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Author Topic: ☼Hive☼ Everything Hivewasp Alpha related. ALPHA FINISHED. Go to Beta page  (Read 97821 times)

heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #180 on: September 26, 2014, 02:49:34 pm »


And the swarves just came and destroyed me. I only had one soldier in the 2 migrant waves the broodmother gave me. I assigned 9 other useless wasps and gave them the emu bone scale armour i made. It didnt go down well vs dwarven bismuth bronze

Ok it's nice to know that they aren't Op.... yet

What weapons did they have? Both wasps and Dwarves. Can we have a copy of the combat log next time. How many dwarves were there, did you make bows? Did you have a queen caste in your army? What was your base layout?

All of these are very important questions to answer.

also a question about spriting, what are the compund bows made of and how should they look like? I need this to draw bowyers, and markswasps
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #181 on: September 26, 2014, 02:57:56 pm »


And the swarves just came and destroyed me. I only had one soldier in the 2 migrant waves the broodmother gave me. I assigned 9 other useless wasps and gave them the emu bone scale armour i made. It didnt go down well vs dwarven bismuth bronze

Ok it's nice to know that they aren't Op.... yet

What weapons did they have? Both wasps and Dwarves. Can we have a copy of the combat log next time. How many dwarves were there, did you make bows? Did you have a queen caste in your army? What was your base layout?

All of these are very important questions to answer.

also a question about spriting, what are the compund bows made of and how should they look like? I need this to draw bowyers, and markswasps

to be honest,i feel relieved as well.i thought they were broken,and then we would spend another week testing and modifying the raws

their reagents are wood,leather and a mechanism.i think they look like this:https://www.google.co.in/search?q=mechanical+bow&biw=1366&bih=604&source=lnms&tbm=isch&sa=X&ei=HcclVITCDKLeywPg4oCgCQ&ved=0CAYQ_AUoAQ
« Last Edit: September 26, 2014, 03:04:53 pm by than402 »
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heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #182 on: September 26, 2014, 03:03:56 pm »

what stinger? when i took the raws there was no stinger in the wasps. i put the vanilla one, but it may pierce through iron too, for all i know. iron armor sucks in dwarf fortress...

The stinger is in the body file not the creature file
Spoiler (click to show/hide)

Although after looking at the creature file you seemed to have removed my stinger and put a vanilla one in place
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #183 on: September 26, 2014, 03:06:42 pm »

really?i honestly had no idea i had done that.i'll put it back

EDIT:ok, i put it back
« Last Edit: September 26, 2014, 03:09:00 pm by than402 »
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heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #184 on: September 26, 2014, 03:14:27 pm »

One last thing. It is indeed possible to make caste specific workshops in DF.

In the raws there is an unused labour called Druidism, due to it's unusedness it is not possible to turn it off. The way you turn it on though is by giving a creature a high natural skill in it using NAT SKILL tokens.

this makes it so that when it is born or migrated it immediatly has a high skill in druidism and so it has the labour turned on. Because it is not possible to turn it off, it can be used in caste specific workshops.
« Last Edit: September 26, 2014, 03:39:21 pm by heydude6 »
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #185 on: September 26, 2014, 03:39:14 pm »

One last thing it is indeed possible to make caste specific workshops in DF.

In the raws there is an unused labour called Druidism, due to it's unusedness it is not possible to turn it off. The way you turn it on though is by giving a creature a high natural skill in it using NAT SKILL tokens.

this makes it so that when it is born or migrated it immediatly has a high skill in druidism and so it has the labour turned on. Because it is not possible to turn it off, it can be used in caste specific workshops.

that... that's awesome, i didn't knew that.
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Meph

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #186 on: September 26, 2014, 05:30:18 pm »

Did you test druidism with reactions? Because I know it as a profession and a skill, not as a labor. Its renamed in Masterwork to "Magic Weapon User", and only used for rather rare items in dwarf/orc/warlock mode, a weapon skill.
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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 :::

than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #187 on: September 26, 2014, 05:44:14 pm »

