touch, a little less dense and better than 'standard' warglass

~Perfect warglass
 -exceptionally light but not quite as good as adamantine

~Kiniron and kinsteel
 -only available to smallkin, behaves like adamantine for cloth and metals, a bit better than iron and steel, respectively

~Sylvan wood
 -only available through the elves- a bit better than Iron- should be used for weapons

     ~Sylvanbane wood
        -Perverted Sylvan wood- extra effective verses elves.

_________________________________________________________________

Weaponry (and a couple armors) added:

~War and Brawling knuckles, and battleclaws:
  -2 handed
  -Blunt and edge for the knuckles, battleclaws are edge
  -War are more powerful than brawling knuckles, all can do damage well

~Western Weapons:
   -foil, sabre, estoc, rapier, partisan
   -1-handed (except partisan)
   -use concentration skill (except partisan)
   -various uses
     -for Perleste

~Battlestaff:
   -2 handed
   -Blunt and edge
   -From a request from jackbod for his necromancer. Have fun with it.

~Mini Crossbows, Railbows and boltcasters
   -Mini are 1-handed, Railbows & boltcasters are 2-handed
   -Mini have edge, Railbows & boltcasters have blunt
   -Railbows & boltcasters are much more powerful (rail more so), Mini crossbows are useful for dwarves to have a shield and a crossbow
   -Railbows have ammunition for slicing, piercing, and blunt, minicrossbows use minibolts, boltcasters use bolts.

~Greatbows and Recurved Greatbows
   -2 handed
   -both have edge attacks (greatbows are a little better, but not much)
   -Recurved greatbows must use heavy arrows, and have both piercing and slashing ammunition
     -Used by elves

~Gunblades:
   -3 variations: wristblade gun bracers, gunblades, and two-handed gunblades
   -All have edge, all but bracer have blunt as well (hilt smash and flat slap), ranged are piercing
   -Bracers use small bullets, others use normal bullets
     -Courtesy of a suggestion by Hugo the Dwarf

~Minotaur [great]axes:
   -Minotaur axes are slightly better than normal greataxes (same size) = 2 handed for all but minotauri
   -Minotaur greataxes are 2 handed for everyone but ~30 year olds of the largest caste of minotauran (about one in 5 thousand, I think)
   -Edge and blunt
     -For the badass in you.

~Smallpicks:
   -For smallkin, they are really just small picks
   -Worse than normal pick, but only useful for smallkin

~Throwing weapons:
   -Javelins, Great javelins, Throwing axes, Tomahawks, Throwing hammers, and Throwing knives
   -1 handed
   -Each assumes that you have an extra to use in hand-to-hand, so each has appropriate attacks
     -Courtesy of a suggestion by Hugo the Dwarf

~Master Weapons:
   -mostly 1-handed, the blade may be 2 for some
   -Better than all other weapons, but require hefty sacrifices (foremost, a dwarf, possibly two)

~Far East Weapons:
   -Katana, wakizashi, tachi, yari, ninja-to, naginata
   -mostly 1-handed, except yari and naginata (pike and halberd, as a general idea)
   -rather powerful
   -Used by elves

~Magic Wands!
   -Fireball, Firejet, Burning Bolts, Webs, Magic Missiles, and Frost Bolts
   -Make from a magical staff and hearts of Armok


~Blocking bracer:
   -Right in-between a buckler and a shield, in everything.
   -Only shield available to new races
   -Courtesy of a suggestion by Hugo the Dwarf

~Main Gauche
   -For Perleste

~Blocking Arm:
   -a shield for your whole arm
   -Can be improved twice- to 95% block chance

~Balaclava:
   -Under your helm or cap, a 100% coverage cloth or leather headpiece
   -Courtesy of a suggestion by Replica

~Full Plate armor
   -better than a breastplate- more coverage and thicker
   -heavier too

~Shoulderpads (Both single and double)
   -Fit over armor, smallish coverage and layer- mostly flavor
   -Actually get better with enchanting

~Surcoats
   -standard leather/cloth, or also in chain
   -Both varieties have a standard and a long variation
   -long protects all the legs as well, standard only covers the upper legs

_________________________________________________________________

Also added:

Liquid carts:
~Idea and reactions courtesy of Urist DaVinci
~Carts and a filling station for magma transport and use

Nerf Ranged:
~Nerfed the vanilla ranged weapon armor penetration and power
-Thanks to Pirate Bob for research and numbers for fixes.
-If crazy power is wanted, use railbows.

