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Author Topic: [REVENANT] 0.03 release  (Read 2939 times)

fire1666

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[REVENANT] 0.03 release
« on: July 21, 2013, 10:12:22 am »

Greeting Dwarf Fortress gamers, my name is Fire1666 although I would much prefer it if you call me by my real name, Frasier. I've been working on a mod for Masterwork that adds a new race to the game, they are called the Revenant; they specialise in massed numbers and dark magic / darker powers such as necromancers and they also have very unique race specific materials and constructions BUT this has not been coded as of yet since they are still in their early stages of development.

The race is going to be broken down into a group of 5 tiers, each one contains specific buildings and benefits to you (the owner of the fortress), however due to the way I'm going about this I need your help.
Currently Tier 1 is hopefully going to be completed by the end of this month, Wednesday 31 July. However this is where I need your help. How do I need your help you ask?
I need testers for the Tier 1 of the faction, I need people to play them and tell me if it all works suitably and it all seems to make sense with my race.
In short I need Q+A testers for the very first steps of the race's development.
Anyone interested in this by any chance?
Credits thus far: (will be extended)
Gamerlord for persistent assistance throughout the mods very short development life thus far.
RELEASE 0.03
http://dffd.wimbli.com/file.php?id=7865
« Last Edit: August 06, 2013, 02:49:08 am by fire1666 »
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Gamerlord

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Re: [REVENANT] Pre-Alpha test for Tier 1!!!
« Reply #1 on: July 21, 2013, 10:19:21 am »

Also, anyone who is knowledgeable about workshop reaction modding, I'd like to ask that you take a couple of minutes and skim the raws; tell us if anything is wrong.
« Last Edit: July 21, 2013, 10:23:27 am by Gamerlord »
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fire1666

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Re: [REVENANT] Pre-Alpha test for Tier 1!!!
« Reply #2 on: July 21, 2013, 10:22:31 am »


Also, anyone who is knowledgeable about workshop reaction modding, I'd like to ask that you take a couple of minutes and skim the raws; tell us if anything is wrong.
ermn oops, I type too fast, once again!
modding main post now
fixed
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Gamerlord

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Re: [REVENANT] Pre-Alpha test for Tier 1!!!
« Reply #3 on: July 21, 2013, 10:23:56 am »

It's fine man, grammar checking is kinda fun for me.

Samarkand

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Re: [REVENANT] Pre-Alpha test for Tier 1!!!
« Reply #4 on: July 21, 2013, 01:04:31 pm »

Sounds like fun, so count me in (if you don't mind somebody fairly new to the forums participating).
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fire1666

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Re: [REVENANT] Pre-Alpha test for Tier 1!!!
« Reply #5 on: July 21, 2013, 01:40:06 pm »

Sounds like fun, so count me in (if you don't mind somebody fairly new to the forums participating).
absolutly no problem man, so long as you know hwo to play DF thats all thats important.
check the top post, thats the countdown to the test.
also check back every once in a while to see if ive updated the page.
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Findulidas

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Re: [REVENANT] Pre-Alpha test for Tier 1!!!
« Reply #6 on: July 22, 2013, 01:12:44 am »

I have also modded my own [not_living] creature and few of the castes in the same creature is also [opposed_to_life] (they are rare though).

How are you going to deal with the fact that zombies are opposed, this might very well mean that your domesticated animals could get attacked? I made a interaction which they could do that convert living unintelligent beings into not_living (and Ive experimented with opposed_to_life in the same) it has seemed to have solved few problems but opened up few more. Ex: if they are fighting you when you do the reaction they wont stop even though they have just turned.

Also Ive modded in an interaction where they can raise corpses into intelligent zombies (might change it into changing creature), still not sure if they join the civ or just muck about like normal zombies though. It used fit_for_resurrection and not fit_for_animation. I was thinking about changing it into changing creature and then into a specific caste which all converted bodies turned into, like a weak zombie caste inside the creature which would be perhaps the most numerous one.

Are your renevants going to be at war with everyone? What type of "vampire" infiltrator are they going to have? Since good weather instantly kills not_living are you going to mod that out? Will they be able to bleed to death or do you have to decapitate them? Any syndromes in the blood? I had a vomit syndrome in one of the castes blood since I thought it would "smell so bad".

