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Author Topic: What's going on in your modding?  (Read 308927 times)

Tachytaenius

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Re: What's going on in your modding?
« Reply #1845 on: September 01, 2025, 01:31:17 pm »

Yeah, tactician skill would make sense. Thanks for the idea.
Units only think as far ahead as having (learned to be negative, of course) weights for "a piece can be captured if the opponent rolls a 2", etc.
It's not that smart, I admit. But I am for making it :3 :3 :3
I don't want to put too much effort into the agent, the most important part for me is the integration into the game, but, if I can... then I probably will try to port the Panda bot (perfect oppponent) from royalur.net (source code at https://github.com/RoyalUr, haven't given it much of a good look yet) if there isn't too much performance hit (there probably will be lol).
Also FWIW I buckled under the weight of my terrible code so I'll rewrite it when I'm less slightly burned out.
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Tachytaenius

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Re: What's going on in your modding?
« Reply #1846 on: September 01, 2025, 01:32:20 pm »

In other news. I made trees and shrubs grow in the Underworld with a weight given by a custom raw token.
I'll release the script on the forums when it's done. No idea if it'd work for v50+. Will probably make it.
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Rumrusher

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Re: What's going on in your modding?
« Reply #1847 on: October 14, 2025, 10:02:10 am »

oh yeah finished working on a nocturne mod which uhh was just a night creature hunter focus civ that dabbles into adapting the night troll mechanic of conversion into gameplay than world sim, so I instead just made a nocturne brew that turns any general poison animal class creature into either a night troll... or a permanent cleansed of crazed werebeast.
said civ also have access to pure werebeasts for migrants so it's a series of violent murders and bloodshed and mutating brews.

outside of that getting slightly used to the raw lua stuff.
and making a world filled with procgen creature civs kinda feels like a surrealistic experience where it's not going to be the same for each save.
though this mod I made seems a more violent version of the werebeast mod I made prior with no cure for the migrant werebeasts... but none of the night troll citizens can get infected so it just bouts of hostile units each migrant wave one has to defend against.
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ZM5

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Re: What's going on in your modding?
« Reply #1848 on: December 15, 2025, 09:33:04 pm »

Did something change with mineral distribution in post-50 versions? I've genned up multiple worlds with minerals everywhere and it seems like when I go into adventure mode, very few metals are actually available (even with a lot of modded metals in my install)  - sometimes even iron or copper aren't available choices, the only consistent metals are ones that races get from reactions (i.e ones like steel, bronze, bismuth bronze) - NPCs also seem to mostly pop up with those metals, though I have seen a small handful with non-reaction materials.

EDIT: Gets weirder - basically no naturally occuring metals aside from iron seem to spawn on the entire world map. No gold, copper, silver, lead, etc. or any modded metals - I have no idea wtf is causing this. The raws dont seem particularly different, just colors added?
« Last Edit: Today at 12:07:36 am by ZM5 »
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