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Author Topic: Personal mods?  (Read 6398 times)

Nyxalinth

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Re: Personal mods?
« Reply #45 on: February 01, 2011, 08:58:32 am »

I mod in gems that the game and some mods don't already include (lavrakite, hematite as a workable stone as well as iron ore, labradorite, kambaba jasper, etc.) and once I tried adding new decorations for artifacts but couldn't quite figure out where to put them in the raws.  Also different items such as diadems, goggles, etc.
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Nyxalinth likes the color blue, gaming, writing, art, cats for their aloofness,  Transformers for their sentience and ability to transform, and the Constructicons for their hard work and building skills. Whenever possible, she prefers to consume bacon cheeseburgers and pinot noir. She absolutely detests stupid people.

elf-fondling human

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Re: Personal mods?
« Reply #46 on: February 01, 2011, 09:53:54 am »

I added a Pegasus, but I can't figure out how to link the object to the sprite.
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Girlinhat

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Re: Personal mods?
« Reply #47 on: February 01, 2011, 04:25:06 pm »

I mod in gems that the game and some mods don't already include (lavrakite, hematite as a workable stone as well as iron ore, labradorite, kambaba jasper, etc.) and once I tried adding new decorations for artifacts but couldn't quite figure out where to put them in the raws.  Also different items such as diadems, goggles, etc.

Given my fetish for science, I must include goggles for my next re-gen.  Care to share that raw snip for goggles?

If you're talking about decorations like "Menacing with spaces of..." and "adorned with hanging rings of..." that's in the entity file.  Particularly at... "[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]"  This is a subjective number, much like POP_RATIO for creatures, it determines how frequently this type of decoration will be used.  As for how to add new ones or modify the text, well, ask on the modding forums :P

Dora Feddy

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Re: Personal mods?
« Reply #48 on: February 01, 2011, 04:48:53 pm »

I modified the GCS to be a [COMMON_DOMESTIC]. The females are also much larger and more expensive than the males (Horse sized female to the dog sized male). Now they also appear in huge swarms in the caves for extra Fun.

I made three new animals along with the modified GCS

Hellhound (I'm not quite sure these work, since they aren't that common.)
Spoiler (click to show/hide)

Drakes are the more friendly version of the dragon, but just as big. Interesting in that their large predator and benign tags cause them to "bounce" around the dwarven settlement. I like to think that they are just insanely curious about the new creatures in the area.

Sand Drake
Spoiler (click to show/hide)

Water Drake
Spoiler (click to show/hide)
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Girlinhat

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Re: Personal mods?
« Reply #49 on: February 01, 2011, 04:52:32 pm »

Define "Bounce"?

Dora Feddy

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Re: Personal mods?
« Reply #50 on: February 01, 2011, 04:57:48 pm »

They'll approach the settlement and then get scared and run away. Repeatedly.
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Girlinhat

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Re: Personal mods?
« Reply #51 on: February 01, 2011, 05:02:55 pm »

I set up a craftdwarf shop in the middle of the field, it's been there since I started the fort and needed bone bolts for hunters.  Naturally, it had several hundred bolts inside it.  While a worker was there, making more bolts, a group of macaque decided they wanted to steel +Rhesus Macaque Bone Bolt+[5] and subsequently bum-rushed my shop.  The hilarious thing was that because someone was there, they just ran towards it, then away from the person, then towards it... until my hunter leisurely picked them off while they were stuck in their logic bomb loop.  I want to try this by setting a lot of bone bolts in the open, and tie a puppy up beside it.

elf-fondling human

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Re: Personal mods?
« Reply #52 on: February 01, 2011, 05:22:57 pm »

After some arena testing, I've found that my Pegases are pretty awesome. One can take out a Sasquatch within seconds, with no injuries. The same one then managed to beat an ice wolf with only minor injuries, before succumbing to a jaguar. I think I forgot to let them fly up z-levels, though.
« Last Edit: February 01, 2011, 05:28:39 pm by elf-fondling human »
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Lupusater

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Re: Personal mods?
« Reply #53 on: February 01, 2011, 05:29:02 pm »

I use a combination of Genesis and Civiforge, since I love Genesis' attention to detail and Civforge's alchemy. I still need to balance it out somewhat, and plan on adding some weapons.
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Aranador

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Re: Personal mods?
« Reply #54 on: February 01, 2011, 06:25:01 pm »

Hah - well - it was in 'response' to your Fortress Defence that prompted me to add these particular items - I wanted to retain the hordes of seiging enemies, while giving back some of the dwarven metalurgical edge.FD mod isnt mine =|

The four metals are:
 -snip-

I'm not sure how viable these metal are, they sound very luck-based. If you get lucky and get them early, the game is in your favor and I'm really against the idea of having to rely on luck to get through sieges. Morever, dwarves already have the weapon quality advantage most of the time until the stronger races arrive, by which time (3rd or 4th year) you could have reliably reached the magma sea and grab the praise-the-miner stuff. Just my opinon.

