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Author Topic: =-~Corrosion~-= [UPDATING] ***43.x (thanks Evil Bunny)*** <<Infected>>  (Read 244549 times)

smasher89

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1350 on: December 31, 2011, 06:23:04 pm »

as far as the penicilin idea is concerned: crops already only give one harvest per season.

but otherwise the suggestions are good.

Sorry didnt know, last time i player was 2 months ago, also i never made crops in the short times i played it, fishing, hunting and dairy/poultry, merchantry, butchery with intensive reproduction programs labors to feed people... few times i got crops from merchnats like potatoes, corn, turnips and so on i cooked them or made others foods...
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Person

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1351 on: December 31, 2011, 09:43:08 pm »

How's armor working, before I get back into this, as I'm actually gonna try melee. I've been thinking of adding some medieval weapons/armor for moods as well. I'd also like to know how good air guns are compared to crossbows.
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Please don't let textbooks invade Bay12.
The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

Pan

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1352 on: January 11, 2012, 03:12:46 am »

Are we waiting for the next version of DF before continuing? Or is this mod just taking a break. Haven't seen it in the front page for awhile.
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JimmyBobJr

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1353 on: January 31, 2012, 05:07:17 am »

Hey, Mr Mod creator, im just trying out your mod now, and ive run across a few.. issues that may or may not be known.

Firstly, i had forgotten to bring a fire-safe material with me to embark, so i attempted to clean a concrete chunk at a "Cleaning Shop", only that no option appears. Clicking polish rock just polishes some copper ore that i found into "Copper Ore" that i cant smelt. Also, throughout the manual, you refer to the "Cleaning Shop" as "Cleaning Workshop" - Are they one and the same?

Seccondly, and more amusingly, was a (Bug?) that i just encountered. After my previous failure to have fire safe materials, i embarked with 5 units of "Surface Rock" on my cart. I embark, designate some trees to be cut and unpause. Only for my woodcutter to run about 20 blocks and suffocate while spewing blood. Shocked, i immediatly assign another pleb to be a woodcutter. A few minutes later, after a nice dirt hole has been dug, i designate a food pile and farms; only to notice that the farmers arent planting, and the food stocks arent filling. So, i naturaly go looking for my cart to figure out whats wrong... Only, i cant find the cart! All thats left from my cart site is a iron anvil. No sign of booze or seeds or anything, i abandon and re embark with the same kit as before.

I unpause only for the entire cart to explode.

Booze and XXBARRELSXX go flying, and once again, a random worker sufforcates.

The Third time i embark i off-load all food and drink... But it explodes again.

Fourth time, i remove the "Surface Stone" and nothing explodes...

TL;DR "Surface Stone" explodes upon embark, destroying the cart and everything in it.
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Where is the chemistry
They tried chemistry once.
It created soap.
Dwarves lost interest in chemistry after that.

IT 000

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1354 on: January 31, 2012, 09:48:21 pm »

Hey guys, I recently downloaded Corrosion again after moving to a new computer and was flabbergasted to find out that the sand tiles had not been updated. Here's the updated tile. Save it as 'Corrosion.png', drop it in DF -> data -> art and your water tiles will no longer look like the screen on an analog TV.



Quote
Firstly, i had forgotten to bring a fire-safe material with me to embark, so i attempted to clean a concrete chunk at a "Cleaning Shop", only that no option appears. Clicking polish rock just polishes some copper ore that i found into "Copper Ore" that i cant smelt. Also, throughout the manual, you refer to the "Cleaning Shop" as "Cleaning Workshop" - Are they one and the same?

You first need to gather a concrete boulder by 'gathering plants' from the surrounding area. Then you can clean it. Polish Rock option creates a gem of the boulder it intakes, sorry if there was some confusion. Cleaning Shop and Workshop are the same, I'll fix that before the next release.

