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Future of the Mod: 3 votes for next features.

Biologist: Study killed enemies for permanent buffs against that species.
Thaumaturg: Magical items and/or item sets.
Religion Overhaul: Introduce priests and high-priests, blessing of items, and warlock-specific reactions.
Warlock Overhaul: Balance the race... remove rot and fire, add new abilities.
Ore Processor: Adds a refining step to metalproduction, allows fix for slag bars in moods.
Arbalest & Trebuchet Overhaul: Different ammos and special effects, like AoE ammo.
Trap Engineer Overhaul: Boobytraps with AoE, Darthrowers, Unique Trapcomps.
Landmine Overhaul:  Remove Landmines, make changeling to berstling in warpstone lab. Moving, breeding, no toolkits required.
Magic Overhaul: Summon creatures and just MOAR of it.
 Megabeasts: Add a reward, soul and trophy to all of them. Add "revive beast with soul", so you either get a legendary skill OR a friendly megabeast.
Glazing Overhaul: Make metal, gem and ash glazes, allow glazing of each indiviual item. Decorational only.

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Author Topic: MDF V.3g - PATCH FIX - Crashfix, Overhaul of Millstone, Magic, Embassy  (Read 8400 times)

Samarkand

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Since this had a poll about things we'd like to see in the future I figured I'd throw an idea out there. Is there any way to make drift wood usable? It was so many role play possibilities, not to mention it'd be a great source of wood on the beach. I know there's a good chance that's hardcoded, and you can't touch it, but I thought it'd be worth asking.
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Gamerlord

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Actually, something I'd like to see is an update to the worldgen Remote Tolaria. There aren't any areas where a 3*3 embark is enclosed by ocean on all sides, and I'd really love to play one of those.

Meph

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Patch for V3g

Simple bugfix for some reactions.

Masterwork Dwarf Fortress V.3g - Patch
- Fixes "Sacrifice Dwarf to Armok in Still. (Leftover from testing)
- Fixed Announcement spam from praying (Should have caused announcements 3% of the time, but script runs 100% of the time)
- Fixed Spatter-Add crash from Toxicologist (Sleepy me only did remove Knowledge Product, not Announcement Product)

To apply this patch, copy the new reaction_masterwork.txt and reaction_masterwork2.txt into your DwarfFortress/raw/objects folder and replace the old files. If you want to apply this patch to a running fort, go to DwarfFortress/data/saves/region x/raw/objects and replace the files in there.
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sayke

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Re: MDF V.3g - PATCH FIX - Crashfix, Overhaul of Millstone, Magic, Embassy
« Reply #18 on: August 25, 2013, 10:11:28 pm »

Hmmmmmm... How do we remove the Mighty Dwarven Legion civ?
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Meph

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Re: MDF V.3g - PATCH FIX - Crashfix, Overhaul of Millstone, Magic, Embassy
« Reply #19 on: August 26, 2013, 03:36:15 am »

Open their entity file and delete it? Is it so unbalanced in worldgen?
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xaldin

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Re: MDF V.3g - PATCH FIX - Crashfix, Overhaul of Millstone, Magic, Embassy
« Reply #20 on: August 26, 2013, 07:37:07 am »

Open their entity file and delete it? Is it so unbalanced in worldgen?

I wouldn't say it's totally overwhelming from my tests but it definitely has a very substantial impact. It's like having another full civilization that, other than the mercenary caravan, doesn't really add much and regularly kills large swaths of the civilizations that do add something. They wiped my goblins out in one world, and in another genned world really did a number on the megabeasts (7 out of 10 dead megabeasts were their kills, not to mention the over 4k:1 kill ratio they had in wars vs others). Course it's wildly random like any world gen civilization so some they don't do much to others and just grow their empire; others they scream 'I am the Juggernaut' and stomp things in a way that'd impress the Hulk.

