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Poll

Vote for the projects you would like to see most. 4(!) votes per person.

Merging of all Raw Sets.
Cleanup and Naming schemes for Raws.
Playable Human Civ(s)
Warlock Additions
Manual Improvements
Online presentation
Overhaul of MDF races
Playable Insect Swarm Civ (Xelics)
Other (please post details/suggestions)

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Author Topic: Fundraiser #2 & Mod Megaprojects - POLL!  (Read 10782 times)

Meph

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Re: Fundraiser #2 & Mod Megaprojects
« Reply #15 on: May 07, 2014, 04:19:15 pm »

I think you should talk to Roses about that. Geth = Automatons, and he has been working on scripts that buff units depending on the unit amounts (based off mtg slivers actually, if I understood him right) and posted something about Automatons.

I also doubt that the Xelics will be the most wanted feature. I personally like the idea, but it makes a lot more sense to do some others first.
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milo christiansen

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Re: Fundraiser #2 & Mod Megaprojects
« Reply #16 on: May 07, 2014, 06:21:20 pm »

How would you merge raw sets? (eg. if you need utilities just ask)
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Meph

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Re: Fundraiser #2 & Mod Megaprojects
« Reply #17 on: May 07, 2014, 06:27:12 pm »

Beyond Compare. I made an example for a tree that has entries for different tilenumbers. I know how to do it, its just a lot of work. Its pretty much compare, then add YESASCII # and YESPHOEBUS # and YESIRONHAND # etc by hand.
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milo christiansen

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Re: Fundraiser #2 & Mod Megaprojects
« Reply #18 on: May 07, 2014, 06:42:39 pm »

Ever thought about using a Rubble? This would mean that the syntax would be more clear, at the cost of separating source from result.

For example you could then use all the fancy tileset templates, (I would even do the tileset conversion work for you, I have that down to a mostly automated science).
As long as you avoid large tweak scripts, generation with Rubble pre4 takes <3 seconds even for large sets of raws, some of the large tweak scripts (the ones that process many files tag-by-tag) can double that number, but there are few cases where such things are needed or useful.

Rubble even includes ready made ways to handle addons, so third-part extensions for Masterwork would be easy :)

I would, of course, be happy to to any work required if I thought it would be used, the problem would be coordination, as I do not have internet access on any regular basis.
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Meph

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Re: Fundraiser #2 & Mod Megaprojects
« Reply #19 on: May 07, 2014, 06:50:11 pm »

The problem would not be your internet connection, but my troglodyte-like distrust of automated scripts doing things. I think the raws are too mangled for that. The entries for the same object ids are not in the same order, sometimes not even in the same file, or in special cases, different tilesets use different ids all together, for example the animated grass that obsidian soul uses.

Obviously it would be magnificent if one of the projects can be done by automation, and if you want to give it a try I would be more then happy to help. It would allow me to concentrate on other parts.

That being said, I have never used Rubble and dont have access to a Pc for the next month. I type everything on a phone atm. So... what could I do to help?
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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 :::

milo christiansen

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Re: Fundraiser #2 & Mod Megaprojects
« Reply #20 on: May 07, 2014, 06:56:28 pm »

... Nothing. Seriously any attempt to port any part of Masterwork to Rubble would require a way to automatically launch Rubble to regenerate when a setting changes, and some how convey the delay to the user. Rubble is designed to support external launchers, so that wouldn't be a problem.

I could go ahead and make a test version, but it may take a while :)

Anyway I have to leave so don't expect a reply for a while.
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GunnerX

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Re: Fundraiser #2 & Mod Megaprojects
« Reply #21 on: May 08, 2014, 12:59:19 am »

GunnerX: You are saying that butchering sentient will result in too many stacks of bones? The amount is the same as before... But I can see how stockpiling and hauling can be a lot more work.