Gore+:
~Compilation of:
-Nihilist's Brain stem Project
-Vherid's neck and spine fixes
-Hugo the Dwarf's neck and spine fixes
-SanDiego's realistic tissues
 _________________________________________________________________

☼Comes Prepackaged with the Pheobus Tileset or as just the RAW files. ASCII version forthcoming.

INSTALLATION:
+Prepackaged:
     Put the folder anywhere and run.

+RAWS:-NOT up to date
    -Put the text docs into your Dwarf Fortress/raw/objects folder.
      ☼If there are any changes on your entity, creature_standard, or body files, this will override them. If you don't want this, don't copy or overwrite these files. Note that you won't get the changes from Gore+.

Spoiler (click to show/hide)

Download Links: Fortress Complete with Pheobus
                      Fortress Complete overlay RAWS -NOT UP TO DATE
« Last Edit: March 18, 2013, 09:01:28 pm by Delioth »
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GreatWyrmGold

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Cool. Where's the mod stuff?
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Delioth

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Re: Fortress Complete: Delioth's Inventions
« Reply #2 on: September 09, 2012, 04:39:08 pm »

Was working on uploading the things and writing descriptions. Also, reserving this post.
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GreatWyrmGold

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Re: Fortress Complete: Delioth's Inventions
« Reply #3 on: September 09, 2012, 04:44:34 pm »

Sorry about interrupting your reservation.
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NRN_R_Sumo1

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Re: Fortress Complete: Delioth's Inventions
« Reply #4 on: September 09, 2012, 10:26:26 pm »

Sorry about interrupting your reservation.
Could attempt to delete the interruption, but its likely to not be a big deal.  ;D
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Delioth

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Re: Fortress Complete: Delioth's Inventions UPDATE 1.0b
« Reply #5 on: September 20, 2012, 10:04:51 pm »

Update: Sorry, guys, it kind of came out as an unfinished product, I forgot to finish setting up everything, mostly entity files. A new version will be posted shortly, and I have also made a new download for just the RAWS, in case anyone would prefer to use this with another mod, also so that you can install without Pheobus, I forgot that I install straight onto that... There will also be a basic ASCII package relatively shortly.

Also, a few new features.
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Delioth

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Re: Fortress Complete: Delioth's Inventions 1.1
« Reply #6 on: October 01, 2012, 06:06:12 pm »

Update to 1.1:

~Added candy and cotton candy, as well as plants to get sugar from
~Added Goblinite
~Made the OP look prettier
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Delioth

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Re: Fortress Complete: Delioth's Inventions 1.2
« Reply #7 on: October 06, 2012, 07:01:38 pm »

Update to 1.2:

~Added advanced weaponsmithing to dwarves:
   -Find the will of Armok in stones, with a 1 in 100 chance to find his will for each stone... Tedious process.
   -Sacrifice a dwarf to have his soul to make the master weapon.
   -Make mastersteel from magma and steel, and then make that into star steel to make the metal for a master weapon.
   -Make a hilt/grip for the weapon you are to make, which must have a gem and also be of a precious material (silver, gold, platinum, electrum, black bronze, rose gold)
   -After your smith makes the master weapon, he has a 50 percent chance of being overwhelmed by what he/she has created, causing him/her to die instantly. If he/she survives, they will turn into a master smith, but will also not be interested in romance anymore, due to their dedication to smithing.
   -Master weapons are easily better than every other weapon in the game.
  -Available weapons are Hammer, axe, heavy blade, medium sword, and light rapier.

~Added custom languages to Minotaurans and Smallkin, courtesy of DFLang.

~Optimized the warglass, lowering the value of it from crazy heights. Also made perfect glass useful.

~Made mastersteel require a bucket of magma to make.

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Tsuchigumo550

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Re: Fortress Complete: Delioth's Inventions 1.2
« Reply #8 on: October 06, 2012, 08:54:43 pm »

I'd like to see a balance of flavor items and real items, such as the relationship between a spear and a trident. Tridents are somewhat better but used by few, stuff like that. Little things, big differences.
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Delioth

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Re: Fortress Complete: Delioth's Inventions-1.3
« Reply #9 on: December 29, 2012, 02:41:04 pm »

