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Author Topic: Future of the Mod - What I will do next.  (Read 11117 times)

kamikazi1231

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Re: Future of the Mod - What I will do next.
« Reply #60 on: September 02, 2014, 07:07:47 pm »

I definitely see merit to the idea of cleaning up the dwarves.  I've been playing this mod for quite a while and there's just so much in dwarves I never got into.  It's okay they got a bit bloated though before the addition of stable other races and with the constant battle of getting older version of dfhack to work (I'm looking at you spawn turret system and original guild system.) I do like the idea of implementing upgrade systems to the dwarves that would decrease the clutter of workshops and reactions that scare off new players.  Even if the upgrade system was exclusive to the trading and magic systems it would help quite a bit.

I look forward to trying out your slimmed down experimental version whenever it comes about.
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Gamerlord

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Re: Future of the Mod - What I will do next.
« Reply #61 on: September 03, 2014, 08:57:26 am »

Frankly I don't see the point to a Dwarf mode 'clean up' since I use pretty much all parts of it and I love new features. But that's just me.

Gatallorsith

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Re: Future of the Mod - What I will do next.
« Reply #62 on: September 03, 2014, 01:04:06 pm »

Also: is it possible to include tallow under the standardized materials? I was trying to create a tallow only stockpile a few minutes ago and there are like hundreds (thousands?) of named tallow\fat\skin..would help with the pfs.
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Meph

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Re: Future of the Mod - What I will do next.
« Reply #63 on: September 03, 2014, 01:11:48 pm »

It wouldnt affect FPS, tallow is already standardized, its just the stockpiles that isnt. BillyJack did the stockpile standardization for leathers, I am not entirely sure how to do it for tallow.
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slay_mithos

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Re: Future of the Mod - What I will do next.
« Reply #64 on: September 03, 2014, 01:58:17 pm »

It might be through some dfhack magic.
I would love to have that for tallow, fat, skin...

By the way, it's an old "issue", but your shells (before being made into shell plates) are put as corpses (for stockpiles).
It's not as bad, because there is very little that use shells, but I always have troubles when trying to set up my leather zone, because it's nearly impossible to get everything there.
I usually still take the time to sort all the other "leather" reagents (skins and all), but all of that feels really complicated when we have only one sort of each.
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For the 55 people who did download V1.5 till now:  You human race is not working.
It is ok, I'm used to that in RL so why should my game be different :p
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Kiefatar

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Re: Future of the Mod - What I will do next.
« Reply #65 on: September 03, 2014, 04:57:11 pm »

A refocusing of the Dwarves would be nice.

I say drop all the magic save runic magic/golemancy and focus more heavily on their spiritual conflict worshipping side.

Cleaning up the workshops would also be quite nice, as well as adding Human style guilds and workshop expansions for the various tiers. Trimming that # down a bit too wouldn't be completely out of line.

My major wants...

Dwarves
1. Trimmed workshop set. Expanded guilds and guild workshops/apprenticing system.
2. Dropped the magic system save for runic magic and possibly golemancy. Possibly replace with a inscription/tatooing system IE, Runes on flesh.
3. A little bit of the Gnomes automation, but not much.

Humans
1. A bit more flesh out on their pantheons, I don't know what value the praying has.
2. Mining helmets. They are still very difficult to go down with. I like keeping them surface locked in general, but those few that are designated miners need to be a bit more flexible with projects. It's hard to script projects in stages that they can accomplish in their limited time underground. Either by pick and torch items which prevent the syndromes, or placement of light items, whatever is needed.

Warlocks
1. The Ghoul fixes that were discussed.

General
1. As always... bug-fixes.
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slay_mithos

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Re: Future of the Mod - What I will do next.
« Reply #66 on: September 03, 2014, 05:09:52 pm »

It wouldnt affect FPS, tallow is already standardized, its just the stockpiles that isnt. BillyJack did the stockpile standardization for leathers, I am not entirely sure how to do it for tallow.
Any way to know where I can find those changes he made?
I might not be the best, but if I can find out a clue on how to implement it with the fat/fallow part of the stockpiles, it will help all of us that like to make very specific stockpiles.
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For the 55 people who did download V1.5 till now:  You human race is not working.
It is ok, I'm used to that in RL so why should my game be different :p
DFHack tips and tricks for your everyday tasks

Hotawotwot

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Re: Future of the Mod - What I will do next.
« Reply #67 on: September 04, 2014, 01:02:47 am »

If removing features from dwarves feels like you're removing content to a distasteful extent, you could always redistribute some of them where they may fit.

