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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 77438 times)

Meph

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Re: Future of the mod
« Reply #90 on: May 07, 2016, 02:38:50 pm »

Spoiler (click to show/hide)

Some progress picture... I made all vanilla creature content optional and also added 1300 new creatures with Knight Otus random creature script. Mix and merge as you seem fit. :)
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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 :::
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bennerman

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Re: Future of the mod
« Reply #91 on: May 07, 2016, 03:28:44 pm »

Ooh, how about different varieties of fertilizers, for low wood embarks? Saltpetre, for example, can be used to make potash. As can bat guano (would be a good idea for another pet, maybe?). Additionally, blood meal and bone meal are good sources of nitrogen and phosphorus, respectively, so perhaps you could help people utilize what little wood they have by doing a 1 bone meal + 1 blood meal + 1 ash/potash/lye = 3 fertilizer?

Just something to thing about. Not sure if you did anything like that in any of the other versions.
I didnt... its a good idea. First time I hear about blood meal, too. Cant do bat guano though, since there is no refuse of that kind in the game.
Would it be possible to get bats to "lay" guano, similar to how the boulder crabs lay rocks?

I was bouncing around the same idea, but I figured it'd cause breeding problems, what with bats giving live birth and the game thinking they are egglayers.

A workshop task like milking or sheering would probably be best. That being said, I think meph is hinting that he doesn't wanna do the guano thing at all. :P

Spoiler (click to show/hide)

Some progress picture... I made all vanilla creature content optional and also added 1300 new creatures with Knight Otus random creature script. Mix and merge as you seem fit. :)

Daaayum.
« Last Edit: May 07, 2016, 03:30:47 pm by bennerman »
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Meph

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Re: Future of the mod
« Reply #92 on: May 08, 2016, 07:19:38 am »

Progress update:

I added taxidermy, you can turn corpses into statues and remains into figurines. They keep their names, so a dog corpse would be turned into a "stuffed animal statue of a dog. The picture is showing a dog, done by dwarf X".

And I'm trying out custom workshop overrides with twbt:
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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 :::

The_Falconer

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Re: Future of the mod
« Reply #93 on: May 08, 2016, 11:47:31 am »

Meph how exactly do the kobolds gain the ability to embark with helmet snakes and giant cave spiders?
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Meph

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Re: Future of the mod
« Reply #94 on: May 08, 2016, 11:57:39 am »

Meph how exactly do the kobolds gain the ability to embark with helmet snakes and giant cave spiders?
open raw/scripts/addpettociv.lua and add these lines at the end:
insertPet("KOBOLD","SHALSWAR","MALE") insertPet("KOBOLD","SHALSWAR","FEMALE") insertPet("KOBOLD","RAT_KOBOLD","MALE") insertPet("KOBOLD","RAT_KOBOLD","FEMALE") insertPet("KOBOLD","SPIDER_CAVE_GIANT","MALE") insertPet("KOBOLD","SPIDER_CAVE_GIANT","FEMALE") insertPet("KOBOLD","HELMET_SNAKE","MALE") insertPet("KOBOLD","HELMET_SNAKE","FEMALE") insertPet("KOBOLD","GIANT_BARK_SCORPION","MALE") insertPet("KOBOLD","GIANT_BARK_SCORPION","FEMALE")
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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 :::

LMeire

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Re: Future of the mod
« Reply #95 on: May 08, 2016, 01:23:03 pm »

Do taxidermied animals keep their tissue values like other animal products or is this just for show?
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Meph

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Re: Future of the mod
« Reply #96 on: May 08, 2016, 01:42:46 pm »

Do taxidermied animals keep their tissue values like other animal products or is this just for show?
Its just for show.
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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 :::

Delta_02_Cat

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Re: Future of the mod
« Reply #97 on: May 08, 2016, 03:07:30 pm »

Wow that dragon altar looks soo coool! Would really love to have different kind of statues and stuff like that :)
« Last Edit: May 08, 2016, 03:09:45 pm by Delta_02_Cat »
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Urist Reborn

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Re: Future of the mod - Progress, Polls & Suggestions!
« Reply #98 on: May 11, 2016, 03:45:58 pm »

I don't suppose now that you're getting into TWBT workshops there will be the possibility of fixing orientation issues (i.e. everything always facing south)?

I imagine it would require four different versions of each, which sounds incredibly unpleasant and probably not worth the work/UI clutter, but you might be able to think of a better way. Maybe an a rotate workshop reaction that could be run for free, which might minimize UI clutter but still requires as much artwork?
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Meph

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Re: Future of the mod - Progress, Polls & Suggestions!
« Reply #99 on: May 11, 2016, 05:07:01 pm »

I don't suppose now that you're getting into TWBT workshops there will be the possibility of fixing orientation issues (i.e. everything always facing south)?

