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Poll

Good idea?

Awesome!
- 44 (48.4%)
Good
- 11 (12.1%)
meh
- 5 (5.5%)
Bad
- 1 (1.1%)
Terrible!
- 3 (3.3%)
pickle
- 27 (29.7%)

Total Members Voted: 91


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Author Topic: [43.05][44.xx] D4FS - Dwarf 4tress Froms Scratch  (Read 47424 times)

Gwolfski

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Re: [43.xx] DF4S - Dwarf 4tress Froms Scratch - Testers wanted!
« Reply #60 on: January 22, 2017, 05:06:42 pm »

RESULTS!

Generates world fine. Fortress mode crash. Adventure mode fine. Errorlog only whines about randomized creatures
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☼Another☼

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Re: [43.xx] DF4S - Dwarf 4tress Froms Scratch - Testers wanted!
« Reply #61 on: January 22, 2017, 05:34:14 pm »

PTW
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Gwolfski

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New update! Adventure mode works! https://github.com/Gwolfski/D4FS/releases/tag/v0.2.0

Still crashing on fort, though. Crashes just after reaching the end of the calendar thing.
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skelepound

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By making it from scratch, you are essentially just using the DF engine, and making a brand-new game from the RAWS. This has the potential to do great things:

-a sci-fi game in the DF engine, using secret interactions and/or workshops that require items made from earleir workshops in ordeer to simulate a "tech-tree", leading to the invention of coilguns for some, robots for others, and genetically engineered megabeasts for others. Also with different world RAW's - one makes desert planets generate, another makes fungi planets, another makes rocky asteroid worlds, and another makes earth-like worlds. Alien monsters - as well as native alien races - and technology that they possess that you cannot get - like exotic weapons and such.

-a game designed around pre-historic survival, with primitive stone tools and dinosaurs to kill/tame. Altars to the gods allow you to sacrifice the skulls of your enemies in order to create powerful warriors, who are gifted with strength and knowledge from the gods. Other tribes, some who are different races like cro-magnons, who may trade with you, or kill you for your food/tools.

-an Adventure Mode game where humans build huge cities and have modern tech, and secrets turn you into super-heroes, who can fly and have great strength, or can run 10 times faster than anyone else, or throw fireballs. Mega/semi-megabeasts are major villains for your heroes to fight... assuming YOU arent a villain...

Has anyone considered any of these things, since ur starting from scratch?
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Gwolfski

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some of that, but you summed it up briliantly!
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skelepound

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I feel that each of those ideas and more should have a team of 5 to 10 people, with specialties pertaining to certain aspects, and these games - which are really entirely new games that just use the DF engine, kind of like how Heretic and DOOM are essentially the same but different - should be developed in the same way as DF is - an early release of Tech Fortress might only include 2 races, one megabeast, and only the coilgun tech tree, and updates can be made to include new tech trees, new materials, new megabeasts and semi-megabeasts, new planet types, and all that good stuff. Gods should actually reperesent off-world civ's or groups, and instead of "worshipping" them, proving your loyalty means they share some tech with you - secrets. I would make curse actually curses - more negatives than positives. And each new Dwarf game would end up with its OWN mods. So someone might mod Star Wars shit into tech fortress. Or maybe throw in some Dr. Who stuff. Basically, this has awesome potential(why do you think i voted pickle?), and the only way it could get better is if we got the actual code from Toady. I mighta summed it up well, but it wass your idea, dude. And a hell of a idea it is
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Gwolfski

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It's not my idea, but I saw it and became interested in our. Problem is, there is only two people currently taking care of it, me and Pikachu17. You can join, if you want, you've got good suggestions. Small problem, it crashes and I have no idea why. All comments, help and/or contributions welcome.
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pikachu17