I personally look forward to warlock fixes/tweaks/additions, particularly an introduction of "undead" pets (I stand by my 'skeletal blood-sucking serpent' idea) and the movement of the hell-spawn pets to the succubi inventory.
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IndigoFenix

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Re: Future of the Mod - What I will do next.
« Reply #68 on: September 04, 2014, 11:31:50 am »

I'd advise holding off on warlock changes until the update to 40.x.  Zombies have a whole new AI which will probably change the warlock game a great deal, and the change from undead hit points to the pulping system will affect balance as well.

Billy Jack

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Re: Future of the Mod - What I will do next.
« Reply #69 on: September 04, 2014, 02:01:45 pm »

It wouldnt affect FPS, tallow is already standardized, its just the stockpiles that isnt. BillyJack did the stockpile standardization for leathers, I am not entirely sure how to do it for tallow.
Any way to know where I can find those changes he made?
I might not be the best, but if I can find out a clue on how to implement it with the fat/fallow part of the stockpiles, it will help all of us that like to make very specific stockpiles.
http://www.bay12forums.com/smf/index.php?topic=132489.msg4716537#msg4716537

Quite a discussion about trying to explain it to Thistleknot
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slay_mithos

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Re: Future of the Mod - What I will do next.
« Reply #70 on: September 04, 2014, 02:14:23 pm »

As expected, I don't understand much about raws...
Thanks for the link anyway, I'll continue reading, just in case.
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For the 55 people who did download V1.5 till now:  You human race is not working.
It is ok, I'm used to that in RL so why should my game be different :p
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ferals

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Re: Future of the Mod - What I will do next.
« Reply #71 on: September 04, 2014, 09:20:28 pm »


2. Dropped the magic system save for runic magic and possibly golemancy. Possibly replace with a inscription/tatooing system IE, Runes on flesh.


Runic magic screams "DWARFS" to me everytime i see one, and that's why i agree with u there. However there are some other kinds of magic that fit dwarves too, like priests and i think that shouldnt be gone either. Rune traps? Also for more fun, special event that would make engraver/other dwarf to sketch unknown rune that would make something happen good or not, just in the name of !!FUN!!.
Golemancy is okay for me, it fits theme.
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snowhusky5

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Re: Future of the Mod - What I will do next.
« Reply #72 on: September 04, 2014, 10:41:31 pm »

Clearer documentation for some of the basic concepts, like coins, magic if you keep it, etc would be nice. A way to copy research without bird feathers would be great as well.

Updating the mod to the latest version of DF should be fairly important - it would be better to add stuff after the update than to add stuff only to have to update it 2 weeks later.

If you really want to decrease the b-w and b-e menus, you could have one building for each general profession (1 stoneworker, woodworker, smelter, forge, etc) which is upgradeable with increasing costs for each tier upgrade. The upgraded workshop would have all of the reactions of the previous tier, plus some new ones. For example, tier 1 forge would be like the current finishing forge - only coldhammering the weak metals like copper and bronze. It could be upgraded to tier 2, with some iron/cobalt and coke maybe, with the reactions of the finishing forge as well as basic weapons/etc made of metal. It would continue gaining tiers and reactions, with tier 3 requiring steel for greatweapons/armor, all the way up to the golemforge reactions at tier 7 or 8. Some of the more advanced upgrades could have probability similar to the current researching system, or all of the upgrades could require initially easy and increasingly hard research. Hopefully by tier 2-3 you will have a manger, and won't have to search through the looooong list of reactions for the one you need :P
« Last Edit: September 04, 2014, 10:43:42 pm by snowhusky5 »
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Deprisonne

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Re: Future of the Mod - What I will do next.
« Reply #73 on: September 05, 2014, 05:44:24 am »

I have not played MDF for quite some time and am currently patiently waiting for the 0.40.X update,
but the last time i played i really liked the clusterfuck of features that dwarf mode was so i would suggest to at least keep this as an option somewhere if possible...
« Last Edit: September 05, 2014, 08:05:06 am by Deprisonne »
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ElenaRoan

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Re: Future of the Mod - What I will do next.
« Reply #74 on: September 05, 2014, 06:20:47 am »

I gave the vanilla 40.10 a quick go and found I was really missing all the extra options so I'm looking forward to the update.

I'm pretty much an exclusively Dwarf playing player, that idea about a naga civilization might just get me to abandon them though *chuckle*
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