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Author Topic: Pony Mod: My Little Fortress  (Read 353471 times)

devek

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Re: Pony Mod: My Little Fortress
« Reply #90 on: April 21, 2011, 10:57:07 pm »

I wouldn't worry about a volcanos, or environments that occurred in one episode or were minor.
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Fayrik

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Re: Pony Mod: My Little Fortress
« Reply #91 on: April 21, 2011, 11:34:46 pm »

I don't think that we'll be able to recreate anything from the show too realistically. This is Dwarf Fortress after all.
Also, it struck me that embarking non-neutral areas will decrease FPS, somewhat.
(I noticed this when I once embarked in an area, with almost no animals at all, fantastic FPS. But then went to a peaceful area, and there where hundreds of cave monsters to lag things out.)
...Oh, another thing is, how many caves should such an embark have? I find that usually only 1's enough.
Speaking of which, what about the Magma sea and below?
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So THIS is how migrations start.
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darkflagrance

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Re: Pony Mod: My Little Fortress
« Reply #92 on: April 21, 2011, 11:40:46 pm »

Crud. I might have to do some fiddling to make the maths work on this, so the pairs can be shared equally.

Regular ponies have four possible graspers, three mouths, plus the unicorns horn(royalty are rare enough to ignore). If I set up duplicate pony mouths, two of them can have left mouths, the other can have a right mouth and the horn is a "right" horn. Diomedians work the same way, they just have a tentacle instead of a horn.

Cave ponies have five possible graspers, three mouths, plus the double tusks on the gorlaks which are already marked as left/right. If we split that into the six genders, we can have one half having left mouths, the other rights. Might make the split male/female, so people can do twee little things like having a couple share a pair of gloves. Cave ponies win again!

Zebras, aw, crap. Counting Aziza and Ibis three times, Karkadann twice and Abada once to make working out ratios easier, sixteen graspers, four of them horns. Abada horns are already directional, so that leaves fourteen. If Aziza and Ibis mouths are righties, and male Karkadann horns are too, that makes seven. There, that was relatively painless.

The reason I suggested a custom reaction is I remembered something about them being overly generic, things like making human-sized armour. On the off chance the size problem was fixed, a reaction might not have the sophistication to orientate clothes. It'd take twice as long to make a given number of glove pairs, but that just means more exp and you have to send the slippy squads out to chase turkeys more often.


Don't worry Fayrik, spoilers don't bother me too much. I'm almost caught up now, anyway, just watched the one with the buffalo. The way they just picked that apple tree up and carted it off makes the apple ents seem like the perfect solution. After all, they're just re-pasturing it, aren't they? I'll have to see how slow I can make an animal, and whether that affects egg laying.

Just give the apple ents wheels. They're all on little wagons, enchanted to move by unicorn magic or something. When a sapling hatches, it is placed onto a cart of its own.
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Nidokoenig

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Re: Pony Mod: My Little Fortress
« Reply #93 on: April 22, 2011, 12:28:11 am »

Just posted a link to this thread over on the ponychan thread for Dorf Fort (that I seem to have taken over) asking if anyone there wants to come over here and join in the game. Only fair that I post a link here, too.

Another thing to consider about environments we want for the game are that parasprites appear in forest biomes and wild tanks appear in wetlands. If FPS really is a problem, the chance of 20 to 50 parasprites appearing is a good reason to avoid forests. Then again, if we send slippies to deal with them, we get tons and tons of silk out of it. Same with cavern creatures, instead of a danger room, we'll have a danger cave and let our ponies train up by wrestling cave bears.

Apple ents on wheels? That's just crazy enough to work. I don't thinking the speed a pony hauls animals at is affected by the animal's speed tag, though, so just having really slow ones would work. I can just imagine having a bunch of them chained up outside to detect intruders. "Oh shit, the tree saw us!". Might make them benign or whatever I'd need to do to make invaders ignore them.

Anyway, now that the sun's coming up, it's time to call it a night.
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Fayrik

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Re: Pony Mod: My Little Fortress
« Reply #94 on: April 22, 2011, 01:14:09 pm »

Another thing to consider about environments we want for the game are that parasprites appear in forest biomes and wild tanks appear in wetlands. If FPS really is a problem, the chance of 20 to 50 parasprites appearing is a good reason to avoid forests. Then again, if we send slippies to deal with them, we get tons and tons of silk out of it. Same with cavern creatures, instead of a danger room, we'll have a danger cave and let our ponies train up by wrestling cave bears.
You... Might just be on the way to creating the weirdest mod.
Though, to be fair, what with this being Dwarf Fortress, you do have a lot of competition.

