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Author Topic: The Third Age v0.10 (Alpha)  (Read 6852 times)

Roses

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The Third Age v0.10 (Alpha)
« on: October 20, 2013, 06:13:02 pm »

The Third Age v 0.1

Download link coming soon.

Story thus far:

The First Age
Time of Peace:
Little is known about this time. All that is recorded is the five elder races lived in harmony and formed the elder council. The Dragons ruled the skies and mountains, building enormous marble spires in the sky and expanding their mastery of magic. The Xecti ruled the deserts and badlands, turning the desolate wastelands of the world into marvelous glass cities full of beauty. The Sylvan ruled the forests and marshes, keeping watch over the plants and beasts of the world and serving as mediators for any disputes that might arise. The Old Ones ruled the underground, building massive fortresses where they could expand their mastery of technology. And the Giants ruled nothing, tasked with shaping and molding the world, the Giants traveled all the lands creating and destroying where necessary and held mastery over the elements.

Time of Strife:
The time of strife began when the Dragons discovered the Alfar, a lesser race that had begun to show magical prowess over a new sphere of magic. The elder races were amazed to see a lesser race that had powers that they did not. The Old Ones and Xecti demanded that the Alfar be destroyed, for they believed that they were abominations and would tip the scales of balance. The Dragons refused to let harm befall the Alfar and so broke all treaties with the other elder races and left the elder council. In response the Old Ones rekindled their work into the animation of stone and metal, which was previously forbidden by the elder council, in hopes of returning the balance. With the help of the Giants the Old Ones were able to create the Brimir, beings of stone and metal that commanded the forces of the elements, but had no ability for growth and progression. Unhappy with results of their creation, the Old Ones experimented endlessly on the Brimir, continuously digging through the earth in hopes of finding a new element that could increase their creations abilities. It was through this rapid digging that they found the precious metal Adamantine. With this magical metal they were able to transmute stone to flesh and give true life to their creations. Now capable of truly living, the Brimir were able to rival the Alfar in raw power and potential, but the discovery of this rare metal spurred the Old Ones to expand their empire and search for even rarer more powerful minerals.

Time of Turmoil:
The aggressive expansion of the Old Ones started the time of turmoil. The Old Ones were convinced that the mountains the Dragons called home held powerful metals that gave the Dragons their supposed immortality and control over magic. Neither race was willing to attack the other out right, but several skirmishes began to breakout along the mountains. Mainly fought by the Alfar and Brimir, deaths were rare, but inconsequential to the elder races, who viewed the lesser races as little more than tools. The Sylvan and Xecti refused to take sides in the conflict, instead trying to reform the council in the hopes of restoring peace. It was during these skirmishes that the Old Ones found Cuendillar, a metal even stronger than Adamantine. They were only able to find small amounts of it scattered deep underground, but with just the small amount they found they were able to construct colossal metal creations that could rival even the Dragons mighty powers. In their greed to find more Cuendillar they began digging as deep as they could, soon finding a vast supply of it forming an entire layer deep underground. As they excavated it they began rebuilding their underground fortresses with this new metal and again experimenting on the Brimir. But they dug too deep.

The Breaking:
All records from this time have been lost. The stories say that the Old Ones, in their haste and greed, dug through the Cuendillar, looking for more powerful minerals. But what they found was beyond anything they could have imagined. As soon as the breached the last layer of Cuendillar the world shook, volcanoes erupted, mountains fell, and a great evil was unleashed on the world. Chaos flowed out of the small crack they created and began to expand the hole between the worlds. Soon demons and other monstrosities poured out of the rift, killing and corrupting all they came across. At first the other races ignored the Old Ones calls for aid, stating that it was their own fault, but soon the rift broke through the underground and the demons flooded the world. The Xecti were the first to fall. Their marvelous glass cities turned to dust, the few surviving members fled deep into the wastes in hopes of escaping the demons notice. The Sylvans knew that if they did not act fast they would be next, and so, using their powerful connection with the plants and beasts of the world they hid themselves in protective groves, hoping to be spared the demons assault. The Old Ones tried desperately to bring the remaining elder races together in an alliance to stop the demons, but the Dragons still ignored their cries for help, thinking themselves stronger than any demons. On the day that the first dragon died it is said that the entire sky cried with anger, and the Dragons joined the newly formed council of three.
At first it appeared the alliance was working, the Dragons hunted the demons down one by one and slaughtered them as the Old Ones and Giants set about constructing fortifications to protect the rift. But the fortifications were not enough to stop the corruption of Chaos from spreading over the lands. As more and more land became corrupted the demons appeared to grow bolder and gain strength. While at first they simply had to defend against one or two at a time, now there were four or five, then ten, then thirty, then the gates were overwhelmed, and the land grew dark with demons. The dragons did their best to deal with the demons, but they were now strong enough to fight back, and dragons began dying in droves. The council decided that the only way to win this war would be to close the rift. The Old Ones developed a plan, using the combined might of the three elder races and the Alfar and Brimir as conduits they believed they could use the Adamantine to re-seal the rift. In order to by them time the Dragons decided to make the ultimate sacrafice. Every able bodied dragon would fly directly into the rift and hold back the demons. It is said that on that day the sun was blacked out by the hoard of dragons that descended on the rift. Combining the Giants shaping powers with the Alfar and Brimir the Old Ones constructed giant pillars of Adamantine that could carry the energies needed to seal the rift, and using their own life force as the trigger all of the remaining Old Ones withdrew into their fortresses and completed the ritual. In one giant flash of light the rift was sealed, with the Dragons on the other side. The Cuendillar had been mutated into a pitch black rock, harder than any metal, and impossible to penetrate with the fortresses sealed in the same rock. As the Alfar, Brimir and Giants surfaced from the rift they found the world broken and corrupted, but free of demons...

