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Author Topic: Project Clockwerks: automaton fortress. MODDERS WANTED!!  (Read 17618 times)

Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #45 on: May 04, 2012, 01:07:15 pm »

Im slowing understanding interactions now, All autos can now spray themselves with water to clean themsleves, and each other.

War Autos have a rapid fire (or always can use) a single shot, and a slower buck shot attack (can hit up to 8 targets, or 8 at one, so on and so forth)

Worker automations will have a standard humonid body (male) where repairer (medial) will have 4 arms, 4 legs (female)

Workers will be the most common, then repair, then war, more rare ones.

Im debating on renaming war autos to defenders, and making the new badass auto the war one.
But then again would automations use their biggest baddies to defend or attack? I'd assume both but more for defense since smaller war autos would be more fit for being mass produced and sent to war

Also Might be making a special drinkable oil that is made from iron and oil, and when consumed transforms Bronze Workers into Iron War/Defenders (enforcers?).
But once transformed that's it, no turning back. And farther upgrades, only pure Iron War/Defenders can turn into Steel Core Defender/Battle Lord (I like both those names but what one would be more fitting?)

Now to test my "Force to drink Oil and only Oil (or water)" theory

EDIT:
OK I guess SPECIFIC_FOOD only works on the "eating" part, since autos only drink and have no need of eating this doesn't affect them. Thus allowing them to drink anything. Now I was hoping they would only drink oil, but I guess they can run off of whatever they damn well please. I can just imagin that the core doesn't really care what liquid it has, it can adapt to use water (steam) alchol (combustion) or oil (combustion/lubricant)

I can still make special oils from munchable items (meat, raw plants, cheese, etc) and things like metal (mineral oil)
It would have been nice to be able to restrict certain oils for certain castes (War and Repair wouldn't drink the Transfrom to Iron War oil, whereas only Iron War could drink combat argumenting oils. But all could drink normal oil)

Ran into an issue with the repair caste using its repair interaction: I posted it in the Spellbook here http://www.bay12forums.com/smf/index.php?topic=101264.msg3253076#msg3253076
« Last Edit: May 04, 2012, 02:20:45 pm by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #46 on: May 04, 2012, 10:21:45 pm »

Alright, it's late. But I've been reading the posts on the first page (since that has the acual details on the automations) so I will try and base my designs on them. At least my stand-ins are fairly close, it's jsut the body work that needs to be fixed. I could also add eating in, and make a metal "plant" that only they can eat, in which a converter to turn metal bars into food. metal food
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Trapezohedron

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #47 on: May 05, 2012, 03:53:58 am »

Ran into an issue with the repair caste using its repair interaction: I posted it in the Spellbook here http://www.bay12forums.com/smf/index.php?topic=101264.msg3253076#msg3253076

I don't think Recuperation boosts would heal automatons visibly. You could try polymorphing them into another creature for a split second, making them transform back. It has the effect of restoring lost limbs and fixing EVERY WOUND the automaton has sustained, but there's a drawback: it cannot be used on automatons already (permanently) polymorphed into upgraded versions.

Also, see this, if you're having trouble with the spammed healing interactions: http://www.bay12forums.com/smf/index.php?topic=106035.msg3144611#msg3144611

However, my knowledge for interactions (and modding as a whole) is outdated by a couple of versions. Not sure which bug is fixed or what bug exists.
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #48 on: May 05, 2012, 10:36:41 am »

Ran into an issue with the repair caste using its repair interaction: I posted it in the Spellbook here http://www.bay12forums.com/smf/index.php?topic=101264.msg3253076#msg3253076

I don't think Recuperation boosts would heal automatons visibly. You could try polymorphing them into another creature for a split second, making them transform back. It has the effect of restoring lost limbs and fixing EVERY WOUND the automaton has sustained, but there's a drawback: it cannot be used on automatons already (permanently) polymorphed into upgraded versions.

Also, see this, if you're having trouble with the spammed healing interactions: http://www.bay12forums.com/smf/index.php?topic=106035.msg3144611#msg3144611

However, my knowledge for interactions (and modding as a whole) is outdated by a couple of versions. Not sure which bug is fixed or what bug exists.

I just never got my hands dirty with interactions so that's where my know how fails me, but I don't know if I want a polymorph heal spell. The Recup. Boost is to help automations that are in the hospital with their broken parts set (setting is only way to heal baddly damaged parts) it's also very rare to see a automation body part be removed (probally I made their Clockwork layer too thick)

Of course a polymorph could make sense on a "new arm/leg" but some automations could be upgraded to better, so polymorphing would be imposible (like you said) to heal, I guess an explaination could be it confuses the repair automation since it reads two different automation plans.