After a long time away, I'm back with the new version 1.3 of Fortress Complete

~Bugfixes/streamlining:
   -Wiped the errorlog clean of things that were misspelled, not working properly, etc.
      -fixed smallkin venom to actually cause unconsciousness (was misspelled)
      -Minotauran Berserkers will now show up with purple fur occasionally (was directing to DARK_PURPLE, which doesn't exist)
      -Put all of my language files in the same file, added words that DFLang uses that aren't in vanilla
      -other things that I don't remember, but fixed from the errorlog
         -Still can't get one errorset to go away; see bottom of OP

~New Features:
    -New race:the Perleste - tall & agile humans that are based around the RW French
        -complete new set of weapons for them- rapier, foil, sabre, partisan, estoc
        -Their own language courtesy of DFLang
    -New industry: Casting
        -Manufacture items in large quantities-5+ at a time
         -5 each set: swords, axes, spears, trumpets, giant axe blades, menacing spikes, helmets, breastplates, greaves, large pots
         -10 each set: ballista arrows, gauntlets (5R, 5L), high boots (5 for R, 5 for L)
         -15 each set: goblets
         -25 each set: throwing weapons, railbow rails
         -50 each set: bolts
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Delioth

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Re: Fortress Complete: Delioth's Inventions-1.3
« Reply #10 on: January 01, 2013, 05:42:45 pm »

Big update coming soon! 1.4 - Magnificent Mechanical Magic! Also-Pirates!

~Removed mechanical magicy stuff from dwarves, gave it all to the new tech gnomes
  -Gnomes should come during winter to trade schematics, steam engines, and steam generators
  -You can still build the die casters, but you need engines and generators [note: you can add a generator to a steam engine to get a steam generator]
  -steam engines are now required for the diamond press as well, to make more sense.
  -new caster, the gnomecaster, which is fully electrical- i.e. no fuel needed- but requires a few steam things and generators [note: can also cast mechanisms]
  -new item- furniture parts, which can be made at the casters and has a specific use-
    -new building, the autowelder, another gnomish invention, which takes the furniture parts and welds them into furniture for your dwarves- bins, beds, doors, tables, chairs, chests, statues, weaponracks, armorstands, cabinets, barrels, coffins, and cages
  -gave railbows and gunblades to the gnomes, also added boltcasters- can be traded from gnomes or made at a gnome workshop (requires gnomish mechanical schematics from gnomes)
    -toned down basic crossbows and bows to more realistic levels, but boltcasters are pretty powerhouse, and railbows are ultimate.
     -boltcasters just use bolts, railbows require the more heavy-duty rails
   -a few of things of gnomish make require a gnome mold to cast (bullets, mechanisms, rails)
 -Also, be warned of the power of the tech gnomes in war- they will only come with a few weapons, but those include all of the rather powerful mechanical weapons (boltcasters, railbows, gunblades) -Any ranged squads are a force to be reckoned with, unlike in other races as of now with non-railgun quality bows.

~Mass production gauntlets.
   -Has been a thorn in sides for a while, but now you can make mass amounts of unarticulated gauntlets, which can then be articulated at a Gauntlet shop, where you can also make all the gauntlets (Side note: you can no longer make gauntlets at the forge, nor will caravans bring them to fit your dwarves - Left/Right gauntlets won't fit; see here for how I managed it if you want an explanation.)

~PIRATES
  -new civ, pirate gnomes. They don't serve much purpose now, but I might decide to make them trade partners or siegers by the release (probably the siege option)

~Other changes
   -gave the elves a 'metal' called sylvan wood. Is better than Iron, and they should use it for weapons. Don't underestimate the elves anymore. Also, they got greatbows and recurved greatbows, which are on par with the boltcasters and railbows. Beware.

~Compatibility/bugfixes
   -as mentioned earlier, pulled the crossbow and bow levels down, they were rediculous. If you don't want these changes, get the RAW version and don't overwrite item_weapon.txt.
   -If you don't want the mass gauntlet 'fix,' get the RAW version and rename the ..._nogauntlets files to creature_standard and entity_default.
   -If you want the gauntlet 'fix' with the RAW version, take off the _samehands at the end of those files.
   -Fixed a typo with the goblinite (was gobilnite)


For those with tl;dr, I gave cool things to gnomes to trade for, added pirates, made ranged weapons less railgun-esque, provided railgun replacements, and made the elves not as sissy.

As always, if you would like to see anything, suggest it! All suggestions are welcome.
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Meph

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Re: Fortress Complete: Delioth's Inventions-1.4 - Mass produced gauntlets!
« Reply #11 on: January 01, 2013, 09:03:34 pm »

Like I said, I will have a look through the raws, and tell you if anything catches my eye.

