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Poll

Should Scaleplate/Chitinplate/Shellplate reduced to "Scale/Chitin/Shell", and "Rigid X-plate" to "X-plate". It would shorten names a lot.

Yes. Text gets cut off too often.
No. I dont care/like the names as they are.
Dont you have anything better to do then making such tiny adjustements?

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Author Topic: [DWARF] - Discussion & Suggestions - NEW POLL!  (Read 84298 times)

thistleknot

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #390 on: July 31, 2013, 07:13:53 pm »

I posted about a Bronze embark a while ago, and no one responded.  It's based on an embark focussing on building one's own weapons (i.e. don't start with any weapons)

here's the original wiki discussion
http://dwarffortresswiki.org/index.php/DF2012:Make_your_own_weapons

I thought it would be useful in your mod.

Btw, spacefox submitted a new tileset, thought it would look nice in your mod.

silentdeth

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #391 on: August 01, 2013, 07:04:43 am »

Should have it done today barring a case of complete incompetence on my part.
Finished. Meph, just copy and past the following code and name the file featurelua.lua. The command to enable magma workshops is "featurelua magmaWorkshops" Should work on any map. You can also do all the stuff the feature plugin can do, pretty much.
Spoiler (click to show/hide)
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Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #392 on: August 01, 2013, 10:07:45 am »

Thistleknot, I was looking for mod-specific embarks, highlighting new industries or skills. Like Chemist/Alchemist focussed, or Subteranean Farmer with only cavern pets, or Gun/Ammo focussed, or a embark that allows Magic as quickly as possible. Its more for.... lore, atmosphere, roleplaying, than for the most efficient embark.

Silentdeth: Thank you so much, I will try it out and let you know how it goes. I'l have it triggered by the reaction to spawn magma, or maybe make a specific reaction just for it. ... Do you think you can do other scripts as well? I usually bother Putnam (because he knows mods) and Falconne (because he knows UIs), but expwnent and warmist and the other (what I perceive as main-dfhack crew) are usually quite busy.

There is the magmasource command that starts essentially to act like a magma-aquifer tile. I cant use it in a reaction because the script expects a location. If I made a workshop, and the script would recognize a specific workshop tile as location, that would be awesome. I could make magma (and water) screwpumps that dont require an input material. That would make spawning liquids so much easier.
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silentdeth

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #393 on: August 01, 2013, 10:28:39 am »

Have a minecraft mod I need to update. That is gonna keep me busy for a few weeks. Then I kinda wanted to fiddle with the warlocks to make them not suck. Maybe after that? Though autosyndrome has a location command does that not work? I guess I'm not following what your problem is, or what you want to do. Might be best to wait until the next autosyndrome update too.
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Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #394 on: August 01, 2013, 10:50:43 am »

I want to recreate the screwpump, without needing a liquid below it. So a dwarf goes to that new, custom "liquidspawner" and runs a reaction, similar to "operate pump". The reactions would be "spawn water" and "spawn magma". It would then start pumping water/magma, just like a screwpump would.

But do your minecraft mod first, but I wouldnt touch the warlocks. I have my own overhaul planned for them, would be pointless if you did something that I'll undo later. Writing a script that I myself cant write would be more helpful. Getting free raws is nice, but I can do modding myself without any help. Dfhack scripts? I cant, I need the help.
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silentdeth

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #395 on: August 01, 2013, 02:55:21 pm »

You can make building that can be rotated like the screw pump? I want that for everything.

Perhaps, but making scripts is not near as fun or satisfying as having something you created come to your fort and rip the spleen out of your favorite dwarf. I shouldn't make any promises anyway, who know what my schedule will be next week, yet alone in a month. I will try to sat aside some time for it though.
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Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #396 on: August 04, 2013, 12:11:00 pm »

I cant, but maybe DFhack can. ;)

I did some work on the tileset... mostly backgrounds for plants (grass) and items (floor). I also replaced the ring (craft) with the new abacus (craft), which will get some use in reactions and workshop designs. I replaced the earring (craft) with the new journal (craft), which might get some use in reactions. It most certainly uses the book-tile, freeing one tile for use. I also managed to sneak away another tile, leaving me with 2 openings. I filled these with Mage (creature) and Golem (creature). That will allow me to give each mage a robe of fitting color, making them easier to identify ingame. I might also move golems from an independent creature to the dwarven creature, using a caste. This would mean that golems do labor, join the military, equip armor and weapons... and can be controlled by direct commands. I didnt do this previously, because the creature would still look like a dwarf. But now I have a golem-tile in the tileset. :)

I also noticed that all allies and greenskins have a tile, so I could theoratically make "foreign race" migrants, having the odd human/gnome/elf/drow migrants, or even captured goblin/kobold/orc migrants. These would also do labor, join the military, and so forth. I think this would be great as an optional part of the mod. I know it would add some flavor.

Drawbacks of this: Golems might arrive as migrants, just as many as Mages atm. So not many. And these "foreign races" might be fortress born. How often that might happen I cant tell, but I assume that a low percent of children might end up like this.

Oh, and the two flower tiles, which are inverted grass tiles, allow me to make the surface prettier and most of all: More convenient/comprehensible. Less ominous icons, so creatures and items can be spotted easier.