Did you test druidism with reactions? Because I know it as a profession and a skill, not as a labor. Its renamed in Masterwork to "Magic Weapon User", and only used for rather rare items in dwarf/orc/warlock mode, a weapon skill.

just tested it. i made a reaction require the MAGIC_NATURE skill, and then i tried to ran it without giving natural skill to anyone... and they ran the reaction just fine, so you're right. a shame, that would make caste specific reactions a thing.
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smakemupagus

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #188 on: September 26, 2014, 05:51:24 pm »

Combination of    [SKILL:ALCHEMY] and managers' workshop profile settings works fine for controlling orcs' transform reactions and spell learning to Dreamwalkers

Meph

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #189 on: September 26, 2014, 05:52:57 pm »

Did you test druidism with reactions? Because I know it as a profession and a skill, not as a labor. Its renamed in Masterwork to "Magic Weapon User", and only used for rather rare items in dwarf/orc/warlock mode, a weapon skill.

just tested it. i made a reaction require the MAGIC_NATURE skill, and then i tried to ran it without giving natural skill to anyone... and they ran the reaction just fine, so you're right. a shame, that would make caste specific reactions a thing.
;) I would have passed a beautiful opportunity if I'd been wrong on this.
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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 :::

heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #190 on: September 26, 2014, 05:58:26 pm »

well we could always make it so that dwarfhack automatically unassigns the alchemy labour, whenever someone who is of the wrong caste gets assigned it
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #191 on: September 26, 2014, 06:09:37 pm »

i decided to test the race for the first time so far, and it seems that the custom reactions don't seem to be working, when i build the new workshops when i select to do a task the list of menu options is blank.
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

Meph

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #192 on: September 26, 2014, 06:22:27 pm »

Did you add a PERMITTED_REACTION to the entity, made sure that the building IDs are the same (in the reaction and in the building file), and genned a new world?

You can always rename professions with caste_profession_name btw. The only place that it would look weird is in the Dwarf Therapist, but you can rename any labor to anything you want.
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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 :::

heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #193 on: September 26, 2014, 06:42:47 pm »

Thanks meph. I actually figured it out on my own, so they should be fixed tomorrow.
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #194 on: September 26, 2014, 10:14:24 pm »

Ok i fixed all of the reactions now here are the new files

Entitiy
Spoiler (click to show/hide)

Buildings
Spoiler (click to show/hide)

so just copy the entity one and paste it in the entity file. and for the building one change it to the green name

Also it seems that you guys coded reactions but not the items that they produced so we end up consuming the materials and creating nothing, also what labor is used in the wood pulper, because i had to select all the labours at once to get it to work. I think we should change it to carpentry in my opinion though

we also need to create a building that creates armour and strikers.

we should also talk a bit about the compound bows. They currently seem way to easy to produce for something that is supposed to be lategame

their is also a curious bug that cause the metalsmiths forge to create the respective metal versions of the items as well so we end up with steel slings and other ridiculous things.

Small question for experienced modders, how much of the metalsmiths forge can you actually change because I heard it is harcoded but I am seeing it producing things such as greataxes and zweihanders.

And finally we need to begin writing the egg and larvae. What I'm thinking is that something will spawn the eggs, then in this period while they are eggs they can be fertilized by drones with interactions(think fish), this fertilization is actually transforming the egg into one that is capable of producing workers. the drone does still die. Then the eggs become larvae, at this stage they can bite and be given royal jelly, those given royal jelly will become queens when they grow up. All larvae have the [DIE_WHEN_VERMIN_BITE] tag. As well as an attack that injects a syndrome making it so that the victim will eventually transform into their destined civ member. All of these except the final civ member will be pets

what do you think?
« Last Edit: September 26, 2014, 10:50:10 pm by heydude6 »
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.
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