I really should get myself a Ponychan Tripcode. I'm always to lazy to bother to work out how image boards work though.

Oh, and I don't think that's what the Benign tag does, because I think dwarves have it too.
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So THIS is how migrations start.
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Nidokoenig

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Re: Pony Mod: My Little Fortress
« Reply #95 on: April 22, 2011, 06:14:20 pm »

Trips are easy, just put Fayrik#password in the name field. The hash sign tells the board to encrypt everything after that.

Yeah, I think I was thinking of [AT_PEACE_WITH_WILDLIFE], the elf entity tag. Well, I suppose that means goblins will attack apple ents. To be honest, with water buffalo and yaks as they are, it's already worth leading invaders through the pastures(or at least the male-only pastures), so I'm not that bothered. If I make saplings start off really small and take five years to grow, mature trees will be too valuable to risk, anyway, and that's only half as long as real apple trees take to grow. They'll probably only be 300 kilos at most, so it doesn't really matter from a combat perspective. Might be an interesting idea to make pear, lemon and orange ents, too, maybe even milkable maple ents.

If we want apples to be brewable, able to be made into barrels of applesauce, bags of slices and such, they'll have to be a separate plant that doesn't yield seeds, and probably a bunch of different plants with each caste yielding a different apple variety. If egg names can be changed, I'll make them lay seedlings, if not, we'll just have to deal with apple ent eggs.

There are 31 different types of tree in vanilla DF and 16 possible colours. That means I need to make 496 different types of painted wood. Thank Celestia for find and replace. I won't do per species reactions, that would be a little too much micromanaging for Dorf Fort.
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BlueMagic

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Re: Pony Mod: My Little Fortress
« Reply #96 on: April 23, 2011, 12:16:00 am »

For added fun make Banana Palm Ents and the bananas are prone to have Dwarves slip on them ince the bananas are consumed.

Also I was considering coding an Ent as well, but I'm glad you're taking the job. I'm no good, anyways.
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Nidokoenig

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Re: Pony Mod: My Little Fortress
« Reply #97 on: April 23, 2011, 03:31:43 pm »

Bananas aren't really trees, they live for only a couple of years, and they're pretty much ents already, since they can move significant distances already. As for making dwarves or ponies slip on the remains, that's going to be difficult, unless defining the seed as silk makes them drop webs when they're eaten, which I highly doubt. Or, eating them could have a small chance of causing a few frames of leg paralysis with a syndrome. I'd probably just make do with having banana oil as an extract, which is used as lubricant IRL, mostly in countries with a lot of bananas and not much else. Would probably be a good idea to include a way to make thread out of them, Wikipedia mentions them doing that in Japan with lye. Maybe make inedible "leaves" and a custom reaction to process them into silk.

Oh, I derped in my last post: Generic reactions would actually be more work, not less, since I'd have to check every input and make a suitable output. Given how many possible reactions there could be, I'll split the workshops into different types of wood, so you'll have a "Willow Log Painting Workshop" with sixteen colour reactions, rather than a wood painting workshop with almost five hundred. I'll probably group them by biome so you can put one up for your surface wood, and then have three for the three layers of underground wood, then if you import large amounts of foreign wood, you've already gone to that much trouble, you can suffer having another workshop.
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Knarfle

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Re: Pony Mod: My Little Fortress
« Reply #98 on: April 24, 2011, 04:43:33 am »

Sign me up! Message me when it's my turn, I'll try to read up.
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Reelyanoob

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Re: Pony Mod: My Little Fortress
« Reply #99 on: April 24, 2011, 07:17:45 am »

In light of the new episode; perhaps there should be a plant the yields rocks? Of course, it would have to be rocks like Microcline, Olivine and Cinnabar.

These could be wild growing biome plants you have to collect with a herbalist (so needing no seeds), but I think gem plants would be better, with a different selection underground to aboveground

Maybe there could be a raw state, and a custom reaction to get either the gem / rock at a workshop, which leaves a seed. (I have no idea whether a reaction can have two outputs). Maybe have the plant produce a plant stack, and these can be processed to either a gem or a seed (i.e. the seed is in the gem so you have to break a gem to get seeds)
« Last Edit: April 24, 2011, 07:48:41 am by Reelyanoob »
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Fayrik

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Re: Pony Mod: My Little Fortress
« Reply #100 on: April 24, 2011, 04:36:07 pm »

Trips are easy, just put Fayrik#password in the name field. The hash sign tells the board to encrypt everything after that.
It's the replies and quoting that worry me. I guess it'll be fine, but I see so many replies that get sent as topics instead.

