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Author Topic: Pony Mod: My Little Fortress  (Read 353887 times)

Trapezohedron

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Re: Pony Mod: My Little Fortress
« Reply #270 on: July 08, 2011, 05:14:39 am »

Heh, create a race of donkeys that are dull witted but can talk.  Call them Eeyores.  Let everyone use them for pack beasts.

Add a little Pooh to the Little Fortress, lol.

You Joke, but we might actually be able to do it.
Rename the donkey and add the  talk to tag and Bam! Eeyores!! Not that bad of an idea really.

Watch out, add Eeyores, and someone else might need to add Tiggers.  Though I'm not sure if there are any movement mechanics in DF to mimic tailbouncing.   :o

Adding stance to their tails might help? With that being said, the tiggers will probably remain standing even when missing a single leg, and removing their feet's stance tags will most certainly make them limp when their tails are cut off.
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Sorcerer

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Re: Pony Mod: My Little Fortress
« Reply #271 on: July 08, 2011, 05:54:37 pm »

Ohgod.. what have i done! i should have known myself better :(

now im stuck in perpetual edit mode and can't actually manage to START a fort.. this happens when i try to play fallout too :(

Anyhoo, it occured to me that "we dun usually wear clothes" so i just removed most of the clothing items, and added some hats and stuff instead. most of them are uncommon or higher, so most ponies don't wear anything, but some...



Zebra are now adorned with rings and jewlery, and wear thick leather robes and headskarves to battle
Buffalo are too awesome for armor, tho some like to wear feathered headdresses!
Diomedan wear full armor like the normal ponies, but they are alot more badass, and sport things such as eyepatches and skull masks.

Can't wait until i edit this thing so much it breaks and is unrepairable, so i can actually play the damn game again!

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KingStrongbeard

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Re: Pony Mod: My Little Fortress
« Reply #272 on: July 09, 2011, 10:26:11 am »

Was playing with My Little Fortress earlier, was down by the magma sea setting up my metal industry, when I got the announcement. The Stray Billy Goat (tame) has been struck down. Okay I thought, I had already asked for one of my two Billy Goats to be slaughtered, but then about a second later, The Honey Badger Pegasus is no longer Enraged.

Long pause, followed by "WHAT!" Upon zooming up to the surface to check on the carnage I found that an entire flock of Honey Badger Pegasai had flown over my defenses and were slaughtering my livestock. I was lucky the ramshackle militia was able to run them off with us only losing two goats (including the only female, leaving only a single billy goat kid for my entire meat industry) and someone's pet Boar.  Managed to protect my brand new Golden Apple Ent that I had just imported.

Whose idea was it to give badgers wings?! Those things are irritating enough without [FLIER]. Now my fields and entrance way are covered in so much blood! Although it was a lot of FUN. 

Love the mod by the way. One thing I would suggest is a reduction in the occurrence of the Royal Ponies. I don't know what it is set at and if an increase in rarity is even possible, but in two of the three embarks I've done/watched they have had a Royal pony on embark. It may have just been luck, but I would imagine them being a bit more unusual than that. Just a suggestion, from an ignorant non-modder, take it as you will.
« Last Edit: July 09, 2011, 10:36:52 am by KingStrongbeard »
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Nidokoenig

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Re: Pony Mod: My Little Fortress
« Reply #273 on: July 09, 2011, 03:27:00 pm »

Oh, god, I'm laughing so hard. That would be me who thought of those. I thought, if we're going to have badger ponies, why not honey badger ponies and honey badger pegasi? Wings, hooves, and a massive size increase, savage biomes are now precisely that. Maybe I'll include giant honey badger pegasi as hemi-semi-megasbeasts. I'm planning to add an optional set of extra creatures that are essentially slightly less powerful than semi-megabeasts and show up once per biome. Without the tags, they'd just show up whenever, unannounced, to keep you on your toes, since the size of ponies makes things a little too easy.

To change scarcity, go into the creature file for the species you want. The caste weighting is set by the POP_RATIO. They're currently set to appear five times out of every 185 ponies, so one in thirty seven, so I'd say you just got lucky. I rarely get a royal on embark. You can change the pop ratio values quite easily, just ctrl+f for POP_RATIO and change the numbers to what you want. Remember you'll have to change the ratios for both males and females of that particular caste. Regular, cave and diomedian ponies have eight castes, as do buffalo, rainbow ponies have twenty four, and zebras have ten castes. You could also open the file in a more fancy program and find and replace [POP_RATIO:5] with [POP_RATIO:2] or whatever it is you want.