Yeah, pretty much.  At least the kobold separates were able to be binned.  Now that we have ~10x the number of bone stacks we need ~10x the stockpile, and need to do ~10x the number of reactions to use them up.  So some of those reactions could be made to require more stacks.  Things like breastplates and blocks or whatever larger items.  But I don't really understand how bones don't work the same as some other things so if it's not possible then whatever.
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milo christiansen

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Re: Fundraiser #2 & Mod Megaprojects
« Reply #22 on: May 08, 2014, 06:00:13 pm »

Ok, today I am starting to attempt to consolidate all tileset raws using Rubble with Masterwork 4j as my base.

We'll see how far I get :)

If I can get get the tilesets merged in a timely manner I will go ahead and make templates for some of the more repetitive stuff, and maybe convert a few things to use standard library addons (for example using "Libs/DFHack/Announce" could make thing far simpler in a lot of places.

We'll see how usable the result is then.

(I can see many hours of writing custom conversion scripts in my future... thank goodness I already have a raw parser with script bindings)
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Meph

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Re: Fundraiser #2 & Mod Megaprojects
« Reply #23 on: May 09, 2014, 12:20:33 pm »

Yeah, two donations are in. :)
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Meph

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Re: Fundraiser #2 & Mod Megaprojects
« Reply #24 on: May 13, 2014, 08:30:52 am »

Bump for more votes... only 108 so far. Yet the current mod version has 9000 downloads. ;)

And omg, more people voted on the insect race than on humans, even if I did not post any details about the Xelics at all. I didnt expect that at all.
« Last Edit: May 13, 2014, 08:45:08 am by Meph »
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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 :::

Isngrim

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Re: Fundraiser #2 & Mod Megaprojects
« Reply #25 on: May 13, 2014, 11:26:59 am »

I could go through the manuals and fix the spelling/grammar errors,there's only a few,so itll be a small contribution, but its something. 

And omg, more people voted on the insect race than on humans, even if I did not post any details about the Xelics at all. I didnt expect that at all.
yea,its great,i think the insects would be more interesting then humans anyways!
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Samarkand

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Re: Fundraiser #2 & Mod Megaprojects
« Reply #26 on: May 13, 2014, 12:43:41 pm »

Bump for more votes... only 108 so far. Yet the current mod version has 9000 downloads. ;)

And omg, more people voted on the insect race than on humans, even if I did not post any details about the Xelics at all. I didnt expect that at all.
The word swarm makes them sound super attractive and intriguing.
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Meph

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Re: Fundraiser #2 & Mod Megaprojects - POLL!
« Reply #27 on: May 14, 2014, 05:47:58 am »

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splinterz

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Re: Fundraiser #2 & Mod Megaprojects - POLL!
« Reply #28 on: May 14, 2014, 06:32:32 am »

*cough*firsttwooptionsarentoptional*cough*

Firehawk45

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Re: Fundraiser #2 & Mod Megaprojects - POLL!
« Reply #29 on: May 14, 2014, 02:06:33 pm »

Well, first thing: Xelics, perfect.

Carnivorous, hated by everyone, above ground structures made from whatever material they see (converting stone, bone, wood and the like into massive amounts of blocks). Maybe just one rare caste that can breed (not just one creature, multiple "queens", super valuable but also the only ones that can do magic (?) and apply various buffs to xelics around them, to bait people into putting them in harms way). Workers, soldiers, maybe a faster builder/hauler caste, straight forward.

Quite squishy in combat, learning defensive skills really slow, requiring zerg rush tactics with meatshield ants covering a few elites that actually hurt the enemy.
Maybe the whole synapse thing from the tyranids, similiar to the warlock pylons, but with a few changes: The "control" ability should reach the whole map (thats something i wanted from the warlock mod as well) and the penalties for not having enough control should be harsh, up to turning some xelics against each other (utter chaos in the hive, brilliant DF material). So you need to defend and increase your synapse or keep the number of xelics down (zerg rush, anyone?)
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