(Havent done much more than that since steam summer sale is now out and I bought europa universalis 3 which is just kick ass, besides I know I was too lazy to do something big for everyone alone.)
« Last Edit: July 22, 2013, 01:25:25 am by Findulidas »
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fire1666

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Re: [REVENANT] Pre-Alpha test for Tier 1!!!
« Reply #7 on: July 22, 2013, 02:24:59 am »

I have also modded my own [not_living] creature and few of the castes in the same creature is also [opposed_to_life] (they are rare though).

How are you going to deal with the fact that zombies are opposed, this might very well mean that your domesticated animals could get attacked? I made a interaction which they could do that convert living unintelligent beings into not_living (and Ive experimented with opposed_to_life in the same) it has seemed to have solved few problems but opened up few more. Ex: if they are fighting you when you do the reaction they wont stop even though they have just turned.

Also Ive modded in an interaction where they can raise corpses into intelligent zombies (might change it into changing creature), still not sure if they join the civ or just muck about like normal zombies though. It used fit_for_resurrection and not fit_for_animation. I was thinking about changing it into changing creature and then into a specific caste which all converted bodies turned into, like a weak zombie caste inside the creature which would be perhaps the most numerous one.

Are your renevants going to be at war with everyone? What type of "vampire" infiltrator are they going to have? Since good weather instantly kills not_living are you going to mod that out? Will they be able to bleed to death or do you have to decapitate them? Any syndromes in the blood? I had a vomit syndrome in one of the castes blood since I thought it would "smell so bad".

(Havent done much more than that since steam summer sale is now out and I bought europa universalis 3 which is just kick ass, besides I know I was too lazy to do something big for everyone alone.)
alot of questons XD
well the race is really comprised of two "sect's" one being human cultists and the other being the Revenant's themselves who arn't undead par say but they are close enough, not so they burn in good weather and not so that theywill die from a small cut bleeding them out.
im not sure about zombie pets or ghost pets, but they will have "pets".
They will be at war with everything that isn't evil if possable to code that relationship in, BUT they will go to war if they those races give them trouble.
since I hate infiltrator's i wont add them, it would be like asking a nazi to befrend somone who is a hippy *no offence* it wont happen...
also europa is feckin awesome!
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Findulidas

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Re: [REVENANT] Pre-Alpha test for Tier 1!!!
« Reply #8 on: July 22, 2013, 06:20:05 am »

Spoiler (click to show/hide)
alot of questons XD
well the race is really comprised of two "sect's" one being human cultists and the other being the Revenant's themselves who arn't undead par say but they are close enough, not so they burn in good weather and not so that theywill die from a small cut bleeding them out.
im not sure about zombie pets or ghost pets, but they will have "pets".
They will be at war with everything that isn't evil if possable to code that relationship in, BUT they will go to war if they those races give them trouble.
since I hate infiltrator's i wont add them, it would be like asking a nazi to befrend somone who is a hippy *no offence* it wont happen...
also europa is feckin awesome!
What do you mean by sects? Do you mean that you will have two diffrent castes or two diffren creatures? You can only have one creature in fort mode that you play with at one time, so if you plan to have two diffrent creatures then one will just be apparent in seiges, trade and adventure mode. The only other creatures that might appear in fort mode are intelligent beings that have been tamed (such as tigermen). These still cannot do any labors though.

The relationships are dependent on ethics but also if they [babysnatcher] and/or [item_thief] I think (all in the entity file for the creature). If you want your creature to only be able to talk amongst themselves then you can add uttrances, but then they cannot make peace with anyone else. I think [opposed_to_life] only takes effect once the game starts and not when the history is generated though.