Sorceror, I did cull various bits of clothing that didn't make too much sense for ponies to wear, but with forgotten beast blood and the defensive uses of clothing, I decided to leave a fair bit of it in. Dorf Fort just doesn't produce worlds as safe as Equestria. The idea of a steel monocle gives me the giggles, I have this mental image of a pony with a steel disk balanced over one eye.


After a fair bit of faffing around with entities, I'm fairly satisfied with how things are currently. Zebra and buffalo still tend to run wild, but now I think it's more to do with food distribution in world gen, which means we'll just have to wait for the caravan arc to play out. I'll limit zebra and buffalo to one or two civs each per world in the mean time. I've also doubled up diomedians, and they seem to be doing pretty well for themselves. I'll add a third and fourth civ for them with the biomes commented out so people can put the brackets in if they're having trouble getting enough to spawn or just want more Fun. Another possibility is making generic surface civs on the model of the underground ones, so you might get thieves or babysnatchers from a tribe of honey badger pegasi if the diomedians aren't in a position to attack you.
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Fieari

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Re: Pony Mod: My Little Fortress
« Reply #274 on: July 10, 2011, 12:01:13 pm »

Given how much stronger ponies are in combat than dwarves, the lack of defenses versus contaminates might be a good balancing factor.
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thetyler101

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Re: Pony Mod: My Little Fortress
« Reply #275 on: July 10, 2011, 03:14:48 pm »

Lets table the clothing issue until we can work out whats wrong with what we have right now.
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Lilfut

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Re: Pony Mod: My Little Fortress
« Reply #276 on: July 11, 2011, 06:24:54 pm »

So, I was looking through your raws, and I noticed something in entity_pony.txt...

[ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]

You magnificent bastard.
« Last Edit: July 11, 2011, 06:34:21 pm by Lilfut »
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Blade Master Model 42

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Re: Pony Mod: My Little Fortress
« Reply #277 on: July 11, 2011, 09:29:37 pm »

So, I was looking through your raws, and I noticed something in entity_pony.txt...

[ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]

You magnificent bastard.

A reference to Pinkie Pie's magnificent trolling.


... I hope.

Sorcerer

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Re: Pony Mod: My Little Fortress
« Reply #278 on: July 12, 2011, 09:31:59 am »

more like her magnificent cupcakes.. *shudder*
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jaxy15

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Re: Pony Mod: My Little Fortress
« Reply #279 on: July 12, 2011, 09:41:57 am »

more like her magnificent cupcakes.. *shudder*
No, it's a reference to the pranking.
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Sorcerer

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Re: Pony Mod: My Little Fortress
« Reply #280 on: July 12, 2011, 10:35:40 am »

in other news!



Still a work in progress, hoping its possible to make these a bit diverse without hacking them in manually by adding new colors :P
Anyone played around with the tissue layer appearance modifiers?
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Nidokoenig

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Re: Pony Mod: My Little Fortress
« Reply #281 on: July 12, 2011, 01:14:37 pm »

It'd be pretty trivial to define a few thousand cutie mark colours, "her cutie mark is three plump helmets" and such, the stumbling block is genetic variation. Even rainbow ponies with twenty four castes tend to all have the same colour coats, hair and wings in each caste. So unless I double up the castes until there are two hundred per species, there'll be a danger of every fort having a whole bunch of ponies with the same cutie mark.

I've said before the torture thing is a reference to the pranking and such, and to make world gen more interesting. I've already made a cupcakes reference in item_food.txt:

Code: [Select]
[ITEM_FOOD:ITEM_FOOD_DASH]
[NAME:cupcake]
[LEVEL:2]
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Sorcerer

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Re: Pony Mod: My Little Fortress
« Reply #282 on: July 12, 2011, 01:28:14 pm »

hmmm, the genetics are an issue, yes.. i wonder if there is any way to bypass it
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Nidokoenig

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Re: Pony Mod: My Little Fortress
« Reply #283 on: July 12, 2011, 02:43:25 pm »

I'm currently looking at 255 rainbow ponies using more embark dwarves, and when I'm done I'm going to check the legends for their civ, see what factors they might have in common. Almost all of them are very consistent in their colouring, but some castes have a fair bit of variety, or at least one thing will vary while everything else doesn't. I'm also finding some prefstring and pluralisation errors, so I'll fix those up. Another problem with cutie marks is that they'd have to be a colour, which unfortunately means we'd have ponies who "like the colour a wheel of cheese" and demons and night creatures that have cutie marks as their colours, like how I'm already seeing ponies who like the colour starry or eclipse black, and get eclipse black demons showing up in preferences. Unless there's a tag for not using a colour unless it's called by name, this could be a problem.

