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Author Topic: Pony Mod: My Little Fortress  (Read 352287 times)

Vandala

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Re: Pony Mod: My Little Fortress
« Reply #1845 on: February 28, 2012, 12:21:48 pm »

Ï did pretty much reverse their ethics on everything to increase chances of war, but i guess they're just too peacefulminded :P
Weird. Ok, this is just a guess but maybe it has something to do with their personalities traits?
http://dwarffortresswiki.org/index.php/v0.31:Personality_trait

Just ethics should do the trick I've heard but it's all still based on chance, perhaps you need to created a few more worlds and see what happens.

Another guess would be biomes, do they share the same biomes? If not then perhaps they are just avoiding each other.
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Vandala

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Re: Pony Mod: My Little Fortress
« Reply #1846 on: February 28, 2012, 01:41:25 pm »

Here's an idea, probably won't work BUT, what about the [FANCIFUL] token?

It's wiki description reads:
Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with [COMMON_DOMESTIC]

The idea: can this be used to reduce the dwarf/ponies want for the many added materials like the many types of stone and ent wood and whatever. (Probably not good for ents since it conflicts with the [COMMON_DOMESTIC] token, unless you don't mind ponies no longer bringing them with them during immigration.) But still if this token keeps the materials from showing up on preference lists and you can find a way to still get to them perhaps this could prove useful?
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Telgin

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Re: Pony Mod: My Little Fortress
« Reply #1847 on: February 28, 2012, 01:54:20 pm »

In .34 it shouldn't matter anyway, since Toady removed material based mandates.

For .31.25 that might be worth exploring though.
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darkflagrance

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Re: Pony Mod: My Little Fortress
« Reply #1848 on: February 28, 2012, 03:31:24 pm »

getting the Lunar Republic and Solar Empire to war seems to be harder than i thought it'd be, but I have included an optional file for childsnatching griffons.

To force non-player civilizations to be at war with the player, make sure they don't have the INTELLIGENT or CAN_SPEAK tags, but allow them CAN_LEARN (INTELLIGENT is the same as having both CAN_SPEAK and CAN_LEARN, nothing more). It should only have flavor implications, aside from the forced warfare. In terms of flavor, the lack of CAN_SPEAK translates into the inability of the civ to conduct negotiations with other civs, leading to the inability to establish peace.

You could release two mods, one the Solar Empire version and one the Lunar Republic version (I'm totally not copying pokemon guys :o). In each mod, one of the two would be the player civilization and the other would be the enemy.
« Last Edit: February 28, 2012, 03:34:20 pm by darkflagrance »
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Vandala

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Re: Pony Mod: My Little Fortress
« Reply #1849 on: February 28, 2012, 06:22:05 pm »

In .34 it shouldn't matter anyway, since Toady removed material based mandates.

For .31.25 that might be worth exploring though.

I haven't played the latest version yet but prefstring does also mean the dwarf/pony's preference list in their basic likes and dislikes from which they gain happiness boosts right?

===========

Idea for differentiation between the pony casts.

Use [phys_att_cap_perc] to give them a higher cap on their attributes or [phys_att_rates] to reduce their rust rates. (same can be done with mental stats naturally)

A different approach could be setting the pop_ratio much lower for pegasi and unicorns so that you have to make due with the lower numbers, that way you can only use them in key positions and losses weigh much heavier.
« Last Edit: February 28, 2012, 07:02:40 pm by Vandala »
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Nidokoenig

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Re: Pony Mod: My Little Fortress
« Reply #1850 on: February 28, 2012, 10:13:44 pm »

Here's an idea, probably won't work BUT, what about the [FANCIFUL] token?

It's wiki description reads:
Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with [COMMON_DOMESTIC]

The idea: can this be used to reduce the dwarf/ponies want for the many added materials like the many types of stone and ent wood and whatever. (Probably not good for ents since it conflicts with the [COMMON_DOMESTIC] token, unless you don't mind ponies no longer bringing them with them during immigration.) But still if this token keeps the materials from showing up on preference lists and you can find a way to still get to them perhaps this could prove useful?