Quote
Seccondly, and more amusingly, was a (Bug?) that i just encountered. After my previous failure to have fire safe materials, i embarked with 5 units of "Surface Rock" on my cart. I embark, designate some trees to be cut and unpause. Only for my woodcutter to run about 20 blocks and suffocate while spewing blood. Shocked, i immediatly assign another pleb to be a woodcutter. A few minutes later, after a nice dirt hole has been dug, i designate a food pile and farms; only to notice that the farmers arent planting, and the food stocks arent filling. So, i naturaly go looking for my cart to figure out whats wrong... Only, i cant find the cart! All thats left from my cart site is a iron anvil. No sign of booze or seeds or anything, i abandon and re embark with the same kit as before.

Surface stone, meta stone, and volcano rock all 'explode' instantly and will harm your humans and wooden items. So don't bring anything that is made up of these substances on embark. Yeah it's intentional to make mining a little more Fun.

Wow these are a month old, my apologies for the late response.

How's armor working, before I get back into this, as I'm actually gonna try melee. I've been thinking of adding some medieval weapons/armor for moods as well. I'd also like to know how good air guns are compared to crossbows.

Armor is not as strong as it is in vanilla DF. Melee weapons are extremely strong against most humanoids due to the amped up pain receptors. Guns are far superior to crossbows, they are mostly in the game to provide an option for quick but weak ranged combat, or for hunters.

Quote
*Make some short or type of bin, but actually this would be made out of hard paper or cardboard which would be made from processing raw wood logs with some short of chemical in a bucket at the laboratory, this would give you a stack of 20 or 10 cardboards, you could use them to make letters (I hope that when the next update of DF gets soon you could write things in fort mode with some short of material) and could send them or make notes, or either make bullet containers or mini boxes, so people in fort mode or adv mode could carry them, or be abled to be built and could store a lot of bullets, then these mini boxes could be stored in bigger bins, a cool way to store your ammunition (like in some games where you get a big metal box with little boxes of ammos) this could work like when you put seeds in bags and then put those bags in barrels in the seeds stockpiles...

*some short of plant that when cultivated could be processed at laboratory, then you make peniciline, that its actucally better than the soap and less tedious to make, the disadvantage its that the plant grows very slowy (you get your crops only once in the season, making it more hard to get) dunno if the game can handle any other item as an alternative to soap, in that case we could put a reaction where you make some short of peniciline soap from peniciline alone...

*This is really, but REALLY hard to do, in fact, quite mpossible, but could be implemented some day in some short of way if we make a lua plugin that does it... whatever, the idea its making a new workshop; the medical research center, you could get tissue from a pattient throught operation, then make a cultive of cells from that tissue and track it as the same "type" from the patient, then each tissue cultive stack could get some "value" like the value of thread or cloth at hospital based on the time the cultive has been "active", then if the patient has lost a limb or other un-important organ you could put the option in the workshop: operation: regenerate body part or organ from a tissue cultive, the larger the part you want to regenerate the more the value of some tissue cultive it needs to be, after part regeneration has been done, a surgeon could come a opearte the patient having the limb/organ hauled, then the operation has a 50% chance of failing or a 50% chance of success and recover the limb/organ functionality...
NOTE: dont tell me that this is pure fantasy shit guys... these methods are being used worldwide and most cases success, I know that medics havent regenerated limbs yet, but DF universe and corrosion universe isnt realistic at all, if scientits in corrosion made a drug that grants ethernal life as a infected zombie, regenerating limbs shoulda be a kidīs game...

*Through lua plugin bullets should behave and move more like real life ones, leaving a left over metal covers, some smoke (not much) until its air compressed, and ricochetingwith others metals, including walls, but should behave different with kevlar, glass and wood... (kevlar deflects some bullets based on the bullet "value" on the lua script) while wood and glass could explode and chips or left overs could fly and hurt people...

Good ideas, I really like the penicillin, idea but unfortunately this require core changes to DF itself, which I cannot do.

also, IT, you could microupdate the mod, adding pistol bullets, because right now pistols are the same as rifles, and are only worse in melee, but that does not count, because zeds never get there.

keep the same reaction, only make it yield a bit more (30 instead of 25 for example, can be tweaked), and as for damage, make the bullets less penetrating. and (maybe) smaller. just make them weaker. that is all.

edit.: during my Googling for fallout new vegas addons i have found this. Need i say more?