I imagine it would require four different versions of each, which sounds incredibly unpleasant and probably not worth the work/UI clutter, but you might be able to think of a better way. Maybe an a rotate workshop reaction that could be run for free, which might minimize UI clutter but still requires as much artwork?
I have the ability to rotate workshops, in theory. I'd have to make 1 normal workshop and 3 alternatives and use dfhack to "turn them". it works, but these fancy isometric workshops from RPG tilesets I'd use for decorations are usually from a static perspective, aka I only have 1 picture for them, not four.
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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 :::

Urist Reborn

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Re: Future of the mod - Progress, Polls & Suggestions!
« Reply #100 on: May 11, 2016, 05:30:31 pm »

I have the ability to rotate workshops, in theory. I'd have to make 1 normal workshop and 3 alternatives and use dfhack to "turn them". it works, but these fancy isometric workshops from RPG tilesets I'd use for decorations are usually from a static perspective, aka I only have 1 picture for them, not four.
If the trade off is between fanciness and the ability to rotate workshops, I'd vote for rotation. But I'm perhaps irrationally bothered by the issue. I tend to design my forts so all rooms can only be entered from the direction that looks sensible, which often results in really sub-optimal pathing.
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Meph

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Re: Future of the mod - Progress, Polls & Suggestions!
« Reply #101 on: May 11, 2016, 06:03:23 pm »

I have the ability to rotate workshops, in theory. I'd have to make 1 normal workshop and 3 alternatives and use dfhack to "turn them". it works, but these fancy isometric workshops from RPG tilesets I'd use for decorations are usually from a static perspective, aka I only have 1 picture for them, not four.
If the trade off is between fanciness and the ability to rotate workshops, I'd vote for rotation. But I'm perhaps irrationally bothered by the issue. I tend to design my forts so all rooms can only be entered from the direction that looks sensible, which often results in really sub-optimal pathing.
Then, by all means, please send me 4x the buildings and building designs, and I'll add them. ;)
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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 :::

Meph

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Re: Future of the mod - Progress, Polls & Suggestions!
« Reply #102 on: May 12, 2016, 12:54:37 pm »

I'm preparing my release for tomorrow.

Any last minute things anyone wants added?
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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 :::

chaosfiend

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Re: Future of the mod - Progress, Polls & Suggestions!
« Reply #103 on: May 12, 2016, 01:24:16 pm »

Well, I might as well reiterate the things I thought would be good to see, mostly concerning kobolds.

A return of Juices and teas, though I assume this might be a tad more long term in waiting to get it.

A slight bit more variety in traps, mostly I wish to see the return of the Totemhammer traps since it seemed to thematic in my mind.

One long term suggestion I want to toss out there is perhaps kobolds gaining a successor building to the Altar of Griblin the Lucky. Again, since Kobolds in this are supposed to be very pagan, perhaps something Totempole based again, that has to do with ancestor worship for the kobolds. I mean, most kobold camps are built, sometimes literally, upon the bones of their predecessors.

Heck, that brings me to another train of thought. Maybe kobolds could even have, (if it is possibly mod-able), an alternate form of 'gravestone'. Instead of burying the dead in a coffin or engraving a slab to honor them, you could convert Totems, (since most forts likely have tons of them) into grave markers, carving the name of the deceased into the totem. Also, since Totems retain their prior creature name, would it not be suitably thematic if your important kobolds, like Warband marshals and such that died in the line of duty, get special skulls you could have saved as their grave-markers?
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Meph

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Re: Future of the mod - Progress, Polls & Suggestions!
« Reply #104 on: May 12, 2016, 02:10:29 pm »

Well, I might as well reiterate the things I thought would be good to see, mostly concerning kobolds.

A return of Juices and teas, though I assume this might be a tad more long term in waiting to get it.

A slight bit more variety in traps, mostly I wish to see the return of the Totemhammer traps since it seemed to thematic in my mind.

One long term suggestion I want to toss out there is perhaps kobolds gaining a successor building to the Altar of Griblin the Lucky. Again, since Kobolds in this are supposed to be very pagan, perhaps something Totempole based again, that has to do with ancestor worship for the kobolds. I mean, most kobold camps are built, sometimes literally, upon the bones of their predecessors.

Heck, that brings me to another train of thought. Maybe kobolds could even have, (if it is possibly mod-able), an alternate form of 'gravestone'. Instead of burying the dead in a coffin or engraving a slab to honor them, you could convert Totems, (since most forts likely have tons of them) into grave markers, carving the name of the deceased into the totem. Also, since Totems retain their prior creature name, would it not be suitably thematic if your important kobolds, like Warband marshals and such that died in the line of duty, get special skulls you could have saved as their grave-markers?
Thats a bit much till tomorrow, but I'll certainly look into the "skull totem coffin" idea, that should work. Nice idea.
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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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