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It's not my idea, but I saw it and became interested in our. Problem is, there is only two people currently taking care of it, me and Pikachu17. You can join, if you want, you've got good suggestions. Small problem, it crashes and I have no idea why. All comments, help and/or contributions welcome.
I agree. skelepound you have great suggestions, and we could use your help. I already added the citizen civ, which are regular people who occasionally turn out to have superpowers,  though there are also villainous citizens too. But I haven't added much civ-wise, and I don't test that much.
    About the crashing: it does not crash on my computer. No idea what would possibly cause it to crash only on other people's computers. Gwolfski, have you trying removing all files, replacing them with enough vanilla so it'll start, then repeat the following until it crashes: re-add a file. create a new world. Load the world in fort mode, adv mode, or whatever made it crash before, and see if it crashes. If a file causes it to crash, repeat, but instead of re-adding a file, pick and choose stuff in the file, until you find out what specifically is causing it to crash. I would do it, but as I said before, it doesn't crash on my end.
« Last Edit: January 27, 2017, 04:20:50 pm by pikachu17 »
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Gwolfski

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It's not my idea, but I saw it and became interested in our. Problem is, there is only two people currently taking care of it, me and Pikachu17. You can join, if you want, you've got good suggestions. Small problem, it crashes and I have no idea why. All comments, help and/or contributions welcome.
I agree. skelepound you have great suggestions, and we could use your help. I already added the citizen civ, which are regular people who occasionally turn out to have superpowers,  though there are also villainous citizens too. But I haven't added much civ-wise, and I don't test that much.
    About the crashing: it does not crash on my computer. No idea what would possibly cause it to crash only on other people's computers. Gwolfski, have you trying removing all files, replacing them with enough vanilla so it'll start, then repeat the following until it crashes: re-add a file. create a new world. Load the world in fort mode, adv mode, or whatever made it crash before, and see if it crashes. If a file causes it to crash, repeat, but instead of re-adding a file, pick and choose stuff in the file, until you find out what specifically is causing it to crash. I would do it, but as I said before, it doesn't crash on my end.
good idea. i will research which raws are the absolute minimum for the game to work and ill test it.
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skelepound

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Well, im a bit busy with a big 'ol magic mod im making, and really, im OK at interactions, since I obsess over magic, im pretty meh at creature raws, but i can do it in a pinch, and civs, workshops, and reactions evade me.But if a full team was up in here, like one person to focus on reactions, i would do interactions, some homie on biomes, and like 2 guys working on civs/creatures(and we would roll in and help them after our prime goals have been completed, such as adding all the V.1 planned interactions). It would be a pretty massive undertaking, but once the first version, with a respectable variety of creatures and items and such has been made, it would get much easier - just a matter of adding in a few workshops on our own time, putting the update out there, add a new megabeast or two, etc. But is it possible to make so megabeasts only spawn in a certain biome, so a desert planet would not have a giant aquatic megabeast found on a world with lots of water? If you wanted, of course, you could make seperate folders containing the raws, so you just delete the old world raws and add the new ones, which include deleting the creature raws and copying in a different planet types raws. So that could be done. Anyhow, i'd be down to work on some of the creatures and interactions, just not immediately.
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Gwolfski

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Welcome!

First off, great ideas!

I think megabeasts are not biome dependant, so it won't work that way, but it could be a very powerfull creature that has a very loe population cap.

Also, do you have a GitHub account? What OS (windows / mac /linux ) do you use?

And please forgive me for any spelling errors, am on a polish laptop right noe.

Oh, and you're great, as I have the opposite problem . I can do reactions and buildings fine, but am hopeless at interactions.
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skelepound

