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What do you think about the Mod Manager? (3 max)

I like the Slap Graphics and how I can pick out any pack that is supported
I like the Settings, change aspects of the mod at will
I like the Tileset Changer
Slap Graphics could use some more work
Not enough settings (if so, what?)
Tileset changer has some flaws (suggestions)

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Author Topic: [MAJOR]: <)(Regeneration: Forced Evolution)(> V1.5 out 14/08/13  (Read 75999 times)

Maklak

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Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
« Reply #150 on: May 15, 2013, 02:56:03 pm »

Are you certain that 1.4 and not 1.3 is the newest version for download?
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Hugo_The_Dwarf

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Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
« Reply #151 on: May 15, 2013, 09:00:53 pm »

v1.3 is currently the "released" and well tested (before release, and tested as much as I could)

where as v1.4 is just the current change log of what to expect when I finish up alchemy and polish off a few oddies (like caste names conflicting with invader profession names)

I apologize to any who might have thought I've released v1.4, There is however a fortress in the community/stories section that is running a v1.4 alpha. I believe the features in it are expanded goblin castes, and a few other bug fixes.
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Hugo_The_Dwarf

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Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
« Reply #152 on: May 17, 2013, 10:29:17 pm »

Updates are going a bit slow, Even tho college is over, my main project is not over, only yet it just begun. I and a colleague have started our own game developing company, thus I am learning Java and touching up on my 3D modeling and animation skills once again, and even my photo shopping skills too.

But as I work on the update now I had an idea, as I just learned file I/O (input output for non programmers) and I thought "maybe I can make a settings program" so that users can customize the mod further to make it harder, easier, and perhaps choose which race is playable (instead of all 3 up at once) Altho the problem is that I only learned how to make a display (render window) and not a form (what most applications are) alas won't be that hard to find out with the power of mr. google

I will probably have to push the new evil race for v1.5 and the use of alchemy as well, But I will be making a framework (materials, effects, ingredients) then get reactions and ways of doing it for v1.5 as the log is getting long enough for the release of v1.4
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Hugo_The_Dwarf

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Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
« Reply #153 on: May 18, 2013, 11:01:51 pm »

I'm just putting some finising touches on V1.4 then im shipping it out, should be done either tonight or tomorrow, will have some nice features and fixes.
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Toxicshadow

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Wewt~! New update for Regen! :D
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Hugo_The_Dwarf

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Updater'd to Version v1.4 here is the changelog:

Quote from: The Log
v1.4
-Dwarven mines have had their sizes reduced, somehow they were massive.
-All weapons that use throwing knives now use the SWORD skill.
-Battle axes that allow throwing of axes use the AXE skill
-Humans can now make wheelbarrows and minecarts
-Humans Cheif Medical Dwarves have been renamed to Cheifs of Medicine
-Outcast Elves have had their triggers upped again.
-Physical/Mental Attributes:
-- Dropped max strength in Goblin caste by 200 (Now 1850)
-- Dropped every Endurance value in Goblin caste by 150
-- Dropped max Endurance and Recuperation by 250
-- Increased every Recuperation value in Goblin caste by 100
-- Made Memory equal to Creativity (Low)
-- Gave Goblins Toughness values (Low)
-- Gave Orcs Toughness values (High)
-- Changed Goblin/Orc/Troll Caste Name to be caste-specific (I.E. When initializing goblin_female, you have [CASTE_NAME] NOT when selecting all gobs)
-- Added Goblin Seekers and Thieves
-- Added Orc Brutes
-- Removed [BONECARN] from creature level, moved it to various castes (I.E. Orc Brute).
-- Added troll destoryers
-Removed some redundant materials
-Created Silence Spell
-All Spells (or most) require speech to be used.
-Added a functional Muscle tissue
-Unholy have been given an Overlord Position
-Goblin Boss castes added, 2 mages and 1 leader
-burn all bodies and remains has been added to kiln
-New tool for dwarves to build, Dwarven Steam Train. Effectively the biggest minecart that is buildable, Can be filled with water to "dump" to make pools.
-Screw Pump Wells can now fill Steam Trains with water for "dumping"
-Trogs and Gremlins (cave civs) have had their triggers increased (first, 2nd year cave exploration shouldn't be so dangerous).
-Nerf'd some spell lengths, so the effects wont be as long, and increased the length of heal slightly (hardly noticeable)
-Emotional Advisers no longer make demands
-Dwarven Land Mines have had their explosion upgraded
-Human mages now have Silence and Blind as base spells.
-Created some fire safe tissues so that some monsters survive the situations they are surpose to. (still need to work on other types of materials for special creatures)
-Humans have two new creations that they can shape.