The Second Age:
Time of Wandering:
With the disappearance of the Dragons and Old Ones the Alfar and Brimir were left to fend for themselves. They turned to the Giants, the last remaining elder race, for guidance but found that the Giants had no interest in being their masters. Instead the Giants set out to purge the corruption of Chaos that had spread across the world and so left the two lesser races to their own devices. In the beginning the Alfar and Brimir lived together in the ruins of the once great cities. but ideological differences quickly emerged and they began to wander the world, hoping to find their places. It is during this time that the two races began to fragment. The Alfar split into the Orcs, Elves, and Drow and the Brimir split into the Gnomes, Dwarves, and Goblins.

Time of Rebuilding
During this time the six new races of the world, the young races, began rebuilding themselves. Each found their own niche in the world. Also during this time the Sylvan were reawakened and so the world once again had two of the elder races. Little conflict is reported during this time as the young races had plenty of room to rebuild and they still felt some sense of camaraderie. This was until the Goblins began to attack the other races.

Time of Expanding
The Goblins had been corrupted beyond recognition by the Chaos of the rift. Their attacks broke the last barriers of peace that existed between the young races and started a time of several wars as the newly founded civilizations began to expand, and their need of materials grew. This was a time of much bloodshed and growth, but ended with a tenuous peace between most of the young races as they established well defined boundaries and borders. With the established peace, the races began to trade and communicate again. Several members of the various races also formed together to create the Mages Guild and Hunters Guild, groups of individuals who share commonalities outside of their race.

The Quake
This peace was again disrupted by the great quake. The origin and cause of the quake is unknown. What is known is that the quake opened up the northern mountain passages and a path to the sea.
From the north a new race came, the Humans. Descended from neither the Alfar or the Brimir the Humans brought with them a new civilization, with powers not before seen by any of the young races. Worshiping strange gods they are capable of manipulating life and death. Because of the Humans strange new belief system and culture the young races were again plunged into conflict as these outsiders forced their way in. Several Humans also joined the guilds, further upsetting the young races. From the sea came the desert dwelling Ashari. A strange mix of beast and man, the Ashari are often ignored because none of the young races will live in the desert.
The quake also brought the Giants back into interaction with the other races. Previously moving from one corrupted place to another and purging them, the Giants had no civilization. Now, for the first time in recorded history they were constructing a civilization, The young races were unsure how to handle the Giants as they still had a large amount of admiration and respect for them.

The Third Age:
The Third Age began with the return of the Xecti and the arrival of the Dragon Priests.

Time of the Return:
The young races were unprepared for the return of the Xecti. All of the stories they had heard of this elder race were ones of peace and beauty. But the Xecti they saw now were ruthless, emotionless, and vicious. They quickly destroyed all the settlements near their territory. Killing everyone and everything in their way. The survivors say they saw huge, monstrous creatures leading the Xecti, but the few who did survive were so traumatized and injured that they died shortly after being found. Currently the Xecti seem content to stay in their territory, but any who get too close are never heard from again.
Along with the return of the Xecti a new secretive group has arrived. Calling themselves the Dragon Priests, they wander the lands converting members of every race into their Dragon Cult. The origin of the Dragon Priests is unknown, but one thing is certain, their are not members of any known race, and they have tremendous powers.

This is the time you find yourself in. A leader of a new group of Dwarves, setting out from your mountain home, you are tasked with starting a new stronghold for your civilization and finding out as much as you can about the Xecti, the Dragon Priests, and the Quake. Good luck!