 Theoretically, they could still bring them by dint of being allowed to claim any [PET], but that would require wild roaming trees, which I'm resisting because it looks dumb as hell to see migrating trees, and the slow speed of trees would mean they slowly crawl across the map, blocking more interesting or dangerous creatures. Moving trees does remind me, though, I'd better look into the werewolf trigger mechanism to see if I can do zap-apple ents.
 Additionally, [FANCIFUL] is for creatures, whereas the ent materials are defined on plants and merely co-opted by the ent creatures. I could lump all ent tree woods together in the Simplified fork, so that we have a single "apple tree wood" instead of red, green and golden apple wood.
 Mostly, though, I intend to solve the wood variety problem by making the various dye plants more widely available(including underground) so that Traditional and Ornate players can make any dyed wood with a little work and patience, and for Simplified, conjured woods are being genericised to fungal, flower, grain, leaf, worm, fruit and berry, and I might lump all painted tree woods together as well. The new stones shouldn't be a problem, as they're going to made by using rock flower extract as a reagent to distil natural essences, so all 16 varieties will be available if any one kind is.

Idea for differentiation between the pony casts.

Use [phys_att_cap_perc] to give them a higher cap on their attributes or [phys_att_rates] to reduce their rust rates. (same can be done with mental stats naturally)

A different approach could be setting the pop_ratio much lower for pegasi and unicorns so that you have to make due with the lower numbers, that way you can only use them in key positions and losses weigh much heavier.

 Slowing down rust rate for attributes does make sense. Another option is to give earth ponies slower skill rust generally, because unicorns tend towards more specialised crafts(We'll ignore a certain legendary weaver, dyer, clothesmaker, gem cutter, gem setter, miner, liar and persuader from the show) instead of the general farm-work earth ponies get stuck with that tends to have them learn a little of everything unless you're hugely organised. Keeping skills longer than pegasi or unicorns would be quite valuable. I'd have to work out how to apply that to the other species, too.
 Ooh, here's a thought, earth ponies could have higher learn rates for the teacher skill. Cherilee is an earth pony, teaching fits in well with the general nurturing and growing skillset earth ponies have, and it makes them more valuable as military assets because of training.


Oh, one idea regarding armour: Since ponies in the show tend to wear a combined peytral/crupper, I might just take the liberty of adding that in as a flanchard. A fixed piece of armour protecting just the upper and lower bodies. I might make it less effective as an armour piece, but I think the fact that it'll use more materials and thus getting a single piece that's masterwork is more of a gamble would be enough to differentiate it from peytral and cruppers, where you can somewhat make do with mismatched masterwork/exceptional.
« Last Edit: February 28, 2012, 10:27:58 pm by Nidokoenig »
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Vandala

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Re: Pony Mod: My Little Fortress
« Reply #1851 on: February 28, 2012, 10:35:31 pm »

"wild roaming trees" Oh god, so funny.

Ever considered just making all ents into a single creature file with just different casts? Or just making it a single file?
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Nidokoenig

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Re: Pony Mod: My Little Fortress
« Reply #1852 on: February 28, 2012, 10:52:48 pm »

Making them a single creature would make it impossible to do targeted breeding, but putting them all in one file makes sense. I usually keep them separate during development so that I can isolate them and test them individually, but folding them together into one creature_pony_ent file makes sense for a release version. I suppose there's not much reason for someone to want to cut lime ents but not orange ones.

Also, slight derp on the armour, it seems to be more of a metal caparison, leaving the flank bare(the actual flank, not the rump). And now that I think about it, it'll probably interfere with peytral and crupper addition, like the "soft peytrals" do. I'll add it in as an alternative, probably make it a default for Simplified. Since it'll need switching entity permissions on every civ, that'll be another thing to add a nice function if anyone codes that option-tweaking program people were suggesting.
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Vandala

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Re: Pony Mod: My Little Fortress
« Reply #1853 on: February 28, 2012, 11:36:34 pm »

Are you referring to this by any chance?

http://www.bay12forums.com/smf/index.php?topic=102881.msg3040744#msg3040744

MWHAHAHAHA!!!!

