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Author Topic: 30 Days of Modding - Day 30 - Done!  (Read 71111 times)

Fairin

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They are boulders. 25 boulders = 100 blocks of kaolinite. They are actually cheaper.

i would love a "do it yourself" kit for clear/crystal glass, and rock Boulders instead of blocks, which you could choose to make into other stuff and then resell at a profit. but i digress. testing this is gonna be interesting =)
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Meph

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Oh yeah, there will be countless exploits waiting to happen, with some stuff that can be bought and resold at the right merchant for a higher profit, but I kinda look at that as features. Clever merchants make more money. ;)

I plan to release a testversion on the 5th. :)
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Firehawk45

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Will there be drawbacks for trading with certain races? Like selling a soul to a necromancer pissing off some of your humans and ransoming goblin prisoners letting more snatchers spawn? And the obligatory "show the other races your wealth, they might come and get someof it for themselves" siege triggers?
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Meph

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Warlocks might do silly things while on the map, but thats normal warlock stuff. Otherwise no, they do behave. Why should they attack the golden goose that is giving them money? :P
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Firehawk45

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Warlocks might do silly things while on the map, but thats normal warlock stuff. Otherwise no, they do behave. Why should they attack the golden goose that is giving them money? :P

Because others are getting from the golden goose too, so the attacking party isnt getting everything they want ;)
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Meph

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Dev Log - Day 15

As posted above, I have finished the 10 race-specific traders, which have 10 reactions each. Mostly for middle and late game, as they are quite pricy, but give access to all kinds of unique goodies.

Quote
Most of them are straightforward, but a few I want to mention: You can ransom hostages from goblins, giving you more workers. Monoliths act like your own necromancers, kobold trading is pretty hit and miss, especially their toad shots, which is a very special drink. Dwarven tears and bloods of armok give access to water and magma spawning, while elven songs can regrow all grass and trees on the map. Gnomish cage-o-matics are ranged weapons that shoot cages and trap targets, and the human trader can sell race-specific contracts. This can unlock race-workshops you otherwise cant access, because the race might have died out.

Succubus Merchant

- Buy basiliskine armorset for 5000 sovereigns.
- Buy Stygian Pitchfork for 2500 sovereigns.
- Buy Soul Wisp for 1000 sovereigns.
- Buy Tentacle Monster for 4500 sovereigns.
- Buy bladeshards for 1500 sovereigns.
- Buy crystal glass blocks (25) for 2500 sovereigns.
- Buy slade boulders(10) for 2500 sovereigns.
- Buy Orthus for 5500 sovereigns.
- Buy clear glass blocks(25) for 2500 sovereigns.
- Buy warpstone boulder for 500 sovereigns.



Warlock Merchant

- Buy wraithblade for 4500 sovereigns.
- Buy magestaff for 3500 sovereigns.
- Buy runerobe for 7500 sovereigns.
- Buy monolith for 1500 sovereigns.
- Buy pain elemental for 4500 sovereigns
- Buy bloodsteel scythe for 5500 sovereigns.
- Buy dreadnought armorset for 9500 sovereigns.
- Buy bone blocks for 1500 sovereigns.
- Buy bloodwine(15) for 1000 sovereigns.
- Buy Gargoyle for 5500 sovereigns.



Kobold Merchant

- Buy random leathers for 2500 sovereigns.
- Buy random traps for 1500 sovereigns.
- Buy random dyes for 1500 sovereigns.
- Buy slowpoke poison for 1500 sovereigns.
- Buy swamp fever poison for 1500 sovereigns.
- Buy toad shots(10) for 500 sovereigns.
- Buy random teas for 2000 sovereigns.
- Buy bonerattle armorset for 2500 sovereigns.
- Buy booby trap for 5500 sovereigns.
- Buy kaolinite(25) for 5500 sovereigns.



Orc Merchant

- Buy flachette gun for 1500 sovereigns.
- Buy lamellar wargear set for 5500 sovereigns.
- Buy clan masks(3) for 15000 sovereigns.
- Buy tribal bloodsteel claws for 4500 sovereigns.
- Buy mithril daikatana for 7000 sovereigns.
- Buy detonator satchel for 1500 sovereigns.
- Buy black draught mead for 1500 sovereigns.
- Buy druidic whip for 3500 sovereigns.
- Buy ebonglass bars(10) for 3500 sovereigns.
- Buy ashland glass bars(10) for 3500 sovereigns.



Goblin Merchant

- Ransom hostage(m) for 15000 sovereigns.
- Ransom hostage(f) for 15000 sovereigns.
- Buy iron scourges(5) for 5000 sovereigns.
- Buy bows(5) for 5000 sovereigns.
- Buy bodkin arrows(250) for 5000 sovereigns.
- Buy iron armor sets(5) for 5000 sovereigns.
- Buy random trapcomps for 5000 sovereigns.
- Buy evil plants for 4500 sovereigns.
- Buy glumprong logs(5) for 2500 sovereigns.
- Buy barghest for 5500 sovereigns.



