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Voting closed: July 15, 2012, 02:31:16 am


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Author Topic: PlayableCiv+ (V. 0.05A) [Antmen]  (Read 48862 times)

Hugo_The_Dwarf

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Re: PlayableCiv+ (V. 0.03.1A)
« Reply #75 on: July 05, 2012, 04:06:35 pm »

I would have found that out since I have mass cloth industies when I play, Have to dress all those servile cannon fodder.
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Toxicshadow

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Re: PlayableCiv+ (V. 0.03.1A)
« Reply #76 on: July 06, 2012, 12:32:56 am »

New reports from testing
Elves lack  position of rangers commander. It's easily fixed by copying militia commander from dwarves and renaming
But serious issue- they lack quivers! So long bows are useless. Not sure if it's because of leather working being forbidden or anything else... dwarves don't have quivers at permitted items section, so I don't know how to fix it.
Also they need reaction for making wooden weapons - scimitars and such. And I guess to make them useful it'd be nice to add an enchant of hardening wooden  melee weapon - up to iron grade, maybe bronze
And curious bug - I can't plant pines. Oaks, willows, ashes and others are fine, but farms don't have option for pine. Not saying I needed them hard, though.
Alright I'll release an update in a few mins. All it will do is enable the 2 reactions for Elves tree altar and fix the ranger commander issue. But since I'll be camping untill Sunday I guess I should fix it now.

Also, Pines are plantable, they grow from Pine Cone Seeds in forest biomes
« Last Edit: July 06, 2012, 12:59:13 am by Toxicshadow »
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Hugo_The_Dwarf

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Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
« Reply #77 on: July 06, 2012, 01:30:15 am »

Yup you can plant trees that grow in that biome. so if your in a place where only cacti grows (kopopo or whatever it's called) that is all you can grow. All other tree seeds are useless and can be destroyed safely. So pay attenion to what seeds you bring.
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peregarrett

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Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
« Reply #78 on: July 06, 2012, 03:16:01 am »

So pines issue is just a biome feature? okay then.
Cloth quivers will be ok, I think.

Will they have some substitute for mechanisms? I think cage traps are necessary to tame wild animals, and they need mechanisms to be built. Maybe some kind of carnivore plant? Is it possible to place a creature into cage by interaction?
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

peregarrett

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Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
« Reply #79 on: July 06, 2012, 06:16:26 am »

a few minor bugs
Code: [Select]
entity_default.txt
[FOREST]
...
   [PERMITTED_REACTION:MAKECLOTHQUIVER]
...

reaction_civ+.txt
[REACTION:MAKECLOTHQUIVER]
...
   [SKILL:CLOTHIER]

will try it hard this weekend. Maybe finally make those plants grow to trees
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

jackbod

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Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
« Reply #80 on: July 06, 2012, 12:37:23 pm »

This is awsome =O how about a playable insectoid men race with castes loosely based on different insects?
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peregarrett

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Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
« Reply #81 on: July 06, 2012, 12:49:37 pm »

This is awsome =O how about a playable insectoid men race with castes loosely based on different insects?
I've seen something around here


Also minor bug I forgot to mention - PERMITTED_JOB:CARPENTER for elves.
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

Trapezohedron

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Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
« Reply #82 on: July 06, 2012, 12:59:50 pm »

Not that I mind much, but aren't elves royally effed when there's tons of people now, due to the lack of a pick?

I'd like a race of extinct orcs and maybe hive-minded ToME yeeks?
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Windpoison

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Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
« Reply #83 on: July 07, 2012, 02:02:51 am »

Holy crap, your mod's amazing. Meanwhile I ended up giving up on mine, too damn busy right now.
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peregarrett

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Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
« Reply #84 on: July 07, 2012, 10:24:46 am »

Another curious bug. There's something wrong with quivers reaction. It produces no-quality generic quivers, but produces it in crazy amounts, thousands  per one cloth item. I guess it's flooding because cloth measures in thousands, but have no idea how to fix material issue. I want them to be +rope reed quivers+!
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

Hugo_The_Dwarf

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Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
« Reply #85 on: July 07, 2012, 11:44:00 am »

Post the reaction, I warned Toxic about using a simple "1" in the reagent if he's using GET_MATERIAL_FROM_REAGENT

so Peregarrett post that reaction, and I may be able to fix it (may is a understatment, *I Will* fix it :P)


EDIT:
Mediafire why u suck so bad?

