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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 48853 times)

jackbod

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #195 on: July 17, 2012, 10:37:16 am »

I do like this idea, I'd definitely work on this, but the problem is(and I've ran into this issue before, I hate it >.<) how it affects other civs. As far as I know, I can't limit these creatures to that civ. If anyone has a solution to this issue, please PLEASE post it.

Make them good creatures and make only that civ able to use good creatures.
Well, it fits Gnomes to be a good civ.

Jackbod, would you mind coming up with more ideas for Gnomes? Like the names of their creatures and what these creatures produce?


Gladly I have a notepad document on my desktop for any brainstorms so... let the brainstorming begin  :P
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jackbod

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #196 on: July 17, 2012, 02:23:24 pm »

Just brainstormed more Lore

As the gods granted only there weakest of creatures to the gnomes the gnomes used certain creatures more than others the gods thathad gifted the lesser creatures grew jealous and sent stronger beasts, before long this became a competition to the gods and the gnomes worshipped them less and less now the gods grant the beasts to the gnomes with very little worship and some gods creatures can only be obtained thru sacrifice! (Were-Beast reactions turning cats to razorbacks  :P )
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Toxicshadow

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #197 on: July 23, 2012, 01:25:35 pm »

Sorry about the death of this thread. Life happened :/
Anyways, I can assure you, this thread isn't dead, I'm not abandoning it. I was just simply busy with real-life stuff. So yeh, either V0.06A or V0.1B(beta) should be out soon enough. Again, sorry for the delay in updates.
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peregarrett

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #198 on: July 24, 2012, 02:18:52 am »

Good, I'm done with my turn of successsion game too and ready to go on testing and improving elves.

Plans:
- add extra processing of metal plants - metallic leaves that are to be smelted into bars.
- special elixir that hardens wood
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peregarrett

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #199 on: July 24, 2012, 09:16:59 am »

Well. I'm able to process plant into bag with leaves, but reaction says the reagent is inavailable.
The plant:
Spoiler (click to show/hide)
The reaction:
Spoiler (click to show/hide)

Item info of leaves got by dfhack:
type: LEAVES
subtype: NONE
quality:Basic
material: PLANT:IRON:LEAF

DF smelter screen says it needs METAL_LEAVES_MAT-producing leaves to produce METAL_LEAVES_MAT bars

So, the problem I think is that leaves definition somehow drops out the MATERIAL_REACTION_PRODUCT:METAL_LEAVES_MAT tag... I tried to put it under LEAF material definition, but it didn't work either.

Still working on it... have one idea in mind to test.

Side question - why clay lumps are considered as economic? I take them as fire-safe material, but can't build from them, have to transform them into simple stone by dfhack
EDIT: simple Clay is allowed, fire clay and such - not.

My idea failed. I wanted to make leaves pure iron and smelt them as usual metal item, but no.
[LEAVES:iron plant leaf:iron plant leaves:6:7:0:0:0:0:1:INORGANIC:IRON] results in "(iron  Bag (rope reed fiber))" with "iron  [15]" inside, that can't be melted

The last idea I have is to make a shitload of reactions "smelt iron leaves" taking iron plant leaves and produces a bar, then same for copper, silver and so on... But that smells bad.
Any suggestions?
« Last Edit: July 24, 2012, 09:33:34 am by peregarrett »
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Hugo_The_Dwarf

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #200 on: July 24, 2012, 11:23:17 am »

Reason why the Leaves to Metal fails is:

The container is not included, drop this under the [REAGENT:leaves]
   [REAGENT:container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:leaves]
      [PRESERVE_REAGENT]

Should work now, Custom reactions cannot target a reagent if it is in a container, and double layered containers are impossible to retrieve your reagent without strange side effects like everything becoming [PRESERVE_REAGENT] by some will of IDK, I have not done too much testing with that

Clay issue is probally from a REACTION_CLASS somewhere, strange but I've only used normal Clay. Never the other clays.
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Henny

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #201 on: July 24, 2012, 01:05:58 pm »

Quote
However worker ants are better at most working skills, drone antwomen are good at medical skills, soldier antmen are good at military skills, and the Queen ant sucks at everything.
Wait, drones are women? I'm not sure how they are supposed to impregnate the Queen...

(If the vanilla DF raws are anything to go by drones are male in this mod as well, just found this a bit amusing.  :P )
« Last Edit: July 24, 2012, 01:09:15 pm by Henny »
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peregarrett

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #202 on: July 24, 2012, 02:28:29 pm »

Thanks, Hugo, that worked. Only problem for now is that it's smelted in 1 leaf to 1 bar ratio, while I wanted it to be, say, 50 leaves to 1 bar. Setting PRODUCT_DIMENTION from 150 to 3 didn't work.
Is it possible to set reaction to produce fractions of bar, like usual "Melt item" job does?
Maybe I should make small glob of iron from leaves and then melt it as item?
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Hugo_The_Dwarf

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #203 on: July 24, 2012, 02:35:01 pm »

Thanks, Hugo, that worked. Only problem for now is that it's smelted in 1 leaf to 1 bar ratio, while I wanted it to be, say, 50 leaves to 1 bar. Setting PRODUCT_DIMENTION from 150 to 3 didn't work.
Is it possible to set reaction to produce fractions of bar, like usual "Melt item" job does?
Maybe I should make small glob of iron from leaves and then melt it as item?
How many leaves are made from the processing?