EDIT: Here's all the data from those ponies:

Code: [Select]
Earth F:
Coat: moss greenx15
Hair: teal-pearlx15
Earth M:
Coat: crimson, charcoal, burnt umber, midnight blue, dark chestnut, mauve, black, green, gold, brownx2, cerulean, ochre, chartreuse
Hair: dark indigo, lavender blush, fern green, charcoal, dark peach, crimson, teal, gray, maroon, dark olive, green, dark chestnut, blue-dark indigo-fuchsia, ivory
Peg F:
Coat: sky bluex13
Hair: redx13
Wings: emeraldx13
Peg M:
Coat: moss greenx10
Hair: rustx10
Wings: light bluex10
Uni F:
Coat: dark scarletx11
Hair: dark peachx11
Uni M:
Coat: sandy taupex18
Hair: lilacx18
Royal F:
Coat: pumpkin
Hair: brown
Wings: fern green
Royal M:
Coat: amethystx2
Hair: lavender blushx2
Wings: copperx2

Keshi F:
Coat: emeraldx14
Hair: pine greenx14
Keshi M:
Coat: scarletx11
Hair: indigox11
Vamp F:
Coat: maroonx12
Hair: greenx2, cardinal, aquamarine-amber, indigo-maroon-chartreuse-lemon, jade, whitex2, indigo, dark violet, maroon(Yes!), gray
Wings: maroonx12
Vamp M:
Coat: dark peachx12
Hair: fuchsiax12
Wings: black, olive, scarlet, orange, cobalt, green, redx2, ivory, chartreuse, pine greenx2
Tent F:
Coat: goldx14
Hair: plum-red-emerald-yellowx14
Tent M:
Coat: dark peachx16
Hair: cobalt-dark violet-chestnutx16
Dark F:
Coat: amethyst, green
Hair: blue-amethyst-fuchsia, dark taupe
Wings: maroonx2
Dark M:
Coat: sea greenx2
Hair: pine greenx2
Wings: ivory, vermilion

Draltha F:
Coat: olivex11
Hair: green-yellowx11
Draltha M:
Coat: auburnx18
Hair: yellow, copper, tan, green-yellow, dark scarlet-dark-pink, brass, carmine-azure-cardinal, midnight blue-pearl, burnt umber, bronze, mauve taupe, teal-white, amethyst, indigo, cerulean, pale pink, black, burnt sienna
Slippy F:
Coat: beigex12
Hair: cream-saffronx12
Slippy M:
Coat: azurex13
Hair: charcoal-pearlx13
Gorlak F:
Coat: pucex11
Hair: slate gray-dark violetx11
Gorlak M:
Coat: pale brownx15
Hair: spring greenx15
Underlord F:
Coat: ceruleanx3
Hair: light brown, dark tan, gray
Underlord M:
Coat: pinkx3
Hair: carmine-crimsonx3

 The world is five years old, I'd genned it for testing something. Their civ, The Long Beard, started out with a female tentacle pony, a female keshi pony, two male pegasi, a male gorlak, a male darkbolt, a male draltha, a male keshi, a female royal pony(i.e. regular royal), and a female slippy pony. No additional members appeared to show up during the five years of world gen.
 The only caste that varied across all descriptors was male earth, which didn't show up in world gen and is the [MALE] caste, so we may have a similar issue to the trap bug in Dwarf Therapist, where only male earth ponies are marked as male. The castes that had some variation were male and female darkbolts, male dralthas, both genders of dark royalty and female underlords, but only two of these showed up in world gen.

 Basically, what I think is happening is the [MALE] caste, male earth ponies, is marked as Caste 0, and every other caste is given a number. When variation is checked, it checks Caste 0 for variety, then Caste != 0, and it sees that the second set has twenty three varieties after one pass so doesn't add any more full colour schemes to the castes included in it, though it mixes up the hair or wing colours occasionally for a little variety.

 I don't think bypassing it is going to work, I think descriptors are hard-wired to be genetic. What'd be great is a tag to make a particular descriptor non-genetic.

 Highlights of the descriptions where a female darkbolt who was totally maroon, and the male Underlords being utterly fabulous.
« Last Edit: July 12, 2011, 08:32:02 pm by Nidokoenig »
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Lilfut

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Re: Pony Mod: My Little Fortress
« Reply #284 on: July 12, 2011, 09:09:04 pm »

I do like the FAB-U-LOUS~ underlords.

One thing I would recommend for the next version is some pony-specific items. I know the color issue is your main focus ATM, but this seems a bit more manageable. At risk of stoning, I don't see why everypony's so worked up over the color thing, but that's just me.
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