Entities:
Extinct Races: These races are no longer present in the game, but are often mentioned.
  • Alfar: The Alfar were discovered by the Dragons sometime during the Time of Peace. They were one of the many lesser races that existed in the world, but were the first to show an aptitude for magic, and so the Dragons named them first of the lesser races. The Alfar were not masters of magic like the Dragons, but did have an innate connection over the arcane sphere, which no other race, besides the Dragons, possessed. Drow, Elves, and Orcs are descended from the Alfar.
  • Brimir: The Brimir were the Old Ones response to the Alfar. Unlike the Alfar, the Brimir were actually stone creations of the Old Ones, not one of the lesser races, but through science and engineering the Old Ones were able to turn stone into flesh, and with the help of the Giants were able to imbue the Brimir with a connection to the elemental sphere. This earned the Brimir the position of second of the lesser races. Dwarves, Gnomes, and Goblins are descended from the Brimir.
  • Dragons: The Dragons were the largest and most powerful of all the elder races. They held dominion over the sky and mountains and were masters of magic. Each Dragon was born with a specific school of magic bred into them, and from an early age could summon this magic at will. Because of this innate mastery, their magic was often more unpredictable and uncontrollable than other races, but always far more powerful. The vast majority of the Dragons disappeared from the world when the rift was closed with them on the other side. The few remaining members of their race have lost their once noble nature and now attack all lesser races on sight, these are now known as elder dragons. All dragons born after the breaking have been much smaller, and hold less command over the spheres of magic. These dragons are little more than powerful beasts.
  • Old Ones: The Old Ones were not large, powerful, or magically talented, but they were smart. They embraced technology, and created some of the most remarkable inventions the world had ever seen. Their cities were populated by mechanical constructs and moving stone, and they were even able to create life from stone at the height of their civilization. During the breaking the Old Ones sacrificed their life essence to power the machines needed to close the rift and seal it forever. However, it is rumored that some of the Old Ones still travel the underground, twisted and corrupted by their exposure to Chaos, they are no longer anything more than monstrosities.
Races: The various races you will meet in this world
  • Ashari: The Ashari are a strange mix of beast and man. Their origins are unknown, but they began arriving sometime after the quake from across the sea. They are a nomadic race that makes their home in the desert (whether it be the desert of the land or the desert of the sea). They value precious gems and metals above all else and are ruled by a council of twelve merchants. Theft is perfectly acceptable to the Ashari and is seen as nothing more than survival of the fittest. Their beast like nature makes them masters of stealth, and they are some of the worlds most proficient thieves and deadly assassins. They have no innate magical ability, but are able to manipulate the mental sphere after years of practice.
  • Automaton: The Automaton are the constructions of the Gnomes Clockwork Guild. For some unknown reason the automatons rebelled against the Gnomes, slaughtering most of the Clockwork Guild in the process. They are now a semi-sentient race of machines that lives beneath the Earth, and attack all organic creations on sight. It is unknown who leads these machines, or why they rebelled, but it can't be good, whatever the reason.
  • Drow: Descended from the Alfar, the Drow have been perverted by the power of Chaos and now seek to re-open the rift in order to capture that power for themselves and to rejoin with the dragons. Living underground their society has formed around the worship of Chaos and is ruled by priests and priestesses. They still command considerable arcane power, but have begun experimenting with new spheres of magic, particularly the mental sphere.
  • Dwarf: Descended from the Brimir, the Dwarves are the only worshipers of the Old Ones left. They enjoy living underground but have made many settlements outside as well. They embrace their power over the elemental sphere and are masters at smithing and crafting. They are ruled by a monarchy and are born with certain unique traits. While any Dwarf can do almost anything, some are much more suited to certain tasks than others.
  • Elf: Descended from the Alfar, the Elves now live in the forests amongst the Sylvan. After the breaking the Elves wandered the land seeking refuge and guidance, which they found when the re-awoke the Sylvan. Through years of teaching by the Sylvan, the Elves are now able to tap into the nature sphere of magic and command plants and animals. Some Elves still practice the arcane sphere as well, and some have even been able to combine the two spheres for greater affect. It is these few Elves who lead the others, although some would suggest that it is the Sylvan who truly rule the Elves.
  • Giants: One of the elder races, the Giants are the appointed caretakers of the world. They help to shape the rivers, mountains, and all other lands. They were instrumental in helping the Old Ones create the Brimir by infusing them with elemental energy. After the breaking the Giants set about trying to purge the lands of the taint of Chaos. Since the quake they have come abandoned their mission, and for the first time in known history, have begun forming settlements, it is unknown what caused the change, but without their influence the tainted regions of the world have begun growing. Several of the Giants have also been corrupted by their constant exposure to the Chaos and now roam the lands attacking all in their way.
  • Gnome: Descended from the Brimir, the Gnomes are the smartest of the young races. Following in their creators steps the Gnomes hold technology above all else. They are broken into several different guilds, depending on their talents, and are ruled by an elected official amongst the heads of the guilds. The Gnomish Clockwork Guild was responsible for the creation of the Automatons (which was to be the Gnomes crowning achievement). Gnomes have completely abandoned the forces of magic, and have lost most of their connection to the elemental sphere.
  • Goblin: Descended from the Brimir, the Goblins have been almost corrupted beyond recognition by the Chaos. Peaty, vengeful, and just all around crazy, the goblins spend their time mixing technology and magic in strange and deadly ways. They attack everyone and everything that they can find, and are often found attacking each other over the most trivial of things. They are ruled only by the strongest and most devious of goblins and assassinations are a common place occurrence.
  • Human: The Humans arrived from the northern mountains after the quake. Unlike the other races the humans had a large empire far to the north and were able to grow without conflict from other races or interference with the elder races. Sometime after the breaking the humans began worshiping various gods, and through their faith were able to tap into the divine sphere of magic. The group of humans that arrived from the north are just a small group of the northerners, but they have already managed to form a strong civilization amongst the young races, drawing much resentment and anger. They are ruled by noble born and wealthy individuals, with the majority of their populace being poor underprivileged peasants. Their worship of their gods is the core of their society.
  • Kobold: No one knows what the Kobolds are. They have been around as long as the elder races, but are little more than squabbling beasts. Little is known about Kobold society (or even if they have one) but they are simply treated as pests and are only truly a danger to the undefended farmers and country homes.
  • Orc: Descended from the Alfar, the Orcs live in the vast plains of the world, often choosing to live in the most savage and harshest environments. Their society is based on honor through combat, and they are often found out hunting. The more dangerous the beast, the more honor gained. Those who lead the Orcs are those with the most honor. Like the Elves, the Orcs have begun practicing the nature sphere of magic, but instead of plants and animals, they commune with the spirits of the world. They worship those warriors who die gloriously in combat.
  • Sylvan: One of the elder races, the Sylvan are creatures of the forest. Often being mistaken for trees themselves, the Sylvan live in complete harmony with the forest. During the breaking the Sylvan retreated into the forests and hibernated, only being awoken by the Elves sometime after the breaking. They are an aloof and hidden society, with only the Elves interacting with them. They have remained largely neutral and uninvolved for the entire known history.
  • Xecti: One of the elder races, the Xecti were thought destroyed during the breaking, but several members survived by hiding deep in the wastelands of the world. When they returned, they had been changed. No longer the noble race of stories, with their glass cities and wonderful works of art. The Xecti are now viscous killers, obliterating all who come close to their territory, and executing any emissaries sent to speak with them. Their motives are unknown, but if they decide to leave their territory the other races know that they will bring war.
Groups: These are conglomeration of races that have formed large independent groups (note that in game play terms all the races in the groups have been put into one creature, so you will see an Elf mother with a Human father produce a Dwarf child, etc...)
  • Mages Guild: Formed before the quake, the Mages Guild is a place where any member of any race can come to learn and practice the arts of magic. Some show more aptitude than others, but all are welcomed to the guild. They are the self appointed police of magic, and are often called upon to deal with various concerns and crisis that arise. With the arrival of Humans and Ashari their ranks have been bolstered and the divine sphere has been added (reluctantly) to the taught practices, although it is still considered a lesser form of magic. They have begun researching the breaking in attempts to figure out how magic played a role in the near destruction of the world.
  • Hunters Guild: The Hunters Guild was formed around the same time as the Mages Guild, but with a very different purpose. The Hunters Guild members join not for education or practice, but for personal fame and glory. Whenever a beast is terrorizing the land, the people hire the Hunters Guild to come and deal with it. The organization has only a loose hierarchy, and instead is reliant on many small chapters throughout the world.
  • Dragon Worshipers: Since the quake a mysterious group of priests have begun appearing throughout the lands. These priests have been converting entire villages into fanatical cultists who worship the Dragons as gods. Their motives and origin are unknown, but they have been outlawed by almost all the races, and are considered a dangerous threat.
« Last Edit: February 01, 2014, 06:21:59 pm by Roses »
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Roses

