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Author Topic: [50.01][Class+Prem] Highfantasy Mod System 1.5.08: The True Names of Things  (Read 56032 times)

VABritto

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Is the effects of not wearing clothes hardcoded? If it isn't, maybe you can create your own just for them, something like [SAVAGE_CLOTHING] or something like that, with no necessity of covering the chest. But I'm just spitballing here, not sure if it is even possible lol

Also a question: How do you suggest one go about starting a mod, mate? You have inspired me to try my hand on it. I don't have time properly, because I have a baby to tend to besides the usual responsibilities of life, but I do feel like giving it a go one of these days.
« Last Edit: September 27, 2021, 02:18:40 pm by VABritto »
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Splint

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Is the effects of not wearing clothes hardcoded? If it isn't, maybe you can create your own just for them, something like [SAVAGE_CLOTHING] or something like that, with no necessity of covering the chest. But I'm just spitballing here, not sure if it is even possible lol

Also a question: How do you suggest one go about starting a mod, mate? You have inspired me to try my hand on it. I don't have time properly, because I have a baby to tend to besides the usual responsibilities of life, but I do feel like giving it a go one of these days.

Far as I know it's hard-coded, though I think there's a specific personality trait that can mitigate it (I forget which one.)

I think old kobold mod stuff got around it with "shirts" that were just called necklaces or what have you, so if the Naga are meant to convey a tribalistic feel, can just make their clothing be appropriate items. That's how I implemented things like hammer, axe and anvil pendants, dogtags and various necklaces. Like "Braided leather neck-chords" or crude harnesses or whatever.

VABritto

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Is the effects of not wearing clothes hardcoded? If it isn't, maybe you can create your own just for them, something like [SAVAGE_CLOTHING] or something like that, with no necessity of covering the chest. But I'm just spitballing here, not sure if it is even possible lol

Also a question: How do you suggest one go about starting a mod, mate? You have inspired me to try my hand on it. I don't have time properly, because I have a baby to tend to besides the usual responsibilities of life, but I do feel like giving it a go one of these days.

Far as I know it's hard-coded, though I think there's a specific personality trait that can mitigate it (I forget which one.)

I think old kobold mod stuff got around it with "shirts" that were just called necklaces or what have you, so if the Naga are meant to convey a tribalistic feel, can just make their clothing be appropriate items. That's how I implemented things like hammer, axe and anvil pendants, dogtags and various necklaces. Like "Braided leather neck-chords" or crude harnesses or whatever.

That's a great idea. That would basically solve the problem and keep the original desired aesthetics!
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Chbost

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Hello again!

Quote
"Are you sure the bayonets aren't being moved to a "tool" stockpile of some kind?"

Positively, I have made over 100 bayonet reactions in my "larger" world and watching multiple of these reactions closely to see if something even spawns, also checking stockpiles/inventories of nagas/lists of items.

I have tested multiple smaller worlds (starting as Nagas with equipment to forge/reforge multiple bayonets) I am still unable to produce them. One peculiar thing might be worth mentioning in that I am using DF Hack, when setting up a production order of bayonets the workflow plugin is unable to detect "output" even when i specificly detail for example "brass bayonets" or "steel bayonets". What is also interesting is that bayonets can be made from almost any material including what I believe are "placeholder" effects from magic such as Energy, Twilight Flames, Ice. But it can also be made from Vampire Dust or Quicklime. I have no idea if this is due to DF Hack I do not belive it to be so, since all other features are working correctly and I appear to only have this problem using the Bayonet reactions.

Are you able to forge bayonets or have you tested it? If it is just on my end it is probably some df hack-sorcery going on.
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VABritto

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From what I heard, the HF Mod is not compatible with DF-Hack.
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VABritto

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So this was basically my first year:

Spoiler (click to show/hide)

It seems Matug died because she couldn't hold anything yet insisted on drniking from a cup. Rather bizarre way to go.
« Last Edit: September 28, 2021, 11:00:06 pm by VABritto »
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kiiranaux

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"shirts" that were just called necklaces
I agree with VAB, this is a fantastic idea. I'll use it as part of the fix for next version. Some of the crude armor civs will get regular shirts and pants, etc though. As always, no new version until I've got a significant bugfix, so people can keep enjoying their worlds.

