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Author Topic: My Little Fortress - 2016 (DF 0.43.04) yay!  (Read 180052 times)

Maklak

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Re: My Little Fortress - 2014 (DF 0.40.xx)
« Reply #840 on: August 02, 2014, 02:42:32 am »

I've heard that fliers explode in contact with trees. Is this a problem with Pegasai?
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Sorcerer

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Re: My Little Fortress - 2014 (DF 0.40.xx)
« Reply #841 on: August 02, 2014, 03:53:39 am »

Even before the jump changes, this was not an issue as far as I can tell, they still have a tendency to drop carried items in the tops of trees but I've yet to see one take damage from falling out of a tree
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Maklak

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Re: My Little Fortress - 2014 (DF 0.40.xx)
« Reply #842 on: August 02, 2014, 11:09:15 am »

I deleted all the RAWs, from Starter Pack, then put the RAWs from 40.x Pony Mod in, but it complains it can't find a file. It would appear your RAW pack is incomplete. If I was supposed to overwrite and not replace the RAWs with it, then that was counter-intuitive.

EDIT: It does work when I just copy the pony raws over raws from Starter Pack. I'll generate a world and see if anything ?funny? happens.
« Last Edit: August 02, 2014, 11:18:52 am by Maklak »
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
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Sorcerer

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Re: My Little Fortress - 2014 (DF 0.40.xx)
« Reply #843 on: August 02, 2014, 12:00:47 pm »

you shouldn't need to delete anything, the zip includes all changed files, the rest are left as default.
Unfortunately, due to how most of  the creature tilesets are set up, you won't be able to use the mod with a full tileset, the tiles are specified within the raws of the creatures themselves, which i replace.
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Maklak

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Re: My Little Fortress - 2014 (DF 0.40.xx)
« Reply #844 on: August 02, 2014, 01:40:59 pm »

Alright. I genned a world and embarked. DF v40 works so much slower. I can take horses, lol. The trees are weird, but kinda pretty. So are the bushes. After playing FoE I'm disappointed in how little difference the CMs make, with ponies barely getting any learning rate boost and races mostly just having penalties to some skills. On the other hoof, this makes it OK to ignore CMs and just go with racial specialisations.

> Unfortunately, due to how most of  the creature tilesets are set up, you won't be able to use the mod with a full tileset,
> the tiles are specified within the raws of the creatures themselves, which i replace.
That's fine. The ponies are "p" and "e" and everything else is graphics.

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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
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Research: Crossbow with axe and shield.
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Hetairos

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Re: My Little Fortress - 2014 (DF 0.40.xx)
« Reply #845 on: August 02, 2014, 02:08:45 pm »

I'm not going to lie, it would be nice if the CMs played more of a role in the game.

Pegasi don't explode, at least not often enough for me to notice. I had a random pony jump into a murky pool for no discernible reason and break his/her spine, though.

BlueMagic

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Re: My Little Fortress - 2014 (DF 0.40.xx)
« Reply #846 on: August 02, 2014, 04:46:19 pm »

So when I go to open the game and worldgen it says that it's missing Raw: Book or something like that.
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Telgin

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Re: My Little Fortress - 2014 (DF 0.40.xx)
« Reply #847 on: August 02, 2014, 06:50:06 pm »

I'm not going to lie, it would be nice if the CMs played more of a role in the game.

Pegasi don't explode, at least not often enough for me to notice. I had a random pony jump into a murky pool for no discernible reason and break his/her spine, though.

Fell out of a tree possibly?  I've yet to see it happen myself but have read reports from others of similar things happening.
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Sorcerer

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Re: My Little Fortress - 2014 (DF 0.40.xx)
« Reply #848 on: August 03, 2014, 05:46:59 am »

Cutiemarks do make quite a difference already both in terms of skills (for most CM castes), stats and personality (for a select few)
In general they improve the skill between 10% for a non favored skill and 25% for a class favored skill, depending on amount of skills improved.

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Maklak

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Re: My Little Fortress - 2014 (DF 0.40.xx)
« Reply #849 on: August 03, 2014, 08:52:28 am »

Cutiemarks do make quite a difference already both in terms of skills (for most CM castes), stats and personality (for a select few)
In general they improve the skill between 10% for a non favored skill and 25% for a class favored skill, depending on amount of skills improved.
I'm coming from this: http://www.bay12forums.com/smf/index.php?topic=118893.msg3953300#msg3953300 where CMs can more than double a learning rate, but that's probably a bit much. 10-25% is not that impressive and even insufficient to override racial penalties. I remember when Pony mod had up to 130 learning rates from just the race, so I wonder why you toned it down so much that it is hardly worth it to even keep track of CMs. In FoE getting a military class or an "extra-magical" unicorn was something that I looked forward to with each migrant wave. It was balanced by having multiple "social" CMs that weren't much good for anything.

