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Author Topic: ☼Hive☼ Everything Hivewasp Alpha related. ALPHA FINISHED. Go to Beta page  (Read 97793 times)

Insanegame27

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #195 on: September 27, 2014, 12:57:58 am »

What skill do the talons use?
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than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #196 on: September 27, 2014, 03:59:18 am »

thanks,heydude,i merged and uploaded the changes

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

metalsmith's forge.we have no choice,they will be produced there anyway

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.

that's not a bug,these are the forge's hardcoded reactions. everything in the WEAPON and on the ARMOR on the entity files can be produced. trouble is,you can't make a weapon only produced by leather, so we either have metal slings, or the wasps in worldgen have no slings at all. the same goes for the bowyer,i believe. that's the reason i did not put the compound bows

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.

i put them in as permitted weapons,i figured that until we mod more weapons, we need something to add some diversity.we can't make an entire civilization whose only weapons are fists and bows,it would get boring after a while

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

i have a question:if they don't reproduce at all in traditional ways, how will they reproduce in worldgen?  and drones,like the queen, are extremely rare. killing them might be a bad idea...

What skill do the talons use?

striker
« Last Edit: September 27, 2014, 04:31:40 am by than402 »
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slay_mithos

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #197 on: September 27, 2014, 05:00:35 am »

I don't know for certain how Meph did it, but there are many weapons and armours that can't be made from the metalsmith.

I am talking about the two handed weapons, the better armours, as well as the upgraded versions, all of those being done in their specific building instead.

It might be worth a look, because it's highly possible that it contains the clue you need.
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than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #198 on: September 27, 2014, 05:46:57 am »

I don't know for certain how Meph did it, but there are many weapons and armours that can't be made from the metalsmith.

I am talking about the two handed weapons, the better armours, as well as the upgraded versions, all of those being done in their specific building instead.

It might be worth a look, because it's highly possible that it contains the clue you need.

that's certainly worth taking a look at, but do these weapons also appear in adventure mode, in sieges and in caravans or can they just be produced in fortress mode?
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heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #199 on: September 27, 2014, 07:08:37 am »


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

i have a question:if they don't reproduce at all in traditional ways, how will they reproduce in worldgen?  and drones,like the queen, are extremely rare. killing them might be a bad idea...


They will indeed have a child tag, what will happen is that in world gen drones and queens reproduce naturally, but when they get to our fort they become sterile (there are many ways to do this)and so they will only be capable of reproducing the above mentioned way.

And about the killing of drones being bad idea, in real life  unfertilized wasp eggs automatically produce drones when they hatch, so on the first generation of eggs you will get drones and on the second generation of eggs you will get workers if you actually decide that you want to fertilize your eggs. This also has the pleasant side effect of making the worker to drone population ratio realistic to real life
« Last Edit: September 27, 2014, 07:14:01 am by heydude6 »
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than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #200 on: September 27, 2014, 07:21:47 am »

They will indeed have a child tag, what will happen is that in world gen drones and queens reproduce naturally, but when they get to our fort they become sterile (there are many ways to do this)and so they will only be capable of reproducing the above mentioned way.

And about the killing of drones being bad idea, in real life  unfertilized wasp eggs automatically produce drones when they hatch, so on the first generation of eggs you will get drones and on the second generation of eggs you will get workers if you actually decide that you want to fertilize your eggs. This also has the pleasant side effect of making the worker to drone population ratio realistic to real life

ok, that will work. so, will you write it or will i write it?
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smakemupagus

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #201 on: September 27, 2014, 10:24:54 am »

I don't know for certain how Meph did it, but there are many weapons and armours that can't be made from the metalsmith.

I am talking about the two handed weapons, the better armours, as well as the upgraded versions, all of those being done in their specific building instead.

It might be worth a look, because it's highly possible that it contains the clue you need.

The ones that appear at the forge are the ones referenced in the entity file.  But you can still make anything in a custom reaction (it will be listed as a "foreign" weapon)

than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #202 on: September 27, 2014, 10:39:45 am »

The ones that appear at the forge are the ones referenced in the entity file.  But you can still make anything in a custom reaction (it will be listed as a "foreign" weapon)

that's right. and this is why i believe the wasps don't need special reactions for talons and slings: if they do,they will only be able to enjoy them when you play as wasps in fortress mode. custom  reactions should only be able to produce special weapons, like upgrades, reverse engineered foreign weapons, the stuff a typical wasp army would consider unusual or extravagant.
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heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #203 on: September 27, 2014, 05:03:47 pm »

well i think it's fine to make a custom reaction for slings, simply based on the fact that no real army that considers itself man enough to siege a fort, will do it with slings, they will do it with regular bows at least, maybe even compound (maybe)
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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 #204 on: September 27, 2014, 05:12:48 pm »

well i think it's fine to make a custom reaction for slings, simply based on the fact that no real army that considers itself man enough to siege a fort, will do it with slings, they will do it with regular bows at least, maybe even compound (maybe)

i see what you mean, but slings were used effectively by many ancient armies. it lost its popularity in medieval europe, but it wasn't an insignificant weapon at all. and then there's the staff sling that would actually make sense to be made of metal.

actually... you know what, why don't we add both the staff sling as a metal ranged/quasi-effective melee weapon and the classical leather sling? and while we're at it, we can make it craftable out of cloth too. it will be the first cloth based weapon in the mod
« Last Edit: September 27, 2014, 05:18:23 pm by than402 »
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heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #205 on: September 27, 2014, 05:43:06 pm »

If we make it a cloth based weapon we will need to make a method of producing cloth.