Quote
Compatibility with DFHack
I really have no idea on this one, it's possible DFHack works fairly well with HF, and if it's helping someone play the game they the way they want to then I'm happy for them; it's just not supported. You'll thank me when HF is one of the first mods out post-Premium ;)

Quote
Making bayonets, and is it a vanilla bug or a dfhack issue?
I have not made a bayonet in my forts yet, i'll get on that. I'm unsure if this is a dfhack issue, but let's assume it's not until I can confirm things are working on my side.
However one thing you said does catch my attention - "bayonets can be made of anything." That shouldn't be right, they are [NO_DEFAULT_JOB] so they can only be made from the exact reaction, and the exact reaction calls for BAR:NO_SUBTYPE:METAL:NONE (any metal). I need to take some time to make sure that reaction is working correctly in no-df-hack fort mode, and then I'll comment on this again.
In the meantime, please remember that you can edit the reaction output on the fly anytime to use without waiting for a new version and world:
Spoiler (click to show/hide)

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How do you suggest one go about starting a mod?
Mods come in different flavors. Adding a simple creature or plant, adding a new material/tool/weapon, adding a new reaction, and adding a simple civilization, or all of the above+more. Because Highfantasy uses the vanilla setting, it's a good place to deconstruct my work (and others' work) and see how it works:
Spoiler (click to show/hide)

Quote
46th year of the reign of His Imperial Majesty, Emperor Inbew of the House of Huram
Loving your little group of settlers. Sounds like a fortress that viewers would love too, you're welcome to post some spoilered screenshots! Why couldn't Mrs. Matug hold anything - was her hand crushed or something? I wonder if one could have force-fed her if she was hospitalized or such. Tragic!
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The Highfantasy Mod/Pack. Civs, Creatures, Systems, Balance.

VABritto

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Loving your little group of settlers. Sounds like a fortress that viewers would love too, you're welcome to post some spoilered screenshots! Why couldn't Mrs. Matug hold anything - was her hand crushed or something? I wonder if one could have force-fed her if she was hospitalized or such. Tragic!

Thanks mate! I'll post some screenshots when I get some down time. So far it's very crude and simple. A meadhall connected with a kitchen + still+ food storage room, connected with a makeshift hospital. With a small shrine sharing a wall with the meadhall. All this on top of a hill that had its ramps removed except for in two strategic positions, where gates were placed on the top and the base of the hill. With a well made with a reservoir underneath channeling water from the river and controlling the flux with bridges working as floodgates. I am also digging a "drainpipe" tunnel that would lead out of the hill and controlled with bridges as floodgates, to remove all the water from the well if I ever want to change the layout of the system safely or if I ever want to, for some reason, inundate the valley below. Random workshops are scattered throughout the place, as well as a well and levers. That's basically it so far lol But I plan on making a castle on this hill. Down south from it is a pretty steep cliff going down to a large valley (but still with ramps going down the cliff side). I plan on the actual settlement being there, on the valley below. This part of the settlement would be the castle. Where everyone would run to when problems arise. But they would actually live in the valley, each having their own house and with buildings for each workshop etc. I could then convert the drainpipe tunnel into an aqueduct ending in another underground tunnel feeding another well lol Then I can just feed them as needed so everyone would have water and not need to go up the hill and to the river. On the north a small river is present and it goes all the way south-east. And it falls on a magnificent waterfall because of how much lower the land is on the other side. It is actually a pretty incredible landscape and a perfect place for a human settlement lol I'm liking it a lot.

Matug was unfortunately attacked by alligators on the month of Slate. And very brutally so. She only survived because they ran straight to our lions and an epic fight between them ensued and the alligators ran. We didn't have equipment to treat her at first and when we could take care of her the damage was irreversable. She lived though for almost a year, but she couldn't walk (I think she was crawling the whole time, don't know why she didn't grab crutches) and she couldn't hold anything. I felt pitty on her and let her stay without working no problem. Would keep her safe and well indefinitely but she kinda kept insisting on drinking with a cup, but couldn't actually grab anything so she kept trying until she died. She died on top of the craftsdwarf's shop, on a pile of cups. Sad stuff. It is all written in the Report, it is just a pretty long report xD
« Last Edit: September 29, 2021, 02:11:14 pm by VABritto »
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kiiranaux

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I see, I had already read the first half of the report so I skipped to the second half, and forgot that she had been mauled. Et quelle mort ironic! - what an ironic death!

The blueprint of the fort in relation to geography sounds outstanding, make me want to make something similar!
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The Highfantasy Mod/Pack. Civs, Creatures, Systems, Balance.