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Naw, i aint on github or anything - its a file sharing site, right? And yeah, i originally thought of things like sandworms being giant, badass, desert-planet only megabeasts. Your alternative can work too - but keep in mind, with exchangable sets of files for whatever planet type the player wants to gen, any pure desert worlds would be fine with a megabeast like dat. Im on windows, might switch to linux because micosoft sucks dangling spheres, but for now its easier to stuck with windows. Anyhow, my whole idea is to have the first thing gen fairly simple: maybe 25 animal creatures, make the first world type forest or desert or something fairly easy to work with, and then add maybe 1 or 2 megabeast style menaces. Add a semi-megabeast or two and maybe a couple of world specific monsters that are neither animal nor mega beast - probably a grand total of only 35 normal creature raws. The first tech tree - more like a teck stick at this point - would lead up to something simple yet effective, like the development of chemicals that give temporary syndromes to the drinker. Or even simpler, just the creation of railguns and coilguns. The workshop stuff would be the hardest really. You add only one civilization - the settlers, and the playable civ - and worry about native alien civs later. So you have 7 new colonists on a forest world inhabited by strange four armed monkey creatures, giant lizard things, and a few really scary things  like gigantic centipede monsters(megabeast) and towering hairy carnivorous mammoth-things(semi-mega). That, with a few odd things like chewbacca/yeti monsters that are basically aggresive native critters, and you have most everything you need. With further updates, a few more species would be created for the forest world, and the tech would be expanded. A civ would be created - native aliens, who would be kinda elf-y, loving plants and all that, since it a forest world. But, though they use no armor or weapons, they are highly skilled at hand-to-hand and have alien warbeasts. The average soldier of an attacking force should be at least proffesional or expert at kicker, striker, wrestler, fighter AND dodger, and they should have particularly good physical stats, so only a heavily armored warrior is safe. And they have giant alien monsters to fight you in that case. After we feel the tree-world is good enough, we begin with a new world. There might even be world specific tech that the settlers can or cannot create; a specific material could be used to make a powerful melee weapon(lightsaber lol), but maybe the settlers cannot buy the blueprints for it, and have to pick up the weapons from defeated enemies to get ahold of them. Thats the plan, at least.
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My magic mod, Schools of Magic:
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GENERATION 28:
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Gwolfski

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skelepound, your ideas are awesome! The multiple world thing is very cool. However, i think we should get our first working version out asap. I myself am waiting for a set of diagnostic raws to fix a crash, which is when I will know what needs work.
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skelepound

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Well then, since my "specialty" is more geared towards creatures and interactions, what biome are we doing first? Desert or Forest(i can have lots of fun with either)? Also, other idea, trading should be very important - maybe make an undefeatable Corporation civ. For example, an asteroid world would have little to no life - rogue robots at most - and mining would be the only source of valuable goods. But a corporation civ would trade you food supplies and other stuff for what you mine - and maybe what you make out of mined goods. Each planet should have a different sort of backstory; on an ocean planet, only galciers/poles would be livable, and the creatures you could capture would be valuable, so it would be set up so that you collect and sell rare beasts to the Corp. At the same time there would be resource rich or more easily livable planets like a forest world, where you are trying to build a civilization, an outpost, for the Corp. And a desert world would have loads of robots wandering it, as well as normal (but deadly) creatures, and chitin from scorpion-type critters or the parts from destroyed robots would be high value - a salvage or scavenger operation. And there could be variants; an asteroid world that is highly populated by particular creatures that can survive in the vaccum of space, and are quite strong; they are a source of food for the miners, but only if you can kill them. There might be a rival civ on your desert planet, also scavengers, who come to raid you for your supplies and kill your people. Also, slavers would be a thing on desert worlds. And theres always the conquerer option; a civ that can appear on multiple - maybe all - planet types, and wants absolute control, destroying all colonies that get in the way. Different aliens may have different goals - there might be a race of eight-legged, two headed lizards with a poison bite - they could be traders, but easily offended, and the wrong word could start a way with the entire civ. Or there could be a civ with a low population cap of giant feathered humanoids with four eyes and tusks - not very aggressive, but very high tech, and dangerous if they DO go to war with you.
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My magic mod, Schools of Magic:
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http://www.bay12forums.com/smf/index.php?topic=162596.0
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GENERATION 28:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

Gwolfski

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Forest seems good. All games start in a forest or plains as spawn locations.
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