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Author Topic: [WIP] ☼Warlock☼ Mod - PLEASE TEST!  (Read 20005 times)

FantasticDorf

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #45 on: September 11, 2019, 05:03:51 pm »

Turns out I can:
Spoiler (click to show/hide)

Very nice, i hope this tidbit of information can prove valuable to the Steam version too, ambient lava glows?

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- Fire mephit is essentially a firebreathing, fireball throwing imp.
 - Ice mephit freezes water around it and breathes paralyzing vapor. Also freezes water.
 - Acid/Earth mephit spits poison breath causing blisters, necrosis and pain.
 - Air mephit breathes strong winds (also vapors) that slow down the enemy.

All suck in melee combat, are tiny, and die fast. They are imagined as support units in combat; but also volatile because the fire/ice can cause harm to your own units. Classic two-edged sword. The intention is that they can be powerful, but it's easy to wreck total chaos with them.

Seem like the kind of pets you hide behind a grille on the ceiling defensively but yeah, thanks for the explanation. Im sure ice mephits might have a double purpose in some construction projects

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What? Half-completed code and crashes? O.o  The steward can't even creature squads?

I reached for it by accident as it was on the military screen, trying to create a squad for another position and all of a sudden my client shuts down entirely losing my fortress's progress related to hitting c over it, i've made the nessecary adjustments now to get past it.

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I wasn't really feeling much for the single unit squads
Wait till you got uber-sorcerers ;)

Oh ill probably revert it right back and configure a nice comfy super-sorcerer spot for them, but till then i prefer my quantity over quality.
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Meph

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #46 on: September 11, 2019, 05:22:29 pm »

I got distracted again...








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I reached for it by accident as it was on the military screen, trying to create a squad for another position and all of a sudden my client shuts down entirely losing my fortress's progress related to hitting c over it, i've made the nessecary adjustments now to get past it.
I'll have to test that.

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Oh ill probably revert it right back and configure a nice comfy super-sorcerer spot for them, but till then i prefer my quantity over quality.
It's mostly so that you don'T send your non-fire-immune guys with the fireball mage; or that you send a squad of "I raise all corpses I see" to the battlefield, if you really want those corpses as build-materials. Keep your specialists in small groups. :D
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brolol.404

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #47 on: September 11, 2019, 05:38:51 pm »

Doesnt the glow require dfhack? Will the steam release have dfhack part of it?

Meph

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #48 on: September 11, 2019, 06:21:11 pm »

Doesnt the glow require dfhack? Will the steam release have dfhack part of it?
It requires dfhack and TWBT. Dfhack will not be an integral part of the Steam release and the community will have to make it work once more.

So... yeah, this is probably not future-proof.

Edit: But it's so pretty!

« Last Edit: September 11, 2019, 06:56:02 pm by Meph »
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Meph

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #49 on: September 11, 2019, 08:27:20 pm »

Small progress:
 - When you play a Warlocks, dfhack automatically runs "hermit enable", which disabled migrants and caravans.
 - Caravans can still be called with "force caravan WARLOCK", so I'll give you a workshop that does that. This way: No migrants, but still caravans. :)

 - Warlocks can stuff animal corpses to make statues; stuff vermin remains to make figurines. These statues/figurines will be of the creature used; a dead dog would make a statue of a dog, etc. However I can't make fitting sprites with TWBT for all that. ^^



 - Warlocks can build braziers, torches, fireplaces and campfires. Just for cool visuals.

AtomicChicken also send me an updated version of create-unit, but spawning units still crashes the game now and then. :/ It seems fine for civ-members; while pets cause trouble.