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Re: Creature Deluxe v0.00 (pre-release)
« Reply #1 on: October 20, 2013, 06:15:01 pm »

Features:
Plants Rework:
Trees - There are only 10 types of trees in this world, 5 above ground and 5 below ground. They represent different levels of wood, with the weakest trees dropping wood that is equivalent to vanilla values, and the strongest trees dropping wood that is equivalent to steel values.
Grass - There are only 2 types of grass in this world, above and below ground. I felt, since it is simply aesthetic there was no need to add the complexity of multiple grasses.
Crops - Crops are much harder to plan out and balance than I was expecting. As a result I simply took the plants from Deon's Genesis as my template since I felt they were the easiest to understand. Thus the crops in the game (except for a couple I added myself) are the same as Genesis crops.
Materials Rework:
Creature materials have been rebalanced. There are now 9 different levels of leather, scales and chiting (and 5 levels of bone, horn, hoof, teeth, and claws). Levels 1-7 of the leather, scales, and chitin (and 1-3 of the others) are found on the various normal beasts of the world. Upon butchering you will simply recieve the leather without any reference to the beast that was killed (i.e. simplified materials like are found in many other mods) The remaining levels of materials are found on the semi-megabeasts and megabeasts. These are not simplified and instead will show the name of the beast killed to receive it. Level 2 of each material is equivalent to vanilla values.
Custom Good and Evil Areas:
Good -> Purged: Purged areas are the locations where the Giants have removed the taint of Chaos from the land. They are devoid of all life (no trees, no plants, no animals), they are instead populated by metallic sentries left behind by the Giants to protect these areas from any possible re-corruption of Chaos, of which any living thing is susceptible. It is unknown why the Giants have left the land barren, but their sentries will fight hard to keep it that way. The forces used to cleanse the area have also left it with strange weather patterns that can, among other things, remove organic matter.
Evil -> Chaos: These are areas where the Chaos has tainted the land. Here you will find strange trees and plants, warped by the influence of Chaos. Creatures here have also been similarly warped, with some growing tails, horns, tentacles, and other monstrous appendages. Some of the creatures have even been completely changed by the forces of Chaos, now just a shadow of their former self, they are quite dangerous. Because of the large concentration of Chaos in these areas it is possible for your Dwarves to become corrupted as well, and roaming clouds of Chaos are a danger to all that encounter them.
Creatures Rework:
ALL VANILLA CREATURES REMOVED! You will no longer find Eagles or Deer or any other mundane Earth animal in this world. Instead, using my random creature creator script (others produced too wild and bizarre of creatures for the mundane) the world is populated by creatures that are variations of our worlds creatures, but have their own twists. They are also named in the Dwarven language, but have detailed descriptions that will let you determine what the creatures do. I know this feature may turn several people off from this mod, but I wanted to move in a new direction, and the creature creator script lets me do that will great flexibility.
Metal Rework:
Several metals have been removed from the game, and several more have been added to lessen the gap between steel and adamantine, as well as add metals after adamantine. The list of metals is as follows.
Spoiler: Metals (click to show/hide)
Glass Addition:
The three form of vanilla glass can still be made at the glass furnace, but several additional glasses have been added with strengths equivalent to several of the war metals.
Spoiler: New Glass (click to show/hide)
New Workshops:
Many new workshops have been added, all old workshops still serve their original purpose.
Spoiler: New Workshops (click to show/hide)
Soul System:
All creatures in the game now drop a soul gem upon butchering. The gems range in levels depending on the type of creature, with more dangerous creatures dropping higher level soul gems. The gems have a number of different uses
Spoiler: Soul Gem Uses (click to show/hide)
Expanded Creature Drops:
Megabeasts, Semimegabeasts, and various other fantasy creatures will drop specific drops, when butchered, that are specific to them (e.g. a Manticore will drop its tail). These drops can be used in various reactions, depending on the actual drop. Most will be used in the Creature Forge to construct special weapons and armor with specific abilities and special properties (e.g. the Manticore tail will be able to be turned into a scourge that can shoot poisonous bolts). Some drops will be usable in the Alchemy system, and a few in the Golem system.
Golems:
To start, all Dwarf fortresses will be able to construct lesser golems that can serve as pets and follow your Dwarves around. Through research and experimentation your Dwarves will be able to construct larger golems that can be trained for war and hunting. You may even be able to combine the spheres of magic with your golem forge to make special golems, and if you are lucky you may even find some of the lost secrets of the Old Ones through the Archaeology system!
Archaeology:
Buried throughout the lands are the remnants of the Old Ones civilization. These relics can be found sporadically, and range from simple trinkets to powerful relics. Through research your Dwarves can unlock some of these old relics power for their own use, but be careful, the knowledge of how to make the relics has been lost, so you must use them sparingly.
Research:
Research plays a crucial role in the advancement of your fortress, as well as the advancement of the story and lore of the Third Age.
Spoiler: Types of Research (click to show/hide)
Trading and Raiding:
Many of the other races have knowledge and resources that you will need to expand your Dwarven civilization. Some times they will happily trade with you, other times you will need to take it by force. You can do this through the Merchants Stall and the Tavern.
Spoiler: Trade or Raid? (click to show/hide)
Magic:
There are 5 different spheres of magic each with 2 or more schools. As Dwarves you will only start with access to the elemental sphere. You can gain access to the other spheres through the Trading and Raiding system, as well as the Research system.
Spoiler: Magic Spheres (click to show/hide)
Abilities:
Magic isn't the only thing to spice up combat. Your Dwarves (and the other races) also have new abilities that they can use. Abilities fall into four major branches and have several different types.
Spoiler: Ability Branches (click to show/hide)
Other Changes:
Spoiler: Renamed Things (click to show/hide)
Other Authors Work:
  • Bone Stacks by Wannabehero
  • More Leather Mod by sackhead
  • Plants from Genesis by Deon
  • DFHack by all the wonderful people that support it
  • DFHack scripts from Putnam, Warmist, Urist McTeellox, milo christiansen, and others that I am probably forgetting about
  • Lots and Lots from Masterwork by Meph (seriously, way to much to list, but you could basically think of Masterwork as the base for this mod, and everything not listed above is from there)
« Last Edit: February 01, 2014, 07:50:40 pm by Roses »
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RickRollYou2