Cause upping how many leaves will make a different ratio

REAGENT 1
Product 1
will take 10 leaves and make 10 bars

Reagent 10
product 1
will take 20 leaves and make 2 bars
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peregarrett

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #204 on: July 24, 2012, 02:48:09 pm »

How many leaves are made from the processing?

Cause upping how many leaves will make a different ratio

REAGENT 1
Product 1
will take 10 leaves and make 10 bars

Reagent 10
product 1
will take 20 leaves and make 2 bars
5 leaves from each plant of stack, so net gain is from 5 to 25 leaves in bag
I though about setting reagent inputs higher. But if I have different plants producind copper, iron, silver, etc leaves, setting input to 20 leaves would result in smelting four bags of different types of leaves, but producing single bar of first metal type. That is what I try to avoid, as well as making different reactions for iron, copper etc leaves.

So, either fractional output or metal glob thing...
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Toxicshadow

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #205 on: July 24, 2012, 04:01:54 pm »

Quick !!spoiler!! on what the next update is to include:
Spoiler (click to show/hide)
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peregarrett

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #206 on: July 25, 2012, 04:35:25 am »

Still working on reducing output of leaves to metal reaction.
I made two reactions:
Code: [Select]
[REACTION:SMELT_METAL_LEAVES_BAR]
[NAME:smelt metal plant leaves to bar]
[BUILDING:SMELTER:NONE]
[REAGENT:leaves:5:LEAVES:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:METAL_LEAVES_MAT]
[REAGENT:bag:1:NONE:NONE:NONE:NONE]
[CONTAINS:leaves]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT:leaves:METAL_LEAVES_MAT][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

[REACTION:SMELT_METAL_LEAVES_GLOB]
[NAME:smelt metal plant leaves to glob]
[BUILDING:SMELTER:NONE]
[REAGENT:leaves:20:LEAVES:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:METAL_LEAVES_MAT]
[REAGENT:bag:1:NONE:NONE:NONE:NONE]
[CONTAINS:leaves]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:leaves:METAL_LEAVES_MAT]
[FUEL]
[SKILL:SMELT]

First (Bar) reaction can be set to require 5 leaves and produce 1 bar. So from single plant we're getting from 1 to 5 bars, depending on planter's skill. Setting that higher (10 or 20) doesn't work as supposed - bags containg varying values of leaves, so getting 20 could need from 4 to 1 bags, while reaction requires single bag of 20 leaves. So, the best plant:bar ratio here is from 1:1 to 1:5

Second (Glob) produces globs of iron, that are allowed to smelted and stored at food stockpile, but then those stupid elves got "Clean" job and destroy those globs I'm making so hard! sometimes I can designate them for melting and they do melt it, but I think the output is too small to notice.
So, in this case I can get a workaround with making some "rough iron" instead of globs. If dwarves can cut granite, them elves can have rough metal gems, I think!

EDIT:
Aha!
this reaction produces "rough <metal>" that are stored at gem stockpile, but can't be cut at jeweller workshop.
Code: [Select]
[REACTION:SMELT_METAL_LEAVES_GLOB]
[NAME:smelt metal plant leaves to gem]
[BUILDING:SMELTER:NONE]
[REAGENT:leaves:5:LEAVES:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:METAL_LEAVES_MAT]
[REAGENT:bag:1:NONE:NONE:NONE:NONE]
[CONTAINS:leaves]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:ROUGH:NONE:GET_MATERIAL_FROM_REAGENT:leaves:METAL_LEAVES_MAT]
[FUEL]
[SKILL:SMELT]
These "gems can be degignated to be melt and processed at smelter to get a bar. Approximately it took 5 gems to 1 bar, forgot to count it, that sets total plant:bar ration to 5:1 - 1:1. I think it's good enough.

So, the metal production tree for elves should look like:

BuildingMaterialJobOutput
FarmMetal plant seedsGrowMetal plant (1 to 5)
Farmer WorkshopMetal plant stack[1-5], BagProcess to bagMetal leaves (5 to 25)
SmelterMetal leaves[5] in bag, CoalSmelt leavesRough metal (1)
SmelterRough metal M, CoalMelt objectBar (0.20)

Ain't I awesome?  :D
« Last Edit: July 25, 2012, 05:11:00 am by peregarrett »
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peregarrett

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #207 on: July 25, 2012, 07:25:36 am »

Next stage planned - get rid of wood burning, get fuel through plant processing. By the way, is it possible to spawn water or magma pool by reaction or something? Would be cool to fill pool with 7/7 of magma...
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fire1666

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #208 on: July 25, 2012, 11:55:08 am »

Hi there i would like to make a request for a playableCIV, would it be possible to code a race that have not got a very large population. BUT they are rediclously powerful with technology far beyond that of other races (im not talking about hand-held-death-stars, possibly a type of crossbow that fires projectiles far more powerful then a normal Dorf crossbow [a bit like a weaker but faster javaline thrower from the masterwork mod] or mabe more advance reactions {energy condenser to make void energy and a workshop that takes said void energy and uses it to make food or ammo?}).
i would like to hear your thoughts on this, thank you for your time.
note i have little / no modding experance so i cant do much and i dont know if this is possable.
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fire1666

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #209 on: July 25, 2012, 12:26:40 pm »

sorry for the double post (DONT HIT ME D:) but to add on the the suggestion i ask kindly of, possability for a unorthodox / unconventional / suppernatural race ( relies on spiritual powers, but in combact without said power they fall like flies in a Blend-tec blender [But will this mod blend... that is the question])
thank you for your time reading this comment and my previous comment, also great mod BTW.
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