EDIT: I also had a look at the Steward military crash. YES! If you go to "m" and press "c" while looking at the steward entry, the game crashes. I don't know why, because the code for the Steward is 1-for-1 the same as for dwarven expedition leaders, with only 1 change: They are not replaced by MAYORs (or barons, etc, later on). Really odd.
« Last Edit: September 11, 2019, 08:41:09 pm by Meph »
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Splint

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #50 on: September 11, 2019, 10:09:44 pm »

Walls: I'm still gonna pass on the way the walls currently look. The animation is fine and looks good, that aesthetic though was definitely.... Definitely not. It's honestly one of the few times I've found enough fault to complain about what you put out.

Everything else: Not gonna lie, I'm digging those glow effects. Bet it'd pair nicely with rendermax

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Both of you are a bit incorrect. This is not for the current Masterwork mod. That means no slaves-made-from-cages, and also no slaves-made-from-tools. In fact, there are no slaves in this mod at all; you got the prisoner pets and that's it.

[snipped out the raiding workshop bit, not really relevant]

If you want to use caged dwarves or goblins, etc; MURDER THEM! Then raise them as skeletons, ghouls or corrupted versions.

The description of the Prisoner Den is a bit misleading then. I would assume from the initial one it would work in the "from cages" version, but producing those pets instead of civ members. Why let them put up a fight at all? Break their will and then stick them wherever until you actually need them for something, the hassle of having to kill them with minions or whatever not even needing to be considered.

Meph

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #51 on: September 12, 2019, 06:43:38 am »

Inventor's Workshop: Warlocks can now reverse engineer items from other civs. They need one original for this.

I also gave them access to whips, scourges, scimitars, mauls, 2h-swords, face/head veils and masks.

Removed the prisoners den. ;)

Edit: Fixed the nobles/military crash bug.
« Last Edit: September 12, 2019, 06:55:41 am by Meph »
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Meph

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #52 on: September 12, 2019, 08:53:55 am »

Splint: As I've said, the walls are placeholders.

How about those?

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Splint

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #53 on: September 12, 2019, 08:56:21 am »

Splint: As I've said, the walls are placeholders.

How about those?



I just woke up, but comparatively speaking, much better. That placeholder was a terrible first showing for something.

Meph

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #54 on: September 12, 2019, 09:13:02 am »

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That placeholder was a terrible first showing for something.
No, it did exactly what it was supposed to be. Proof to me that things can glow in order, in color-coded walls. :P

Anyway, glowing walls and floors work now. :)

This is why I had to test first... assigning those overrides was a bit of work. ^^

« Last Edit: September 12, 2019, 09:51:56 am by Meph »
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brolol.404

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #55 on: September 12, 2019, 10:09:50 am »

Where is the download to test this? Is thisnmod already in Masterwork?

Meph

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #56 on: September 12, 2019, 10:20:44 am »

from two days ago: http://www.bay12forums.com/smf/index.php?topic=174584.msg8022981#msg8022981

dont have a current test version uploaded. ^^ still so much missing...
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FantasticDorf

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #57 on: September 12, 2019, 10:26:00 am »

Im not sure about the rest of you but i feel okay about how glowing walls are right now, but a extended palette would be very welcome. I use it currently for flooring and to bridge gaps or slightly ugly square patterns in 2x2's A enclosed 3x3 could come off very nicely with decoration centrepiece which is letting in access to the inner block which you can see in my staircase entry room examples.

Here's a picture of my warlock fort so far, spitscorpion, out in the badlands.

Spoiler (click to show/hide)

Any word on the horizon whether we will be having blockcrafting for ethereal block furniture/goods? Id gladly trade a soul for a stack of 50 if it were the case. The hermit script isn't working completely either, i recieved some night beast children amongst my hardcoded migrants though i haven't seen any more (migrants) beyond that.

Im just waiting for them to grow up, ill throw them into the forging rooms when they're set up and they'll be able to equip themselves individually for military service. Great skinless beasts with a knobbly trunk night troll and a three horned crone.

Edit - Scratch that they turn murderous and just started a loyalty cascade, which wasn't fun because i think the ghoul set it off, without a constant blessing i probably wont be able to run my fort peacefully.  Also a caravan turned up so i'll have to deal with that now.

