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Poll

Get rid of fel iron and damascus steel?

Get rid of both
- 2 (25%)
Get rid of Fel Iron
- 0 (0%)
Get rid of D-Steel
- 2 (25%)
Keep both
- 4 (50%)

Total Members Voted: 8


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Author Topic: -My Little Fortress: Valikdu's Rampage Edition 1.62- [2.0 under development]  (Read 55752 times)

Valikdu

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1.7 Development diary 3
« Reply #210 on: August 29, 2012, 02:33:22 pm »

Chitin, as a butchered item, is processed in an Organic Refinery into 'chitinite' bars of four types. The compound is considered metal; common chitinite can only be used as a cheap decorative metal, while tainted / morphling / superior chitinite bars are combined with the (redone) metallic mushrooms in the Refinery to create (redone) biometals. There's 4 metals now, 2 decorative and 2 weapon-grade.

The new tissue layer plans include a creature with a partial chitin carapace (covering the head, body and upper parts of multi-part limbs) - probably for 'mutated' castes of common beasts, and a skinless creature - for 'aberration' castes with [PRONE_TO_RAGE:100] and [NOPAIN].
« Last Edit: August 29, 2012, 02:37:38 pm by Valikdu »
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jaxler

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Re: -My Little Fortress: Valikdu's Rampage Edition 1.62-
« Reply #211 on: August 30, 2012, 08:14:43 pm »

how do you get nether spark?
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Valikdu

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1.7 Development diary 4
« Reply #212 on: August 31, 2012, 10:25:17 am »

how do you get nether spark?
It's a small-cluster mineral that appears in all layers.

Added an altered version of the ☼MW☼ generic wood. Now there'll be three main types of wood logs: normal ('rough') wood, fungal wood and tainted wood. All three can be improved using special reaction in the Sawmill: first smoothed (fungal is already smooth) and then polished using oil. Fungal and tainted wood also needs catalyst caps for their reactions (these are also used a lot in biometal reactions).

Also there's a new mushroom that replaces quarry bushes as a source of oil (and the pressable part is structural, not seeds); it's also more valueable, but grows slower. And the ☼MW☼ creepy cave plants.

Valikdu

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POLL! Weapon-grade metals
« Reply #213 on: September 01, 2012, 07:41:23 am »

In 1.62, there was a LOT of weapon-grade metals.
-Three fungal bio-metals, originally from Slime Lands (cap iron ~copper, cap steel ~iron, cap gold ~steel) and the three made from them using chitin (Tyranid, Zerg, Hybrid - all steel+)
-LFR Damascus steel (steel+)
-Warcraft: Fel iron (iron+), felsteel (steel+) and Saronite Steel (steel++)
-Mithril (~steel, light)
-Rainbow Factory metals: Rainbow (adamantine-) and Dark Iron (steel++, very heavy)
-Volcanic Aurum (steel+ with gold density)
-Emelentium (~adamantine)

I've made an effort to decrease that number for better management, with bio-metals being reduced to 2 decorative and 2 weapon, and I'm planning to make rainbow non-weapon grade and used in the creation of elementium.

So, now I'm conflicted about fel iron and D-steel. Should they stay or go? If they're to go, I'll make a new felsteel reaction.

[Upd] Played around with the taint refinery / alchemy lab / crystal forge reactions and materials.
In alchemical reactions, those which create normal metals are exo-ethereal (like previously, they can produce an ether orb). Those which create magical metals are endo-ethereal (mithril, saronite, volcanic aurum, elementium).
« Last Edit: September 01, 2012, 03:43:36 pm by Valikdu »
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Crazy Cow

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Re: -My Little Fortress: Valikdu's Rampage Edition 1.62- [POLL - 1.7]
« Reply #214 on: September 01, 2012, 03:25:30 pm »

Darling you gotta let me know
Should I stay or should I go?
If you say that you are mine
I'll be here til the end of time
So you got to let know
Should I stay or should I go?