Might have to combo interaction it, first comes the diagnostic. Slight delay as it processes damage, then does the repair.

And I forgot to check if I got spammed with healling msg's since I did reslove why the syndrome wasn't being applied.
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #49 on: May 05, 2012, 01:09:11 pm »

Here is a prototype release of Project Clockwerks Here

Description of the general gist of the mod is in the link.

To tell what automation is what, look at their descriptions. Ones that Repair are Female, ones that Aid and are simple are Male, and ones that have War well they are War

So I'll get back to working on it, let me know of any issues or what doesn't seem "automation-ish" and please give a suggestion on how I could fix an issue :P It helps it really does  ;D
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narhiril

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #50 on: May 05, 2012, 03:19:25 pm »

I don't think Recuperation boosts would heal automatons visibly. You could try polymorphing them into another creature for a split second, making them transform back. It has the effect of restoring lost limbs and fixing EVERY WOUND the automaton has sustained, but there's a drawback: it cannot be used on automatons already (permanently) polymorphed into upgraded versions.

It can if they're dead, because the IE_IMMEDIATE token takes priority over any running syndromes.  It is possible to permanently transform a creature, kill it, and then transform it again when you resurrect it.  I wrote a long !!SCIENCE!! post on this a while back, but I'd have to dig through the forum to find it.  If you resurrect a transformed creature and transform it temporarily, it will return to its prior transformation when the resurrection transform effect expires.

Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #51 on: May 05, 2012, 04:28:21 pm »

I don't think Recuperation boosts would heal automatons visibly. You could try polymorphing them into another creature for a split second, making them transform back. It has the effect of restoring lost limbs and fixing EVERY WOUND the automaton has sustained, but there's a drawback: it cannot be used on automatons already (permanently) polymorphed into upgraded versions.

It can if they're dead, because the IE_IMMEDIATE token takes priority over any running syndromes.  It is possible to permanently transform a creature, kill it, and then transform it again when you resurrect it.  I wrote a long !!SCIENCE!! post on this a while back, but I'd have to dig through the forum to find it.  If you resurrect a transformed creature and transform it temporarily, it will return to its prior transformation when the resurrection transform effect expires.

So your saying That you can perma-change a creature, with resurrection. If you do find that I would be very interested in studing it. And having the ablilty to bring fallen automations back to life would be a cool concept, they are machines afterall.
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Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #52 on: May 06, 2012, 02:29:27 am »

sweet! nice that you got the prototype done so fast hugo, although retarded me forgot that i lost my winrar when i has to reset my computer a month ago....
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #53 on: May 06, 2012, 11:15:53 am »

Well it's only a prototype :P I found that the War Autos are pretty deadly to unarmed and unskilled foes (animals and undead stand no chance against them and their bullets)

Just for fun I made the first of two super autos: "the Brusier"


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Now I'm just doing this for fun, but after a bit I will be toning them down (more steam punky and clunky) to better suit what the main goal is "Clockwork" but alas everything is currently just a placeholder.

Also if anyone wants to put their own twist on the prototype I commented everything I could for things that make you go "huh?" but simple stuff (or self explaintory) are left uncommented, because the wiki will tell all.

EDIT:
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Changes thus far:

EDIT2:
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Another Idea, I was thinking of making females a simple breeding castes. They act like pets, so really control over them is very limited but they don't require husbands to reproduce. And if you get too many you can butcher (de-comission them?) them to stop them, but I might just make a repair automations have an interaction to make them sterile temp. Say if breeding gets out of hand but you don't want to kill all your breeders, you can simply set a repair auto to come and turn off their "automation constuction" function for a bit. Until say that invasion of goblins depleated yout automation supply. tell the Repair auto to leave and the breeders begin to function once again, making more autos.
« Last Edit: May 06, 2012, 07:29:39 pm by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #54 on: May 06, 2012, 06:20:18 pm »

First Release of Clockwerks Prototype: Get It
I just placed this here because of all my posts and the other one was hard to see

I think I'm going to SPOILER most of my conversions and updates, as they are lengthy.


I will Edit this later for the "TO-DO LIST"

EDIT:

#1:
Test all new changes, starting now in fortress mode.

#2:
Begin on making Reactions to make Oil and other "special" consumables

#3:
Add special effects to consumables

#4:
Give Castes respected learning boosts in given fields

#5:
Make built-in weapons for Workers and Repair autos

#6:
Make all automations more "Clockwerky" and try to drop some discussed lore and ablilities

#7:
Make the "Tarnished" (I like that name for evil autos, but there are the other ones that where mentioned. Get to this when I start the evil race)

#8:
Not sure, Some of this stuff I do on the go. But when I get to #8 I will probally re-read the beginning of this topic.
« Last Edit: May 06, 2012, 07:38:28 pm by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #55 on: May 07, 2012, 11:24:49 am »

Playthrough is going fine, I got enough warriors to keep my small automation factory safe from undead and kobolds. Shamefully I should have used a "Debugging" interaction to turn a warrior into a Bruiser (to the undead KILL IT WITH FIRE!) those undead just won't stay down, no matter how many times they are shot and mangled.