And of course the workshop idea I had: Arbalest Post. A custom siegeengine. You make ammo for it, dwarf goes to Arbalest, runs the reaction: "Load and man Arbalest" and transforms into an immobile arbalest-gunner (or whatever you will call him). He will stay on the Arbalest and will get a ranged interaction that shoots material emissions, simulating him firing the arbalest and using up the ammo. After 1 month (or similar timing) the dwarf goes back to normal. Different types of ammo could transform into different castes of the gunner-creature, allowing different effects. :)
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Z1000000m

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #397 on: August 04, 2013, 12:36:53 pm »

So, expendable turret-dwarfs then?

I guess i've found a great way to sink all those potashers and dissectors.
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Gamerlord

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #398 on: August 04, 2013, 12:38:15 pm »

Huh. Maybe make a reaction that makes it a permanent transformation, like a golem?

Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #399 on: August 04, 2013, 01:07:19 pm »

No... if it would be permantent you would have nofood/nodrink/nosleep for a dwarf, and unlimited ammo, since he never transforms back.
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Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #400 on: August 04, 2013, 01:31:24 pm »

And just for my own peace of mind: A complete tileguide for the MasterworkDF tileset.

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Gamerlord

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #401 on: August 04, 2013, 01:32:53 pm »

Um, is there a way to specifically make candelbras? It's taking me ages to make my Mages Guild because I have to spam 'make rock illumination' at the craftdwarf and pray.

Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #402 on: August 04, 2013, 01:35:54 pm »

Gamerlord, the craftsdwarf does have custom reactions for them... "craft rock candelabra".
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silentdeth

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #403 on: August 04, 2013, 07:07:06 pm »

I might also move golems from an independent creature to the dwarven creature, using a caste. This would mean that golems do labor, join the military, equip armor and weapons... and can be controlled by direct commands. I didnt do this previously, because the creature would still look like a dwarf. But now I have a golem-tile in the tileset. :)
Please, please, please do this, I just lost a squad of elite marksman because the golems that should of been guarding them all ran off when I told the civilians to go inside. Right now the only thing I find golems really useful for is warlocks, and that says more about the warlocks than the golems.
Drawbacks of this: Golems might arrive as migrants, just as many as Mages atm. So not many. And these "foreign races" might be fortress born. How often that might happen I cant tell, but I assume that a low percent of children might end up like this.

Honestly, I would not mind this, given the description says this is a golem sent to you by the moutainhomes having one migrate makes perfect sense. However, you can change the amount of them with the [POP_RATIO:25000] tag; I'm pretty sure you can give different caste different numbers there and it will control how often they appear naturally. Also, no children for golems.

And of course the workshop idea I had: Arbalest Post. A custom siegeengine. You make ammo for it, dwarf goes to Arbalest, runs the reaction: "Load and man Arbalest" and transforms into an immobile arbalest-gunner (or whatever you will call him). He will stay on the Arbalest and will get a ranged interaction that shoots material emissions, simulating him firing the arbalest and using up the ammo. After 1 month (or similar timing) the dwarf goes back to normal. Different types of ammo could transform into different castes of the gunner-creature, allowing different effects. :)

Something sorta along these lines, first a question: Can you make a building able to be hooked up to a lever/pressure plate/ect? If so, maybe a sorta trap that sprays poison gas when triggered. Arm/fuel it with some glass vials, one of the toxicologist poisons, and a magma flask to vaporize the poison. It would be a sort of poor mans version of the mines, that could be made before you had gnomes, and of course wouldn't be vulnerable to being shot at. 

And just for my own peace of mind: A complete tileguide for the MasterworkDF tileset.


Love the abacus, the traction bench, not so much. It doesn't look like something you would lay on top of, or like a traction bench. Maybe if you told me it was for dwarfs I could think it something that you might use to stake someone out for the crows, or stretch them on the rack, but not a traction bench.

Mage: Give them their staffs and shield to make 'em look more badass and less like an Alzheimer patient wandering about in their bathrobe.
Golems: More detail, more colors. They are too bland. Give em a bit of detail work. I also notice, in my current game, they are getting colored by their profession tinting, i.e. farmers being tan.

Undead: More sharp edges, it looks like a stuffed doll or something cuddly.

Drow: No beard for drow.

Rat: That's supposed to be a rat? Not even if I squint a little.

Spider: ? Is that a mistake? I don't see a creature in that.

Bees: Too similar to flys, make them larger.

I also noticed that all allies and greenskins have a tile, so I could theoratically make "foreign race" migrants, having the odd human/gnome/elf/drow migrants, or even captured goblin/kobold/orc migrants. These would also do labor, join the military, and so forth. I think this would be great as an optional part of the mod. I know it would add some flavor.
You would have to make them so they never throw tantrums, slaves don't do that and get to live. Also they shouldn't be able to make friends or socialize, who talks to the help? Or cares when one is killed.
« Last Edit: August 04, 2013, 07:46:47 pm by silentdeth »
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Nuttycompa

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #404 on: August 04, 2013, 10:10:10 pm »

I'm looking foward to play multirace fortrace for a long time.
Thank you Meph for make it happen :D

I have some question about it.

Will they have their race ability? Like goblin with no eat and drink or elf with animal friend.
Do they act as dwarf cast which will lead to some ankward situation like dwarf parent have an elf child?
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