Im not sure you understood what I meant with infiltrators, what I meant was that if you had an idea for adding in a specific infiltrator to sometimes arrive on the fort as an normal migrant but who would be something else. Much like vampires are in dwarf fortress for the dwarves. Perhaps an infiltrator working for the "good" races or a renevant hunter disguised as a human cultist (perhaps them sometimes killing sleeping units like a vampire). Im not sure how this would work if they arent bloodsuckers though.
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fire1666

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Re: [REVENANT] Pre-Alpha test for Tier 1!!!
« Reply #9 on: July 22, 2013, 06:56:23 am »

Spoiler (click to show/hide)
alot of questons XD
well the race is really comprised of two "sect's" one being human cultists and the other being the Revenant's themselves who arn't undead par say but they are close enough, not so they burn in good weather and not so that theywill die from a small cut bleeding them out.
im not sure about zombie pets or ghost pets, but they will have "pets".
They will be at war with everything that isn't evil if possable to code that relationship in, BUT they will go to war if they those races give them trouble.
since I hate infiltrator's i wont add them, it would be like asking a nazi to befrend somone who is a hippy *no offence* it wont happen...
also europa is feckin awesome!
What do you mean by sects? Do you mean that you will have two diffrent castes or two diffren creatures? You can only have one creature in fort mode that you play with at one time, so if you plan to have two diffrent creatures then one will just be apparent in seiges, trade and adventure mode. The only other creatures that might appear in fort mode are intelligent beings that have been tamed (such as tigermen). These still cannot do any labors though.

The relationships are dependent on ethics but also if they [babysnatcher] and/or [item_thief] I think (all in the entity file for the creature). If you want your creature to only be able to talk amongst themselves then you can add uttrances, but then they cannot make peace with anyone else. I think [opposed_to_life] only takes effect once the game starts and not when the history is generated though.

Im not sure you understood what I meant with infiltrators, what I meant was that if you had an idea for adding in a specific infiltrator to sometimes arrive on the fort as an normal migrant but who would be something else. Much like vampires are in dwarf fortress for the dwarves. Perhaps an infiltrator working for the "good" races or a renevant hunter disguised as a human cultist (perhaps them sometimes killing sleeping units like a vampire). Im not sure how this would work if they arent bloodsuckers though.
Different castes probobly just with modifyed description and possibly pain immune and with infiltrators, same answer to the question. Im not willing to add them.
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fire1666

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Re: [REVENANT] Pre-Alpha test for Tier 1!!!
« Reply #10 on: July 23, 2013, 06:23:02 am »

just a teaser guys, the Revenant have a dedicated god now, not sure about the relegion system though e.g. PANTHION
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Meph

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Re: [REVENANT] Pre-Alpha test for Tier 1!!!
« Reply #11 on: July 23, 2013, 06:26:52 am »

Do you mean "Religious system: Pantheon"? :P

Anyway, just posting to follow the thread. :) Curious to see what your first release will include.
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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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fire1666

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Re: [REVENANT] Pre-Alpha test for Tier 1!!! RELEASED
« Reply #12 on: July 31, 2013, 01:40:09 am »

The mod has been released.
slightly earlyer today then expected but i dont think that will be a problem.
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Samarkand

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Re: [REVENANT] Pre-Alpha test for Tier 1!!! RELEASED
« Reply #13 on: July 31, 2013, 10:23:46 am »

I'll just update this post as I find errors.

Not Gamebreaking:
     -Cannot embark with any weapons or digging tools. Or anvils. Not sure if this is intended
     -Only underground crops but no way to get underground until caravans
     -Revenant buildings are blank until built, which makes it mildly more difficult to designate several, or check why one is being worked on
     -Cannot build glass shapper (shaper?) because it says there is a creature occupying the site. Attempted several times. Possibly due to only one edge which is pathable?
     -I'm not sure if this is me being stupid, but I don't think the mechanics skill exists
     -Trade depot blew up when a cultist caravan stopped by. Know you said not to trade w/ them, but only them and elves come. Can't access stone, so only wood crafts, so elves were out. And I needed a pick
     -Empty souls from a soul shard does not require anything and yields a soul shard plus many souls

Crashes:
     -Attempt to summon holy stone from dark glass summoner crashes
     -Convert soul essence into bone crashes

Suggestions:
     -All masterwork buildings are disabled, some might be applicable
     -Between no picks at embark, all underground plants, long plant maturation times, and plant based unique buildings, it can be 2 years game time before this race looks like anything but handicapped dwarves.
« Last Edit: July 31, 2013, 11:36:39 pm by Samarkand »
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Meph

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Re: [REVENANT] Pre-Alpha test for Tier 1!!! RELEASED
« Reply #14 on: July 31, 2013, 11:12:14 am »

I am heavily working on my own next update, once its released I will have a go at the Revenant raws, and see what I can find that strikes out. :)
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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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