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Author Topic: Fortbent: Homestuck mod (v3.1.0) (0.44.05)  (Read 183241 times)

tranquilham

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Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #825 on: April 10, 2016, 03:48:30 pm »

1. No special tag. Grist value of a creatures death is equivalent to:

(body_size/10000)+((strength+agility)/500)+(toughness/800)+((endurance+spatial_sense+kinesthetic_sense)/1000)+(willpower/1500)+(focus/2000)+(weapon_skills3)+(unarmed_skills1.5)+(attack_skills2)+(defense_skills2.5)+(situational_awareness2)

Plus a zilly grist if the creature was a MEGABEAST. Note that all weapon_skills etc. (all the stuff with exponents attached) are considered separately, I.E. having 6 in sword and 5 in axe will get you 216+125=341 grist, not 11*11*11=1331 grist.
holy crap i managed to fit 612, 413 and 111111 into that explanation without stretching anything. 1025 is there, too, but a stretch.

I heard you mentioned something about turning mundane materials into grist? Or am I wrong?
2. Couldn't implement sacrificial slabs in any way imaginable, so they just go god tier upon reaching a certain level. I think I used to have it be when they died, but not anymore.

Funny how I couldn't implement sacrificial slabs, but heroic/just deaths? A-OK!
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Putnam

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Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #826 on: April 10, 2016, 03:52:46 pm »

Removed it or didn't implement it, not sure which, doesn't sound like a good idea anyway.

tranquilham

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Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #827 on: April 10, 2016, 03:57:06 pm »

Removed it or didn't implement it, not sure which, doesn't sound like a good idea anyway.

What about Organic Cheapmetals? It says I need to make it into wafers, but I can't find a way to do that, so I'm at a standstill.
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Putnam

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Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #828 on: April 10, 2016, 04:00:09 pm »

I should probably fix that then.

tranquilham

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Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #829 on: April 10, 2016, 04:02:02 pm »

I should probably fix that then.

The organic workshops and the culling workshop don't seem to have any effect either. Will post a log soon.

EDIT: The logs don't seem to show anything useful, just referencing one tag I thought I removed from the raws. And something about a TRAVEL_ADVISORY?
« Last Edit: April 10, 2016, 04:09:55 pm by tranquilham »
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Teneb

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Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #830 on: April 10, 2016, 04:15:53 pm »

And something about a TRAVEL_ADVISORY?
That's a DF bug, not a mod one.
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Putnam

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Re: Fortbent: Homestuck mod (v2.2.3) (0.42.04)
« Reply #831 on: April 10, 2016, 04:32:26 pm »

Okay, I have the skeleton of Fraymotifs worked out. At the very least, now I have a generic effect, a generic affect, and a few modifiers that I can mix up.

The affect I have is just directly effecting a creature; the generic effect I have makes the creature lose x blood every y ticks for z ticks, where x y and z can all be modified by modifiers.

The generic effect and affect will probably be replaced in most cases. I'm making it so that a title's effects, affects and modifiers fall back as follows:

if title effect not found, instead use:
  aspect effect, but if that's not found, instead use:
    generic effect.

I'm using effect and affect primarily to annoy people, since using the most obtuse language possible is way in the spirit of Homestuck. Some of the fraymotifs are going to be effects what affect the victim's affect, too.

Putnam

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Re: Fortbent: Homestuck mod (v2.3.0) (0.42.06)
« Reply #832 on: April 17, 2016, 06:43:08 am »

Fraymotif! Volumetric pressurized vigorous gung-ho splintered freudian geometric bloodshot!

TheBiggerFish

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Re: Fortbent: Homestuck mod (v2.3.0) (0.42.06)
« Reply #833 on: April 17, 2016, 08:33:59 am »

That's one of them?
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Liber celi

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Re: Fortbent: Homestuck mod (v2.3.0) (0.42.06)
« Reply #834 on: April 17, 2016, 08:57:54 am »

But can the bloodshot give you troll rabies?

(But yes please I'd really like to see an army of dwarfs trolls synchronize their theme music for maximum overkill)
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Putnam

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Re: Fortbent: Homestuck mod (v2.3.0) (0.42.06)
« Reply #835 on: April 17, 2016, 03:44:51 pm »

That's one of them?

That's one of the technically infinite by the system i've devised, yeah.

(that's a borderlands lie though)

Atomisk

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Re: Fortbent: Homestuck mod (v2.3.0) (0.42.06)
« Reply #836 on: April 17, 2016, 08:08:21 pm »

First of all, how can you make the past/future trails thing work. Second of all, give me that time/heart fraymotif that rips the soul from time and space. :P
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Putnam

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Re: Fortbent: Homestuck mod (v2.3.0) (0.42.06)
« Reply #837 on: April 17, 2016, 08:12:14 pm »

I have the time/mind fraymotif and a mind/heart fraymotif that does basically what you describe.

Also, past/future trails can work mostly by:

1. For past trails, keeping track of where a unit's been.

2. For future trails, looking at the unit's current action and displaying it.

Putnam

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Re: Fortbent: Homestuck mod (v2.3.0) (0.42.06)
« Reply #838 on: April 19, 2016, 09:54:37 pm »

Anyway, plans for next version:

God tier rework involving the removal of transformations. Also removing the beforan creature. Seriously, the jank all that introduces since 0.42 allowed multi-race forts is not even remotely worth it.

Allow more races to get Sburb roles. I don't know why I was using creature classes, a simple lookup table is much better. As of the next version, the following creatures will be sburbable:

Code: [Select]
    HUMAN
    TROLL_ALTERNIA
    DWARF
    ELF
    SAIYAN
    FOUNDATION
    GNOME_CIV
    SUCCUBUS

Also, this, but it's at an early enough stage that i'm not sure if it can be fully implemented:

Putnam

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Re: Fortbent: Homestuck mod (v2.4.0) (0.42.06)
« Reply #839 on: April 24, 2016, 09:37:57 pm »

Alright, that update was released. It also has a nifty new UI for displaying sburb roles instead of filling up all available space with them at all times.
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