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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!
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than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #206 on: September 27, 2014, 05:45:37 pm »

well, we've got the plants, the web from the pet spiders and the caverns, and we should really add at least one shearable pet as well.
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heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #207 on: September 27, 2014, 08:13:34 pm »

Testing results:

-the wood pulper uses the researching and inventing labor for creating the paper cement, building the workshop is fine though.
-talons are decent and balanced weapons, (tested on level 5 striker against the local wildlife, with a steel talon) did not test against armour, a steal talon costs 146 embark points, I think that's too cheap
-compound bows produced in the forge have the recipe of 2metal bars one fuel, not using any mechanisms or leather, compound bows produced at archery ranges are loyal to their recipe
-compund bows are too easy to rush, (maybe make them require string, and metal mechanisms)
-there is no difference between talons produced at the talonmaker and talons produced by the forge (maybe doesn't need fuel, didn't check).
-compound bows are horrible for bashing (consistently bruising the fat) that's a good thing.
-it is hard to start an improvised militia since you can only appoint a commander if it is a soldier caste(meaning a reliance on RNG)
-some sting attacks latch on and are then able to shake (only some though)
-stings seem shallow but effective at distributing venom.(thats good right?)
-compound bows are indeed functional
-when a bow wasp is approached in melee they like to bash with their bows, kick or punch, they rarely sting or bite( but they do occasionally)

I hope this is helpful
« Last Edit: September 27, 2014, 08:29:46 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 #208 on: September 28, 2014, 03:10:46 am »

Testing results:

-the wood pulper uses the researching and inventing labor for creating the paper cement, building the workshop is fine though.
-talons are decent and balanced weapons, (tested on level 5 striker against the local wildlife, with a steel talon) did not test against armour, a steal talon costs 146 embark points, I think that's too cheap
-compound bows produced in the forge have the recipe of 2metal bars one fuel, not using any mechanisms or leather, compound bows produced at archery ranges are loyal to their recipe
-compund bows are too easy to rush, (maybe make them require string, and metal mechanisms)
-there is no difference between talons produced at the talonmaker and talons produced by the forge (maybe doesn't need fuel, didn't check).
-compound bows are horrible for bashing (consistently bruising the fat) that's a good thing.
-it is hard to start an improvised militia since you can only appoint a commander if it is a soldier caste(meaning a reliance on RNG)
-some sting attacks latch on and are then able to shake (only some though)
-stings seem shallow but effective at distributing venom.(thats good right?)
-compound bows are indeed functional
-when a bow wasp is approached in melee they like to bash with their bows, kick or punch, they rarely sting or bite( but they do occasionally)

I hope this is helpful

it is :)
-my bad, i wanted it to use the pressing labor, but apparently that was changed in masterwork
-i changed their material size.that should fix it. don't be surprised if they fare badly against armour, however
-i removed them for the allowed weapons list. that should fix it
-done and done
-producing talons in talonmaker is not really necessary, maybe we can find another function for the building later on. remember, we have to allow to have the talons in worldgen. wouldn't make sense if wasp armies and caravan guards wouldn't carry their supposed main weapon.
-nice
-i didn't think this through... i shall remove the requirement, and also raise the percentage of warriors
-insane said he would like the stings to latch on and shake. i wanted to be able to make them twist the sting, but that's the closest i could get
-yes it is
-good
-we can't do anything about that. it's hardcoded that no matter how crappy the weapon is at melee, a creature's first instinct is to use it

EDIT: i uploaded the fixes, as well as the staff sling and the cloth slings, in the usual link
« Last Edit: September 28, 2014, 03:49:38 am by than402 »
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Insanegame27

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #209 on: September 28, 2014, 03:51:07 am »

well i think it's fine to make a custom reaction for slings, simply based on the fact that no real army that considers itself man enough to siege a fort, will do it with slings, they will do it with regular bows at least, maybe even compound (maybe)

i see what you mean, but slings were used effectively by many ancient armies. it lost its popularity in medieval europe, but it wasn't an insignificant weapon at all. and then there's the staff sling that would actually make sense to be made of metal.

actually... you know what, why don't we add both the staff sling as a metal ranged/quasi-effective melee weapon and the classical leather sling? and while we're at it, we can make it craftable out of cloth too. it will be the first cloth based weapon in the mod
Enter david & goliath. if anyone needs verification of slings usefulness, just look that up. one STONE was able to pierce bronze armour
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Quote from: Second Amendment
A militia cannot function properly without arms, therefore the right of the people to keep and bear Arms, shall not be infringed.
The military cannot function without tanks and warplanes, therefore the right of the people to keep and bear tanks and warplanes, shall not be infringed.
The military cannot function without ICBMs, therefore the right of the people to keep and bear ICBMs, shall not be infringed.
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