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Poll

Next race...

Goblins, evil kidnappers...
Necromancers, uber-evil mages...
Skaven, underground-living ratmen with clans...
Insect hive, zerg/tyranid-style...
Naga, water-based magic snakemen...

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Author Topic: Future of the mod - Progress & Suggestions - race poll  (Read 77437 times)

Meph

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #120 on: May 13, 2016, 12:52:51 pm »

Carpets.

I just worked 6 hours on carpets.

I'm sick of carpets.

220 lines of overrides, 20 reactions with 400 hotkeys, 20 buildings, an a lot of photoshop later, they work.

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Lord Aldrich

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #121 on: May 13, 2016, 12:58:49 pm »

Carpets.

I just worked 6 hours on carpets.

I'm sick of carpets.

220 lines of overrides, 20 reactions with 400 hotkeys, 20 buildings, an a lot of photoshop later, they work.


Those look awesome!
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Urlance Woolsbane

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #122 on: May 13, 2016, 02:19:03 pm »

I dont see the problem in that. The fires, that is.
I've never had a wildfire in my fort, but it's generally regarded as a bad thing (the wiki certainly thinks so)  I seem to recall it being a significant eater of FPS.

There's also, methinks, the possibility of 'bolds getting caught in the cross(dragon)fire.
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Meph

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #123 on: May 13, 2016, 02:46:39 pm »

Nah, they are awesome. I often start them on purpose to give sieges something to do.
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Urist Reborn

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #124 on: May 13, 2016, 03:24:48 pm »

Carpets.

I just worked 6 hours on carpets.

I'm sick of carpets.

220 lines of overrides, 20 reactions with 400 hotkeys, 20 buildings, an a lot of photoshop later, they work.
Now you just have to make it so we have access to every combination of internal and border colors. Should only take a little over 3 days. ;)
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Meph

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #125 on: May 13, 2016, 04:12:07 pm »

Luckily TWBT allows no transparency, it only has one color ;)

But I somehow need to give players access to 14 different colors of cloth. Vanilla dyes dont cut it.
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Immortal-D

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #126 on: May 13, 2016, 07:06:22 pm »

Glad to see you back mate :)  So if this is the all-purpose feedback thread, I have a couple items;

First, has the current version done anything to clean up the endgame workshops?  I mean, they're amusing and all, but how many metal combos between iron & candy do you really need?  I would personally like to see some of the new ores consolidated with vanilla stones that are normally useless.  For example; Wolframite.  Great for heavy weapons and armor.  Instead of having a whole new metal, you could put those properties on Cobaltite.  Similarly, stuff like Pitchblende & Microcline could be used as dyes & glazes (I feel the Pottery Industry is rather lacking).

Second, my favorite critter; the Boulder Crab :P  I was never able to get the flux-egg reaction to work.  Instead, I removed that part entirely and chopped in the same Shearing reaction used by all the other critters, with a product of marble boulder.  Problem solved.

Lastly, I recommend checking out The Modest Mod.  It's a collection of tweaks that just make so much sense.

That's all I've got for now.  The Banners looks like a lot of fun, can't wait to try it.  My main suggestion going forward is to consolidate; improve vanilla ores instead of adding a ton of new ones, and don't go overboard with fancy metal combos that require like 3 furnaces.
« Last Edit: May 13, 2016, 07:08:35 pm by Immortal-D »
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Meph

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #127 on: May 13, 2016, 07:14:32 pm »

Thanks for the feedback.

Could you post the boulder crab raws?

Wolframite makes tungstens now. :)

I only added mithril as a light-steel alternative, and volcanic as a better-than-steel metal. No others so far.

Modest Mod I want to put in for sure.
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smakemupagus

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #128 on: May 13, 2016, 07:25:08 pm »

But... cobalt metal isn't particularly dense, while wolfram is.  I agree with the broader idea that it's great to use the minerals and other natural resourses already in the game.

I think there are lots of opportunity for interesting materials better than iron but different than steel.  Variations in Density, ductility vs. Brittle strength, shear vs tensile yield, not to mention using new industry branches for surface or metal-poor forts.  But various tiers of all around super metals are meh.