Splint

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Quote
"shirts" that were just called necklaces
I agree with VAB, this is a fantastic idea. I'll use it as part of the fix for next version. Some of the crude armor civs will get regular shirts and pants, etc though. As always, no new version until I've got a significant bugfix, so people can keep enjoying their worlds.
To be specific with how I did those necklaces, I made them very tiny on the layer stuff (so they would be wearable with the rest of an outfit, assuming one isn't gaming the system with their uniforms,) and had them set as an over layer item, similar to cloaks and such, with very small coverage. Sometimes as a result, metallic pendants would still actually save people from injury, since they were considered civilian wear.

VABritto

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I see, I had already read the first half of the report so I skipped to the second half, and forgot that she had been mauled. Et quelle mort ironic! - what an ironic death!

The blueprint of the fort in relation to geography sounds outstanding, make me want to make something similar!

I'm glad you liked it! Later I will post images to show exactly how it is and what I plan to do with it.

Also, notice that in the Report it is said that the Necromancer Uwsho was born "before the Triarchy". It is because in the lore of this world (that I am making up as I go along) I have made that humanity was under one Emperor before world gen (the world existed and history existed), but the Empire fell into a series of civil wars one after the other until we got something like a Diocletian moment in which the three most powerful warring generals simply agreed to each be made Emperor of one third of the Empire. Each third is its own realm with its own command and such, and they are not loyal to the other two Emperors, but they still feel a sense of themselves being part of "one united Human Empire", just under three Emperors each with his own "jurisdiction". Two of the jurisdictions stabilised under dynasties. The one we follow is under the jurisdiciton of Emperor Inbew, who has reigned for whopping 46 years (he is old). He is the son of Emperor Huram. Huram assumed power after the first Triarch of his jurisdiction (Emperor Ihdetre) died without heirs after reigning for 36 years. His family is a family of warriors and explorers and they were descended from Lords and Ladies. So nobility through and through. The second jurisdiction that stabilised itself is the one under Emperor Acsutdusha. He is the son of Emperor Hashestrok. Hashestrok was actually one of the three original Triarch Emperors, so Emperor Acsutdusha kinda represents the original imperial line of the Triarchy. From his history I see that he was a criminal so I imagined him being an unsavery character. The other third of the Triarchy never stabilised at all. It has been ruled by three successive Emperors, none related to one another. So I imagine this group is more of the "wild frontier" part of the Empire, with their Emperors never managing to keep a solid grip on power. Now the Empire has three Triarchs: Emperor Inbew (ruled so far 46 years, he is 86 years old!), Emperor Acsutdusha (ruled so far a whopping 58 years, he is 106 years old!) and Emperor Tedra (ruled so far 14 years, he is 57 years old).
« Last Edit: September 29, 2021, 04:15:42 pm by VABritto »
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kiiranaux

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Neat, so that's basically how you're dealing with humans having three separate civilizations, right?
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VABritto

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Neat, so that's basically how you're dealing with humans having three separate civilizations, right?

Exactly! I am role playing that they are considered one Empire divided into three. Kinda like how the Roman Empire was in the Tetrarchy or in the Middle Ages with the Holy Roman Empire (Western) and the Eastern Roman Empire (also called "Byzantine"). Because I like to study Medieval Political Theory, whenever I hear the word "Emperor", the idea of "universal" always comes to mind. As in, for Medieval People there was always only one Empire. I wanted to reflect a similar concept in this game, being that I am playing as a human.
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Chbost

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Hello again!

I have recently tried my hand at the spellcrafts part of the mod, as the nagas tend to swim in goldbars after a few years I decided to try to sacrifice a goldbar in the "Holy Altar Building". Got some new cool powers I assume (from the combat logs some gesturing appears and such). I have noticed one funky behaviour though. Sometimes the reaction spawns 150 items from the "spawn list" such as i got 150 obsidian boulders at one time from 1 reaction later onwards 150 marble boulders. I later got 150 silver whips running the goldbar reaction. This does not seem right or maybe it is? Just checking.

Tried the reaction 3 times in a row just to see what would happen and I got lucky i guess and now have 450 silver whips, so I guess my trapcorridor is all set xD.

Anyway the necklaces idea sounds really good or some tribalwear, the merchants I recieve tend to sense that my civmembers are not very well dressed and such bring massive amounts of leatherbins (filling up their entire wagonspaces with it) even though i already have 30+ leatherbins + loincloths/boots/caps/leatherarmour covering all bodyparts. I think this is due to the lack of "tunics"/non-armour bodywear and a lack of socks/shoes.


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PlumpHelmetMan

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Hey kiira, just became your first Patreon backer.
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It's actually pretty terrifying to think about having all of your fat melt off into grease because you started sweating too much.
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