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Author Topic: Dwarf Fortress: The Long Night 2.72  (Read 48886 times)

Orbotosh

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Re: Dwarf Fortress: The Long Night 2.69
« Reply #255 on: November 14, 2020, 02:09:23 am »

What's the difference between a certain one set of worldgen presets and the "pop" ones?
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It's a buyers market. The author writes what sells, catering to the lowly demands of uneducated masses. In this case, apparently, charioteers.
Can we get migrant sponge cooks, a squid for bookkeeper, a starfish peasants, squirrel mechanics, vermin invaders, and cook roast crab meats? 

squamous

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Re: Dwarf Fortress: The Long Night 2.69
« Reply #256 on: November 14, 2020, 02:28:21 am »

What's the difference between a certain one set of worldgen presets and the "pop" ones?

The "pop" ones can give you populations of over 1 million if you leave it running enough. It's basically just a quick option for people with beefy computers to build super-populated worlds.
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Luckyowl

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Re: Dwarf Fortress: The Long Night 2.69
« Reply #257 on: November 15, 2020, 12:24:18 am »

Hey Sqaumos, I got this script that I modified from the musket-mod. It basically makes every rifles automatic,pistols semi-auto, shotguns  shoots multiple shots(scatterguns in this script use cartridge instead of slug, sort of fit it well in my opinion), and explosive plasma jet rocket!. It's crude and straight forward but it gets the job done.

https://dffd.bay12games.com/file.php?id=15305

I got ideas for it, but I'm not familiar with lua yet, and only got a novice understanding of Python. But if anyone want to expand on it please do! It would be cool if we can increase FOV on snipers or make exo-suits increase speed and strength. 


edit: I was able to get this neat laser beam going. It's really just for show to be honest. It does nothing but a trail behind the bullet.


« Last Edit: November 16, 2020, 01:59:38 pm by Luckyowl »
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squamous

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Re: Dwarf Fortress: The Long Night 2.69
« Reply #258 on: November 15, 2020, 01:43:12 am »

Hey Sqaumos, I got this script that I modified from the musket-mod. It basically makes every rifles automatic,pistols semi-auto, shotguns  shoots multiple shots(scatterguns in this script use cartridge instead of slug, sort of fit it well in my opinion), and explosive plasma jet rocket!. It's crude and straight forward but it gets the job done.

https://dffd.bay12games.com/file.php?id=15305

I got ideas for it, but I'm not familiar with lua yet, and only got a novice understanding of Python. But if anyone want to expand on it please do! It would be cool if we can increase FOV on snipers or make exo-suits increase speed and strength.

You're already way ahead of me when it comes to coding, which I have no idea how to do. if you or anyone else wants to make extensions for my mod, they are welcome to do so. Speaking honestly, there's a lot of modders with more technical skill than me, I'm more an atmosphere and worldbuilding kind of person.
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Tiresia

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Re: Dwarf Fortress: The Long Night 2.69
« Reply #259 on: November 19, 2020, 12:42:15 pm »

Is there a way to play this mod on a mac? I tried downloading it, but for some reason my computer won't open the file when it is in RAR form. I am not sure if this is a limitation of macs in general or simply my computer being a jerk.
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squamous

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Re: Dwarf Fortress: The Long Night 2.69
« Reply #260 on: November 19, 2020, 01:54:52 pm »

Oh, that's my mistake, I usually upload it as a zip file. You may also need to change the .exe with one you get from a mac version of dwarf fortress, and it might work then. It'll be fixed by the time you see this message, try downloading it then.
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Zalthor

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Re: Dwarf Fortress: The Long Night 2.69
« Reply #261 on: November 20, 2020, 12:37:24 pm »

Hey Sqaumos, I got this script that I modified from the musket-mod. It basically makes every rifles automatic,pistols semi-auto, shotguns  shoots multiple shots(scatterguns in this script use cartridge instead of slug, sort of fit it well in my opinion), and explosive plasma jet rocket!. It's crude and straight forward but it gets the job done.

https://dffd.bay12games.com/file.php?id=15305

I got ideas for it, but I'm not familiar with lua yet, and only got a novice understanding of Python. But if anyone want to expand on it please do! It would be cool if we can increase FOV on snipers or make exo-suits increase speed and strength. 


edit: I was able to get this neat laser beam going. It's really just for show to be honest. It does nothing but a trail behind the bullet.


Could you walk through how this was done? This would be great for the Great War mod that squamous has.
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Deus_Vult

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Re: Dwarf Fortress: The Long Night 2.69
« Reply #262 on: November 20, 2020, 12:39:20 pm »

So are there any tilesets that work with this mod? Will phoebus do? (obv. won't get tiles of cyborgs)
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Luckyowl

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Re: Dwarf Fortress: The Long Night 2.69
« Reply #263 on: November 20, 2020, 02:42:20 pm »

Hey Sqaumos, I got this script that I modified from the musket-mod. It basically makes every rifles automatic,pistols semi-auto, shotguns  shoots multiple shots(scatterguns in this script use cartridge instead of slug, sort of fit it well in my opinion), and explosive plasma jet rocket!. It's crude and straight forward but it gets the job done.

https://dffd.bay12games.com/file.php?id=15305

I got ideas for it, but I'm not familiar with lua yet, and only got a novice understanding of Python. But if anyone want to expand on it please do! It would be cool if we can increase FOV on snipers or make exo-suits increase speed and strength. 


edit: I was able to get this neat laser beam going. It's really just for show to be honest. It does nothing but a trail behind the bullet.