To be honest, I like having a ton of metals for everything. As long as it's clear what's strong and what isn't (maybe a tiered list?) I don't mind having all of them in there.

Pokon

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Re: -My Little Fortress: Valikdu's Rampage Edition 1.62- [POLL - 1.7]
« Reply #215 on: September 01, 2012, 10:47:19 pm »

I say that the Chimeric faction could be ditched in favor of smaking a few emimegabeasts. Brass ones and the half-dragons fit right in, and perhapes making one which can regenerate itself by transforming into a !!pile of ash!! for a few moments would not be that hard to do.
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Valikdu

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1.7 Development diary 5
« Reply #216 on: September 02, 2012, 11:34:57 am »

Starting with the creatures.
The beast-ponies stopped working after the Valentine's update, so I made a new version of their c_var out of the default c_var, with the MLDarkness advanced body models and everything. Honey badger pegasuses, yay.

Stalemate detected. Well, I went ahead and removed the fel iron and D-steel; there's still a ton of weapon-grade metals (fungal steel, silksteel, felsteel, saronite steel, mithril, volcanic aurum, dark iron, elementium, Unity-exclusive void shard). Felsteel is now made from normal iron, vanadium and taint crystals.
BTW, 'ferrovanadium' was not a real mineral. Vanadinite, on the other hand, is. And look at all this lead to make cups from and sell to zebras!
« Last Edit: September 02, 2012, 11:38:09 am by Valikdu »
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Finnfinn

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Re: -My Little Fortress: Valikdu's Rampage Edition 1.62- [POLL - 1.7]
« Reply #217 on: September 04, 2012, 07:24:35 am »

Hello there,

I've never played the original Pony Mod, but I've been playing Dwarf Fortress for quite a while now. Downloaded the mod today, eager to try it out.
Problem is, when generating the world it causes DF to crash while generating the history, time it takes until it crashes seems to be completely random though.
If you need any logs posted, please tell me.
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Valikdu

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1.7 Development diary 6
« Reply #218 on: September 06, 2012, 02:28:15 pm »

Mostly finished with the beastponies. The surface "skulker" civs that replace kobolds will probably be made from mutated apex predators (tigers, lions and bears (oh my) twisted into alicorn form); the subterranean cave ponies are less spectacular, but some are kind of cool. Of course, everything else that was an '<animal> man' is now also a pony. The [savage] token was removed.
Also, mermaids are seaponies now. Shoo be doo.

Things to do now:
-apply new body detail plans to every creature and add mutated castes (which will also affect the beastponies)
-add new creatures, including megabeasts
-put everything together


>>Finnfinn
Sorry, but I don't know. When I run it, the crashes are manageable; a world ~200 years old is made on about 3 tries.
« Last Edit: September 06, 2012, 02:33:00 pm by Valikdu »
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Finnfinn

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Re: -My Little Fortress: Valikdu's Rampage Edition 1.62- [POLL - 1.7]
« Reply #219 on: September 06, 2012, 05:26:36 pm »

Thanks for the answer, I got news:

I successfully generated a world using the advanced parameters and one of the presets (which are not modified, I think?), which generated 1050 years of history without crashing.
I don't know whether this was just extreme luck or another reason.

I guess it's time for some !!science!! tomorrow.
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Valikdu

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1.7 Creature sample
« Reply #220 on: September 08, 2012, 06:42:45 am »

So, it looks something like this penguin.

