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Author Topic: ☼Hive☼ Everything Hivewasp Alpha related. ALPHA FINISHED. Go to Beta page  (Read 97482 times)

than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1065 on: January 14, 2015, 03:25:13 am »

apparently it's too overpowered. I could reduce swordelves mounting unicorns to bloody ribs in two years...

there is no workaround, I'm afraid. As long as it's available it's one of the many things in dwarf fortress and in masterwork, we'll have to rely on the player not abusing ...

the best I could think of is making only unmodified soldier castes being able to perform that reaction, but as far as transformations go that's it.
« Last Edit: January 14, 2015, 03:31:05 am by than402 »
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Vitellozzo

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1066 on: January 14, 2015, 03:59:33 am »

Maybe you could make possible only better materials for the transformation: so you can make a soldier coat her stinger with copper, then bronze or iron, then steel or mithril... then stop.
If a player goes straight for steel/mithril, it just stop after the first transformation.
If he goes for iron, steel/mithril upgrade is possible, while copper/bronze is not.
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than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1067 on: January 14, 2015, 04:05:26 am »

yeah, but having 3 full heals is still abuseable. copper and iron are very common too, so it's gonna be availabe in the early game. we could only allow only steel-grade or better materials for transformation. waspen stings are iron sharp anyway, and steel/mithril bars are not that easy to come by without an ore processor.
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Vitellozzo

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1068 on: January 14, 2015, 05:58:00 am »

yeah, but having 3 full heals is still abuseable. copper and iron are very common too, so it's gonna be availabe in the early game. we could only allow only steel-grade or better materials for transformation. waspen stings are iron sharp anyway, and steel/mithril bars are not that easy to come by without an ore processor.
I agree. If stingers are metal-grade then it's ok to only put really strong metals.
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than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1069 on: January 14, 2015, 07:14:09 am »

ok, from now on only regular soldiers can receive coatings, and only materials better than iron can be used.

http://dffd.wimbli.com/file.php?id=9734

the manual will be updated accordingly in a few minutes
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Vitellozzo

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1070 on: January 15, 2015, 06:17:49 am »

Something about new update is making my new world gen keep crashing.
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than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1071 on: January 15, 2015, 06:23:47 am »

I'll take a look at it. I'm not sure yet if it was the coating changes or the fixes after my playthrough, but my money's on the former...

EDIT: I genned some worlds just fine and then embarked. Could you tell me more about the crashes? Did you try genning worlds in the previous release and it only caused problem with the new update? At which point of genning does it crash? And what parameters are you using? These are all very important so I can replicate the problem. Finally, do you have an errorlog?
« Last Edit: January 15, 2015, 06:41:32 am by than402 »
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Vitellozzo

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1072 on: January 15, 2015, 06:44:34 am »

I'll post more details later, but I've made a world_gen with perfect world 5 days ago before some updates, it always worked fine. Now in 2 world gen it crashed at like year 120 so it could be a civ problem.
But it worked before...
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than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1073 on: January 15, 2015, 06:52:16 am »

hmmm, I run shorter world gens, so maybe that's why I was unable to reproduce it. I also don't use perfect world. I'll see what I can do...

EDIT: I tried longer world gens, I genned one 120 and another 140 something years world. That's weird...
« Last Edit: January 15, 2015, 09:12:56 am by than402 »
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heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1074 on: January 15, 2015, 10:11:55 pm »

It's been a long time since the last time i did some actual "coding" and I have this modding inch that I just have to scratch.

Anyway at the current moment the only way to get new slaves is to breed the ones we currently have or to order some from caravans.  I believe we should be able to convert the invaders that we captured into slaves/hive thralls. So the question is how do we go about it. We can't just simply make a reaction at the infectory that gives the worker the ability to turn a captive into a slave just by looking at it for 2 reasons:

1. This can very easily be exploited in sieges, just leave an infectory outside run it on repeat and enjoy the laser eyes

2. What would be the point of infecting a captive with a larva directly when you can just turn it into a slave first and then give him a larva using reactions

Anyway although the solution for point 2 is not even on the drawing board yet I do believe we should be able to enslave captives.

