Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 22 23 [24] 25 26 ... 33

Author Topic: *Wizard Tower* (.36d) [for DF 31.25] - Multispectral  (Read 126626 times)

BigD145

  • Bay Watcher
    • View Profile
Re: *Wizard Tower* (.32f) [for DF 31.18] - Now with graphics!
« Reply #345 on: February 09, 2011, 12:29:42 am »

I look forward to some merged mods using the manager.
Logged

Seriyu

  • Bay Watcher
    • View Profile
    • Springless Clock
Re: *Wizard Tower* (.32f) [for DF 31.18] - Now with graphics!
« Reply #346 on: February 12, 2011, 01:27:19 am »

Does the new purple wizard ability count as a magic blast attack?

IE does uhh... the skill that improves blast attacks improve the miasma breath?

Also am I to assume all the wizards except green still have magic missle?

Magentawolf

  • Bay Watcher
    • View Profile
Re: *Wizard Tower* (.32f) [for DF 31.18] - Now with graphics!
« Reply #347 on: February 12, 2011, 03:37:46 pm »

Unless it was fixed in e / f (and I didn't see it in the changelogs), your wand-making reactions don't take bar sizes into account. I made one wand, and ended up with 150 lithium wands.

IE: The reaction should be -

[REACTION:MAKE_WAND]
[NAME:construct wand]
[BUILDING:TINKER:CUSTOM_W]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WAND:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MECHANICS]
« Last Edit: February 12, 2011, 03:40:49 pm by Magentawolf »
Logged

SethCreiyd

  • Bay Watcher
  • [VESPERTINE]
    • View Profile
Re: *Wizard Tower* (.32f) [for DF 31.18] - Now with graphics!
« Reply #348 on: February 13, 2011, 11:25:16 am »

Because they still have their names, I just made it this way for me to sort faster. It's not a change for gameplay.

I see.  Sorry for rambling then :)

Does the new purple wizard ability count as a magic blast attack?

IE does uhh... the skill that improves blast attacks improve the miasma breath?

Also am I to assume all the wizards except green still have magic missle?

You're right about the missiles, the green wizards should make a little green flash when they connect with certain melee attacks, but they don't throw anything.  The Purple blast does depend on Discipline.  It's the weakest in terms of damage, and the only one that has trouble dealing with plate and mail, but it should still make people sick.

Unless it was fixed in e / f (and I didn't see it in the changelogs), your wand-making reactions don't take bar sizes into account. I made one wand, and ended up with 150 lithium wands.

IE: The reaction should be -

[REACTION:MAKE_WAND]
[NAME:construct wand]
[BUILDING:TINKER:CUSTOM_W]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WAND:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MECHANICS]


Whoops.  Thanks for telling me.  I put up a quick new version for download with a fix for that and some touches-up for the undead people.

Spoiler: Version 0.32g (click to show/hide)
Logged

Seriyu

  • Bay Watcher
    • View Profile
    • Springless Clock
Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
« Reply #349 on: February 13, 2011, 06:54:46 pm »

Okay, awesome. I like the new melee blast attacks also, adds a bit of variety. Unless they've been there the entire time and I've never noticed.

Koji

  • Bay Watcher
  • Kobold
    • View Profile
Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
« Reply #350 on: March 27, 2011, 09:37:59 pm »

Seth, the blast attacks work way better than the breathattack spells I was using. I hope you don't mind if I use your method for my mod?
Logged
Dwarvenrealms
ASCII | Graphical
Over 220 new creatures, new civs, new industries, and a fully customized tileset!

SethCreiyd

  • Bay Watcher
  • [VESPERTINE]
    • View Profile
Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
« Reply #351 on: March 28, 2011, 03:21:57 pm »

Sure, go ahead.  For non-intelligent critters you might want to provide some natural skill in Discipline so they'll choose to blast more often.
Logged

Dohon

  • Bay Watcher
    • View Profile
Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
« Reply #352 on: March 28, 2011, 05:43:13 pm »

Do you intend to port the mod over to the latest version of DF?
Logged
Quote from: Lolfail0009
Quote from: GuesssWho
Also, why is there a stray hen having a tantrum?
CLUCK CLUCK MOTHERF***ER

SethCreiyd

  • Bay Watcher
  • [VESPERTINE]
    • View Profile
Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
« Reply #353 on: March 30, 2011, 03:37:24 pm »

I started today.  There's new stuff I want to add, but I'll just get a version that works out first.

Edit:  Version .33 uploaded here.

Spoiler: Version 0.33 Changes (click to show/hide)

All three added races have problems with famine right now, which I was worried about, but they at least should survive world gen well enough to start a fort.  Wizards were the hardest to get to live, because of the Council Memberes position (wizards would fill up those slots before taking jobs as farmers, so no one would farm, and everyone would die, stupid nobles).

I also removed the extraneous clay reactions and forgot to throw that in the changelog for some reason.
« Last Edit: March 30, 2011, 06:16:21 pm by SethCreiyd »
Logged

JusticeRings

  • Bay Watcher
    • View Profile
Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
« Reply #355 on: June 14, 2011, 12:11:21 pm »

Dont seem to have the correct graphics or the options to use wizards when I just copy the zip into a fresh install. Am I missing something simple?
Logged

Vic Romano

  • Bay Watcher
    • View Profile
Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
« Reply #356 on: June 27, 2011, 05:01:59 pm »

So I think this just became my favorite mod and here's why.  I currently have a small group of wizards living on the side of a mountain in a humble tower.  They get by without too much excess, but there is one duty that cannot go ignored.  They must constantly pull the sacred lever at the heart of their tower.  As long as they pull the lever, they know that in times of great need, their golem protector will emerge from the heart of the mountain, slaughtering their enemies before quickly retreating back to his secret home in the mountain, until the wizards are once again threatened.

Personal Favorite Fort.
Logged

SethCreiyd

  • Bay Watcher
  • [VESPERTINE]
    • View Profile
Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
« Reply #357 on: June 29, 2011, 12:17:54 am »

So I think this just became my favorite mod and here's why.  I currently have a small group of wizards living on the side of a mountain in a humble tower.  They get by without too much excess, but there is one duty that cannot go ignored.  They must constantly pull the sacred lever at the heart of their tower.  As long as they pull the lever, they know that in times of great need, their golem protector will emerge from the heart of the mountain, slaughtering their enemies before quickly retreating back to his secret home in the mountain, until the wizards are once again threatened.

Personal Favorite Fort.

This really made my day.  :D

Dont seem to have the correct graphics or the options to use wizards when I just copy the zip into a fresh install. Am I missing something simple?

I'm sorry, but I have no idea.  Try reinstalling it?
Logged

tj333

  • Bay Watcher
    • View Profile
Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
« Reply #358 on: June 29, 2011, 02:51:03 pm »

... They must constantly pull the sacred lever at the heart of their tower.  As long as they pull the lever, they know that in times of great need, their golem protector will emerge from the heart of the mountain, slaughtering their enemies before quickly retreating back to his secret home in the mountain, until the wizards are once again threatened.

Thank you for making something awesome.
Logged

tj333

  • Bay Watcher
    • View Profile
Re: *Wizard Tower* (.32g) [for DF 31.18] - Now with graphics!
« Reply #359 on: June 29, 2011, 03:10:48 pm »

Do any of the training reactions work right now?

And has anyone constructed a reactor? I've had a few towers last a fair while but have never managed to get the required parts together.
Logged
Pages: 1 ... 22 23 [24] 25 26 ... 33