Yeah, I think I was thinking of [AT_PEACE_WITH_WILDLIFE], the elf entity tag. Well, I suppose that means goblins will attack apple ents. To be honest, with water buffalo and yaks as they are, it's already worth leading invaders through the pastures(or at least the male-only pastures), so I'm not that bothered. If I make saplings start off really small and take five years to grow, mature trees will be too valuable to risk, anyway, and that's only half as long as real apple trees take to grow. They'll probably only be 300 kilos at most, so it doesn't really matter from a combat perspective. Might be an interesting idea to make pear, lemon and orange ents, too, maybe even milkable maple ents.
[AT_PEACE_WITH_WILDLIFE] sounds interesting, but I'm not sure if that'll make things too easy or not.

There are 31 different types of tree in vanilla DF and 16 possible colours. That means I need to make 496 different types of painted wood. Thank Celestia for find and replace. I won't do per species reactions, that would be a little too much micromanaging for Dorf Fort.
I thought this sort of reaction would only need a wooden log in and then have a glazed wooden log out? (That might be able to bring your 496 down to 1. [Or 16, I don't know how glazing works])
Though, 496 will give you lots of control over what you make, I guess.
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So THIS is how migrations start.
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Nidokoenig

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Re: Pony Mod: My Little Fortress
« Reply #101 on: April 24, 2011, 05:01:26 pm »

Glazing doesn't work for logs or wooden blocks, though. What I'm going to do is use plant templates like this:

Spoiler (click to show/hide)

I have all the vanilla plants in a file set up like this, with those tokens and the biome data stripped out, so all I need to do is open up OpenOffice and do a find and replace for FRTOKEN, frtoken and FARBE, replacing them with, say, BLUEPAINT, blue painted and the colour data for blue wood. Once I've thought up names for the dye plants it'll be easy. I'm even thinking it'll be pretty trivial to add underground themed paints, like bauxite red and kimberlite blue, like how I gave the cave ponies mineral themed hair. I'll probably just make them all dyes, anyway, so people can make fabulous clothes out of slippy pony spurtings.

[AT_PEACE_WITH_WILDLIFE] would be a civ-level thing. Really, ponies are big enough and bad enough to take anything short of a yak in civilian clothes, so they don't need it. It also doesn't work for goblins, it's purely a wildlife thing, so it wouldn't protect the ents.

Image board replies are easy, you just click reply. That takes you into the thread and what you post will be added to the end. Just try it out without a trip, nobody cares if anonymous derps a little. As for quoting, just click on the post number for the post you want to quote. In the ponychan thread, if you click on the 9729 in my last post, a >>9729 will appear in the reply field, just post your reply below that.
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Fayrik

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Re: Pony Mod: My Little Fortress
« Reply #102 on: April 25, 2011, 12:16:35 am »

Colours sound good to go then. Can't help but feel that this is going to be a massive mod though! Heh.
(Oh well, the relative size should be dwarfed by the size of the map once it's running.)

And, I agree with the whole [AT_PEACE_WITH_WILDLIFE] stuff too, I just thought it might have been a bit more realistic for the Earth Ponies.

Image board replies are easy, you just click reply. That takes you into the thread and what you post will be added to the end. Just try it out without a trip, nobody cares if anonymous derps a little. As for quoting, just click on the post number for the post you want to quote. In the ponychan thread, if you click on the 9729 in my last post, a >>9729 will appear in the reply field, just post your reply below that.
Ah, I see. I've been clicking on the "9729" part to bring up hidden posts, so I thought that >>9729 may have had something to do with how the reply function worked, and was thusly worried if I posted without it it'd post to the board rather than the thread. (Y'see, quoting OP then responding to the last post is just as derp!)
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So THIS is how migrations start.
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Horizonblue

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Re: Pony Mod: My Little Fortress
« Reply #103 on: April 27, 2011, 02:40:29 pm »

Just, just thought you needed some art for this...



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Cruxador

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Re: Pony Mod: My Little Fortress
« Reply #104 on: April 27, 2011, 07:32:46 pm »

There should be Diamond Dogs, maybe with some kobold code to keep them from being inappropriately civilized.
Also Ursa Major/Minor as a megabeast that breeds (with the same tag as Rocs have for that).
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