Thankfully meph solved this problem with warlocks by creating a workshop called the torture chamber. I don't play warlocks so I don't know how it works but based on what I read it seems suitable for our purposes. We can just copy and paste the raws for that building and modify it a bit.

Although if you have other ideas I'm open to listening to those

This was an idea I had before I realized the warlocks had torture chambers

Quote
I have one idea for how we can do this although I doubt that this will be what we'll settle with. In a nutshell it's "BRAIN SLUGS!!".

anyway what happens is that there will be a way to spawn BRAIN SLUGS!! (name pending) and then when those brain slugs bite someone they act just like  the default larva (albeit a lot weaker) but they will be turned into slaves instead of wasps.

We still need to figure out how to make infecting slaves with larva directly not pointless though. Any ideas?

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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 #1075 on: January 16, 2015, 06:32:36 am »

It's been a long time since the last time i did some actual "coding" and I have this modding inch that I just have to scratch.

Anyway at the current moment the only way to get new slaves is to breed the ones we currently have or to order some from caravans.  I believe we should be able to convert the invaders that we captured into slaves/hive thralls. So the question is how do we go about it. We can't just simply make a reaction at the infectory that gives the worker the ability to turn a captive into a slave just by looking at it for 2 reasons:

1. This can very easily be exploited in sieges, just leave an infectory outside run it on repeat and enjoy the laser eyes

2. What would be the point of infecting a captive with a larva directly when you can just turn it into a slave first and then give him a larva using reactions

1.okay, this is how I imagine the interaction would be: chain up the victim near the workshop and send a wasp to perform the reaction. then, give it an interaction that allows it to transform a nearby humanoid into a slave. give the interaction a very short range and duration and only allow it to target one person, so it won't be abusable. the thing is, we'll have to use makeown otherwise they'll still be hostile. that might cause some issues...

2. it would be for free. and would also be able to target animals. And it would be fun :D I wonder what the reaction should cost, however... we can't make it for free, that's a given. maybe make the transformation require some time to take place? that way you still have reason to buy new ones and you can't turn those 50 captives into free cannon fodder overnight.

my opinion, however, is that while adding more stuff is well and good, we should make releasing the mod and making it known to the community our first priority. the mod already has plenty of content to be called a beta. what we need is further playtesting: fix any issues the mod currently has, and also release a tutorial fort.

I don't mean to reject your suggestion, heydude. it makes sense, has utilities, can be implemented in a balanced manner and if the makeown doesn't cause problems we should totally add this. What I mean to say is that if we keep on adding one small thing after the other, we'll keep on postponing the release for so long that nobody will give a damn once we finally call it a full release.
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heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1076 on: January 16, 2015, 06:56:35 am »

I guess that makes sense. I just wanted to take a break from making sprites and do some actual modding.
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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 #1077 on: January 16, 2015, 06:59:03 am »

I understand. so, do you think makeown will cause problems? like, for example, casting the reaction in a siege and then turning all siegers friendly?
« Last Edit: January 16, 2015, 07:04:55 am by than402 »
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heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1078 on: January 16, 2015, 07:09:43 am »

Nope. Since slaves and invaders are different creatures as far as the game is concerned.
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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 #1079 on: January 16, 2015, 07:19:50 am »

then you should mod it. Don't forget to make some transition creatures for the makeown to target, though, we don't want each and every slave in a caravan turning friendly on sight. A way to make the reaction useful but not OP is to make the reaction free, but make the transition creature (i'm not sure how we should name it,are we supposed to brainwash the victim, inject something onto it, or simply torture the poor soul until it breaks?) take 3 or 4 months to be transformed. That way direct infecting is still useful (it's free and takes about the same time to take place as it would transforming it into a slave and then going to the infectory)
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