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Re: Creature Deluxe v0.00 (pre-release)
« Reply #2 on: October 20, 2013, 10:26:00 pm »

Love the backstory, looks like a lot of work went into this mod.

I would suggest a better name however? Creature Deluxe doesn't really seem to bring out the entirety of this mod.
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Meph

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Re: Creature Deluxe v0.00 (pre-release)
« Reply #3 on: October 24, 2013, 06:04:57 pm »

That does look very promising indeed. Love to have a real look at your soul system, I wanted to see that for a long time. :)

And I do have to agree, "Roses pretty dope fantasy mix" would be more appropriate a title then Creature deluxe. ;)
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KingofstarrySkies

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Re: Creature Deluxe v0.00 (pre-release)
« Reply #4 on: October 24, 2013, 09:56:42 pm »

Legacy Of The Old Ones, perhaps?
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Roses

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Re: Creature Deluxe v0.00 (pre-release)
« Reply #5 on: October 25, 2013, 01:02:02 am »

Haha, yes, a new name is in order. The Creature Deluxe name is just a leftover from how I started this mod. I will pick something more catchy when I release;

Speaking of which, it seems that every time I try to release something I get waylaid by jackassary, so I haven't had time to polish up the last little bits. Hopefully this weekend I will have time to finish and will have a preliminary version up on Sunday.
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RickRollYou2

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Re: Creature Deluxe v0.00 (pre-release)
« Reply #6 on: November 03, 2013, 06:50:39 pm »

I hope progress on this is going strong.
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Roses

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Re: Creature Deluxe v0.00 (pre-release)
« Reply #7 on: November 04, 2013, 12:33:36 am »

It is, should upload something soon (I know I said last Sunday, but like usual things came up). I just have a few more basic things I want to add before a release. Then I will have to spend a lot of time balancing things, but at least others can try the mod.
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Roses

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Re: The Third Age v0.10 (Alpha)
« Reply #8 on: November 09, 2013, 05:24:48 am »

First Release!

Lots of work left to do, please don't think that it is complete by any means. I have played for a couple years at an accelerated speed, no crashes, and no big bugs, but that doesn't mean there aren't.

I will be adding a list of the current changes, and the upcoming changes that I will be making. Stay tuned.
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RickRollYou2

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Re: The Third Age v0.10 (Alpha)
« Reply #9 on: November 10, 2013, 12:44:15 am »

You might want to work on the tileset, a lot of the creatures don't have tiles assigned, although there ARE graphics for them. The beholder for one.

The dragon worshippers seem to have no description, and there are typoes in many places, but I'm sure you'll work these kinks out when you do get a more stable version up  :)

EDIT: Treants fall over immediately, from my experience that usually means it has no brain. Can't check raws right now, so... :)
Rather minor, but I also found this in errorlog: Duplicate Object: item TOOL_ITEM_TOOL_MAGNET
« Last Edit: November 10, 2013, 12:49:26 am by RickRollYou2 »
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Roses

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Re: The Third Age v0.10 (Alpha)
« Reply #10 on: November 10, 2013, 02:26:03 am »

You might want to work on the tileset, a lot of the creatures don't have tiles assigned, although there ARE graphics for them. The beholder for one.

The dragon worshippers seem to have no description, and there are typoes in many places, but I'm sure you'll work these kinks out when you do get a more stable version up  :)

EDIT: Treants fall over immediately, from my experience that usually means it has no brain. Can't check raws right now, so... :)
Rather minor, but I also found this in errorlog: Duplicate Object: item TOOL_ITEM_TOOL_MAGNET

Yes, the tileset is on the list, although it is actually a very low priority as almost everything else needs to be fixed. I am sure there are many typo's and such that need fixing as well, but thanks for pointing them out. Everyone that gets pointed out is one more that I don't need to hunt for. The treants are actually copied from Masterwork, so I definetly need to go over them and make sure they are working correctly (which means the Sylvan's as well, since they are based on the masterwork's treants).

Thank you for your post though, every little bit helps (I would love to spend more time playing then raw modding, but I always feel like there is more I want to add to my raws before I play, which is basically where this mod originated from)
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Repseki

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Re: The Third Age v0.10 (Alpha)
« Reply #11 on: November 10, 2013, 07:05:56 am »

Looks like some cool stuff for sure.

Minor typo in the first post:
"Dyed Gold: 8 different colors of dyed gold, so you..."
« Last Edit: November 10, 2013, 07:07:27 am by Repseki »
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Meph

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Re: The Third Age v0.10 (Alpha)
« Reply #12 on: November 14, 2013, 08:24:32 pm »

Currently reading through your raws. I will add everything that stands out into this post.