As far as the weapons go - lets see:

The battlespear is more because I like the idea of using spears, but was always a little miffed that you could stab a goat for weeks and do little to it, and then a single hit with a short sword could cut it in half.  So I made a weapon that had both the stab and cut possibilities.  I think the end weapon is probably better than a short sword, due to the overall size being bigger and the length of the weapon being represented by a higher velocity - but it still falls short of an axe for cleaving.  As for being a spear - again it is a bigger weapon, but it's thrusing tip is a bit bigger too, so possibly doesnt penetrate as well.  Needless to say - in combat it does exactly what I want - stab things with nasty wounds, and then cut to the chase and cut them in half.
These sound like war scythes. I'm not sure if the AI understand to use them as you have described tho, but neat idea.
Spoiler: war scythes IRL (click to show/hide)

The Bolt caster - well - the weapon itself is basically a longer crossbow, with a bayonette for melee combat.  Can be made of wood or what ever like a crossbow.  But the ammo - that is made with a custom reaction using lead, brass, saltpeter, brimstone, and charcoal.  You get 20 bolts per reaction, and they weigh a massive amount.  The bolts themselves do blunt damage, so as to make them good in situations where crossbow bolts might not be so good, and also to make them bad in certain other limited situations.  They pack a whallop, but saltpeter and brimstone tend to e very rare - so usually you'd keep the bolt casters for your best marksdwarves who no longer need to train.  Oh - and there is a neutronium rocket bolt round available too - it is - insanely heavy.
Amusingly enough I've also replaced the regular bows with something similar

I have discovered that if I have 20 or more dwarves when year 2 starts - I lose.
How? By first winder you are almost guaranteed to have 20 dwarves and get sieged by 1-2 strangler wrestler squads but these guys are a joke. By 2nd spring you can count on getting sieged by stranglers again and likely along an another race. However, by this time you should have also got the large spring immigrant wave and bunches of metal weapons quickly produced during the winter. You'd quite likely lose alot of recruits if get double sieged but the wipe out rate probably isnt as high as you are making it out to be.

Well - I've never not had the needed materials on a map for the metals - and invariably you can also buy them from your home civ - but the quantities of materials has always been low.  Personally - I do not like spoiler metal - when you know what to do to extract it, then it doesnt really have much risk, and it really is too good.  I do like having the big military fights where there is still some risk, not 4 super dwarves danger roomed up clad in candy who decimate everything.

I'd imagine that my 'battlespear' is a bit smaller than those warscythes - it is intended to be used with a shield after all..  It is more likely similar to the Yari, especially ther shorter halfted versions like the Su Yari or kikuchi yari.

What I find is - if I have more than 19 dwarves by the start of year 2 - I get tigermen sieges in that year - and while tigermen are not well equipped, they are big and strong, and can overwhelm a fledgling military with numbers and their copper great weapons can still hurt you quite a bit.  Basically - I suck and can't get enough military readfy until closer to the end of year 2 - there is always 'too much' else that I am trying to do in those early years.  especially as while you are fending off the tigermen, you likely score a goblin ambush that nips in to the main fort while you are busy with the overt invaders.  The stranglers are great fun - their low size and no armour mean my recruits can manage their own.

Suffice to say - the one game I have played where I have done 'well' but restarted because I wanted to apply some new mods, I had very small migration waves in the first year.  This fort was doing great - even shooting down air borne sieges of imps and that one where there was some 40 odd tigermen all on giant eagles..  But I've consistantly failed to live through any year two where I've had too many dwarves going into it.  Sure - if I turtled more behind an ocean of traps it would be a different matter - but I've already won that way - so I'm self imposing a 'minimal traps' policy - just enough to spring ambushes really.

It is still great fun all around.
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Girlinhat

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Re: Personal mods?
« Reply #55 on: February 01, 2011, 06:29:11 pm »

Change your max pop to 0, or something low, build up a little, and then change the pop cap.  Or just kill off any non-legendary migrants. 

Naros

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Re: Personal mods?
« Reply #56 on: February 01, 2011, 09:03:51 pm »

I've quite a few changes in my basic mod now:
  • Made Dwarves immortal (as in aging wise)
  • Tweaked stats a little (some up, a few down, no big changes)
  • Tweaked personalities a little.
  • Removed skillrust & statloss.
  • Changed PET_EXOTIC to PET.
  • Removed some stone layers to make Obsidian more likely to show up. Moved the materials that show up in the removed layers to the same-type remaining layer.
  • I also removed the stone clusters that show up in Obsidian, so I can have a neat, pretty obsidian fort, unruined by nasty evil Alunite messing up the pretty Obsidian
  • Doubled the capacity of wagons and pack animals.
  • Some announcement changes.

I also stick in a low (30 to 49) max population.

