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Author Topic: Zaerosz's Flavour Mod v. 1.6 - Introducing Alchemy! (0.31.18)  (Read 12673 times)

Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.4b - Now with Dusk Elves! (0.31.17)
« Reply #120 on: November 14, 2010, 04:36:27 pm »

The gate to my fortress is made of onyx and demon fossils. I love this game.
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.4b - Now with Dusk Elves! (0.31.17)
« Reply #121 on: November 14, 2010, 07:19:51 pm »

HOOOOOOOOOLY CRAP. Just had a swarm of 113 GIANT ANTS migrate onto the map. Among them were 27 QUEENS. Bloody hell.
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MaximumZero

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Re: Zaerosz's Flavour Mod v. 1.4b - Now with Dusk Elves! (0.31.17)
« Reply #122 on: November 15, 2010, 10:55:15 am »

Speaking of your Giant Bugs...lol
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Clover Magic

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Re: Zaerosz's Flavour Mod v. 1.4b - Now with Dusk Elves! (0.31.17)
« Reply #123 on: November 15, 2010, 05:13:18 pm »

lol I wanted them to swarm like ants...may or may not be a little hardcore.  Might also bump the other population ratios so that queens are not as likely.

Figured out how to make the ant attacks work and be restricted to the soldier class.  That'll be in my next update. :)
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.4b - Now with Dusk Elves! (0.31.17)
« Reply #124 on: November 17, 2010, 01:23:59 pm »

If my computer shuts down in the next twenty minutes, I should have the mod updated for .18 by this evening.
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Prepaid Lenin

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Re: Zaerosz's Flavour Mod v. 1.4b - Now with Dusk Elves! (0.31.17)
« Reply #125 on: November 17, 2010, 04:51:20 pm »

So I started a new fort in this, modded out clothing to improve FPS like usual and WWAAAAAA. SO MUCH FASTER!

I seriously have never seen the game move this fast, I will have to fiddle with the FPS cap.

Then I embarked onto a frozen lake a build the fortress entrance into the side of the lake cliff for epic potential.

Then I struck the root of Yggdrasil.

YEAAAAHHHHH!

Edit: This is rapidly turning into the worst gardening in the history of strip mines.
« Last Edit: November 17, 2010, 04:55:30 pm by Prepaid Lenin »
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.4b - Now with Dusk Elves! (0.31.17)
« Reply #126 on: November 17, 2010, 10:36:46 pm »

Quote
Edit: This is rapidly turning into the worst gardening in the history of strip mines.

Must... Resist... Urge to sig...
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Prepaid Lenin

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Re: Zaerosz's Flavour Mod v. 1.4b - Now with Dusk Elves! (0.31.17)
« Reply #127 on: November 18, 2010, 09:47:43 am »

Are dwarves supposed to be able to make yggdra steel? It's not an option at the ARC smelter like it should be I think.
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.4b - Now with Dusk Elves! (0.31.17)
« Reply #128 on: November 18, 2010, 04:53:35 pm »

No, they can't. Like I said, dusk elves are the only race capable of making it.

Also, the anubites now menace the Cyclopean Planets from their dark fortress of Toleir, "Balancescourge". A little playtesting, and the new version should be good to go.
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Prepaid Lenin

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Re: Zaerosz's Flavour Mod v. 1.4b - Now with Dusk Elves! (0.31.17)
« Reply #129 on: November 18, 2010, 06:00:37 pm »

Right, I didn't reread the OP.

Totally digging the fantasy/extra metals, they make embarking without flux much more fun.
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.4b - Now with Dusk Elves! (0.31.17)
« Reply #130 on: November 18, 2010, 08:48:43 pm »

For some reason, I can't help only embarking on flux sites. Force of habit, I guess.
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.4b - Now with Dusk Elves! (0.31.17)
« Reply #131 on: November 18, 2010, 10:57:52 pm »

Bad news. My computer has become too slow for me to reliably playtest my mod. Or, indeed, to reliably play DF. I'm going to have to halt updates for a while, find a playtester, or release potentially broken mods.

In the meantime, I'm about to post v1.5.
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.5 - Anubites and Centaurs! (0.31.18)
« Reply #132 on: November 19, 2010, 06:47:52 pm »

So. How would you guys feel about alchemy?
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MaximumZero

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Re: Zaerosz's Flavour Mod v. 1.5 - Anubites and Centaurs! (0.31.18)
« Reply #133 on: November 19, 2010, 07:47:46 pm »

There was a user, a couple months back, that wanted to use the model of alchemy from my own homebrew RPG, but never got around to it.

Basically, my version of alchemy a) lets you refine metals to yield more powerful items [a sword made of refined metal, given the same crafting skill involved, would be better than one made of unrefined metal], and b) allow access to higher level alloys, such as Orichalcum and Elysian Steel.

I'm...not sure how one would go about doing this in DF, hence I haven't done it, but I just thought I'd toss the idea out there.
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Zaerosz

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Re: Zaerosz's Flavour Mod v. 1.5 - Anubites and Centaurs! (0.31.18)
« Reply #134 on: November 19, 2010, 08:16:57 pm »

Weeeeeeell, I have a plan for it already. It involves the division of alchemy into two fields. Essential alchemy deals with the more magical side of things (magic herbs, essence of cold etc.) while material alchemy is the more physical, chemical stuff (coal to diamonds, transmutation etc.). Admittedly, material alchemy needs a bit of work.
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