Drow Merchant

- Buy drowspider for 9000 sovereigns.
- Buy rothe for 5000 sovereigns.
- Buy nether horror for 500 sovereigns.
- Buy netherbark armorset for 7500 sovereigns.
- Buy nethercap spawns(25) for 4500 sovereigns.
- Buy bloodsteel bladewhip for 5500 sovereigns.
- Buy razorplate armor for 3500 sovereigns.
- Buy ironbone bars(10) for 3500 sovereigns.
- Buy rare silk set for 4500 sovereigns.
- Buy greenskin bane(10) for 1500 sovereigns.



Dwarf Merchant

- Buy sword golem for 25000 sovereigns.
- Buy firejet turret for 15000 sovereigns.
- Buy hellfire landmine for 5000 sovereigns.
- Buy wolfram warhammer for 6500 sovereigns.
- Buy deepbronze great axe for 7500 sovereigns.
- Buy orichalcum battle pick for 8500 sovereigns.
- Buy tear of armok for 15000 sovereigns.
- Buy blood of armok for 25000 sovereigns.
- Buy fossils for 6500 sovereigns.
- Buy volcanic bars(5) for 12000 sovereigns.



Elf Merchant

- Buy feather wood(5) for 2500 sovereigns.
- Buy good plants for 2500 sovereigns.
- Buy great bow for 1500 sovereigns.
- Buy singing arrows(100) for 8500 sovereigns.
- Buy mithril bars(5) for 5500 sovereigns.
- Buy root armor set for 5500 sovereigns.
- Buy Bear for 5000 sovereigns.
- Buy Raptor for 10000 sovereigns.
- Song of Trees for 5000 sovereigns.
- Song of Grass for 1500 sovereigns.



Gnome Merchant

- Buy clockwork helmet for 3500 sovereigns.
- Buy powered armor for 4500 sovereigns.
- Buy motorized pants for 3500 sovereigns.
- Buy rocket boots for 4500 sovereigns.
- Buy cage-o-matic for 5000 sovereigns.
- Buy vibroblade for 5000 sovereigns.
- Buy clockwork tortoise for 6500 sovereigns.
- Buy mechanical spider for 8500 sovereigns.
- Buy clockwork scorpion for 8500 sovereigns.
- Buy mechanical dragon for 25000 sovereigns.



Human Merchant

- Buy pistol for 1500 sovereigns.
- Buy musket for 2500 sovereigns.
- Buy hand-cannon for 4500 sovereigns.
- Buy bullets(100) for 2500 sovereigns.
- Buy cannon balls(15) for 2500 sovereigns.
- Buy steel platearmor set for 10000 sovereigns.
- Buy steel halberd for 2500 sovereigns.
- Buy random contract for 5000 sovereigns.
- Buy marbles blocks(25) for 2500 sovereigns.
- Buy obsidian blocks(25) for 2500 sovereigns.

I also finished 4 more guild extensions:
 - Trap Engineer
 - Silk Farm (still needs live silk moths on the map)
 - Herbalist
 - Exotic Woodworker

And I did the guild castes. Humans now have 26 castes ,male/female, and 12 guilds, with male/female. They get 200% skill learn rate and the guilds have reactions for 500 gold to join a guild.

Still some guild extensions to go, and the 10 race-specific workers.
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Kaos

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Re: 30 Days of Modding - Day 15 - Race merchants done, and castes done.
« Reply #306 on: July 04, 2014, 09:38:52 am »

About the manual, as you say most people would figure out the reagents for the reactions and such... what is not clear to me and what I keep on looking at the raws for is the overall workflow, it'd be great if each industry would have a "what to do with what" workflow


for instance, wood industry, knowing that you can get regular wood, feather wood, etc... knowing that only the regular wood can be smoothed in the wood splitting bench, knowing that by smoothing you get seeds to plant new trees in farm plots and sawdust that can be turned in ply wood, knowing that splitting the smooth wood into 4 planks is more economical and that you need the woodcrafter workshop to make use of the planks and make them into items, instead of just using the carpenter when you could produce 2 times more items by using planks...


well... that kind of stuff... recently I was butchering a bunch of zombi grass eels that attacked me and I ended up with a bunch of soul which I didn't have use for so they withered away... I guess I need at least an Altar of Armok to use them, and to build one of those I need to make candelabras... which I can make more economicaly by making stone blocks at the mason's and then making candelabras from blocks at the stonecrafter's...
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Fairin

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Re: 30 Days of Modding - Day 15 - Race merchants done, and castes done.
« Reply #307 on: July 04, 2014, 05:42:11 pm »

i request a fake reaction in the silkweaver (and the manual) to remind people to only ever have one hivekeeper. so i/we don't have to answer that question in the forums a million times =P
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danmanthedog

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Re: 30 Days of Modding - Day 15 - Race merchants done, and castes done.
« Reply #308 on: July 04, 2014, 05:56:32 pm »

Bet your female population will love you for buying the tentacle monster. *Wink Wink*
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arbarbonif

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Re: 30 Days of Modding - Day 13 - Merchant Designs and Universtities done
« Reply #309 on: July 04, 2014, 06:20:52 pm »

For black above ground blocks you should use basalt (or diorite).  Obsidian is a fairly light gray in a lot of things.
Its as black as it gets in DF.
Not really.