1. ANNOUNCEMENT_ inorganics in your reactions have 100:1:, which is not needed. The script does not look for the created product, but instead if the raws for the reaction to have a product. So PRODUCT:0:1 is perfectly fine. This way you dont create a rock, which might do cold/heat damage to nearby items, and dont create the extra XP for the worker running the reactions.

2. You have 10 [INORGANIC:RELIC#], which leads to the DF worldgen to add a few of them into a world. Your embark will have a few of 1 number, maybe 2-3 numbers, but if you have 100 relics, they will all be of 1-3 types. You wont have 100 relics, and 10 times each type. Or, to say it in other words: DF has a maximum of different inorganics per map. It would probably be more effective to use 1 single INORGANIC:RELIC, followed by a reaction that has 10*10% chance to create RELIC1-10. Thats how I solved this issue. Of course you can keep the current system, which leads to a lot of relics of similar type on the same map.

3. It might be that I overlook something completely, but it seems that all entries in inorganic_gem_runes_CD.txt are missing the actual syndromes. You have many runes of strength and agility and so forth, but not a single inorganic has a syndrome assigned.

4. lesser soul gem:soul gem:greater soul gem:massive soul gem:special soul gem. Lesser, No-adjective and Greater is perfectly logical, but is a massive gem better than a greater one, or the special one better than a massive one? Just personal preference, but the easier it is to understand, the less problems new players will have. Something like tiny,small,no-adjective,large,great soul gem... something thats very intuitive.

5. Your blank inorganics, which are used for crates and other items, seem to be magma-proof.

6. I assume that WORKSHOP:CD_ENTITY is for foreign civs, as a place for their reactions that supply them with materials/metals. Just for you info, this is not strictly necessary, the reaction alone is enough, they dont need the workshop in worldgen.

7. Just out of curiosity: In your reaction_workshop_packaging_CD.txt, you did write a custom tool for each crate. Why did you not use one tool, and GET_MATERIAL_FROM_REAGENT for this? Was it for stockpiling reasons, to keep all crates with one material?

8. Typo in "open box of subteranian woods" should be "subterranean", in reaction_workshop_merchant_CD.txt.

9. Could you give me some insight in how your balancing for the greenhouse works? I had something similar planned, a herb garden, but I never liked this instant-growing of plants.

10. Just for your information: The gem items created with reaction_workshop_gem_CD.txt will not be stockpiled. Some furniture might, but items from gems are not in the stockpile menu. I circumnavigated that clumsily by adding a "gem" metal, which I use for my weapons/armors I make from gems, this way the military will equip them, and they are stockpiled correctly. For furniture and crafts I use the same system you have, the GET_MATERIAL_FROM_REAGENT, simply for more flavour, because it keeps the properties and names of the actual gem used.

11. Again, just as info (you probably know that one, but hey) In reaction_workshop_furniture_MW.txt, the bone reagents use entire stacks. A dining room set would devour 8 entire stacks of bones... maybe you want to trim that down a bit. Than again, maybe not.

12. I saw you took a few reactions from MDF. Or MW, as you call it. The "upgrade sawblade" uses large serrated discs, which I renamed in MDF... simply because a large, serrated disc, in my mind, looks like a sawblade. Point is, your original trap-comp file still lists them as discs, so users might be a bit surprised if they are used up to upgrade sawblades. You should probably fit the naming scheme to either only large serrated discs, or only sawblades.

13. You also seem to lack the ITEM_TRAPCOMP_RAZORWIRE, ITEM_TRAPCOMP_BATTERING_RAM and ITEM_TRAPCOMP_BATTERING_STAKE. You only have the upgraded versions, which leads to the reactions to upgrade the base versions to accept any trap-comp, because it cant find the fitting ID in the raws.

14. I am not sure if this syntax [PRODUCT:10:1:BOULDER:NONE:INORGANIC:NONE][METAL_ORE:ALUMINUM] works. It would be fine for a reagent, but I think it creates a random inorganic boulder, and ignores the metal_ore:aluminum, and all other examples you use. Better to directly go for BOULDER:NONE:INORGANIC:NATIVE_ALUMINUM, which will generate the ore.

15.   [EXTRA_BUTCHER_OBJECT:BY_TOKEN:HEART]
   [EBO_ITEM:TOOL:CD_ITEM_TOOL_TROLL_GUT:NONE:NONE]
   [EXTRA_BUTCHER_OBJECT:BY_TOKEN:BRAIN]
   [EBO_ITEM:SMALLGEM:NONE:INORGANIC:SOUL_GEM_THREE]

I LOVE THIS! It solves all my problems with this weird bug that does not allow me to use specific corpses in reactions. I do use itemcorpses atm, which leads to all corpses being piled into tool stockpiles, never to rot... but if I change it to ebo-items... damn. With your permission I will add this to MDF, including the soul-gems, which either find a use in religion or magic. Probably religion. (I know I already asked you about this, and you said yes, but still, its the first time I see the raws. :) )

16. Just a note: Any reaction that has SPATTER_ADD and a product, will crash the game. These reactions can only have the preserved reagent and the improvement. I didnt see any products, but dont add any. These reactions also do not give any XP, they dont train the skill, because of the missing product. The wax working skill will not be improved, so maybe give the poor wax workers some extra XP in other areas.