Alot of major issues have been fixed, but a few more cropped up so I'll be working on alchemy for v1.5 and a new baddie. Plus various other fixes.
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Hugo_The_Dwarf

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Ok Alchemy will probably better benefit the adv. mode players, so looks like I better dig into that and get a nice reaction and tool list done (altho Sanure has done an awesome job with what I have now atm) alchemy for Fortress mode will be probably very little potion making, and more of a chemistry/magic incense/ special and or magical alloys or even some sort of Dr Jeckel and Mr Hyde, probably not, but I will probably give dwarves verson of alchemy as of course an expansion of the gun powder industry and reanimating fallen dwarves as steam powered clockwork dwarven cyborgs (will have some fun with varients).

The evil civ will be Cavern layer, and will be end game (same time skeletons come to siege)
As a sneak peak I will hint at what their lore will be.
They used to be an advanced race of slavers, making the other "lesser" races do their dirty work. Until a revolution ended their reign of terror, what survivors were left fled to the caverns through caves on the surface. And for years have been watching, waiting, and stealing technology and magic from the races, refining it, perfecting it, all the while the other races warred with each other, they have been preparing for their return.

Now I plan for these baddies to be probably OP just so they are a challenge (not just some Lilly liver'd push overs) they will basically be the combined version of all the races strengths, so war machines, augmented soldiers, cyborgs, void casters (ability to summon) even some home brewed beasties that i've been planning on putting in, but never found a valid reason to get them in here.

I'm also planning on making custom hell critters, so randomly generated demons aren't the only things you face down there.

However before I get to that, I plan on doing an interactive fortress soon, I'm acaully getting it ready now. Now as in, it's still in the process about 50% ready to go (just some more mirgrants maybe a few more years) all the while I'll be modding as it "prepares" in the back ground.
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Hugo_The_Dwarf

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Threw a new poll up, also working my changelog format a bit so it's easier to home in on bugs that you might have found and never reported but 'knew' it would be found by me at some point, would be fixed. So I got categories and what is changed in them.

Still drawing out plans for the new civ. I got the basis of the lore, weapons, armor, castes, magic, but the attacks. That is what is getting me. Cause I feel the new DF update will be soon and I want to update all the attacks if that happens, which means new attacks have to wait till the update so I don't feel like "I made this, now I gotta fix it" kinda deal.
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Hugo_The_Dwarf

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After doing some updating I had a great idea for attacks, since the new release will have a drastic impact on the combat system (namely altering all attack formats for creatures) I will move the new attacks into a creature variance file, and apply them to the creatures I wish to have new fighting moves, this means when the update comes out all I have to do to fix all the new fighting moves it alter one file and BAM full scale alteration, also found alot of things I need to fix such as:

Naturally Clothed or Armored creatures
Ink making (I have an artifact that I am using right now when I can simply use Toady's Ink Template)
A few creatures are still managing to escape the standard tissue format
Have to add stronger tissues to creatures that deserve it
Have to create standard "evil" tissues for freaky beasties in the caverns
Rework some caste systems so that stronger tissues can be added to different ones safely
Create some more advanced attacks

Some new attacks I had come up with while Helping ToxicShadow with his Ninja mod he had asked me about interactions and attacks and we came up with what might be an interesting concept. Hope it works.

EDIT: also if noone noticed I have a new poll up
« Last Edit: May 25, 2013, 02:59:41 pm by Hugo_The_Dwarf »
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Stronghammer

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i noticed good sir
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Hugo_The_Dwarf

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Say Stronghammer, what is your input on the mod? the good, the bad, and the ugly?

Also thought I'll toss this in

Quote from: the Log
v1.5
---<AMMO>---
-New ammo "Cannon Balls" which are classed as shell and can be used with Hand- Cannons

---<ATTACKS>---
-Back Hand attack has been made SECONDARY due to the AI using it alot
-Most attacks are now a creature v file, and are known as 'Styles' (will be expanded apon when new DF comes out)

---<CREATIONS>---
-Some creations didn't want to fight, so I added NATURAL in them in hopes they respond to hostiles like dogs

do, the natural enrage just wasn't enough to ensure they engage in combat.
-Also added in BONECARN and NOFEAR

---<ENTITIES>---
-Outcast elves now only come after a large amount of population is reached
-Overseer nobles can now meet with dipomats

---<FARMING>---
-Fixed surface tree farming, they probably gave weird logs, should be fixed now.