And basalt is the same cost as marble.  Obsidian is 3X marble, isn't it?  If you want obsidian for black, you should probably do dolomite for white, it is more valuable and also magma safe.  Still not the same, but closer.  Or make marble cheaper.
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Meph

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Re: 30 Days of Modding - Day 15 - Race merchants done, and castes done.
« Reply #310 on: July 05, 2014, 04:00:26 am »

As far as I know, Obsidian is cheaper than marble.  ???

But Basalt it is, I always thought obsidian was black.  :-\
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greycat

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Re: 30 Days of Modding - Day 15 - Race merchants done, and castes done.
« Reply #311 on: July 05, 2014, 08:01:36 am »

But Basalt it is, I always thought obsidian was black.  :-\

It looks like it depends on the tileset.  In vanilla:
Code: [Select]
[STATE_NAME_ADJ:ALL_SOLID:obsidian][DISPLAY_COLOR:0:7:1][TILE:177][LAVA]

In Masterwork 5.10:
Code: [Select]
[STATE_NAME_ADJ:ALL_SOLID:obsidian]!NOMDF_GRAPHICS!DISPLAY_COLOR:7:0:0]
 ascii
 YESASCII_GRAPHICS[DISPLAY_COLOR:0:7:1]
 YESASCII_GRAPHICS[TILE:177]
 ironhand
 !NOIRONHAND_GRAPHICS!DISPLAY_COLOR:0:15:0]
 !NOIRONHAND_GRAPHICS!TILE:156]
 obsidian
 !NOOBSIDIAN_GRAPHICS!DISPLAY_COLOR:0:7:1]
 !NOOBSIDIAN_GRAPHICS!TILE:138]
 phoebus
 !NOPHOEBUS_GRAPHICS!TILE:176]
 !NOPHOEBUS_GRAPHICS!DISPLAY_COLOR:0:7:0]
 mayday
 !NOMAYDAY_GRAPHICS!TILE:18]
 !NOMAYDAY_GRAPHICS!DISPLAY_COLOR:0:7:1]
 mdf
 !NOMDF_GRAPHICS!TILE:241][LAVA]

(Is the DISPLAY_COLOR supposed to be missing from the MDF_GRAPHICS section?) Oh, never mind ... the MDF_GRAPHICS section got split into two wildly separated lines for some reason.
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Meph

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Re: 30 Days of Modding - Day 15 - Race merchants done, and castes done.
« Reply #312 on: July 05, 2014, 08:11:55 am »

Dev Log - Day 16

Test Release of Humans, get it here: DOWNLOAD HUMAN FORTRESS

I wrote a lot of content for the human manual. Mostly text, no fancy graphics or formatting yet.

I finished the upgrade system for guilds, each upgraded guild now has a reaction that unlocks one of the guild extensions, for 500 gold, which is the reagent needed for the guild extension upgrade reaction. I also added normal reagents to this, for example blocks, sawblade and mechanisms for the Sawmill, and so on, for each of the 48 workshops.

I allowed a second option for the 20 race-specific workers/merchants: You can now either rent 1 season for 500 gold and 1 contract, or for 1 year for 2000 gold and 4 contracts. Essentially the same, but people requested this to keep micromanagement down.

I made 3 embark profiles for humans. Farmers, Miners and Military.

I also finished 7 more guild extensions:
 - Eel pond
 - Fish pond
 - Turtle pond
 - Oyster pond (these four were really easy)
 - Chemist
 - Alchemist
 - Experiment Lab

I finished following 5 race-specific workshop:
 - Drow Poisoner
 - Succubus Summoner
 - Warlock Sorcerer
 - Dwarf Runesmith
 - Kobold Potter

5 left to go, the Gunsmith, Trapper, Treesinger, Gadgeteer and Artisan.

And I bundled everything up for testing. :) Next thing I will do is an open community fortress in which players can have a first look... I know that ~12 or so buildings and all 10 race-specific stages are still missing, but I need some community feedback, need to see the balancing and test, test test. I might even take a break for a few days, let people playtest it, gather feedback and continue once the most unbalanced parts are figured out and fixed.

Today is also the day that the funraiser officially finishes, so here you go: The final update on the donations stuff.
Spoiler: tl;dr: (click to show/hide)
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Meph

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Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #313 on: July 05, 2014, 08:18:21 am »

In short: Please come by and test, and write as much feedback as you like. Its very important to proper balance the humans, as I have been exclusively writing content, not playing forts so far. And with 100 something buildings, that is a lot to test. ;)

PS: The still has a little test reaction, which gives you direct access to all race contracts. If you need coins, try dfhack createitem COIN GOLD 500. ;)
« Last Edit: July 05, 2014, 08:28:21 am by Meph »
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Vabalokis

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Re: 30 Days of Modding - Day 16 - Test-release of Humans !!!
« Reply #314 on: July 05, 2014, 08:24:13 am »

Quote
Exotic Woodworker

is that the name of the strip club?
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