Pistols were supposed to differ in the fact that you can have a melee weapon and a pistol at the same time. Thus increasing your lethality in combat. However due to a bug all weapons are one handed. Once this is fixed there will be much more incentive to go pistol/one handed weapon, instead of just one rifle. Especially if bullets begin running short.

Bullets are outright deadly when it comes to killing creatures that can feel pain, I've actually made them slightly weaker over the versions, but I'd rather not nerf them any more as they don't stop a Zed without a headshot.

Hehe nice find on the Fallout weapon there, but being stuck to a zombie while he flings you around probably wouldn't be all to enjoyable.  :P

Sorry if I skipped over your question, if it's still important to you, please repost it and I will answer it as quick as my schedule permits.
I'll also start monitoring this thread on a more daily basis to answer your questions, provide some ideas, or just keep you updated on my forts, .26 is coming out soon, I can feel it :D
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***CORROSION v2.14***
<<<More Than Just Zombies>>>
Back from the Dead!

JimmyBobJr

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1355 on: February 01, 2012, 05:25:51 am »


Quote
Firstly, i had forgotten to bring a fire-safe material with me to embark, so i attempted to clean a concrete chunk at a "Cleaning Shop", only that no option appears. Clicking polish rock just polishes some copper ore that i found into "Copper Ore" that i cant smelt. Also, throughout the manual, you refer to the "Cleaning Shop" as "Cleaning Workshop" - Are they one and the same?

You first need to gather a concrete boulder by 'gathering plants' from the surrounding area. Then you can clean it. Polish Rock option creates a gem of the boulder it intakes, sorry if there was some confusion. Cleaning Shop and Workshop are the same, I'll fix that before the next release.


Yeah, i had gathered the chunk from D>P, but i had no option in the Shop. I had also gathered some plastic and some tires from gathering.
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Where is the chemistry
They tried chemistry once.
It created soap.
Dwarves lost interest in chemistry after that.

kerlc

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1356 on: February 01, 2012, 08:52:35 am »

Well, the bear trap COULD require some mechanisms (you know, to pull the trap back in place) and that would make sense, right? right?
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IT 000

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1357 on: February 02, 2012, 07:06:39 pm »


Quote
Firstly, i had forgotten to bring a fire-safe material with me to embark, so i attempted to clean a concrete chunk at a "Cleaning Shop", only that no option appears. Clicking polish rock just polishes some copper ore that i found into "Copper Ore" that i cant smelt. Also, throughout the manual, you refer to the "Cleaning Shop" as "Cleaning Workshop" - Are they one and the same?

You first need to gather a concrete boulder by 'gathering plants' from the surrounding area. Then you can clean it. Polish Rock option creates a gem of the boulder it intakes, sorry if there was some confusion. Cleaning Shop and Workshop are the same, I'll fix that before the next release.


Yeah, i had gathered the chunk from D>P, but i had no option in the Shop. I had also gathered some plastic and some tires from gathering.

Strange, try checking a few things.

1. Make sure the shop has access to the concrete and visa versa.
2. Make sure it's not forbidden. If it isn't, forbid it, unpause, then unforbid it. Check the announcements to see if a dwarf was trying to move it.
3. Try to build something out of it, it could have been cleaned previously.

Well, the bear trap COULD require some mechanisms (you know, to pull the trap back in place) and that would make sense, right? right?

Hehe we'll see :) Weapons won't be the highest priority when .26 comes out, contagious zombies will be very Fun indeed, and those clouds would fit right into Corrosion :D
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***CORROSION v2.14***
<<<More Than Just Zombies>>>
Back from the Dead!

IT 000

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1358 on: February 02, 2012, 07:55:54 pm »

By the way, I set up an official blog to keep you guys posted on the current development of Corrosion. I also plan on starting a fort and updating it via the blog. Make sure to vote on the location, somewhere challenging preferably :D.

LINK : http://corrosionmod.blogspot.com/
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***CORROSION v2.14***
<<<More Than Just Zombies>>>
Back from the Dead!

