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Author Topic: ☼Gnomes☼ - Everything Gnome Mode  (Read 80456 times)

Meph

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #180 on: June 24, 2014, 11:41:07 am »

I do like them, but I think that a few could be removed. When doing all the item graphics I noticed that gnomes have more unique items then all other races combined, and that includes dwarves. Sometimes less is more, omniclasms suggestions sound pretty reasonable.

Especially if two items are doing the same thing, making one of them redundant...
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omniclasm

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #181 on: June 24, 2014, 11:54:13 am »

I'd like to see more breaking up of attributes and special flags.

Currently, the clockwork helm just gives all of the good flags. It might be cool to have several different helms, with different boosts to stats and different flags. I don't mind variety, as long as it has a purpose. I mean, look at Clockwork Helmet and Clockborg Brainjack.

The only positive the brainjack has over the clockwork helmet is letting you survive (but not do anything) without a brain. At the cost of 20% skills and the inability to gain skills. It's a no brainer, with so many puns intended.

Also, full spectrum specs are bugged. The reaction...doesn't give you full spectrum specs.
« Last Edit: June 24, 2014, 11:56:49 am by omniclasm »
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Repseki

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #182 on: June 24, 2014, 12:21:00 pm »

Moving the shield attack abilities to gloves instead isn't a bad idea, I hadn't even thought of trying to get them to equip more than one.

Not sure why you are having trouble getting your civies to wear rocket boots off-duty. Just throw them in a squad set to wear them as part of their uniform, even when off-duty, and you should be set.
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jonveck

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #183 on: June 24, 2014, 01:26:14 pm »

@Meph:

Just wanted to mention that I agree that gnomish affinity for nature is, indeed, a *long*-standing tradition in all but the most modern interpretations of gnomes.  So the druidism, while I've not dived into it myself, is an excellent fit for the little guys.

And, as nothing more than an FYI:  it was Dragonlance, in the 80's, who created the Tinker Gnomes -- a race known for their wacky contraptions and anachronistic technological knowledge.  Gnomes in Blizzard's titles are derived from this prior source (in the same way that *a lot* of their content is actually an homage to classic role-playing games).
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Meph

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #184 on: June 24, 2014, 01:40:18 pm »

Mh.. I know the Death Gate Cycle, but maybe I should read more Tracy Hickman and Margaret Weis. :)
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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 :::

Jaso11111

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #185 on: June 24, 2014, 05:16:18 pm »

I wish i could equip my miners with rocket boots, but they just wont pick them up  :(
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greycat

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #186 on: June 24, 2014, 05:50:30 pm »

That's the infamous Miners-and-Woodcutters-and-Hunters-will-not-equip-uniforms bug.
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Jaso11111

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #187 on: June 24, 2014, 06:11:16 pm »

That's the infamous Miners-and-Woodcutters-and-Hunters-will-not-equip-uniforms bug.
I know im just saying it sucks.
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IndigoFenix

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #188 on: June 24, 2014, 06:30:09 pm »

Currently having some fun with possible weaponized time paradoxes.  Trying to figure out a way to keep them from being too easy to abuse.

Arcvasti

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #189 on: June 24, 2014, 06:34:34 pm »

Currently having some fun with possible weaponized time paradoxes.  Trying to figure out a way to keep them from being too easy to abuse.

Ideas:
Make them indiscriminate. Have it create a fortress wide unhappy thought. Or lots of nosebleeds. Or maybe just make it have the potential to open a rift in space-time and let things from the other side through. Or just make it require lots of power and be a very late game thing. Give it a long cooldown between uses.
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omniclasm

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #190 on: June 24, 2014, 06:48:06 pm »

That's the infamous Miners-and-Woodcutters-and-Hunters-will-not-equip-uniforms bug.

It might be possible to fudge a script that fixes it.
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Meph

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #191 on: June 24, 2014, 11:23:23 pm »

That's the infamous Miners-and-Woodcutters-and-Hunters-will-not-equip-uniforms bug.

It might be possible to fudge a script that fixes it.
That would be a huge bugfix that would probably even find its home in the official dfhack version. ;)
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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 :::

omniclasm

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #192 on: June 25, 2014, 03:17:58 am »

How much power does the cosmic gear need?

Pumping almost 700 into it and don't really notice a time difference.
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Meph

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #193 on: June 25, 2014, 03:41:33 am »

A suggestion for IndigoFenix:

Code: [Select]
[REACTION:HINT_workshopid]
[BUILDING:workshopid:CUSTOM_NONE]
[NAME:*Needs X power min*]

Should make it clearer for people.  :)
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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 :::

IndigoFenix

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #194 on: June 25, 2014, 04:04:45 am »

The machines don't have power requirements exactly, they split up the surplus power evenly and run constantly.  More power just makes them run faster.

The cosmic gear requires 1000 power when reversed to freeze time, less if you just want to slow down (it can't go backwards due to this causing even more weirdness than usual) and should multiply the flow of time by about 1+(power/1000) if running forward. 

I'm currently rewriting the system to allow faster acceleration by creating multiple gears, while also causing a number of fun side effects.
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