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Author Topic: Pony Mod: My Little Fortress  (Read 353637 times)

Crazy Cow

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Re: Pony Mod: My Little Fortress
« Reply #510 on: September 30, 2011, 07:55:17 pm »

So, several things, as I think of them :p
First, to increase a creature's speed by 20%, you need to set their speed to 700. Creatures have a speed of 900 by default, and 777 might be 20% of 900, but speed works differently then that. The game time is in units called frames, and a creature waits X frames depending on their speed before moving. A creature with a speed of 900 will wait nine frames before moving, or move once every ten frames. Therefore,a  creature with a speed of 700 will move once every eight frames, or 20% more. If you know all this, ignore me and move on :p
Second, should I give a scorpion tail to the Androsphinxes? If left to my own devices I won't, but whatever :p

And here are the updated raws. Still no physical descriptions, as that is pretty tedious and I have things to do :p

Spoiler: creature_lion.txt (click to show/hide)
Spoiler: body_lion.txt (click to show/hide)

SeigeOps

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Re: Pony Mod: My Little Fortress
« Reply #511 on: September 30, 2011, 09:07:33 pm »

I say go for it. All the other 'royal' pony types are mash-ups of the other castes' features, so why stop here. Although I caution at making the race too large compared to ponies as that often leads to pony extinction in the histories as seen by the trouble with balancing buffaloes. Two such races would probably make that a guarantee, although restricting their ranges as well might help in that regard.

Oh, Nidokoenig, I also suggest allowing the relevant pony civ entities have the [BUILDS_OUTDOOR_FORTIFICATIONS] tag as well so they build castles. I don't really know if it actually helps them survive world_gen, but it definitely makes adventure mode more playable (noble quests and free, semi-competent followers). And its canon to boot.

As a side note, my Rainbow Pony Underlord adventurer passed 50 notable kills recently (not including the ones taken down by my squad) with another 40 misc. to my name. Haven't met a buffalo or zebra yet in combat, or at all on that note, but I have been fast traveling a lot so maybe I just need to slow down to meet one.
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Dsarker

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Re: Pony Mod: My Little Fortress
« Reply #512 on: September 30, 2011, 09:25:51 pm »

I say go for it. All the other 'royal' pony types are mash-ups of the other castes' features, so why stop here. Although I caution at making the race too large compared to ponies as that often leads to pony extinction in the histories as seen by the trouble with balancing buffaloes. Two such races would probably make that a guarantee, although restricting their ranges as well might help in that regard.

Oh, Nidokoenig, I also suggest allowing the relevant pony civ entities have the [BUILDS_OUTDOOR_FORTIFICATIONS] tag as well so they build castles. I don't really know if it actually helps them survive world_gen, but it definitely makes adventure mode more playable (noble quests and free, semi-competent followers). And its canon to boot.

As a side note, my Rainbow Pony Underlord adventurer passed 50 notable kills recently (not including the ones taken down by my squad) with another 40 misc. to my name. Haven't met a buffalo or zebra yet in combat, or at all on that note, but I have been fast traveling a lot so maybe I just need to slow down to meet one.

Buffaloes and zebras don't build anything. Just forest retreats.
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Valikdu

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Re: Pony Mod: My Little Fortress
« Reply #513 on: October 01, 2011, 12:44:33 am »

Anyone else having real problems with sieges?
I know it's probably not the fault of the mod, but... WHY are they just standing around, or walking aimlessly around the map? It happened in the last 3 of my fortresses. And I only had about 20 pop each time, so I can't go to them.

They even passed by the entrance, triggering traps, leaving a dead guy... and kept on bumbling around in the landscape.

I have no forbidden doors.
« Last Edit: October 01, 2011, 12:46:26 am by Valikdu »
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Crazy Cow

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Re: Pony Mod: My Little Fortress
« Reply #514 on: October 01, 2011, 12:47:35 am »

Siegers will do that naturally - hence the name "siege." They hover about and pick off your stupid woodcutters and fishers instead of charging in like morons, so you'll either need to wait until they decide to attack the rest of the fortress or chase after them with a militia.

Necro910

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Re: Pony Mod: My Little Fortress
« Reply #515 on: October 01, 2011, 12:59:55 am »

Siegers will do that naturally - hence the name "siege." They hover about and pick off your stupid woodcutters and fishers instead of charging in like morons, so you'll either need to wait until they decide to attack the rest of the fortress or chase after them with a militia.
Yeah, they're not there to get as many kills as they can. They're there to end the fort.