Masterwork actually had some castes have maximal learning rates for a skill or two, but made them slow learners at anything else.

In any case, there should be a race and CM guide for this mod. 
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
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Research: Crossbow with axe and shield.
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Sorcerer

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Re: My Little Fortress - 2014 (DF 0.40.xx)
« Reply #850 on: August 03, 2014, 09:22:13 am »

I see your point, I've been thinking about reworking the skill rates and CM's a bit, and i guess now's a good a time as any.. I'll be back in a bit with my proposal :P
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Sorcerer

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Re: My Little Fortress - 2014 (DF 0.40.xx)
« Reply #851 on: August 03, 2014, 02:47:13 pm »

Okay, I've redone the Baseline skills, next up is going through all the castes.
The way I've set it up, there are four standard levels of skill training rates. Skill rust is a bit higher and skill gains are a bit lower than dwarves, but most cutie marks will have their primary skill or skills at an innate level with possible extra skills improved over the baseline. Some castes also come with physical and mental attribute changes (all nurse ponies have a high altruism for instance) and some will have natural skill levels

Here are the skill levels so far,
Earth ponies are primarily focused on food production and course working with natural materials.
Pegasi are not particularly crafty or particularly skilled at making food, but they are fast and disciplined, and on average make the best fighters.
Unicorns are very polar. They excel at most types of crafting and research, but are slow at picking up most manual labor. They are poor fighters and prefer to fight at range with bows or magic.

Code: [Select]
INNATE
110:NONE:NONE:NONE

FAVORED
90:16:32:32

GENERIC
50:8:16:16

UNFAVORED
25:8:12:12

DISABLED
0:1:1:1

Disabled is used for things that should not be skillable, like alchemy for non-pegasi, and butchering.
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Lukander

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Re: My Little Fortress - 2014 (DF 0.40.xx)
« Reply #852 on: August 03, 2014, 03:24:32 pm »

I think I have something that may help with the flying Pegasi leaving carried items in a tree issue... Many flying creatures in DF 40.X seem to collide with trees/walls(in reality they are forced to do a climb check and fail it). Since Pegasi have free(or easily freed)Grasp parts in flight they pass the check(generally). But drop the items carried... Giving them the [STANCE_CLIMBER] tag should fix this behavior by making the checks using their Stance parts(also mouth/TK climbing seems conceptually weird and unnecessary).
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Maklak

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Re: My Little Fortress - 2014 (DF 0.40.xx)
« Reply #853 on: August 03, 2014, 04:09:45 pm »

> Giving them the [STANCE_CLIMBER] tag should fix this behavior by making the checks using their
> Stance parts(also mouth/TK climbing seems conceptually weird and unnecessary).
Giving them NATURAL_SKILL at climbing might also help.

> Okay, I've redone the Baseline skills, next up is going through all the castes.
Those are pretty harsh penalties. Although no rust for INNATE looks somewhat tempting.

> Disabled is used for things that should not be skillable, like alchemy for non-pegasi, and butchering.
Ah, right, you used Alchemy for cloud factories. I got confused for a moment, because FoE used Alchemy for Unicorn reactions to make magic items and learn spells.

While you're at editing pony castes, you might want to consider adding a few classes to some Unicorn castes like these: [CREATURE_CLASS:CLERIC_APPRENTICE] [CREATURE_CLASS:ANTIMAGIC_APPRENTICE] then you can add spells that can only be learned by certain castes, or get stronger when used by more magically-inclined Unicorns. I don't care much about Pegasai and their clouds, but it was gratifying when after years of preparing spell gems and fiddling with workshop profiles and off-duty military, some spells actually got used in combat in FoE.
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
Dropbox referral

Sorcerer

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Re: My Little Fortress - 2014 (DF 0.40.xx)
« Reply #854 on: August 03, 2014, 04:32:01 pm »

stance climber i guess is a bit more natural (earth ponies couldn't climb much with their single grasp) but alas, it did not change much.
Trying out with 40.06 now and the perching pegasus issue seems to be compounded in this version. It took around four trips back and forth before all my pegasi stranded themselves in the treetops.

Spells are already planned, Tho they'll probably be imparted via syndromes rather than castes, because castes has a nasty tendency to scramble the pony descriptions
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