Reading through this list, I will add healing nerve damage at [2000] rate to my list, and I will try adding [EDIBLE_COOKED] to barrels of blood in my next world to see how that turns out.
« Last Edit: February 01, 2011, 09:09:21 pm by Naros »
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rephikul

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Re: Personal mods?
« Reply #57 on: February 02, 2011, 12:59:02 am »

Well - I've never not had the needed materials on a map for the metals - and invariably you can also buy them from your home civ - but the quantities of materials has always been low.  Personally - I do not like spoiler metal - when you know what to do to extract it, then it doesnt really have much risk, and it really is too good.  I do like having the big military fights where there is still some risk, not 4 super dwarves danger roomed up clad in candy who decimate everything.
Unfortunately self-imposed rules dont make good game balance. I've been looking for new equipment metals but I've never found a good solution.

What I find is - if I have more than 19 dwarves by the start of year 2 - I get tigermen sieges in that year - and while tigermen are not well equipped, they are big and strong, and can overwhelm a fledgling military with numbers and their copper great weapons can still hurt you quite a bit.  Basically - I suck and can't get enough military readfy until closer to the end of year 2 - there is always 'too much' else that I am trying to do in those early years.  especially as while you are fending off the tigermen, you likely score a goblin ambush that nips in to the main fort while you are busy with the overt invaders.  The stranglers are great fun - their low size and no armour mean my recruits can manage their own.I usually bring many dogs and tame any animals my cage traps manage to catch. That way I can reliably overwhelm early game opponents and win quickly and with little dwarven casualties. If you are having trouble getting copper gears in late year 1 to help minimizing losses then maybe you should reconsider your priorities ;)

Suffice to say - the one game I have played where I have done 'well' but restarted because I wanted to apply some new mods, I had very small migration waves in the first year.I also find the arbitrary 20 pop mark is not very well designed in FD. Maybe he should consider changing it to also check on wealth or something.
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Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Aranador

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Re: Personal mods?
« Reply #58 on: February 02, 2011, 03:09:24 am »

Well - lets pretend I removed adamantine from the RAWs then :)

What might be a better approach, rather than a different metal, is different equipments.  Heavy Mountain Plate with upsetp and downstep and upper body step max or what ever is appropriate.

Problem with any new metal is - ensuring its existance does not basically make existing metals neugatory.  This may be because of rarity (like bue steel needing ilmenite) or specialisation (neutronium basically isnt good for anything but blunt weapons).  But if the metal is too much of a pain to create relative to its use - then the metal may as well not be in the game - my titansteel may fall into this trap.

Different equipments open up the possibility of somewhat contrived assembly - maybe Heavy Mountain Plate is made from an assortment of 'stuff' which must be made seperately.  You even then have the possibility of having the finished product use the properties of a material that is itself never made anywhere - in order to tweak the qualities.

it isnt so much that I cant have gear for my dwarves at the start of year two - I can generally manage a whole magma powered industry and 4-6 sets of steel armour - it is more that the 4-6 'lucky' dwarves that get picked for the job tend to be complete novices.  Fine against the smaller races, but the large and strong tigermen will push them over - they simply lack the skills to face several enemies at once without being flanked and eventually having someone get lucky.  Or the dwarf is a moron and only picked up 2 bits of equipment - heck it seems to take a year sometimes just for a new recruit to finally collect all his stuff and put it on properly :)  Anyway - you are probably spot on that I should embark with more animals or something, just to pad out the early squads and provide extra food afterwards.

And as I mentioned, when your meager military is out on the field, and a goblin ambush slips in to cause havoc - well - I can just blame the elves for leading them here and start anew.

It doesn't help that I am something of a perfectionist.  Walls need to be made from blocks, food industry needs to be churning along self sufficiently, and of course i've got to set up a nice mist generator or 2.  I know I could do things differently - focus on traps and crude walls (and i've relented in my current game and the initial wall is rough stone - I'll rebuild parts of it asap though) but I think my current fort will do OK - I hit year 2 with I think 18 dwarves - I now have 6 dwarves training military skills, and the first large migration wave is due to hit which should provide the labour I need to finish off a couple of big projects before I revert to serious military training.  My plan calls for about 1/3 to half of all dwarves to be military, although at any time about half of those will be 'off duty' to provide labour.


Still - now I have this urge to design and implement dwarven heavy plate - sigh - maybe I'll control myself long enough to get this fort killed before I do that.  Dwarvern powered armour, with added rail guns and gravity hammers - hmmmm - where was that chaos forces mod?
« Last Edit: February 02, 2011, 03:11:58 am by Aranador »
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Girlinhat

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Re: Personal mods?
« Reply #59 on: February 02, 2011, 03:22:56 am »

I really want to do this now.  Convoluted armor made from a multitude of pieces, assembly-line style.  It's just a shame that you can't mod in any types of siege weapons, or else construction of proper defensive towers would be amazing.

Also, I love the bolt caster idea.  It's sort of a mini siege engine all its own.
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