Lock you in underground, and then let your tantrum spiral commence. No glass for your moody glassmaker? No cavalry is comin', boy >:D

Valikdu

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Re: Pony Mod: My Little Fortress
« Reply #516 on: October 01, 2011, 08:07:15 am »

So, there came 4 (...) sieges from different civs, because everyone hates the Diomedans. And they all hung around the map. And then I had fun not really fun.

Maybe I should fix the pop rate so that every Diomedan pony will be a darkprince when I play as them. That might be some help against these vastly superior numbers (seriously, when the first siege came I had 21 pony, of which there was only 4 fighters, and I only had enough metal to arm these 4).
« Last Edit: October 01, 2011, 08:09:46 am by Valikdu »
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Valikdu

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Re: Pony Mod: My Little Fortress
« Reply #517 on: October 01, 2011, 08:09:04 am »

<double post>

SeigeOps

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Re: Pony Mod: My Little Fortress
« Reply #518 on: October 01, 2011, 09:26:32 am »

Buffaloes and zebras don't build anything. Just forest retreats.
I know, that's not what I was saying though. Sorry if I wasn't clear. I mean the regular pony civs (ie. the Vanilla, Diomedan, and Rainbow) should have the ability to build castles as they were not previously in world_gen.
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Dsarker

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Re: Pony Mod: My Little Fortress
« Reply #519 on: October 01, 2011, 05:38:15 pm »

Buffaloes and zebras don't build anything. Just forest retreats.
I know, that's not what I was saying though. Sorry if I wasn't clear. I mean the regular pony civs (ie. the Vanilla, Diomedan, and Rainbow) should have the ability to build castles as they were not previously in world_gen.

No no, I meant as to why you haven't met one :P
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Nidokoenig

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Re: Pony Mod: My Little Fortress
« Reply #520 on: October 01, 2011, 07:28:39 pm »

Brilliant work, Crazy Cow, I can sort out physical descriptions and the like, don't worry.

Buffaloes and zebras don't build anything. Just forest retreats.
I know, that's not what I was saying though. Sorry if I wasn't clear. I mean the regular pony civs (ie. the Vanilla, Diomedan, and Rainbow) should have the ability to build castles as they were not previously in world_gen.

In earlier versions, where ponies built forest retreats by default, some people reported only ever finding diomedians. It seems the type of settlements they build has an influence on them appearing in adventure mode. I already added the fortifications code a while back, I've just been slow pushing out the new version because I've been busy and I got a bit bogged down fixing a bunch of little bugs and adding new stuff.


Dough quantities might be a problem. I put the [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] tag on tallow, then had some dough made from 10 units of dwarven wheat flour, 25 units of orange wine and a piece of bat pony tallow... the result was 1500 units of dwarven wheat dough. I'm going to try a powder to powder reaction, but if anyone knows how to deal with this properly, let me know. If all else fails I can just bypass the milling reaction and use the base plant until the buggy behaviour with product dimensions is fixed. Edit: Huh, all I needed to do was set the quantity to 150, dunno why I thought that wouldn't work. Anyhoo, only the lowest stack is being counted, even though all stacks are totally consumed, so I'll bump up the output a little.
« Last Edit: October 01, 2011, 10:39:51 pm by Nidokoenig »
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SeigeOps

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Re: Pony Mod: My Little Fortress
« Reply #521 on: October 01, 2011, 07:34:19 pm »

Buffaloes and zebras don't build anything. Just forest retreats.
I know, that's not what I was saying though. Sorry if I wasn't clear. I mean the regular pony civs (ie. the Vanilla, Diomedan, and Rainbow) should have the ability to build castles as they were not previously in world_gen.

No no, I meant as to why you haven't met one :P
Ah, I see, but I distinctly remember dying to an eagle buffalo on one of my previous adventurers. Maybe it was a previously kidnapped creature by the Diomedian race as I was was ambushed by them just before encountering it. I don't have the world anymore so i can't check.
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Valikdu

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Re: Pony Mod: My Little Fortress
« Reply #522 on: October 03, 2011, 01:37:05 pm »

What do you have to edit to put some old races back in? Invasion by goblins would be good training before a real invasion by other ponies.

drilltooth

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Re: Pony Mod: My Little Fortress
« Reply #523 on: October 03, 2011, 02:39:07 pm »

What do you have to edit to put some old races back in? Invasion by goblins would be good training before a real invasion by other ponies.
put the brackets back in  around the biome and site preferences in entity_default for the entry relevant to the race.
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Valikdu

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Re: Pony Mod: My Little Fortress
« Reply #524 on: October 03, 2011, 04:25:38 pm »

Couple other questions.

Is there a way to:
-regulate the number of invaders in a siege
-make a race either trade with another race, or hate another race; they're both evil
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