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Which of these options would you like to use while the Mythic Greece Mod is still being built?

Use neither Mythos Major nor Mythos Minor as test maps until the game is finished
Use only Mythos Major as a test map, saving Mythos Minor for the finished game
Use only Mythos Minor as a test map, saving Mythos Major for the finished game
Use both Mythos Minor and Mythos Major as test maps until the game is finished
Another option entirely that I will immediately post below because otherwise I just wasted my vote

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Author Topic: Mythic Greece (A DF-style recreation/mod)  (Read 13785 times)

Timeless Bob

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Re: Mythic Greece (A DF-style recreation/mod)
« Reply #90 on: May 21, 2013, 11:39:09 pm »

Sorry guys - had no internet for a few days there.  However, I've been able to solve the problem with the massive errors on Mythos Major and Minor:  Neither of them have any landmass greater than 370 for Minor and 380 for Major.  Changing the max height for both of these down from 400 to 370 and 380 let me gen a couple practice worlds for both with north facing poles in under an hour.  (I'll be posting the settings and seeds for those in a moment.)
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L33tsp34k does to English what Picasso did to faces.

Dwarfopoly
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Eric Blank

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Re: Mythic Greece (A DF-style recreation/mod)
« Reply #91 on: May 22, 2013, 01:28:58 am »

Oh, ok then!

I was also mucking around with my files a few days ago and came upon an annoying issue; I couldn't figure out how to get the dionysus caste to be able to permanently convert others. I figured it out not long ago, though, and now it should be possible for me to convert people I don't like directly into a maenad in-game, and they will from then on transform whenever they're around and attack people and have a "jolly good time" in general. :P

In the process I made dolphins, based on common dolphins, including -man and giant variants. Vanilla DF has most of the mammals and many of the birds accounted for, but I don't think we have a generic snake, and only have a generic lizard as vermin, with no giant or -man variants.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Timeless Bob

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Re: Mythic Greece (A DF-style recreation/mod)
« Reply #92 on: May 22, 2013, 01:36:45 am »

I think snakes are handled as quadrupeds for movement, but with itty bitty legs or legs called "chest scales" or something like that to make it sound like they're legless cosmetically.
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L33tsp34k does to English what Picasso did to faces.

Dwarfopoly
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Timeless Bob

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Re: Mythic Greece (A DF-style recreation/mod)
« Reply #93 on: May 22, 2013, 01:44:22 am »

Did you also make males and females separate castes then?  I figure the male caste would be immune to the maenad maker, unless you just want to turn them all female, regardless what they were before. 
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L33tsp34k does to English what Picasso did to faces.

Dwarfopoly
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Bloodlines of the Forii

Eric Blank

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Re: Mythic Greece (A DF-style recreation/mod)
« Reply #94 on: May 22, 2013, 02:38:50 am »

It only affects women, on the basis of a creature class tag I added: "MALE" and "FEMALE." If we want transformations that don't turn you into some sort of androgynous monster or decide "yup, you're totally a woman now. Sorry" then just add [CREATURE_CLASS:FEMALE(or MALE)] under the appropriate castes for the civilized races. At least, that's what I did. If you don't want to add that line then it won't take effect unless told to ignore creature class, because it can't target anything that doesn't have the FEMALE class (although I also set it to specifically ignore anything with the MALE class)

I also used that for the dolphin and animal-man transformations, although they have both a male and female target under the interaction definition so men become male x_men and women become female x_women. I'm still fuddling with the dolphin one...

Also, looking at the raws it appears to me that snakes don't have anything with a STANCE tag.


I dunno how the hell it's deciding whether or not they're standing.
« Last Edit: May 22, 2013, 02:53:45 am by Eric Blank »
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

sackhead

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Re: Mythic Greece (A DF-style recreation/mod)
« Reply #95 on: May 22, 2013, 05:58:21 am »

thats imterestibg i guesed tail and tested that i broke the bone and severed it could still stand...
howbig are we going for the gods compared to humans
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sackhead

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Re: Mythic Greece (A DF-style recreation/mod)
« Reply #96 on: May 22, 2013, 06:53:18 am »

sory for the double post but i have made some god sprites
Prometheus and Dionysus

i chose Promethues has he is mine and Dionysus as he is easy with the symbolism and Eric Blank has done alot of work
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Zoolimar

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Re: Mythic Greece (A DF-style recreation/mod)
« Reply #97 on: May 22, 2013, 12:17:50 pm »

I'm trying to figure out good stats for weapons - mostly penetration depth.

For now it seems like the best way will to take blade length in cm and multiply it by 100 (around standard DF).