I'll bet you want something as simple as selecting a set of something (skills,items allowed in civ,mental attributes) then selecting the creatures files you want to add it to, push a button and presto! Done! Right? Well, I want that too and I will be adding it (eventually).
« Last Edit: February 28, 2012, 11:40:01 pm by Vandala »
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Maklak

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Re: Pony Mod: My Little Fortress
« Reply #1854 on: February 29, 2012, 06:58:11 am »

Personally I'm fine with not having a lot of types of wood of different colours. Masterwork mod even got rid of them altogether, and only has generic wood, but that is taking it a bit too far.

I think You extrapolate Your conclusions about specialisation and frequency of castes based on too little data.

Slowing down rust rate of physical attributes for EPs is a good idea, as long as You don't go overboard with it. 0.2 times the caps and rust rates sounds good, but pegasai should get the same boost to agility, and Unicorns maybe to mental attributes. 

You could also give castes 0.2 times slower rust for the skills for which they get a bonus.

Alicorns are rare enough as it is, so giving them even double the caps, learn rates, and half the rust would be OK. Given the mindset of typical DF player, alicorns will end up as squad leaders anyway. And get owned by invading spider ponies.

Cherelee happens to be the teacher in Ponyville, but there is a specialized school for UPs in Canterlot, so it could suggest giving UPs higher learn rate for student. Personally I wouldn't buff Teacher or Student on any caste except Alicorns, who are supposed to be awesome.

Speaking of alicorns, as it is they get the same bonus to dodge (and maybe speed) as pegasai. Personally I see them as bigger, slower, and not as fast or agile as Pegasai. While magic of the Princesses in the show is powerful, they were not established as exceptional fliers.

As for pony armour, I'd modify the names a bit to make them less confusing to people who don't know about medieval warefare: Chamfron (helmet), Croupiere (flank plate), Peytral (chest plate), Flanchard (torso plate), Caparison (cloak), and Armoured horseshoes. This looks clumsy, but is a compromise between clarity and correctness. I know too little about how DF armour works, but it seems that criniere protecting heck and throat (important part of pony armour) has to be integrated into the helmet, like in the show.

BTW, In Goblin Camp I once lost early to a wandering tree that becomes enraged on the slightest provocation.
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claer_runway

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Re: Pony Mod: My Little Fortress
« Reply #1855 on: February 29, 2012, 02:10:53 pm »

yeah, no reason to have confusing French names for the armor when there's a perfectly serviceable English equivalent
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Maklak

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Re: Pony Mod: My Little Fortress
« Reply #1856 on: February 29, 2012, 02:22:28 pm »

No, I meant to have both, so a helmet would be named "Chamfron (helmet)" or "Chamfron (pony helmet)", breastplate "Peytral (chest plate)", and so on.

If there is a way to change the names of months, it would be nice to have March, April, May, and so on. I don't think ponies would name their months after rocks.
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claer_runway

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Re: Pony Mod: My Little Fortress
« Reply #1857 on: February 29, 2012, 03:12:37 pm »

they'd probably name them after flowers or something. but iirc they just use normal human months
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Sorcerer

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Re: Pony Mod: My Little Fortress
« Reply #1858 on: February 29, 2012, 04:03:06 pm »

I actually have the population rates adjusted in the Fanon is Magic fork.

These use the DF population ratios where 80 is 80 times as numerous as 1

Earth Pony F80  40M
Pegasus F50 25M
Unicorn F40 M20
Alicorn F2 M1

Which basically means there are twice as many female earth ponies as female unicorns, and there are about as many earth pony males as unicorn females.
End result is that you'll mostly see earth ponies around, and their strenght is AMAZING BREEDING POTENTIAL! WHOO!
The alicorn number is probably a bit high, but i am fiddling with trying to make alicorns into a 'secret' and i have some progress in that matter.

I was thinking about making some of the noble positions only accept unicorns, just for varietys sake.
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Vandala

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Re: Pony Mod: My Little Fortress
« Reply #1859 on: February 29, 2012, 04:04:30 pm »

they'd probably name them after flowers or something. but iirc they just use normal human months
Or after Equestrian species?

"And so it came to pass in the month of mother mustang..."
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