Could you walk through how this was done? This would be great for the Great War mod that squamous has.



Oh yeah! certinaly.

Spoiler (click to show/hide)


Alright, the one highlighted is what you mainly want to focus on when modifying this script. Red is where you give weapons there modification effect. Blue is where those modification effect are applied to the weapon. And lastly green is where you give the guns it's smokey effects when fired.

Some things to note when working on blue.
Spoiler (click to show/hide)
whenever you add a new weapon the one highlighted in yellow tells the script to find "_SHOTGUN" In the raw so it can later be applied in green. I haven't really test this. Probably you can do away with the way I did it and just put "WEAPON_" to apply effects to all weapons. But I prefer to keep it the way it is.

Spoiler (click to show/hide)

this one is doing the same but with ammos. 

some good things to know for red is this:
n = number
          setFireRate(projectile,n) = This set the rate of fire. 80 is where the original rate of fire for crossbow and bows are. So if you want faster fire rate lower it. Machines gun would probably be around 5 or so.
          setInaccuracy(projectile, n) = The higher the number more innaccuracy the gun is.
        laserStrike(projectile) = This one draws a laser when it hit something.
       blunderShot(projectile) = This turn cartridge into pellets still havent figured out how to turn other ammo type into pellets like slugs, or buckshots and such.
Spoiler (click to show/hide)

It's should be somewhere here, if you like you could poke around and see where it may be.


That's pretty much it really, I am not really a script writer, and it was only thanks to  my basic understanding of code that I was able to modify the script. Honestly would like a more experience script writer to improve on the script.
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Luckyowl

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Re: Dwarf Fortress: The Long Night 2.69
« Reply #264 on: November 23, 2020, 02:29:07 am »

https://dffd.bay12games.com/file.php?id=15314

I fully implemented all ranged weapons and also added a bonus weapon called the Gatling Laser. The Gatling Laser shoots explosive rounds powerful enough to destroy construction...with a fire rate of 5. yeah it's basically broken and not in the entity file for that reason. But if you want to add it here you go.

Code: [Select]
[WEAPON:ITEM_WEAPON_MINIGUN]
            [AMMO:ITEM_AMMO_ER] 


so whats new?

-I was able to get the scatterguns to shoot pellets when they they fire there slugs.

-coil-weapons are faster than Rail-weapons.
-rifles are fast and but is less accurate.
-pistols are slower than rifles but are more accurate.
-Snipers are slower but is very accurate and hits harder.
-Cannons fuck shit up! they can really blow up your fortification so be very careful when using this. This also stops turtlingish. Sadly the Ai's aren't smart enough to target your fortification, but their is a chance that they may accidently fire a rocket while fighting the local faunas around your fort and it may go straight to your fort. So also be mindful when you see one of the seigers carrying a cannon with them.

-Scattercannon shoot multiple rockets doing a massive amount damage but reload time 300.

-I also boost energy shield block chance 50%-70% mainly to give melee fighter chance.

This is file is a ready-to-go Dwarf Fortress. All you gotta do is Open up Dwarf Fortress and in the dfhack command prompt type 'lnw' and it should be ready to go. Do note that you'll have to activate it every time you open up Dwarf Fortress.

Edit:

I just updated the add-on and I finally added pellets to each respective shotgun ammo. I added a setting script that I nabbed from Grimlocke's musket-settings and rewrote it to have it run lnw script indefinitely. So just type in the dfhack prompt lnw-s and press e to enable the lnw script. Using the modtools I was able to get syndromes effects attached to armors. But It's sort of one-sided in adventure mode since for some reason you are the only one to benefit from wearing armor where as soilders and bandits do not. in dwarf fortress mode I haven't tested but I assume it will work there perfectly for both side. Overall I chose to not add it in the lnw-settings. So you if you want to add it yourself first paste this in the dfhack prompt
Code: [Select]
sc-script add SC_WORLD_LOADED raw/scripts/exo-armor.initThen test it out in the object arena to see if you would like to add it officially to your games.
If you want to tweak it go ahead it's in raw/scripts/exo-armor.init is pretty easy to edit.
You can also change the syndromes effects in the raw/objects/interaction_zarmorboost if you feel it's too much.

If yes, then take that same command and put it in the dfhack.init. So you don't have to constantly run it when you open the game.