EDIT2:
Nvm downloaded the mod and checked out the reaction, yup it's a no go, I will color errors and issues

   [REAGENT:cloth:1:CLOTH:NONE:NONE:NONE]
   [PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM:REAGENT:cloth:NONE]

Yellow the value is too low for using a GET_MATERIAL_FROM_REAGENT as it acts like a ratio system for stacks and all that. Since cloth is "10,000" you asking for a even 1:1 ratio sooo.. you get 10,000 quivers from one piece of cloth because it counts as a "stack" of "10,000"

Red Typo, you want an "_"

you might want this

Code: [Select]
[REACTION:MAKECLOTHQUIVER]
[NAME:Make a Cloth Quiver]
[BUILDING:CRAFTSMAN:CUSTOM_ALT_Q]
[REAGENT:cloth:10000:CLOTH:NONE:NONE:NONE]
[PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:cloth:NONE]

EDIT3:
Toxic is away for camping, and this was a easy enough fix to do.
« Last Edit: July 07, 2012, 11:55:24 am by Hugo_The_Dwarf »
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peregarrett

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Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
« Reply #86 on: July 07, 2012, 12:26:01 pm »

Hugo, you kick ass! Do I need to regen the world or just change raws of it?

It was epic btw,  how 80000 quivers crashed Df. I imagine it like series of explosion s emerging from craftself workshop.
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

Hugo_The_Dwarf

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Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
« Reply #87 on: July 07, 2012, 12:32:11 pm »

Just take my altered REAGENT and PRODUCT lines and paste them over the broken ones. no Regen required.
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peregarrett

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Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
« Reply #88 on: July 08, 2012, 02:00:10 pm »

I'm again with test reports.
Plant to log processing works fine, though I got plant through gathering, now farming
Quivers are made from specific cloth now, but still lack quality.
But praying to tree altar instead of giving some random stone, gem or bar gives just "cut gem" or "bars".
Also there is some glitch with wooden armor. Helms are fine,  but others produce generic stuff, with no material
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

Hugo_The_Dwarf

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Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
« Reply #89 on: July 08, 2012, 04:32:50 pm »

How about Wooden caps?

I'm thinking the make wood armor stuff is because the reagent is just this:
   [REAGENT:wood:1:WOOD:NONE]

wooden cap making and all the others just have this, while wooden helm reaction has
   [REAGENT:wood:1:WOOD:NONE:NONE:NONE]
which include the material portions.

Also just a friendly note even if you get gauntlets to get the proper material, they won't work unless they have "right" and "left" versions

And praying for stuff is broken because there is no way to make a product "randomly" pick a material saddly, however you can make it pick a random Item. But that is not the desired effect.

[REACTION:GETGOODSFROMTREE]
   [NAME:Pray to Tree Altar]
   [BUILDING:TREEALTAR:CUSTOM_P]
   [REAGENT:giftA:15:PLANT:NONE:NONE:NONE]
   [REAGENT:B:1:NONE:NONE:NONE:NONE]
        [CONTAINS:giftB]
        [PRESERVE_REAGENT]
   [PRODUCT:85:2:BAR:NONE:NONE:NONE] - no material, generic "air" is used
   [PRODUCT:50:1:SMALLGEM:NONE:NONE:NONE]- no material, generic "air" is used
   [PRODUCT:38:5:STONE:NONE:NONE:NONE]- no material, generic "air" is used
   [PRODUCT:10:2:ROUGH:NONE:NONE:NONE]- no material, generic "air" is used
   [SKILL:PACIFY]

also for quivers having no quality that is because the [SKILL:XXXX] tag is missing from the reaction, which means it is done instantly by anyone and no skill to affect quality.

[REACTION:MAKECLOTHQUIVER]
   [NAME:Make a Cloth Quiver]
   [BUILDING:CRAFTSMAN:CUSTOM_ALT_Q]
   [REAGENT:cloth:1:CLOTH:NONE:NONE:NONE]
   [PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM:REAGENT:cloth:NONE]
   [SKILL:CLOTHESMAKING] --- just added this, now clothemakers will make it. And a legenary will make a masterwork


Also peregarrett, I found your confusion about being able to make cloth quivers in vanilla. I'm doing a test fort, and somehow a migrant hunter came with a rope reed quiver :/ But I do have imcomplete adv. mode reactions that allow quiver making, Maybe worldgen creatures can use those on their adventures?
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