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Author Topic: Dwarf Fortress Revised (v3.1.1 for v0.47.04)  (Read 94846 times)

Shonai_Dweller

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #15 on: March 04, 2017, 12:32:18 am »

Goblins are already playable in vanilla, that's not a feature of this mod.
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Taffer

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #16 on: March 04, 2017, 09:55:56 pm »

Goblins are already playable in vanilla, that's not a feature of this mod.

Thank you kindly for the correction!
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Vherid

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #17 on: March 07, 2017, 12:15:54 am »

This looks pretty neat, gonna have to try this out

Lordsservent-san

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #18 on: March 07, 2017, 01:32:18 am »

Goblins are already playable in vanilla, that's not a feature of this mod.

Thank you kindly for the correction!
Well, you can't build forts as Goblins in vinilla, but they have everything you need to play as them. All that's missing is the tag that allows you to build sites as that race.
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Shonai_Dweller

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #19 on: March 07, 2017, 05:54:37 pm »

Goblins are already playable in vanilla, that's not a feature of this mod.

Thank you kindly for the correction!
Well, you can't build forts as Goblins in vinilla, but they have everything you need to play as them. All that's missing is the tag that allows you to build sites as that race.
I was pointing out a mistake in the op about adventurer. Fixed now. Great mod by the way!
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Button

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #20 on: March 14, 2017, 03:51:50 pm »

PTW
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Sort of back maybe?

BAMM! lets you switch up your graphics without destroying your mods. Currently in v0.1: The Graphicsenating.

Worship!

Taffer

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #21 on: March 15, 2017, 05:21:57 pm »

I'm not sure how many people are interested in my work here, but I'm at a crossroads in regards to integrating Accelerated. I thought I'd make a little post about my current plans and what I'm not sure about.

So the next version will have simplified creature names. The list of creatures is in the spoiler below. I've also added back (and fixed up) the Modest Mod's MAXAGE changes: giant creatures (and a handful of normal creatures) live longer, making them more convenient (and in some cases, possible) to train and use. I've also fixed up some things, made Hydras lay eggs, and made giant wolverines and giant bobcats trainable again.

I'm also thinking of adding in Grimlocke's collarbones, letting me have all armor protect necks. Perhaps I can look into adding SHAPED to most armor, preventing the kind of armor layering silliness I see on the wiki and in some guides.

Spoiler (click to show/hide)

I can't in good conscious pretend this is a "minimal mod compilation" anymore, so such references have been purged from the descriptions.

I'm tempted to change my mind about the "Accelerated" module: I'm considering integrating it completely, standardizing materials and adding in Wanderer's tiered leather. As mentioned, reverting this last time was painful: returning to a "non-standardized" materials version of this mod would be even more painful, and I'm not interested in maintaining two branches. I'd miss some of the variety, but having leather tiers might be worth it and shorter lists to scroll through might be worth it.

  I integrated, tested, and improved Wanderer's tiered and standardized leather and standardized wool. Reverting it again was painful.
« Last Edit: March 15, 2017, 06:55:02 pm by Taffer »
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Ziusudra

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #22 on: March 15, 2017, 08:22:08 pm »

Spoiler (click to show/hide)
Some of these names aren't just to differentiate from other creature types but to put the image of a real world creature into the mind of the player. So, maybe put a "also known as" in the description or something.

Also, spotted wobbegong => wobbegong

Edit:
two-legged rhino lizard => rhino lizard
white-spotted puffer => puffer
sea nettle jellyfish => sea nettle OR jellyfish
banded knifefish => knifefish
sailfin molly => sailfin OR molly

Maybe:
common snapping turtle => snapping turtle
alligator snapping turtle => alligator turtle
« Last Edit: March 15, 2017, 08:46:51 pm by Ziusudra »
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Ironblood didn't use an axe because he needed it. He used it to be kind. And right now he wasn't being kind.

Taffer

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #23 on: March 15, 2017, 09:33:58 pm »

Some of these names aren't just to differentiate from other creature types but to put the image of a real world creature into the mind of the player. So, maybe put a "also known as" in the description or something.

I definitely like that idea. Thank you! Looks like I'll have to finish up my description rewrite and add in the "also known as" mentions before the next release.

Also, spotted wobbegong => wobbegong

Edit:
two-legged rhino lizard => rhino lizard
white-spotted puffer => puffer
sea nettle jellyfish => sea nettle OR jellyfish
banded knifefish => knifefish
sailfin molly => sailfin OR molly

Maybe:
common snapping turtle => snapping turtle
alligator snapping turtle => alligator turtle

Great ideas, all of them. Thank you!
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KillzEmAllGod

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #24 on: March 20, 2017, 08:21:24 pm »

What's required to get this to work with Grimlocke's mod?

Love both mods, shame I didn't notice this untill today was using modest wanderer.
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Grimlocke

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #25 on: March 20, 2017, 08:41:07 pm »

Merging changes in about 6 files. Working on that, though you might be able to just throw my mod on top of Revision, add Revision's reaction entity tags and get most features of both mods.

