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Author Topic: [47.04] Dwemer Fortress 2020 (The Elder Scrolls) - with MEPH tileset now  (Read 24999 times)

Dahrk

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Seriously impressive work!

I don't know whether you planned to include magic secrets, but the new item blessings would work really well for summoning daedric weapons and armour in adventure mode. You could even use the ADJ weapon definition token so they're called "daedric steel sword" etc. or a material with zero value, to prevent players running a summoned daedric weapons racket.

I did a quick test, using the new DEFEND usage hint, resulting in people dropping trails of summoned weapons when threatened...

Hopefully, Toady lets us mod in blessings. Named artifact weapons and armour bestowed by gods Daedra would be seriously cool and in keeping with your TES setting.
« Last Edit: March 07, 2020, 02:06:03 pm by Dahrk »
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Dahrk

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Can we add modded demons with the DEMON and UNIQUE_DEMON tags now? If so, you could mod in daedra as demons. With associated spheres, they could even become civ leaders and objects of worship. With UNIQUE_DEMON, you could even an individual good and bad daedra. With evil now able to spread, this would fit well with you evil Oblivion biomes.
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Deon

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Thank for you for both great ideas, Dahrk.

The last thing I tried to do is automaton assembly. Unfortunately it looks like we still have to wait for the DFHack, since there's no solid way to make creatures use interactions "as soon as possible" in Fortress Mode, so all those creature summoning abilities go to waste.

I will develop a small wiki for what I already have, and then keep expanding. Any suggestions are welcome, and I will seriously consider them.

I will check if the demons idea for daedra works soon.
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Deon

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Here we go, the start is here:
http://dwemer-fortress.wikidot.com/

There's a lot to add about creatures and plants, I will get through it eventually.
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Deon

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A small release 17.1 is out.

- Updated the list of plants on wiki.
- introduced some necessary changes (removed beans/peanuts which are barely usable, adjusted some drink names, made improvements to cooked/raw edible statuses).

Nothing major, just some tweaks I've noticed are necessary while I was working on the plants table.
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Deon

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Release 18:
- Updated animal list on wiki and made adjustments to animals.
- Normalized and balanced pet values based on the animal size and functions.
- Added a few extra exotic mounts (deer, elk etc).
- Made some fitting animals pack animals.
- Made wolves trainable.
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VidaVonZarovich

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I'm not that big of an Elder Scrolls fan, but regardless, I've been having a lot of fun with this mod. It's a unique twist to Dwarf Fortress and one that works. I love the Tamriel preset you included as well!

What all are your future plans for the mod? What features are coming up? Are other races going to be playable (sort've in the same vein as Masterwork was)? Do you plan on prepackaging it with DFhack at some point?

Yes, that final question was because I'm an idiot who can never seem to install DFhack correctly.
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Deon

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Here're the next plans:
1) Add custom Werewolf curses like I have custom vampires now.
2) Add custom Necromancers with different schools of spells.
3) See if possible to replace demons for orcs with daedra lords.
4) Expand fortress mode crafting and items (i.e. better crossbows, various tiers of items).
5) Expand archeology to have a lootbox-style chance to get custom rare stuff.
5) Introduce poison/alchemy system. This will likely require dfhack at some point.

In addition to that, I do plan to integrate dfhack when it updates, but it will be already bundled with the mod so you won't have to install it.
It will be mostly needed for automaton summoning, as existing summoning interactions are not controllable in dwarf fortress mode.
It will also be useful to create some additional quest/event system like Rimworld has.

Making other races playable may become a goal, but right now I plan to expand the "meat" of the mod first.

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VidaVonZarovich

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I've continued playing since I last posted. I finally found Ebony on one embark, which got me extremely excited. However, after I made about 6 Ebonite bars, I noticed two things. One, they weren't being stored in the metal bar stockpile I had set up (or anywhere at all for that matter). Two, it wouldn't let me create any ebony weaponry. It'd always tell me I needed one ebony bar.

I think the material that comes out of the interaction isn't actually considered ebony, but rather something called "Ebonite." I don't know if that's intentional or if there's a second step to create true ebony, but I figured I'd give you a heads up.
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Deon

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@VidaVonZarovich

That's totally my fault. The current reaction turns Ebonite (mineral) ore into ebonite (mineral) bars instead of ebony (metal) bars.

The fix is simple: open your /data/save/regionx/raw/objects/ folder, find reaction_smelter.txt and replace the product line for ebonite smelting with the following:

[PRODUCT:100:4:BAR:NO_SUBTYPE:METAL:EBONY][PRODUCT_DIMENSION:150]

That should fix it. I've just uploaded the fix as well.
« Last Edit: March 09, 2020, 01:28:07 am by Deon »
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Deon

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18.1 release.

Thanks to VidaVonZarovich, Ebonite now properly smelts into Ebony metal.
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Deon

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Now my first post looks like a steam page, hopefully it's comprehensible :).
« Last Edit: March 10, 2020, 11:20:38 am by Deon »
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Deon

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Release 19 - werebeasts

- Added three custom werebeasts: werebear, werelion, werewolf (with graphics).
- Werebeasts pass the curse on bite, but only on successful one.
- They differ in size.
- Readjusted speeds of civilized creatures. Now all mer/humans move with the same speed, but khajiit run and crawl faster.

- Added "prone to rage" to all monsters to trigger their attacks.
- Cliff racers also got "prone to rage"... Not by mistake.
« Last Edit: March 10, 2020, 06:20:41 pm by Deon »
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Ultimuh

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- Cliff races also got "prone to rage"... Not by mistake.
*Morowind PTSD intensifies*




Spoiler (click to show/hide)
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Deon

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Good news! I've managed to generate custom daedra lords which don't crush the worldgen:



Now I should be able to make a selection of Daedra lords to rule over orcs.
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