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Which would you prefer: (vote once for #1 and once for #2)

#1 No new tileset without the UI
#1 New tileset replaces on old one (Matrix)
#1 New tileset replaces the default (phoebus)
#2 Magic System could be released as beta, I dont care for bugs.
#2 Magic System should be completely finished first.
#2 Magic System should be completed, tested and balanced first.

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Author Topic: Feedback/Suggestions for the Magic System.  (Read 9829 times)

Meph

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That makes me sad. (actually, I'm grinning, because I love those mono-sybillic answers^^)

EDIT: I changed the title to better show what this is about. Feedback for the just released magic system should go here.

So yeah everyone, it is released, both tileset and magic system. Have a go, and let me know how it goes. I am sure this thread will be flooded with bugreports within a day or so. :P
« Last Edit: June 22, 2013, 04:09:17 am by Meph »
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Gamerlord

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Re: Feedback/Suggestions for the Magic System.
« Reply #17 on: June 22, 2013, 05:25:11 am »

Posting to watch.

mercRaven

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Re: Feedback/Suggestions for the Magic System.
« Reply #18 on: June 22, 2013, 06:32:24 am »

So I tried to install the new magic system, and it crashes everytime because it cannot find tileset familiar.png
And It's in there, this happens whenever I create a new world.


So apparantly it crashed because the file is missing an s in the name of the png file
« Last Edit: June 22, 2013, 07:10:10 am by mercRaven »
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Meph

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Re: Feedback/Suggestions for the Magic System.
« Reply #19 on: June 23, 2013, 02:12:47 am »

Yeah. -.-

Yes, correct. You have to rename familiars.png to familiar.png to fix it.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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microMOOSE

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Re: Feedback/Suggestions for the Magic System.
« Reply #20 on: June 25, 2013, 07:57:55 am »

My dwarves wont eat? Nothing is forbidden and they're all hunting for vermin when they have food from embark and plants they harvested.

I noticed that plump helmets and seeds were unavailable on embark.
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Godlysockpuppet

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Re: Feedback/Suggestions for the Magic System.
« Reply #21 on: June 25, 2013, 09:57:15 am »

My dwarves wont eat? Nothing is forbidden and they're all hunting for vermin when they have food from embark and plants they harvested.

I noticed that plump helmets and seeds were unavailable on embark.
I noticed this too.
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Meph

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Re: Feedback/Suggestions for the Magic System.
« Reply #22 on: June 25, 2013, 10:02:36 am »

While the magic system is untested, I did not expect something that wrong with it. I wouldnt even know how to stop creatures that need to eat/drink from eating/drinking, without removing their grasp body parts...

I think I have to take a better look at it myself. Time is used mostly for RL atm, so it will take a while. But other then the magic system I only have some kobold bugfixes on my list.
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

microMOOSE

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Re: Feedback/Suggestions for the Magic System.
« Reply #23 on: June 25, 2013, 10:13:05 am »

They can use tools for mining and chopping down wood, but just not eating.  They can still drink and pick up weapons and tools they drop.
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Godlysockpuppet

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Re: Feedback/Suggestions for the Magic System.
« Reply #24 on: June 25, 2013, 02:07:22 pm »

While the magic system is untested, I did not expect something that wrong with it. I wouldnt even know how to stop creatures that need to eat/drink from eating/drinking, without removing their grasp body parts...

I think I have to take a better look at it myself. Time is used mostly for RL atm, so it will take a while. But other then the magic system I only have some kobold bugfixes on my list.
it's something wrong with the food itself. I've a tonne of cooked pond turtles and they're being ignored. There's no drinks either. i get pigtail nothing, and then a load of blank/unkown drinks.
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Meph

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Re: Feedback/Suggestions for the Magic System.
« Reply #25 on: June 25, 2013, 09:39:40 pm »

Do you guys have a "duplicate entry: feather / Glumprong" in your error log? Thats probably the cause, if thats the case. this all sounds like raw duplication to me.
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microMOOSE

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Re: Feedback/Suggestions for the Magic System.
« Reply #26 on: June 26, 2013, 07:15:53 am »

Duplicate Object: plant FEATHER
Duplicate Object: plant GLUMPRONG
*** Error(s) found in the file "data/save/region1/raw/objects/creature_standard.txt"
Unrecognized Unit Type Token: ALCHEMY
Unrecognized Unit Type Token: MAGIC_NATURE

whole lot of that in there
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Meph

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Re: Feedback/Suggestions for the Magic System.
« Reply #27 on: June 26, 2013, 07:34:52 am »

I managed to test a little bit.

I fixed the graphics file name, no crashes anymore.
I fixed air-class webs being called "dwarf skin web". Is now "silk web".
I fixed targeting of familiar boost reactions, now only target the fitting mages.
I fixed staves working in between castes, they now only work on specific castes.
I fixed auras working in between castes, they now only work on specific castes.
I fixed aura targeting range.
I fixed lvl2 and lvl3 transformations not working.
I fixed the duplicate feather and glumprong.
I added display names to mages.
I added skill learn rate and natural skills for throwing and ranged combat to mages. Used for material emissions.
I removed display names from bone golem and lesser bone golem.

I still have no idea what happens about the food/eating. There is food, but somehow dwarves get hungry, and cant recognize it as food. "Cancels bring food:No food available". ... It is weird, I dont know where that comes from, since I do not even touch any of the material templates for this. The errorlog is clean as well.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Godlysockpuppet

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Re: Feedback/Suggestions for the Magic System.
« Reply #28 on: June 26, 2013, 11:00:19 am »

and the anvils?
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Meph

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Re: Feedback/Suggestions for the Magic System.
« Reply #29 on: June 26, 2013, 11:20:12 am »

There has never been a problem with anvils.

The only difference was that some people, including you, had "less tree types" set to off, which lead to the original feather&glumprong trees being enabled again, which lead to raw dublication, because I added those trees back in in the plant_magic.txt, which lead to all those funky embark errors, like shifting prices, unknown substances and missing items, like anvils.

Hungry dwarves still elude me.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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