Insanegame27

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #129 on: May 13, 2016, 07:33:58 pm »

But... cobalt metal isn't particularly dense, while wolfram is.  I agree with the broader idea that it's great to use the minerals and other natural resourses already in the game.

I think there are lots of opportunity for interesting materials better than iron but different than steel.  Variations in Density, ductility vs. Brittle strength, shear vs tensile yield, not to mention using new industry branches for surface or metal-poor forts.  But various tiers of all around super metals are meh.
Hence the reason I love orcs so much. In metal-poor forts you had ironbone and bloodsteel which allowed you to stay completely aboveground if you so chose. My favourite orc fort was an unwalled collection of round buildings in 34.11. I had communal buildings and each noble had his or her own teepee/whatnot. Storage was done via burrowing. All of a sudden hoomens invaded, and everyone died (orcs and hoomans). Orcs beat the siege but the last survivor died from bloodloss. Fun days.
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Immortal-D

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #130 on: May 13, 2016, 09:53:01 pm »

Hunh.  I recall there being stuff like Orchilium & a ton of obscure Forges ???  I might still be thinking of the old version.  Still, I think expanding on existing Ores would be a good step forward; especially turning them into dyes & glazes.  As to the Boulder Crab, I just dropped my edited one into Vanilla 43.02, and it promptly crashes.  Probably should have tested before I mentioned it, has been awhile since I did anything with this critter :-[

I think the original Crab I am using is the same as yours, except I took out the eggs-as-flux part for Males;

Spoiler (click to show/hide)

I added [SHEARABLE_TISSUE_LAYER:LENGTH:100], but without a token like Bone or Yarn, the game doesn't know what to do with shaved-off chunks of chitin.  The above version has them laying eggs normally, which I recall was bugged in the old Masterwork.  Butchering still produces the special Flux Boulder.  Lastly (and this is where my meager knowledge ends), I think a separate shearing reaction would be required to turn the chitin chunks into a flux stone, but again, without a Token to identify the chitin as such, I'm not sure how to accomplish this.

Meph

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #131 on: May 13, 2016, 10:03:43 pm »

Orichalcum: https://en.wikipedia.org/wiki/Orichalcum

Its still there. 1% of it is in every ore, for every 100 bars of metal you create, you get ONE bar of it. I use it for alchemy, magic and the like... Its a neat kind of counter, no early fort smelts several hundred bars of metal.

Forges are still there. But forges dont make metal; they make items. Smelters make metal.

Dyes & Glazes are actually things I'm looking into as we speak.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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smakemupagus

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #132 on: May 13, 2016, 10:46:26 pm »

The reactions for some of the pigment, stained-glass making, and acid distillation in Old Orcfort might be interesting to you if you haven't checked them out before, they are intended to be reasonably plausible both chemically and historically.

[REACTION:MAKE_GLAZE_LEAD]
[REACTION:MAKE_GLAZE_COPPER_LEAD]
[REACTION:MAKE_GLAZE_IRON_LEAD]
[REACTION:MAKE_GLAZE_TIN_LEAD]

[REACTION:RUBY_GLASS_RAW_ORC]
[REACTION:COBALT_GLASS_RAW_ORC]

[REACTION:VITRIOL_ACID_ORC]
[REACTION:AQUAFORTIS_ACID_ORC]
[REACTION:MURIATIC_ACID_ORC]

taldarus

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #133 on: May 13, 2016, 11:14:29 pm »

The decision comes down to time efficiency.

If I work 20h making a human mode, and 50% of the players try it, because its easy to learn, familiar... is that better or worse than spending 100h on a Naga mode, using dfhack scripts that might become outdated, for a very foreign game experience, which only 25% of players try, because its harder to learn?

Although I have to admit, people did like the Warlocks/Necromancers in the old version...

Sad but true. Do work that doesn't get reset every few months. Even if it means I have to wait for years. It's too much work. :'(

But necromancers are epic...and with the tavern mechanic.  :D (Who knows what they will add by 1.0)

Guess I will hafta try kobolds for now.
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Meph

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Re: Future of the mod - Progress & Suggestions - Poll on races!
« Reply #134 on: May 14, 2016, 01:36:21 am »

Since I added carpets, players now need the ability to color cloth, get dye, etc.

I'm currently working on embroidery, quilts, padded furniture, that sort of thing. Textile industry.
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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 :::
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