JimmyBobJr

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1359 on: February 03, 2012, 08:06:10 am »


Quote
Firstly, i had forgotten to bring a fire-safe material with me to embark, so i attempted to clean a concrete chunk at a "Cleaning Shop", only that no option appears. Clicking polish rock just polishes some copper ore that i found into "Copper Ore" that i cant smelt. Also, throughout the manual, you refer to the "Cleaning Shop" as "Cleaning Workshop" - Are they one and the same?

You first need to gather a concrete boulder by 'gathering plants' from the surrounding area. Then you can clean it. Polish Rock option creates a gem of the boulder it intakes, sorry if there was some confusion. Cleaning Shop and Workshop are the same, I'll fix that before the next release.


Yeah, i had gathered the chunk from D>P, but i had no option in the Shop. I had also gathered some plastic and some tires from gathering.

Strange, try checking a few things.

1. Make sure the shop has access to the concrete and visa versa.
2. Make sure it's not forbidden. If it isn't, forbid it, unpause, then unforbid it. Check the announcements to see if a dwarf was trying to move it.
3. Try to build something out of it, it could have been cleaned previously.


What i did to make sure it was working was to Dump the boulder a few spaces away from the Cleaning Shop, and unforbid it. After waiting a few seconds, a hauler came along and moved it back to the food stockpile. This time, when i dumped it, i locked the food stocks door, so there was no reason to move the boulder unless it was being cleaned. Despite this, no option appeared in the menu to Clean the concrete chunk.

And i know it wasnt construction-able, since whenever i attempted to build a wood furnace it claimed that there was no Fire-Safe materials avalable.

But i cant test it on that fortress anymore, since the fortress was since abanadoned after a scavenger killed my only two farmers.  :'(
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Where is the chemistry
They tried chemistry once.
It created soap.
Dwarves lost interest in chemistry after that.

Pan

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1360 on: February 04, 2012, 07:04:27 am »

Funny thing I noticed about Corrosion today. If a baby is born, they would fit into one of the few castes, yeah? But the caste description would usually say what they did before this whole apocalypse. The loophole here is obvious and hilarious.
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Tiruin

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1361 on: February 04, 2012, 07:16:06 am »

But the caste description would usually say what they did before this whole apocalypse. The loophole here is obvious and hilarious.
Maybe...there is something else involved.  :-\
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kerlc

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1362 on: February 04, 2012, 07:22:50 am »

maybe they judge the kid based on the standards that were used BEFORE the apocalypse. People try to hold on to familliar things when the world collapses around them.

or, in the Not-So-RP-Ville: It's DF's fault.  :P
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IT 000

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1363 on: February 11, 2012, 11:15:33 pm »

4 days left of the poll on the blog. Grassland's Savanna is currently in the lead. I might embark on a haunted area just to keep things from getting to boring.

Also some things, gave Ghouls, and mutated Crows the EVIL tags so they should show up in the proper environments now.
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***CORROSION v2.14***
<<<More Than Just Zombies>>>
Back from the Dead!

IT 000

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1364 on: February 12, 2012, 08:51:22 pm »

Also, I've decided I'll release a mini-update to fix a few things, add some random stuff, and just to keep the mod up to date. So if you guys have any ideas of things I could add, I'd be glad to hear them!

For more details of why I'm changing just take a look at the blog.

* Reduce grow time of Tobacco.
* Increase chance of finding tires, plastic, and such.
* Have a chance of finding metal tools by gathering plants.
* Test Two-Handed weapons effectiveness vs One hand and One shield weapons.



In other news: I've started putting some thought into how Corrosion can become a functional way for community stories. The chaos of exchanging hands is just to much for the already unstable environment. One thing I am considering is having multiple people run multiple forts in different places on the same world (but separate games) then just having them chronicle their adventures on the thread. I'll either give them an overarching storyline and let the storytelling do the rest, or I'll take some pointers from Deadiron and give them mysterious and Fun goals to fulfill. If you guys could provide feedback to this idea that would be great!
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***CORROSION v2.14***
<<<More Than Just Zombies>>>
Back from the Dead!
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