  • Entities dont need a building to run reactions in worldgen.
  • Entities also dont create custom items from reactions in worldgen. Only enabled items in the entity file are created, equipped and traded. Custom materials are ok, as soon as a civ has access to a metal bar, it will use it for every enabled item.
  • Smallkins and gnomes have hammerers and other dwarven nobles. Intended?
  • INORGANIC:WIPEOUTFIT will not work. All creatures can only support one transformation. The only way to end the first one, is to add a END:x tag. You cant transform a dwarf into a dwarf_flame and transform a dwarf_flame into a dwarf. It would count as a second transformation, not as a return to the first state.
  • Vulcanglass => volcanic glass? Volcanic glass is just another name for obsidian. I guess your vulcanglass is a newly invented material though.
  • You have starmetal and star steel. One with a space, one without. Intended?
  • Interaction Berserk can cause loyality cascades, since dwarves made berserk with add_tag:crazed still cound as a civ member. Might have been fixed by a dfhack plugin, if I remember correctly.
  • You sometimes have odd materials size, like MATERIAL_SIZE:5. Each 3 points in size equal one bar, so only multitudes of 3 make sense.
  • You have smallpick and small axe. One with a space, one without. Intended? If the smallkin is encountered in fort mode, the items they create might also have a small in front of them, depending on the size relation of the race you play. That might lead to small gold small axe.
  • Your guns use crossbow skill. Why not blowgunner? It is unused by dwarves and could be renamed to gunslinger/gundwarf/shooter/whatever.
  • Minibolts have a critical hit in the attacks. These attacks are only used for attacking with the ammo in melee, as an adventurer, if I am not mistaken. I definetly know that the attack verb, critical:criticals will only be used in melee.
  • Your PIRATE_RUM reaction is broken. It takes a barrel, uses it up, and places 5 drinks in the workshop, without a container.
  • What is the use of shiverglass? I noticed the material is cold, but it wont do frostbite damage.
  • Your cotton candy reaction wont be able to find the sugar, if the sugar is in a bag, that is in a barrel.
  • Neither the amount of produced boulder nor the product amount will influence if a dwarf breathes in boiling stones. If this turns out to be wrong, oh, I so wish to be wrong... please tell me.
  • Your armor casting reactions use REACTION_CLASS:WEAPON. Intended?
  • Autowelding: Slabs, Floodgates, Grates, Hatchcovers, Buckets, Chains, Tubesections, Mechanisms ?
  • REACTION:BASEMETAL_ doesnt need a building assigned.

I really like the candy plant, way more elegant then the cheese version several people use, including me.
I also like the tech gnome idea, and the warglass in the smelter.
I really like your master weapon idea.

Maybe you should say somewhere that temperature is required to run this mod, otherwise people might end up with non-working flamethrowers and 10000 boulders of otherwise boiling stones.

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Delioth

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Re: Fortress Complete: Delioth's Inventions-1.4 - Mass produced gauntlets!
« Reply #12 on: January 01, 2013, 10:03:16 pm »

Like I said, I will have a look through the raws, and tell you if anything catches my eye.