 
« Last Edit: November 25, 2020, 11:19:07 am by Luckyowl »
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squamous

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Re: Dwarf Fortress: The Long Night 2.69
« Reply #265 on: November 23, 2020, 02:51:17 am »


https://dffd.bay12games.com/file.php?id=15314

I fully implemented all ranged weapons and also added a bonus weapon called the Gatling Laser. The Gatling Laser shoots explosive rounds powerful enough to destroy construction...with a fire rate of 5. yeah it's basically broken and not in the entity file for that reason. But if you want to add it here you go.

Code: [Select]
[WEAPON:ITEM_WEAPON_MINIGUN]
            [AMMO:ITEM_AMMO_ER] 


so whats new?

-I was able to get the scatterguns to shoot slugs instead of cartridge. But I will need to add pellets underneath every shotgun ammo. Right now when it fire it replace the projectile you shot and replace it with an ammo below it in the item_ammo.

-coil-weapons are faster than Rail-weapons.
-rifles are fast and but is less accurate.
-pistols are slower than rifles but are more accurate.
-Snipers are slower but is very accurate and hits harder.
-Cannons fuck shit up! they can really blow up your fortification so be very careful when using this. This also stops turtlingish. Sadly the Ai's aren't smart enough to target your fortification, but their is a chance that they may accidently fire a rocket while fighting the local faunas around your fort and it may go straight to your fort. So also be mindful when you see one of the seigers carrying a cannon with them.

-Scattercannon shoot multiple rockets doing a massive amount damage but reload time 300.

-I also boost energy shield block chance 50%-70% mainly to give melee fighter chance.

This is file is a ready-to-go Dwarf Fortress. All you gotta do is Open up Dwarf Fortress and in the dfhack command prompt type 'lnw' and it should be ready to go. Do note that you'll have to activate it every time you open up Dwarf Fortress.

Pretty cool stuff. I can't code so all these fancy game mechanics fly over my head, but I appreciate the interesting spins you've put on my weapons.
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Luckyowl

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Re: Dwarf Fortress: The Long Night 2.69
« Reply #266 on: November 23, 2020, 11:00:50 am »


https://dffd.bay12games.com/file.php?id=15314

I fully implemented all ranged weapons and also added a bonus weapon called the Gatling Laser. The Gatling Laser shoots explosive rounds powerful enough to destroy construction...with a fire rate of 5. yeah it's basically broken and not in the entity file for that reason. But if you want to add it here you go.

Code: [Select]
[WEAPON:ITEM_WEAPON_MINIGUN]
            [AMMO:ITEM_AMMO_ER] 


so whats new?

-I was able to get the scatterguns to shoot slugs instead of cartridge. But I will need to add pellets underneath every shotgun ammo. Right now when it fire it replace the projectile you shot and replace it with an ammo below it in the item_ammo.

-coil-weapons are faster than Rail-weapons.
-rifles are fast and but is less accurate.
-pistols are slower than rifles but are more accurate.
-Snipers are slower but is very accurate and hits harder.
-Cannons fuck shit up! they can really blow up your fortification so be very careful when using this. This also stops turtlingish. Sadly the Ai's aren't smart enough to target your fortification, but their is a chance that they may accidently fire a rocket while fighting the local faunas around your fort and it may go straight to your fort. So also be mindful when you see one of the seigers carrying a cannon with them.

-Scattercannon shoot multiple rockets doing a massive amount damage but reload time 300.

-I also boost energy shield block chance 50%-70% mainly to give melee fighter chance.

This is file is a ready-to-go Dwarf Fortress. All you gotta do is Open up Dwarf Fortress and in the dfhack command prompt type 'lnw' and it should be ready to go. Do note that you'll have to activate it every time you open up Dwarf Fortress.

Pretty cool stuff. I can't code so all these fancy game mechanics fly over my head, but I appreciate the interesting spins you've put on my weapons.

Thank you, but really I should thank you for making such an amazing game. This wouldn't exist if it wasn't for yours.     :)
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Zalthor

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Re: Dwarf Fortress: The Long Night 2.69
« Reply #267 on: November 27, 2020, 12:28:09 pm »

So are there any tilesets that work with this mod? Will phoebus do? (obv. won't get tiles of cyborgs)
Krugsmash's tileset works.
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squamous

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Re: Dwarf Fortress: The Long Night 2.69
« Reply #268 on: November 27, 2020, 01:57:49 pm »

So are there any tilesets that work with this mod? Will phoebus do? (obv. won't get tiles of cyborgs)
Krugsmash's tileset works.

I'd say any tileset which just changes things to a different font will work, but anything that uses actual sprites for specific creatures could get wonky.
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mgsicko

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Re: Dwarf Fortress: The Long Night 2.69
« Reply #269 on: November 28, 2020, 01:39:40 am »

Using the modtools I was able to get syndromes effects attached to armors. But It's sort of one-sided in adventure mode since for some reason you are the only one to benefit from wearing armor where as soilders and bandits do not.

Syndromes in adventure mode are usually a nightmare to work with, the amount of turns it takes for a theoretically instantaneous syndrome to kick in is baffling, really makes you feel like your rattlesnake-man is just injecting pineapple juice into people's veins
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