Code: [Select]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:465]
[CLUTCH_SIZE:1:1]
[POP_RATIO:35]

[CASTE:MALE]
[MALE]
[POP_RATIO:35]

[CASTE:MUTATED]
[DESCRIPTION:A tainted emperor penguin, grown to a greater size and covered in chitinous plates.]
[CASTE_NAME:plated emperor penguin:plated emperor penguins:emperor penguin]
[CHILDNAME:mutated emperor penguin chick: mutated emperor penguin chicks]
[NO_GENDER]
[POP_RATIO:20]
[LIKES_FIGHTING]
[CV_REMOVE_TAG:BENIGN][APPLY_CURRENT_CREATURE_VARIATION]

[CASTE:ABERRANT]
[DESCRIPTION:A tainted emperor penguin, grown to the size of a small pony and lacking skin. It cannot feel any other pain.]
[CHILDNAME:aberrant emperor penguin chick: aberrant emperor penguin chicks]
[CASTE_NAME:emperor penguin abomination: emperor penguin abominations:emperor penguin]
[NO_GENDER]
[POP_RATIO:10]
[LIKES_FIGHTING]
[CV_REMOVE_TAG:BENIGN][APPLY_CURRENT_CREATURE_VARIATION]
[NOPAIN]
[PRONE_TO_RAGE:100]

[SELECT_CASTE:ALL]
[BODY_DETAIL_PLAN:TAINT_ANIMAL_TISSUES_MAIN]
[BODY_DETAIL_PLAN:TAINT_ANIMAL_TISSUES_TALONED]
[REMOVE_TISSUE:HAIR]

[SELECT_CASTE:FEMALE][SELECT_ADDITIONAL_CASTE:MALE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER]
[BODY_SIZE:0:0:450]
[BODY_SIZE:1:0:15000]
[BODY_SIZE:2:0:30000]

[SELECT_CASTE:MUTATED]
[BODY_DETAIL_PLAN:TAINT_ANIMAL_TISSUES_CHITINOUS]
[BODY_DETAIL_PLAN:TISSUE_LAYERS_EXO_ENDO]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER]
[BODY_SIZE:0:0:900]
[BODY_SIZE:1:0:30000]
[BODY_SIZE:2:0:60000]

[SELECT_CASTE:ABERRANT]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:FAT]
[BODY_DETAIL_PLAN:TISSUE_LAYERS_SKINLESS]
[BODY_SIZE:0:0:1000]
[BODY_SIZE:1:0:40000]
[BODY_SIZE:2:0:75000]

And it's also got a giant version and a pegasoid version.
« Last Edit: September 08, 2012, 07:59:48 am by Valikdu »
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Valikdu

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1.7 Development diary 7
« Reply #221 on: September 09, 2012, 03:27:50 pm »

Going forward slowly.

All flightless birds have the two additional castes as shown in the penguin example: plated (bigger, with a full-body chitin carapace) and aberrant (again bigger, skinless, feel no pain, raging).
All flying birds will have one additional plated caste that uses the partially-plated layer plan (plates cover the head, body, upper limb parts).
The giant bird and pegasoid variations will have the same castes as the bird. Pegasoids are gravitated to 140K body size for normal castes, 170K for plated and 200K for aberrant.

Finnfinn

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Re: -My Little Fortress: Valikdu's Rampage Edition 1.62- [POLL - 1.7]
« Reply #222 on: September 10, 2012, 04:24:35 am »

Done with some science.
The bug is reproducable by a friend, again, workaround is to simply use Advanced World Generation.
Hope this helps.
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Valikdu

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1.7 Development diary 8
« Reply #223 on: September 11, 2012, 01:38:35 pm »

Done with the birds, next up are the bees (lol).
Giant bugs will have the Evolved castes (male and female) with Morph-tier materials, increased size and added scything claws. Bug-ponies will be made up almost exclusively from the evolved ones.

Speaking of actual bees, I think I'll increase the value of wax (in order to make wax-crafting actually be worth a damn) and add in a reaction or two involving it. Probably with the metallic mushrooms.
« Last Edit: September 11, 2012, 01:43:54 pm by Valikdu »
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Pokon

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Re: -My Little Fortress: Valikdu's Rampage Edition 1.62- [POLL - 1.7]
« Reply #224 on: September 11, 2012, 02:31:50 pm »

Cool. Parden me for asking (there probably already in or are on a list or somesuch) but will Bloatsprites and Necrosprites be among our new horrific insectoid friends?
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