  • 1 Entities dont need a building to run reactions in worldgen.
  • 2 Entities also dont create custom items from reactions in worldgen. Only enabled items in the entity file are created, equipped and traded. Custom materials are ok, as soon as a civ has access to a metal bar, it will use it for every enabled item.
  • 3 Smallkins and gnomes have hammerers and other dwarven nobles. Intended?
  • 4 INORGANIC:WIPEOUTFIT will not work. All creatures can only support one transformation. The only way to end the first one, is to add a END:x tag. You cant transform a dwarf into a dwarf_flame and transform a dwarf_flame into a dwarf. It would count as a second transformation, not as a return to the first state.
  • 5 Vulcanglass => volcanic glass? Volcanic glass is just another name for obsidian. I guess your vulcanglass is a newly invented material though.
  • 6 You have starmetal and star steel. One with a space, one without. Intended?
  • 7 Interaction Berserk can cause loyality cascades, since dwarves made berserk with add_tag:crazed still cound as a civ member. Might have been fixed by a dfhack plugin, if I remember correctly.
  • 8 You sometimes have odd materials size, like MATERIAL_SIZE:5. Each 3 points in size equal one bar, so only multitudes of 3 make sense.
  • 9 You have smallpick and small axe. One with a space, one without. Intended? If the smallkin is encountered in fort mode, the items they create might also have a small in front of them, depending on the size relation of the race you play. That might lead to small gold small axe.
  • 10 Your guns use crossbow skill. Why not blowgunner? It is unused by dwarves and could be renamed to gunslinger/gundwarf/shooter/whatever.
  • 11 Minibolts have a critical hit in the attacks. These attacks are only used for attacking with the ammo in melee, as an adventurer, if I am not mistaken. I definetly know that the attack verb, critical:criticals will only be used in melee.
  • 12 Your PIRATE_RUM reaction is broken. It takes a barrel, uses it up, and places 5 drinks in the workshop, without a container.
  • 13 What is the use of shiverglass? I noticed the material is cold, but it wont do frostbite damage.
  • 14 Your cotton candy reaction wont be able to find the sugar, if the sugar is in a bag, that is in a barrel.
  • 15 Neither the amount of produced boulder nor the product amount will influence if a dwarf breathes in boiling stones. If this turns out to be wrong, oh, I so wish to be wrong... please tell me.
  • 16 Your armor casting reactions use REACTION_CLASS:WEAPON. Intended?
  • 17 Autowelding: Slabs, Floodgates, Grates, Hatchcovers, Buckets, Chains, Tubesections, Mechanisms ?
  • 18 REACTION:BASEMETAL_ doesnt need a building assigned.

I really like the candy plant, way more elegant then the cheese version several people use, including me.
I also like the tech gnome idea, and the warglass in the smelter.
I really like your master weapon idea.

Maybe you should say somewhere that temperature is required to run this mod, otherwise people might end up with non-working flamethrowers and 10000 boulders of otherwise boiling stones.

1+2) These are in place partially from copy-paste dwarf civ and partially to avoid extra things and mistypes if I decide to make those civs playable - only applies to the gnomes/smallkins, I believe (others are playable) -fixed
3) Intended, might have missed a rename- smallkin were originally playable, but got taken out. If I hear complaints, they can go back in, though -fixed
4) Was put in when I didn't know that, hadn't been taken back out yet -fixed
5-9) Intended; also, I'm pretty sure that only armor/clothing/shields scale to size of maker, as weapons define what sizes are necessary to use.
10) Never thought of that before -fixing
11) Yeah, was more put in as an easter egg than anything else
12) Shiverglass is mostly just for making Perfect glass-might add functionality in some inventions/outfitting- frostbite throwers?
13) Any solutions?
14) I realize that, I just like big numbers, they make me feel happy inside
15) Intended- the same metals that are used for weapons are the same ones for armor (didn't make silver usable)
16) Didn't see those in the item token list, added- also, mechanisms can be cast directly, only in the gnome caster; and chains don't make sense
17) fixed
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Meph

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Re: Fortress Complete: Delioth's Inventions-1.4 - Mass produced gauntlets!
« Reply #13 on: January 01, 2013, 10:30:47 pm »

allright :) Only solution to the bag in barrel thing is to store it ingame in a stockpile with 0 barrels. Up for the player to decide. I have the same problem. Of course you can also make sugar a plant instead of a powder. So yout take sweet pod plant=> sugar plant => candy plant. That would work.

What happends with your flamethrowing equipping dwarves? How did that feature play out ingame btw, because I imagine a lot of friendly fire, and the flamethrower dwarf burning all his own clothing.

Frostbite is quite difficult to make, I think you have to cover people in cold liquid, and not gas the is cold, because the heat transfer is not quick enough to catch up with the evaporating gas. Never got frostbite to work relyably, but plan to have a look at it at some time.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Delioth

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Re: Fortress Complete: Delioth's Inventions-1.4 - Mass produced gauntlets!
« Reply #14 on: March 18, 2013, 08:54:54 pm »

Just noticed the DFHack update yesterday, and have been working like crazy to add new things.
Currently, we have:

Armor enchanting (Rather sparse now, expect more later)
-Full plate, Surcoats, and shoulderpads
Magic wands!
-Sylvanbane (ELFBANE!)
Blocking Arms
-Performances-Vampiric, Druidic, and Lycanthropic rituals; gong to brainwash/wake everyone up; various musics to influence people; inspirational speeches, etc.

I'm probably forgetting a few things.
Thanks!

EDIT: I did forget something.
Something Very Big.

I Made an Amber industry.
You can make almost anything out of Amber, and you make it from wood.
Anything.
« Last Edit: March 18, 2013, 09:03:10 pm by Delioth »
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