Short sword 5000
Sword 7000-8000
Spear 15000

Low penetration depth allows for some better fights between humanoids of around human size but killing giant monsters will be really hard or almost impossible. 
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Timeless Bob

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Re: Mythic Greece (A DF-style recreation/mod)
« Reply #98 on: May 22, 2013, 02:05:12 pm »

EDITED: May 28th, 2013

First of all, here's the code for genning the two maps:

(To note: Mythos Major will need to have about 10 exceptions before it throws up an error message.  I just choose "allow this error, but continue reporting others" and the next world will be our map.  On my machine the whole process takes about 20 mins.)

Mythos Major:
Spoiler (click to show/hide)

Mythos Minor:
Spoiler (click to show/hide)

You guys should know that I gave all races the "[WORLD_CONSTRUCTION:...]" abilities of Humans in their raws, but by limiting the pop cap to 200, world gen won't crash from having to keep track of too many people even if you gen a 10,000 year world.  This also has the effect of making each hamlet, town and city have roughly the same number of people as a good sized fortress, which helps with "realism".  On the other hand, if you guys want a less civilized 10,000 year world, Ignore the pop cap and set the max site number to 10 or 20 - there'll be fewer settlements, but they'll all have LOTS of history.
« Last Edit: May 28, 2013, 01:39:51 pm by Timeless Bob »
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Dwarfopoly
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Bloodlines of the Forii

Eric Blank

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Re: Mythic Greece (A DF-style recreation/mod)
« Reply #99 on: May 22, 2013, 03:19:31 pm »

I'm having trouble with this again. the map rejection log is spitting out errors about going past the max number of subregions. I solved that issue by turning off orographic precipitation, and I'd suggest doing that for the official save. Less realistic, but we simply can't set the maximum value any higher than 5000. Also, the volcano count can be set higher without problem, and I don't get any rejections if I leave the max elevation at 400 and number of mountain peaks alone.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Timeless Bob

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Re: Mythic Greece (A DF-style recreation/mod)
« Reply #100 on: May 22, 2013, 05:50:33 pm »

For Mythos major, I got the "too many subregions" error after about 10 rejections and allowed that error before the viable world was able to be genned.  I'll experiment with not doing the orographic rainshadow on the map and see how that changes vegetation - if it's still pretty close to the kind of world you guys want to play in, I say go for it!  After all, if we're not enjoying ourselves, there's not much point in it is there?

I updated my last post with the Mythos Minor info (I'm in the dentist's office waiting room as I write this. Serentypically, there's a Safeway across the street offering free wifi services which is how I can post this stuff.)
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Dwarfopoly
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Bloodlines of the Forii

Timeless Bob

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Re: Mythic Greece (A DF-style recreation/mod)
« Reply #101 on: May 23, 2013, 02:57:32 am »

Zoolimar - I like the thought that giant creatures/monsters aren't taken down easily by a one on one types of fighting.  Even a great hero like Theseus had to use his wits as well as his strength to defeat the Minotaur.
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L33tsp34k does to English what Picasso did to faces.

Dwarfopoly
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Bloodlines of the Forii

Eric Blank

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Re: Mythic Greece (A DF-style recreation/mod)
« Reply #102 on: May 23, 2013, 03:08:29 am »

Don't worry; I wouldn't 1v1 a minotaur in DF, and anyone who would deserves what's coming to them. :P
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Zoolimar

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Re: Mythic Greece (A DF-style recreation/mod)
« Reply #103 on: May 23, 2013, 11:30:03 am »

Quote
Zoolimar - I like the thought that giant creatures/monsters aren't taken down easily by a one on one types of fighting.  Even a great hero like Theseus had to use his wits as well as his strength to defeat the Minotaur.
The problem is that with small penetration you will need to literally cut giant enemies into pieces (or wait while they bleed out) because you won't be able to reach most vital organs - that's counter-intuitive but with the way DF (for now) models body parts very hard to circumvent.   

I can make only piercing attacks to have high penetration depth - decapitations and slicing of limbs will be rare but it will be possible to reach vital organs with a well placed spear strike.
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Eric Blank

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Re: Mythic Greece (A DF-style recreation/mod)
« Reply #104 on: May 23, 2013, 03:42:37 pm »

I'd expect the greek spears and short swords to be proficient piercing weapons anyway, but the short sword may not be so great for cleaving off limbs. Give them better penetration on their piercing blows, at least. The kopis was more a cutting weapon than the xyphos, and probably isn't that great for stabbing.

What have you for the full armaments currently?
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.
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