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Author Topic: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1c]  (Read 21004 times)

Seriyu

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #30 on: December 06, 2010, 06:12:02 pm »

To be honest, the only nobles I ever use are the chief medical dwarf, obviously renamed, broker, bookeeper and manager. So if they fit in in your opinion, that's really the only ones I'm using. I don't think anyone really likes sherrif's for beating the life out of fortress inhabitants, except for additional fun, and it probably doesn't fit judging by your description of the forerunners anyway. :P

Korbac

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #31 on: December 06, 2010, 06:30:21 pm »

Forerunners - Perhaps a "Primarch" like position for military goals and recieving diplomats. Requires v. high value rooms. Also establishes laws.

Hive Regulator (Multiple) - Carries out the punishment and execution of criminals.

Hive Counter (Single) - Accountant.

Hive Exalted Counter (Single) - Manages work and accounts.

Hive Healer (Multiple) - Heals and chats to sad forerunners to please them.
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inEQUALITY

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #32 on: December 06, 2010, 06:43:22 pm »

To be honest, the only nobles I ever use are the chief medical dwarf, obviously renamed, broker, bookeeper and manager. So if they fit in in your opinion, that's really the only ones I'm using. I don't think anyone really likes sherrif's for beating the life out of fortress inhabitants, except for additional fun, and it probably doesn't fit judging by your description of the forerunners anyway. :P

Was typing a reply, left for all of twenty minutes to do something, then...

Forerunners - Perhaps a "Primarch" like position for military goals and recieving diplomats. Requires v. high value rooms. Also establishes laws.

Hive Regulator (Multiple) - Carries out the punishment and execution of criminals.

Hive Counter (Single) - Accountant.

Hive Exalted Counter (Single) - Manages work and accounts.

Hive Healer (Multiple) - Heals and chats to sad forerunners to please them.

Korbac my man, you have just made my day. Your ideas; I love them. :P

Hm, if things go well, there'll be patch out tonight. Maybe. If not, tomorrow. Either way, soon. xD
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Quote from: Carl Sagan
It does no harm to the romance of the sunset to know a little bit about it.
If the magma cannon doesn't count, they aren't proper scientists.

Korbac

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #33 on: December 06, 2010, 07:20:46 pm »

Glad to have finally helped you, man.  :D If you need any more ideas, just ask!  :)
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inEQUALITY

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #34 on: December 07, 2010, 10:40:34 am »

As it turns out, I figured out why world gen wars would go on to the "518th pillaging of___". None of the civs have the [MAKE_PEACE_AGREEMENTS] token in any of their positions, so that's probably why empyreans consistently rape the reavers empty hamlets to death with 500 soldiers, 5 bears, and 3 leopards (not exaggerated. If anything, an under-exaggeration at times in my world gen histories; I've gotten it to the point where all it'll say is something like 1000 creatures. Had one civ using more soldiers from other races than its own, likely taken into slavery from other wars).

So it seems the patch v0.1.1c will have more than just Fortress mode changes. Perhaps this will help some of the uber-lag during world gen, maybe letting my up the pop limits. We'll see. This means, though, that the patch might be pushed back a day or two for testing.
« Last Edit: December 07, 2010, 10:48:04 am by inEQUALITY »
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Quote from: Carl Sagan
It does no harm to the romance of the sunset to know a little bit about it.
If the magma cannon doesn't count, they aren't proper scientists.

NightS

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #35 on: December 07, 2010, 05:22:25 pm »

Did you forgot putting [PERMITTED_REACTION:RESEARCH_ADV_BIOMETAL_TIERI] and all the other ones or i am missing something about the investigation? I cant investigate tier II basic even if i have all the prerequisites, just that...