I have rendered my own post redundant by finishing up the Revision compatibility patch! Its included in the main download.

@Taffer Those comments added to vanilla file modifications were pretty helpful, saved me from having to use a diff program. For the creature_standard file, I have replaced all the locally defined attacks with references to the identical creature variation entries. Makes balancing them a lot less tedious.
« Last Edit: March 21, 2017, 12:28:34 am by Grimlocke »
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

KillzEmAllGod

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #26 on: March 21, 2017, 09:50:03 pm »

I'm not sure how many people are interested in my work here, but I'm at a crossroads in regards to integrating Accelerated. I thought I'd make a little post about my current plans and what I'm not sure about.

So the next version will have simplified creature names. The list of creatures is in the spoiler below. I've also added back (and fixed up) the Modest Mod's MAXAGE changes: giant creatures (and a handful of normal creatures) live longer, making them more convenient (and in some cases, possible) to train and use. I've also fixed up some things, made Hydras lay eggs, and made giant wolverines and giant bobcats trainable again.

I'm also thinking of adding in Grimlocke's collarbones, letting me have all armor protect necks. Perhaps I can look into adding SHAPED to most armor, preventing the kind of armor layering silliness I see on the wiki and in some guides.

Spoiler (click to show/hide)

I can't in good conscious pretend this is a "minimal mod compilation" anymore, so such references have been purged from the descriptions.

I'm tempted to change my mind about the "Accelerated" module: I'm considering integrating it completely, standardizing materials and adding in Wanderer's tiered leather. As mentioned, reverting this last time was painful: returning to a "non-standardized" materials version of this mod would be even more painful, and I'm not interested in maintaining two branches. I'd miss some of the variety, but having leather tiers might be worth it and shorter lists to scroll through might be worth it.

  I integrated, tested, and improved Wanderer's tiered and standardized leather and standardized wool. Reverting it again was painful.

I'm fine with that as long as there special ones can still be made like featherwood, dragon leather etc. I liked the leather change in modest mode made it worthwhile for larger creatures though you removed it because it was a pain to do and a bit imbalanced would like that returned in the case of elephants and dragons creatures of that size if it's not too much.

The armor one is a good idea and rather simple to do.
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Taffer

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #27 on: March 22, 2017, 03:59:07 pm »

Merging changes in about 6 files. Working on that, though you might be able to just throw my mod on top of Revision, add Revision's reaction entity tags and get most features of both mods.

I have rendered my own post redundant by finishing up the Revision compatibility patch! Its included in the main download.

@Taffer Those comments added to vanilla file modifications were pretty helpful, saved me from having to use a diff program. For the creature_standard file, I have replaced all the locally defined attacks with references to the identical creature variation entries. Makes balancing them a lot less tedious.

Thanks! I'll have to test things. I'm not sure how Microreduce's faster ore reaction fits into your Metallurgy component. I still need to look into re-balancing vanilla by borrowing some of your values, but that's a pretty hard task to get right and I don't have the time to test it at the moment. I still haven't properly tested the new elven weapons.

I'm fine with that as long as there special ones can still be made like featherwood, dragon leather etc. I liked the leather change in modest mode made it worthwhile for larger creatures though you removed it because it was a pain to do and a bit imbalanced would like that returned in the case of elephants and dragons creatures of that size if it's not too much.

The armor one is a good idea and rather simple to do.

Thank you kindly for the feedback. It's worth noting that an Accelerated integration would include DF Wanderer's "tiered leather", which does a much better job of making leather interesting. Dragons and mermaids would be fun to harvest not just because they "give more leather", but because the leather they give (dragonscale) would be much stronger than pig leather. Harvesting mermaids would be worthwhile again!
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Grimlocke

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #28 on: March 23, 2017, 11:31:56 am »

The micro-reduce steel reaction ended up not fitting in at all, I updated my mod to remove it  ::)

Personally, I wouldn't mind having a lot less silly leather types. 'Tiered' leather is... not entirely realistic, but frankly neither is the current system and the tiers a lot better for gameplay.
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

KillzEmAllGod

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Re: Dwarf Fortress Revised for 0.43.05
« Reply #29 on: March 23, 2017, 05:48:51 pm »

With the Tiered system how much would beasts like elephants, hydras and dragons give more in leather?
How many tiers are there and does it have quality and quantity?

What else will Accelerated remove in terms of redundant excess will gems, ores and fat?

Are there plans to change how growing works for above ground and below ground crops?

Would be good if tiered system did both of that knowing that you could hunt some small but valuable for good quality leather.

I wouldn't mind gems being brought down to a tier system as well, as for metals limonite is an iron ore that could be removed though not sure what this would have an effect on in world generation of resources.

The whole lack of seasons while underground doesn't make too much sense for why they're grown like that, though I'm not sure if you want to go that far to change it but if you do it would be worthwhile making the above ground crops have a season while changing below ground to grow slower but can be all year. Though plump helmets and dimple cups should be largely unchanged.
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