Here's a spoiler code dump of my position tags that i used to 'clean up' and get it working in a sensible manner.

Spoiler (click to show/hide)

I still have 0 idea how you set up the religion responsibility position and didn't crash the game Meph, it is notorious for doing so or least i've never succeeded in prodding it to work.

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TEST VERSION IS UP! http://dffd.bay12games.com/file.php?id=14532 meph beat me to it

@Brolol - Meph hasn't updated the testing link with what he's been developing since over the course of this thread, its midway in the thread (maybe on OP if meph remembers to put the link there) and requires 7zip (which is free fortunately) to extract the files. Its seperate to the masterwork mod thus far for testing so deals with the default races but Warlock features and civ are enabled + playable.
« Last Edit: September 12, 2019, 10:42:51 am by FantasticDorf »
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Meph

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #58 on: September 12, 2019, 10:46:14 am »

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Any word on the horizon whether we will be having blockcrafting for ethereal block furniture/goods? Id gladly trade a soul for a stack of 50 if it were the case. The hermit script isn't working completely either, i recieved some night beast children amongst my hardcoded migrants though i haven't seen any more (migrants) beyond that.
I don't know if the hermit script can deal with the first two hardcoded waves.

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Any word on the horizon whether we will be having blockcrafting for ethereal block furniture/goods?
I don't know. I guess I can make a second spritesheet for glowing furniture too. ^^

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a extended palette would be very welcome.
You mean more colors?
 
What do you guys think? What's missing before I can make a proper release? Bit of necromancy here and there, but the rest seems like nice fluff, but not necessarily required. (The main problem I see is, that they are too close to dwarves. You can still do everything dwarves do and more. They can make steel, cage traps, indoor farming, adamantine, anything goes. There is no NEED for players to alter their playstyle when playing warlocks.)

« Last Edit: September 12, 2019, 11:06:00 am by Meph »
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FantasticDorf

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Re: [WIP] ☼Warlock☼ Necromancer Evil Magic Villain mod - Work in progress
« Reply #59 on: September 12, 2019, 11:30:27 am »

I don't know if the hermit script can deal with the first two hardcoded waves.

Checking my dfhack panel and from the appearance of a caravan I think it's defunct, i feel ok with that anyway though.

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a extended palette would be very welcome.
You mean more colors?

That would help, but i was referring to the directional wall patterns you teased, rather than single pillar block patterns (both have their uses, two types of ethereal blocks might be more useful than one) because the wall wrapping willl destroy the single pillar's graphic, but the wrapping wall is better used for creating a room without looking blocky.

Erm, how about making the floor have *larger cracked slabs and runes that glow? Good example to explain is a wood palisade sprite vs a single wood block pillar sprite, put them together and each block would look like a post in the wall but join together without too much hassle.

What do you guys think? What's missing before I can make a proper release? Bit of necromancy here and there, but the rest seems like nice fluff, but not necessarily required.

Pretty good so far, im enjoying myself. Its very creative minded and artistic but im trying to squeeze out a bit of gameplay from it.

A reliable way to gather souls would be neat, right now i wait until my slave-babies grow into children to justify the reduced amount of food, bones and fat i can gain from them because it would take me years of game time without a prisoner pit to wait for them to grow older. The caravan can order slaves but its likely not enough for a burgeoning army or workforce. Vegan soul harvesting?

Advocatus diaboli workshop i feel is needed for a little between the cracks content when your fortress is running smoothly, what to buy with it that would be worth souls i am not quite sure, but seed packages, maybe barrels of ghoul venom and some warlock pets would be worthwhile.

Archeology and finding special objects (obtained any such way, sold by the Advocatus or dug up) would be helpful for extended lava-fueled ritual sites (giant lava pentagram?) or phylacteries and single use items to ressurect more warlocks or warlock mages or just stronger subtypes of existing mobs.
« Last Edit: September 12, 2019, 11:32:30 am by FantasticDorf »
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