Oh, and after puting the tags in entity_default, i tried to do it again but when i tried to research, i saw that i could also research up to lvl 3 basic with the basic lvl 0 shapercoil... weird :P (i tried and it worked)
« Last Edit: December 07, 2010, 05:31:57 pm by NightS »
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inEQUALITY

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #36 on: December 07, 2010, 06:50:32 pm »

That's due to the fact I totally left out the reaction tiers for the permitted_reactions when I revamped the system from the first iteration, and my copy/paste method caught up and bit me in the Urist. I feel stupid now. :P

Until I release patch v0.1.1c, just replace all the current permitted reactions for the Forerunners with this:

Code: [Select]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP]
[PERMITTED_REACTION:MAKE_PEARLASH]
[PERMITTED_REACTION:MAKE_PLASTER_POWDER]
[PERMITTED_REACTION:RESEARCH_BASIC_BIOMETAL]
[PERMITTED_REACTION:RESEARCH_ADV_BIOMETAL_TIERI]
[PERMITTED_REACTION:RESEARCH_ADV_BIOMETAL_TIERII]
[PERMITTED_REACTION:RESEARCH_ADV_BIOMETAL_TIERIII]
[PERMITTED_REACTION:RESEARCH_OMEGA_BIOMETAL_TIERI]
[PERMITTED_REACTION:RESEARCH_OMEGA_BIOMETAL_TIERII]
[PERMITTED_REACTION:RESEARCH_OMEGA_BIOMETAL_TIERIII]
[PERMITTED_REACTION:RESEARCH_OMEGA_BIOMETAL_TIERIV]
[PERMITTED_REACTION:RESEARCH_OMEGA_BIOMETAL_TIERV]
[PERMITTED_REACTION:SHAPE_BASIC_BIOMETAL]
[PERMITTED_REACTION:SHAPE_ADV_BIOMETAL]
[PERMITTED_REACTION:SHAPE_OMEGA_BIOMETAL]

and all the relevant advanced biometal reaction files with:

Code: [Select]
[REACTION:RESEARCH_ADV_BIOMETAL_TIERI]
[NAME:research advanced biometal tier I]
[BUILDING:RESEARCH_LABORATORY:CUSTOM_A]
[REAGENT:A:3:WOOD:NONE:NONE:NONE]
[REAGENT:B:3:STONE:NONE:NONE:NONE]
[REAGENT:C:1:INSTRUMENT:ITEM_INSTRUMENT_BASIC_BIOMETAL_RESEARCH:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:95:1:INSTRUMENT:ITEM_INSTRUMENT_ADV_BIOMETAL_RESEARCH_TIERI:INORGANIC:ADV_BIOMETAL]
[SKILL:TEACHING]

[REACTION:RESEARCH_ADV_BIOMETAL_TIERII]
[NAME:research advanced biometal tier II]
[BUILDING:RESEARCH_LABORATORY:CUSTOM_A]
[REAGENT:A:3:WOOD:NONE:NONE:NONE]
[REAGENT:B:3:STONE:NONE:NONE:NONE]
[REAGENT:C:1:INSTRUMENT:ITEM_INSTRUMENT_ADV_BIOMETAL_RESEARCH_TIERI:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:95:1:INSTRUMENT:ITEM_INSTRUMENT_ADV_BIOMETAL_RESEARCH_TIERII:INORGANIC:ADV_BIOMETAL]
[SKILL:TEACHING]

[REACTION:RESEARCH_ADV_BIOMETAL_TIERIII]
[NAME:research advanced biometal tier III]
[BUILDING:RESEARCH_LABORATORY:CUSTOM_A]
[REAGENT:A:3:WOOD:NONE:NONE:NONE]
[REAGENT:B:3:STONE:NONE:NONE:NONE]
[REAGENT:C:1:INSTRUMENT:ITEM_INSTRUMENT_ADV_BIOMETAL_RESEARCH_TIERII:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:95:1:INSTRUMENT:ITEM_INSTRUMENT_ADV_BIOMETAL_RESEARCH_TIERIII:INORGANIC:ADV_BIOMETAL]
[SKILL:TEACHING]

Thanks for pointing out my massive blunders there, it's very much appreciated. :P
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Quote from: Carl Sagan
It does no harm to the romance of the sunset to know a little bit about it.
If the magma cannon doesn't count, they aren't proper scientists.

NightS

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #37 on: December 08, 2010, 04:53:23 am »

It is intended that forerunners cannot make wooden corkscrews? Just that...
And about that other post, it was nothing, your mod is awesome :)

And an idea: you could make forerunners need barrels for investigation so they can dump their residues in there, at least in high tier investigation. That would make investigation a bit more costly. Imagine corrosive residues in your barrels... You can also sell them for some !!PROFIT!!...
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inEQUALITY

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #38 on: December 08, 2010, 06:37:44 am »

It is intended that forerunners cannot make wooden corkscrews? Just that...