17. I love your learning system for spells. I havent seen any way for the player to see ingame who learned what, but the newest Dwarf Therapist shows the active syndromes, so you could add this to the manual. Players can check out which spells a mage can do in the mouse-over text in the therapist. :)

   [CDI:INTERACTION:SPELL_EARTH_STONESKIN]
   [CDI:ADV_NAME:Stoneskin]
   [CDI:TARGET:C:SELF_ALLOWED]
   [CDI:TARGET_RANGE:C:10]
   [CDI:USAGE_HINT:GREETING]
   [CDI:VERB:cast Stoneskin:casts Stoneskin:NA]
   [CDI:TARGET_VERB:is protected by stone:is protected by stone]
   [CDI:MAX_TARGET_NUMBER:C:1]
   [CDI:WAIT_PERIOD:2000]

Spells like these I do the same way, but people often complain about the combat log spam they cause. If you find a better solution, let me know. I thought about giving their blood the ability to cast this spell, so as soon as the dwarf gets injured (covered in his own blood) he casts the spell... but of course that only works in the creature file, and you add spells by syndrome. Anyway, good luck.

18. Tons of reactions are missing hotkeys, which might or might not be important to a player. By now I usually go with a a-b-c naming scheme, because everything else is too much work. ^^

19. Your reaction_profession_warrior_CD.txt, is missing ranged-combat, crossbow, blowgun, bow, knife, pike, whip, biting, striking, kicking, wrestling... dont know if thats intended or not. (Sneak-edit: Ups, some of them are included in the reaction_profession_rogue_CD.txt. Btw, how are the social skills for new industries, like the biology/balance and archeology/poetry working out for you?)

20. I have never seen this syntax: [BUILDING:CF_FORGE_FINISHING:'s']... shouldnt it be [BUILDING:CF_FORGE_FINISHING:CUSTOM_S] ? I have to admit, I did not check this ingame, but it does look odd to me. All of the reactions in reaction_ironworks_CF.txt do have this.

21. Once more pure curiosity: Why does "process colossus remains" create furniture?

22. As mentioned above at some point, your glass/gem items will have issues. GLASS_CRYSTAL in the glass forge, and everything created in reaction_forge_gem_CD.txt will not be stockpiled and not be equipped automatically by the army. "Equip specific item" will still work, but they will not wear a ruby breastplate if you dont especially tell them to. Neither will the ammo be used or stockpiled, which is quite a handycap. Using a metal or even plant-mat would fix that. (because vanilla DF has metal and wood ammo, so a stockpiling option for them exists)

23. You still have many unused scripts, like announcement2.lua~ which can be deleted, as can the included errorlog about a duplicate ITEM_TOOL_MAGNET. You did fix the bug, but forgot to delete the errorlog. Same goes for a 41kb gamelog.txt. Tiny things.

24. Most reactions in reaction_forge_creature_CD.txt are probably unreadable without TTF. "make a shield out of the behemoths hide" or "make a dagger out of the giant cave spiders fang" are very, very long. Maybe "make dagger from giant cave spider fang" Thats 10 characters less. (Oh, and it says "make a dagger", but actually makes 2 daggers, so... probably should say "make daggers", or only make 1)

25. In reaction_forge_arcane_CD.txt you have some reaction names like "Inscribe something with something". The Inscribe is the only case in which you use a capital letter... all other reactions in all other files are all low-caps. Again, super tiny thing, but it looks super professional if its all in the same style. I'm not the one who should say this, because my mod mixes upper and lower case all the time... ^^

26. Also: It says "Inscribe boots" or "Inscribe gloves", but only takes a single item. A boot. A glove. Maybe make the reaction use 2 items instead of one. Because of the improvement you have to do REAGENT:a and REAGENT:b, both being one glove/boot, but I think players would appreciate it, if they dont have to run these reactions twice all the time.

27: [REAGENT:object:1:ARMOR:NONE:NONE:NONE][PRESERVE_REAGENT], for your armor-rune inscribing, accepts cloth shirts. Maybe not so important, because people are supposed to use this workshop with stockpile-links, I just wanted to mention it. ARMOR:NONE:INORGANIC:NONE automatically restricts it to metal armors. Dont know if you want rune-inscribed leather armors or not.

28. Why are all your custom buildings workshops? BUILDING_WORKSHOP:CD_FORGE_GOLEM, for example. It looks like a prime example of a BUILDING_FURNACE:CD_FORGE_GOLEM. ?

29. Your [BUILDING_WORKSHOP:CD_WORKSHOP_GREENHOUSE][NAME:Alchemy Lab] has the wrong name. Should be Greenhouse, I guess.

30.    [BUILD_ITEM:2:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL] looks like something that might rot away. Not 100% sure about it, but it looks like it accepts corpse parts, like cut-off bodyparts, which then rot away and deconstruct the workshop. Constructions like walls, floors and so forth from this are ok, but workshops deconstruct.

31. I did not look at the creature or entity files yet, but you have to explain the entity_huntersguild_CD.txt and magesguild_CD.txt to me. They are normal civs, or do you do something special with them? (btw, I saw the AUTOMATON_MW in there... let me tell you, I never got the damn things to work the way I like it, so they might be more unbalanced than you imagine)

32. TRANSLATION:SKAVEN and TRANSLATION:SHADE are not used anywhere... possibly other language files as well. Could be deleted, or used for your custom civs that share the same languages atm.

33. "[CASTE_NAME:dwarf working for 2 month:dwarf working for 2 month:dwarven]"... should probably be 2 months. Same for all other number, besides 1 month. Again, super tiny issue.

34. I saw many raws taken from MDF, which I have not written. Creatures by Deon, Inorganics by Narhiril... probably others as well. So, if you give credit somewhere at some point, release post, manual, whereever, you should probably mention them. :)

35. Please dont kill me because I just wrote 35 things, keeping your busy till worlds end.

All in all: I love it. Its massive, it has plenty of workshops and uses, the soul-system is new and unique, very clever use of ebo-items. I cant say much about the balancing, because I havent played it (sorry) but it does look quite awesome. I love the work_1_month thing for the drills and fake mining, even if the product is created instantly. I am quite curious about several parts of the mod, and thank you for the idea I might incorporate into my modpack. Hope the find the time and will to continue on this. :)

I did not forget your script for the castes btw, I did some testing, but ingame testing is slow. I'll get around to it, sooner or later, I promise.

