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Author Topic: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral  (Read 128235 times)

BigFatDwarf

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Re: *Wizard Tower* (.23f) [for DF 31.10]
« Reply #165 on: July 20, 2010, 11:20:32 am »

I tend to put the Yellow Wizards in the healer jobs since they can't catch diseases/syndromes (not sure if carriers are in this yet though.)

No, not really. The only way to get diseases is thru a wound. The cause can be either infection (lack of soap in hospital) or poisons and venom and such (not really sure about this one).

You've done a lot of wonderful stuff with gemstones, but I was curious as to whether or not you'd be delving into the wonderful world of mystical metals.

I got one. Unobtainium. Sounds cool.
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I loaded up my save in the new version, spent a minute trying to find my archery range before figuring it was the room with Xs down both sides: bins of ammo and archery targets.
Urist McCrossbower cancells practice crossbowery: Unsure of which end of the room to shoot at.

Kaelem Gaen

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Re: *Wizard Tower* (.23f) [for DF 31.10]
« Reply #166 on: July 20, 2010, 03:05:15 pm »

Hmm, I can't seem to get my wizards to synth titanium (Since my Smelters stopped working,  it has to be something with the coke/charcoal then maybe I should report it on the bug tracker) at the moment,  I mean I have them set to do that through the manager screen but even though it's validated none of my alchemists are going up to do it.  Maybe I shoulda dropped this fortress and made a new one with the latest Wizard Tower.

Oh it was that material burrow bug,  nevermind, things are workin at full capacity again.
« Last Edit: July 20, 2010, 03:10:32 pm by Kaelem Gaen »
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eclipsetail

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Re: *Wizard Tower* (.23f) [for DF 31.10]
« Reply #167 on: July 20, 2010, 04:51:05 pm »

I'll be sure to play this once it gets graphics.

BigFatDwarf

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Re: *Wizard Tower* (.23f) [for DF 31.10]
« Reply #168 on: July 21, 2010, 12:52:33 am »

I'll be sure to play this once it gets graphics.

Do what I do, for now.
Take some graphic, be it Phoebus or Mayday or whatever. Copy the dwarven .txt in the same directory and change:

[CREATURE_GRAPHICS:DWARF]
to
[CREATURE_GRAPHICS:WIZARD]

I say dwarven because they are mostly the only complete ones. Other races could work, though.
Anyway, this'll make them look dwarven. Good enough to play.
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I loaded up my save in the new version, spent a minute trying to find my archery range before figuring it was the room with Xs down both sides: bins of ammo and archery targets.
Urist McCrossbower cancells practice crossbowery: Unsure of which end of the room to shoot at.

Snook

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Re: *Wizard Tower* (.23f) [for DF 31.10]
« Reply #169 on: July 21, 2010, 10:31:16 am »

Playing with Ironhands graphics, I don't change a thing and get dorf icons for my wizards.
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BigFatDwarf

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Re: *Wizard Tower* (.23f) [for DF 31.10]
« Reply #170 on: July 21, 2010, 01:14:34 pm »

Playing with Ironhands graphics, I don't change a thing and get dorf icons for my wizards.

Wierd. I could swear I get ASCII for wizards without it. Oh well.
Logged
I loaded up my save in the new version, spent a minute trying to find my archery range before figuring it was the room with Xs down both sides: bins of ammo and archery targets.
Urist McCrossbower cancells practice crossbowery: Unsure of which end of the room to shoot at.

PTTG??

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Re: *Wizard Tower* (.23f) [for DF 31.10]
« Reply #171 on: July 21, 2010, 01:50:58 pm »

Just wanted to give you an official "Thumbs Up" for your awesome work on this mod.
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Rask

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Re: *Wizard Tower* (.23f) [for DF 31.10]
« Reply #172 on: July 21, 2010, 05:30:57 pm »

Is the currently linked download 23f? Filename says 22.

Also, being able to turn stone into wood into meat, or stone into cheese directly makes survival trivial. I suppose that's okay on a glacier map where the seeds won't grow. It takes a bit of the challenge out of the game, though.
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SethCreiyd

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Re: *Wizard Tower* (.23f) [for DF 31.10]
« Reply #173 on: July 21, 2010, 06:27:35 pm »

Oops.  I fixed the outdated link.  And thanks guys, for the kind words, and answering all those questions.

I'm wide open to suggestions for further balancing the alchemy reactions.
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Kaelem Gaen

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Re: *Wizard Tower* (.23f) [for DF 31.10]
« Reply #174 on: July 21, 2010, 09:18:25 pm »

I hope you keep those reactions in, it saved my arse when I realized my hunter had grabbed the wrong ammo and couldn't hunt.

Never used stone to cheese though.

Haspen

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Re: *Wizard Tower* (.23f) [for DF 31.10]
« Reply #175 on: July 22, 2010, 02:45:35 am »

Just make it:

2 items go in, 1 item goes out.

So it won't be 'cheap everything', but 'oh gods I really need wood now *alchemizes*' scenarios.
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BigFatDwarf

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Re: *Wizard Tower* (.23f) [for DF 31.10]
« Reply #176 on: July 22, 2010, 05:26:49 am »

2 items go in, 1 item goes out.

Seconded, as long as there's the old, easy version for us cheaters. :P
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I loaded up my save in the new version, spent a minute trying to find my archery range before figuring it was the room with Xs down both sides: bins of ammo and archery targets.
Urist McCrossbower cancells practice crossbowery: Unsure of which end of the room to shoot at.

Kaelem Gaen

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Re: *Wizard Tower* (.23f) [for DF 31.10]
« Reply #177 on: July 22, 2010, 09:43:03 am »

It's only cheating if you have breached your cavern yet for underground wood,  or are in a heavily wooded area,   if you settle in sparse to no wood zones, it's a neccesity

I think the Wizards got that trick from the Desert Dwelling Sorcs before they turned all crazy and evil

Ironhand

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Re: *Wizard Tower* (.23f) [for DF 31.10]
« Reply #178 on: July 22, 2010, 04:49:07 pm »

Playing with Ironhands graphics, I don't change a thing and get dorf icons for my wizards.

You get the colored dwarf tile, yeah.
But if you want the complete graphics,
you should still go and change the raw.
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Daywalkah

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Re: *Wizard Tower* (.23f) [for DF 31.10]
« Reply #179 on: July 22, 2010, 07:10:16 pm »

This mod is interesting, a more than capable replacement for a Sorcerer mod for 40d. Good work SethCreiyd!
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