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Author Topic: NEW! - Suggestions for 42.01  (Read 28172 times)

LMeire

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Re: NEW! - Suggestions for 42.01
« Reply #105 on: December 28, 2015, 07:29:53 am »

Another idea that might not work because I honestly don't understand large amounts of how the game is put together, would it be possible to limit workshops/reactions based on the ethics and/or values of the creature using them? Because if so, that'd be a rather handy way to include the various human cultures within a single entity given that their values and ethics are now totally random. In one world humans could have a largely Aztec/Zapotec bent and focus on obsidian weapons and sacrificing their own for powerful magic, while in another they'd be more like Spain/France in the Middle Ages with a focus on heavy armor and possibly eschew magic entirely to get more powerful effects from prayer. Just a thought.
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Boltgun

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Re: NEW! - Suggestions for 42.01
« Reply #106 on: December 28, 2015, 08:25:24 am »

Afaik we can't. While values are random, humans ethics are also fixed (they'll never eat sapient or refuse to trade woods) and we cannot tie reactions to them yet. The fact that the humans generate different scholars according to their values does not yet lead to new reactions or other effect yet.

Considering that uniforms might be generated in the future, allowing adventurers to disguise themselves, it might be possible in the far future.
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Rydel

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Re: NEW! - Suggestions for 42.01
« Reply #107 on: December 30, 2015, 02:55:50 pm »

My suggestion is more for the loader than the mod itself.  It's like it the override.txt file (for TWBT) could be tied to the tileset, or at least allow the player to select from multiple override files.  I'm working of adding Masterwork support for my tileset, but it has its own set of overrides.

This might have already been added without my noticing though; I've been away for a bit.

Talanic

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Re: NEW! - Suggestions for 42.01
« Reply #108 on: January 02, 2016, 12:01:07 am »

Building suggestion:

Barricade (N/S) (shape: 5 tall, 2 wide) and Barricade (E/W) (5 wide, 2 tall).  Essentially, rapidly constructed walls, using only one or two building materials each, good for a ramshackle defense or early access control.  The catch, of course, is that since they're structures rather than constructions, building destroyers can tear right through them.
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LMeire

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Re: NEW! - Suggestions for 42.01
« Reply #109 on: January 12, 2016, 11:43:36 pm »

How about some more varieties of plant/fungus people? Even if it's just the underground crops, it'd be fairly interesting to have sweetpod men and pigtail men alongside plumphelmet men.
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Talanic

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Re: NEW! - Suggestions for 42.01
« Reply #110 on: January 21, 2016, 11:13:39 am »

Redone steeloak and ironbark, perhaps?  With 'fruit' harvestable that can be processed into metals.  The fruit would probably still have to be edible (but making it require cooking would allow the player to prevent the dwarves from chowing down on sweet delicious steel).
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Dozebôm Lolumzalìs

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Re: NEW! - Suggestions for 42.01
« Reply #111 on: January 21, 2016, 11:51:01 am »

It has to be edible to be harvested?
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Talanic

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Re: NEW! - Suggestions for 42.01
« Reply #112 on: January 21, 2016, 04:22:59 pm »

I'm not sure of that, but I suspect it's the case.  I know Willows, for example, produce Willow Fruit, but Willow Fruit is inedible so your dwarves ignore it completely, even with a plant gathering zone.

In fact, I know of no plant fruits that are gathered that don't contain either [EDIBLE_RAW], [EDIBLE_COOKED], or a DRINK_MAT result.  Doesn't mean I'm right, but I think that's what governs when dwarves are willing to collect the fruits
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123nick

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Re: NEW! - Suggestions for 42.01
« Reply #113 on: January 21, 2016, 07:22:25 pm »

will there ever be like, a revival of ye-olde masterwork for 34 to 42? i mean, sure theres reborn, but it doesent really add the gigantic mass of content that the old 34 edition has, like merchants, trading, gnomes, succubi, hermits, archeology, more metals, and etc. id love something like ye-olde 34 ported for 42, but that seems a bit impossible, doesent it? like, i remember hearing of all the stuff MWDF adds and just being extremely excited, but now it seems we wont ever have something quite like the 34 version.
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LMeire

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Re: NEW! - Suggestions for 42.01
« Reply #114 on: January 21, 2016, 09:33:23 pm »

Well, yeah. What did you think "Suggestions for 42.01" meant on Masterwork's board if not suggesting features for a 42.xx version of Masterwork?
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123nick

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Re: NEW! - Suggestions for 42.01
« Reply #115 on: January 22, 2016, 12:30:44 am »

Well, yeah. What did you think "Suggestions for 42.01" meant on Masterwork's board if not suggesting features for a 42.xx version of Masterwork?

its just that, what would a 42.xx version of masterwork even be in comparison to the 34 version? the great 34 version, chock full of new races, and etc. i mean, it feels like it would take decades to port that all over, in its entirety to 42.xx, and even then a new update would/might come along. it just seems, well, a bit hopeless.
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Putnam

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Re: NEW! - Suggestions for 42.01
« Reply #116 on: January 22, 2016, 12:38:48 am »

lol it's not that bad

123nick

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Re: NEW! - Suggestions for 42.01
« Reply #117 on: January 22, 2016, 04:08:56 am »

lol it's not that bad

you sure? i mean, MWDF for 34 was EXTREMELY expansive, and recreating it in 42-- i mean, is there even a estimate, or atleast a upper limit on how long that will take? the fact that mepth is bicycling around the world probably isnt helping, either. and DFhack isnt updated to 42 yet, atleast i think so. infact, im soo accustomed to the MW launcher that i dont think i can play DF without it, or MW in general.
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Putnam

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Re: NEW! - Suggestions for 42.01
« Reply #118 on: January 22, 2016, 11:25:23 am »

The change from 0.34 to 0.42 isn't that big, though. Gaits, necks, instrument changes, stuff regarding libraries, a few tokens switched around for multi-race forts, that's about it.

So yeah, I'm pretty sure, and I'm an expert at updating mods through non-overwhelmingly-huge updates. By "expert", I mean that I updated my mods to 0.34 and 0.40 before those updates even came out.

123nick

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Re: NEW! - Suggestions for 42.01
« Reply #119 on: January 22, 2016, 02:28:24 pm »

The change from 0.34 to 0.42 isn't that big, though. Gaits, necks, instrument changes, stuff regarding libraries, a few tokens switched around for multi-race forts, that's about it.

So yeah, I'm pretty sure, and I'm an expert at updating mods through non-overwhelmingly-huge updates. By "expert", I mean that I updated my mods to 0.34 and 0.40 before those updates even came out.

oh ok, well thats good. but this is masterwork dwarf fortress, an absolutely staggeringly large pack and collection of mods that is expansive and detailed AF. i mean, it sounds like it would take months  at most, at  the very least 1 month. and thats assuming nothing bad happens too any of the devs developing it, causing unforeseen delays.
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