---<GOBLINS>---
-Troll castes have gotten an increase in their body size, to counter the humans creation sizes

---<HUMANS>---
-all creations have been given NOEMOTION
-combat creations have NO_SLEEP, and NO_DRINK but still eat.
-Mages and Shapers are now Ageless.
-Creations have their Fish Dissector and standard profession names the same.

---<KILN>---
-Found the proper body burning reaction

---<MATERIALS>--
-Human battle glass no longer makes armor.
-Most weapon grade metals have been classed as "COMBAT_METAL"
-Several inorganics that were dedicated for chaping/crafting have been moved into a creature to prevent weirdness like "Dave SomeHuman likes Landmine Crafting Learning" and forgotten beasts being made out of these non solid materials
-New Gas template was created just so I could shorten some values that I use over and over again.

---<MATERIAL CREATURE>---
-new categorys added (SHAPING and CRAFTING)

---<NEW FILE>---
-c_variation_regen.txt
--adds combat variations for combat styles
---Humanoid brawler fighting style
---Giant Humanoid fighting style

---<REACTIONS>---
-Most tools in the tool maker's shop will be made from COMBAT_METAL or strong metals. (no more tin

shovels)
-All Shaping and Crafting reactions now are directed to new material sources

---<REMOVED FILE>---
-inorganic_regen_shaping.txt
-inorganic_regen_crafting.txt

---<WEAPONS>---
-All Throwing weapons use the BOW skill (AI brought the weapons, not the ammo.)
-Bolter is now a hand-cannon (in a sense it's like a bazooka or large gernade launcher, only with cannon balls)

Kinda Misc stuff, but I'm looking more into the Reaction/Building/Material side of Regen and hopefully expand more on the Alchemy aspect and tech trees, maybe even at some point make a special "Building Set" in which say a University is 3-5 different buildings that can be built all together to make a build building (or of course seperated, but would look better together) so some of these things like Alchemy I'll probably split into seperate buildings that you need the tier 1 (starter) to build the building requirements to make the assembly for tier 2 which allows you to do better alchemy (but lower tier will always be useful, no matter what)

These are the things I'm thinking of because I have the new Race planned out (not put to RAWs yet) and Alchemy stuff is just a brewing.
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Jaso11111

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Will ironand work for this or will it break it like phoebus?
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Hugo_The_Dwarf

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Short Answer: Yes, it should. Might be some oddities if you drop it right in "like stone walls, and tools" and a few sprites for nobles.

Iron Hand should work, I believe only a few tiles for Tools and Inorganics (like natural stone/dirt walls) just need to be changed, same with Phoebus other then that sprites are assigned normally, But I do have a few new nobles that will need to be set for special graphics.

I've been meaning to make a program that can search through the files and change tiles to be capable with graphic packs

EDIT:
acually i'm going to try to create a java program to do just that, help install graphic packs.
« Last Edit: May 29, 2013, 12:21:45 pm by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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ok got halfway through my java program for allowing the easy use of ASCII, IronHand, and Phoebus. Only to find that my current method would eat itself once it found a blank line, which in the raws there is quite a bit of those. Instead I will use that method in another manner (loading lists of files) so that a converter method(s) can just go through and find the parts in the files to alter easier.

But while I plug away at that I've also found quite a bit more materials to move into fake creatures thus not to have awkward random beasties made from stuff that just boils at room temp.

Also found some old Golem body parts, and will be including a few monster updates for "<insert material> man" to be more of "<insert material> golem" which will be in a caste system so embarks that have golems you won't be harassed by the same type non stop.

Naturally Armored creatures their method is being played with as I also devise an alchemy method which is inspired by "the Witcher" and once again Jeff Vogels "Geneforge" series. Where most materials will have 1 or 2 "base" elements that you can "extract" into beakers which pure alcohol is used too (say Plump Helmet + Pure Alcohol = Rone Tincture) and you will take these products (tinctures) and combine them together or with other materials or weapons (and some armor types) to create special potions/drinks/food, alloys (tinctures + metal bar = raw mithril), and or "fake artifact" weapons (some tinctures + pure steel 2hander = Soul Ripper) Since Alchemy in Regen is more of a mix of Science and Magic it's only fair that at somepoint I improve the Gun side of it and add other sciency things in (not too far advanced, but believe-able)
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HARD

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Please make it compatible with Mayday tileset  :D
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