Had the first birth, from the assembler (I probally would have had it sooner if the Repair Autos didn't keep turning her breeding off)

The child (automation assembly :D ) is a Warrior, thing that concerns me is the <tame> at the end of its name. But it has a mother (knows what assember made it) no father (normal with PET births) and a deity (which should still allow it to be placed in noble positions and army) I will have to wait for it to grow up.

Once I figure out if labors, army, and whatnot can be done with the child when it grows up. I will stop my play test (most likely by breaching the Clown Car, and seeing how long these little constructs can last)

Altho in odd terms it appears that Automations can comeback as ghosts. What tags would I have to add to make Ghosts not appear? Or are they hardcoded?

Alright have this, it's off to making boosting consumables and ways to make them.
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Trapezohedron

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #56 on: May 07, 2012, 12:00:12 pm »

Supposedly, removing [INTELLIGENT] would make them unable to produce ghosts, based on some research I can't find in this forum, but I'm sure was conducted. Of course, it brings up a plethora of problems, like being unable to talk to them in adventure mode, being butcherable (if [NOT_BUTCHERABLE] is not present, and it does not go itemcorpsing) and the like.
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #57 on: May 07, 2012, 05:04:00 pm »

Well that could be problematic, due to CAN_LEARN and CAN_SPEAK is needed for not only labors but noble positions and military. I guess automations just need to be coffen'd, resurrected, or slab'd.

Spoiler: Test Results (click to show/hide)

Spoiler: Next Steps (click to show/hide)
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #58 on: May 08, 2012, 12:09:31 am »

Prototype 2 is up, some features are there, just not in yet. so copper lumps (plants) in the caves are useless don't fret about them, automations still need to drink only.

Project Clockwerks: Prototype 2

Also if your fortress getting covered in flashing green 'O's get unbearable, sorry I thought it would help show you who got a healing boost. If it bothers you disable:
 [CE_FLASH_TILE:TILE:'O':2:0:1:FREQUENCY:2000:1000:START:0:END:1024] --- to let you know if boosted

in:
interaction_automation

located in interaction:
BP_BUMP_AUTO

btw at the top of "interaction_automation.txt" it says "interaction_standard" somehow it's still working, I fixed in just now but the uploaded version still has it. If the errorlog spamms you with interaction stuff, or things arn't working. change "_standard" to "_automation" and try again.

EDIT:
I'm doing a test run with turning "copper lumps" and "copper bars" into something that can be eaten. First I got to see if I can find copper lumps in the caverns. Since Automations do not farm (normally) herbalists are great, also any other "plants" that they pick up can be traded to other races. but back to the no farming thing, I have to make a way they get their hands on "copper pellets" (that is the refined and snackable version of copper lumps and what bars can be turned into) without the player being able to abuse it. Maybe a special reaction that has a 1% chance to make a copper pellet, that would be painfully slow to use.

EDIT2:
My bad, my description for PROTOTYPE 2 says that assemblers are basically like extra automations, not true. They are in a way, but they only do peasent work "Hauling, cleaning, feeding/recovering wounded.. etc" all labors that are enabled for peasents. Sorry for this misinformation.
« Last Edit: May 08, 2012, 11:48:28 am by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #59 on: May 08, 2012, 09:34:13 pm »

If anyone downloaded the prototype, do you have any issues with Fortress mode? I'm trying to run a field test, and No automation wants to respect zones "meeting areas, and water" they still do labors and stuff, they just don't like zones anymore. I want to say it's the SPECIFIC_FOOD:PLANT:LUMP_COPPER, but when I had it in for the "Drinking only Oil" theory they had no problem.

I might have figured out the issue, I embarked with too many assemblers. I guess if most of your population consists of members that count as [PET] it goes on the fritz. So a suggestion, emabrk with at max 6 assemblers or, simply trade for them from your home civ.

This is the first time I've encountered something like this before.

EDIT2:
Ok embarked with 5 assemblers, and now I got the issue again...

EDIT3:
Seems automations don't like outdoor meeting areas, odd because when I did a "Play Now" quick embark they used outdoor meeting zones happily. It must be embarking with assemblers, 5 might be too much. My last bug free play test I had only one assembler.

Wow either it's just my embarks/DF or automations are really really picky on what zones they like :/
« Last Edit: May 08, 2012, 10:36:35 pm by Hugo_The_Dwarf »
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