(36. Graphics... I noticed that your creature graphics all have a transparent background. This will show as solid black ingame... I usually use a brown or greyish patchwork as a background for them, similar to how the floor tiles look ingame. Makes them stand out way less. See phoebus/dwarves as a example, I stole his background ;) I think that some creatures are lacking sprites as well... easiest way to find out which ones is to read the raws with Brad Uffners Raw Tile Explorer, it will list all the creatures and show their sprites. Easy to spot the empty entries. :) )

PS: That turned out longer than expected.
« Last Edit: November 14, 2013, 09:56:27 pm by Meph »
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Roses

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Re: The Third Age v0.10 (Alpha)
« Reply #13 on: November 15, 2013, 12:10:34 am »

Thank you very much for all your comments. Most of my responses are just 'thanks' and 'I will fix it'.

1. Did not know that, must have missed it when I was going through your raws. Thanks I will update it.

2. Also did not know that, I will adjust it accordingly.

3. Yes, I decided to update to r4 and haven't added back in the dfhack syndromes.

4. Good idea, I am thinking about getting rid of the special soul gem and having megabeasts drop named souls anyway.

5. Not intended, I will fix it.

6. Another thing I didn't know. Will delete the workshop.

7. Yes, I wanted them to all be one material, and since I wrote a python script to generate the reactions and tools it didn't really cost me any time.

8. Will fix, thanks

9. Right now it is not very balanced. The plants and trees are grown instantly (relatively low yield) and it costs you the dwarf worker for a month or more. Not sure if it is a fair trade, but the building is also very high on the research tech tree (dependent on the relics you find), so I am not to worried about it being slightly unbalanced.

10. Good to know, I will probably move to your system then.

11. Yeah, its annoying, for now I will keep it, but I may change it if I find it too costly.

12. Good catch, didn't even notice that. Will update accordingly.

13. I thought I fixed that, will update.

14. Was hoping this woudn't be the case, since I use a python script to generate the drills reactions, but I will just have to modify it to use the ore name. Thanks.

15. Yes EBO is a very powerful tool. The only problems I have had with it are creatures that use special tokens (like NO_THOUGHT_CENTER_FOR_MOVEMENT) not having the correct tokens or types (again a python script adds the souls for me). You can, of course, add it or anything else you may find worthy.

16. Good to know, I will make sure none do.

17. Thanks, yes it's hard to find a good way to implement these types of spells. The blood idea is a really good one actually, do you know if you could use CE_BODY_MAT_INTERACTION to give the blood of the dwarf the interaction through a syndrome (and therefore not the creature file)?

18. Yes, I wanted to add hot keys after I was comfortable with the reactions being in their correct place.

19. I'm not sure how they are working, I mean I only chose skills that are not used in the game, but I still wish I could have them show up in the labors screen.

20. I took those reactions from Civilization Forge, and I didn't notice the difference. I will change them.

21. No idea, just thought it was a fun idea to make a furniture set out of the slain colossus that you could give to the dwarf that slew him.

22. Good to know, thanks.

23. Yes, I should work on trimming down the file a little bit.

24. Didn't even think about how long they were, I will shorten them, thanks.

25. Good catch, I will change it.

26. Don't know why, but for some reason I totally blanked on how DF actually works and just assumed that boots and gloves were one item. Do you know if I inscribe something on each boot will the affect stack?

27. No, I will limit it to just INORGANIC armors. Thanks

28. Not sure why they are all workshops, just from copy and pasting I guess. I will change some of them to furnaces. Are there any special considerations I have to take into account for furnaces vs. workshops?

29. Good catch, will fix.

30. I'm not sure, the only material with the token [BONE] in it also does not have the [ROT] token, so I thought it would only use actual bones and not other corpse pieces. Will test.

31. The hunters guild and mages guild act just like normal entities except their creature has the raws for multiple races (hunters have dwarves, humans, elves, and orcs. mages have dwarves, humans, elves, and gnomes). I know this means that they can interbreed (a human male and elf female can have a gnome child), but it shouldn't affect dwarf mode much (might make strange legends mode entries, but I suppose you could just assume adoption). This way I can give the entity special weapons that gives them [CE_DISPLAY_NAME] tag and interactions (like a pyromancers wand, or a rangers bow).

Good to know about the automatons, I was just being lazy and wanted a machine race to fit the story, saw you had one already and threw it in.

32. Haven't gone through to change languages around yet. Would like each entity to have their own language. Will check which are used and which aren't.

33. Good catch, another python script issue, will fix.

34. In my first post I mention the places I got certain creatures and inorganics from, but I will make it more apparent. Don't want anyone to think I am taking credit for their work.

35. I thank you actually, for taking the time to read through and write the post. It is much appreciated! Let me know how the new script works for you. It can actually by modified really quickly to also allow the addition of EBO entries.

36. Yes, I need to work on the graphics quite a bit, I do use Brad Uffner's tool for it (and the building creature) although recently the graphics section has been giving me an error.

Again, thank you very much!

« Last Edit: November 15, 2013, 02:09:11 pm by Roses »
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Roses

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Re: The Third Age v0.10 (Alpha)
« Reply #14 on: November 15, 2013, 03:00:52 pm »

First post updated to include all features added with v0.10

To do list for v0.20 (mainly expanding on creatures and interactions):

  • Add in itemSyndrome, autoSyndrome, projectileExpansion, and spawnUnit DFHack modifications
  • Expand fantasy creature list
  • Customize creature weapons and items
  • Customize creature interactions
  • Add new spells (24 new weapon abilities + new creature learnt abilities)
  • Edit creatures descriptions for lore reasons
  • Add classes to all creatures (magic immune, fire immune, earth immune, etc...)
  • Add affected and immune classes to all existing interactions
  • Give Mage's Guild and Hunter's Guild entity specific interactions
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