I figure when you get back to where you can modify the GUI you'd put in a way to disable them like lot of the other features; It's a cute concept feature but the side effects are broad enough that given a button to turn them off I'd do so.
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Meph

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Re: MDF V.3g - PATCH FIX - Crashfix, Overhaul of Millstone, Magic, Embassy
« Reply #21 on: August 26, 2013, 07:46:52 am »

Yeah, I thought because they have no active seasons (and never siege/trade with you) they would act the same in world-gen. Never attack anything.

A workaround I thought about was giving them the boosts by interaction once they enter the map, but I cant do that with skills, only with attributes. So I probably have them keep some skills, but dumb the rest down in worldgen, but as soon as they enter your map that get super-strong again.

I can also mod those:
Code: [Select]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]

Maybe max_pop_number should be 100 and max_site_pop_number 1. That way they cant wage large wars. I think both of these things should help a more balanced worldgen.
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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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Repseki

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Re: MDF V.3g - PATCH FIX - Crashfix, Overhaul of Millstone, Magic, Embassy
« Reply #22 on: August 26, 2013, 08:23:30 am »

Quick question about researching chemistry, one of the items it says it needs is "SLAG item", just wondering what that is specifically.

Also might cause problems for anyone that turns off the slag pit.
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Meph

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Re: MDF V.3g - PATCH FIX - Crashfix, Overhaul of Millstone, Magic, Embassy
« Reply #23 on: August 26, 2013, 08:37:03 am »

Slag item is any item made of slag.. a slag bar or massive slag bar. But of course you are right, I should probably use something less settings-dependant.
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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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xaldin

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Re: MDF V.3g - PATCH FIX - Crashfix, Overhaul of Millstone, Magic, Embassy
« Reply #24 on: August 26, 2013, 08:44:47 am »

Yeah, I thought because they have no active seasons (and never siege/trade with you) they would act the same in world-gen. Never attack anything.

A workaround I thought about was giving them the boosts by interaction once they enter the map, but I cant do that with skills, only with attributes. So I probably have them keep some skills, but dumb the rest down in worldgen, but as soon as they enter your map that get super-strong again.

I can also mod those:
Code: [Select]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]

Maybe max_pop_number should be 100 and max_site_pop_number 1. That way they cant wage large wars. I think both of these things should help a more balanced worldgen.

I ran it with those setting changes you mentioned.  500 year, medium region with the default races (no fortress defense races).

It had an effect it seems though they're definitely not hurting.

Populations:
16015 The Mighty Dwarven Legions
960 Drowspiders
897 Giant Drowspiders
329 Mountain Tuskoxens
221 Boozebelly Goats
128 Warlock Outcasts
35 Legion Dwarf Outcasts
30 Kobold Outcasts
14 Drows
9 Warlocks
4 Warlock Slaves
2 Drow Outcasts
1 Dwarf Outcasts
1 Drider Outcasts
1 Drow Slaves

Wars [Load]
1  5 - 6 The Conflicts of Murder waged against The Nightmare of Glorifying    (V/L) Battles: 0 / 1 Sites: 0 / 0 Deaths: 20 / 10
2  27 - 28 The Violent War waged against The Nightmare of Glorifying    (V/L) Battles: 0 / 1 Sites: 0 / 0 Deaths: 51 / 17
3  38 - 54 The Chaotic Conflicts waged against The Nightmare of Glorifying    (V/L) Battles: 93 / 0 Sites: 0 / 0 Deaths: 689 / 460
4  65 - 72 The Wars of Riddling waged against The Nightmare of Glorifying    (V/L) Battles: 35 / 0 Sites: 0 / 0 Deaths: 108 / 242
5  72 - 72 The Searing Conflict waged against The Rotten Profanities    (V/L) Battles: 0 / 1 Sites: 0 / 0 Deaths: 152 / 66
6  83 - 94 The Wars of Violence waged against The Granite Abysses of The Nightmare of Glorifying    (V/L) Battles: 12 / 0 Sites: 1 / 0 Deaths: 0 / 0
7  94 - Present The Beast-like War waged against The Night of Dooms of The Nightmare of Glorifying    (V/L) Battles: 147 / 0 Sites: 0 / 0 Deaths: 0 / 0