No kidding? Guess I'll have to look into that. Already gotta go and fix the problem of being able to make wooden sentient shields. Probably not related problems though. Once I involve metalcraft, though, I might be in for a new set of problems there, may just rename it or something. :P

And about that other post, it was nothing, your mod is awesome :)

Thanks, I'm glad people like it. This mod would never be possible if it weren't for people liking it and helping me out with a lot of things as they have been. :)

And an idea: you could make forerunners need barrels for investigation so they can dump their residues in there, at least in high tier investigation. That would make investigation a bit more costly. Imagine corrosive residues in your barrels... You can also sell them for some !!PROFIT!!...

Hm, sounds like a definite idea, definitely fits in considering the surprise biometal colossi can give you when they die. :P
I'll toy around with the idea, see what happens with that.
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Quote from: Carl Sagan
It does no harm to the romance of the sunset to know a little bit about it.
If the magma cannon doesn't count, they aren't proper scientists.

NightS

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #39 on: December 08, 2010, 11:09:27 am »

IDEAS:
- Biometal semi-megabeast blobs?
- 1% accidental biometal vermin?
- Biometal pets that reproduce normally but their bones and skin are made of biometal? (they also eat)
More ideas later :)
I hope you can make this mod bug-free and as awesome as it looks it will be. :)

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inEQUALITY

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #40 on: December 09, 2010, 04:20:26 pm »

Thanks for the ideas, NightS and Korbac, I'll be implementing what I feel fits, modifying some if need be, and I'll be sure to include both of you in the credits. :)

Anyway, progress is a little slow, but I might just get a devlog up tonight. Might. :P
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Quote from: Carl Sagan
It does no harm to the romance of the sunset to know a little bit about it.
If the magma cannon doesn't count, they aren't proper scientists.

NightS

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #41 on: December 09, 2010, 04:38:20 pm »

If you want, i can help you with something. I have not much experience with modding, but i know how to do nearly everything. I know how to make reactions, materials, etc, but not civs or creatures. If you are interested, tell me :)
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inEQUALITY

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #42 on: December 15, 2010, 07:01:10 am »

Been getting such little progress done unfortunately, I'll be posting up a devlog sometime soon once I get patch v0.1.1c back on track. In other news, world gens aren't ALWAYS the pace of a legless dwarf these days, depending on the map and size. Managed to get into 200+ years without history gen lag. Then next one I gen'd did it after 20 years. I still need a find a way to stop the Empyreans from massing 300 soldiers, heading for reavers, taking them prisoner, and mauling them for the next 100 years with "Attacker was Uncontested" on every battle past the, what, 2nd? xD Likely changing their start biomes; I get the feeling that somehow abstractly that's causing less population to be born, so less defenders, no attackers, and thus a population boom in the Empyrean civs. Maybe. We'll see.
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Quote from: Carl Sagan
It does no harm to the romance of the sunset to know a little bit about it.
If the magma cannon doesn't count, they aren't proper scientists.

Cannabust

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #43 on: December 19, 2010, 08:57:34 pm »

bumping, I haven't played this mod in a while but it is really fun and definitely worth a download!
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inEQUALITY

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Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #44 on: December 19, 2010, 09:50:20 pm »

Wow, I'm glad you think it's worth the bump. :P

Hate for it to have seemed like I've been inactive and that patch v01.1c won't ever be finished, but the Holidays have had me in a rush and I haven't really had time to work on the mod. I'll hopefully have the patch out sometime before Christmas though, I'm getting more free time on my hands now.

Also, once v0.1.1c is released, I'll be working on a major release! v0.2.0a will feature new evil and skulking civs, civ rebalances, more research trees in Fortress mode, more adventure mode crafting options, and even more bloat in terms of weapons and armor! In the unlikely event that DF.19 is release in the meantime, it will feature a full compatibility upgrade to the new DF and whatever innovations I'll be able to squeeze out of the new features.

As always, leave comments and questions!
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Quote from: Carl Sagan
It does no harm to the romance of the sunset to know a little bit about it.
If the magma cannon doesn't count, they aren't proper scientists.
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