Lots of :
In 465, late autumn, the dwarf m Nikuz Decisiveelbow laid a series of oppresive edicts upon The Brilliant Confederacies

In 465, early winter, the dwarf m Nikuz Decisiveelbow lifted numerous oppresive laws from The Brilliant Confederacies

In 466, early summer, the dwarf m Nikuz Decisiveelbow laid a series of oppresive edicts upon The Brilliant Confederacies

In 466, early summer, the dwarf m Nikuz Decisiveelbow lifted numerous oppresive laws from The Brilliant Confederacies

(he started that in 394 and kept it up until 500)


They still attack during conflicts
Spoiler (click to show/hide)
Essentially they and the Drow didn't get along. Soon as one war ended the other began.

So not as large a civilization as I'd seen. Still pretty sturdy but not as overwhelming using numbers as well as their power, now they're effectively out numbered by the others it seems so the ratios of k:d dropped.  They still tend to win the fights they get into which is to be expected.  Not as much of a terror on the megabeasts this go around though not from lack of fighting them. Lots of escapes looks like. Majority of their civilization clustered into one big ball with a few outlying sites.


Oh:
Animated The Mighty Dwarven Legions: 35

... Those necro's have something that I don't think I want a part of....
« Last Edit: August 26, 2013, 08:47:59 am by xaldin »
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Repseki

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Re: MDF V.3g - PATCH FIX - Crashfix, Overhaul of Millstone, Magic, Embassy
« Reply #25 on: August 26, 2013, 08:47:32 am »

Ok, was only checking since it doesn't seem to want to let me research it. I shall have to troubleshoot and make sure I actually have everything.
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Meph

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Re: MDF V.3g - PATCH FIX - Crashfix, Overhaul of Millstone, Magic, Embassy
« Reply #26 on: August 26, 2013, 10:34:58 am »

[MAX_POP_NUMBER:10000] but "16015 The Mighty Dwarven Legions" ? ??? Thats odd. I set pop_number to 100 in my version now, and set their strength, agility, toughness and endurance to 500. (was 4000-5000, with 5000 being max) In worldgen their attributes are "very weak", but as soon as they enter the map they run a self-targeted interaction that gives them max attributes again. I dont know of the attribues matter in worldgen, but I hope it has an effect. I also reduced the melee and ranged combat from 15 to 10... dont know if that plays a big role tough.
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xaldin

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Re: MDF V.3g - PATCH FIX - Crashfix, Overhaul of Millstone, Magic, Embassy
« Reply #27 on: August 26, 2013, 11:14:50 am »

[MAX_POP_NUMBER:10000] but "16015 The Mighty Dwarven Legions" ? ??? Thats odd. I set pop_number to 100 in my version now, and set their strength, agility, toughness and endurance to 500. (was 4000-5000, with 5000 being max) In worldgen their attributes are "very weak", but as soon as they enter the map they run a self-targeted interaction that gives them max attributes again. I dont know of the attribues matter in worldgen, but I hope it has an effect. I also reduced the melee and ranged combat from 15 to 10... dont know if that plays a big role tough.

   [MAX_STARTING_CIV_NUMBER:100]
   [MAX_POP_NUMBER:100]
   [MAX_SITE_POP_NUMBER:1]

That's what I had in the raws for it. Seems to ignore a great deal of it or it only initializes it.
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Godlysockpuppet

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Re: MDF V.3g - PATCH FIX - Crashfix, Overhaul of Millstone, Magic, Embassy
« Reply #28 on: August 26, 2013, 11:17:52 am »

Two notes, one, I'll donate 2 euro to you later cos I'm nice,
Second, I'd split that poll of yours up. Theres too many options for one poll IMO.
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Meph

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Re: MDF V.3g - PATCH FIX - Crashfix, Overhaul of Millstone, Magic, Embassy
« Reply #29 on: August 26, 2013, 11:31:52 am »

Hehe, yeah, 2 Euros. Mind that paypal keeps the first 30 cents or so :P

You have 3 options on the poll, I thought that would be fine.  I just wanted to see what people are most interested in.
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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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