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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 55753 times)

Valikdu

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I may actually be done with old creature retooling the next week. Like, at last.

Then I'll see if what I have done actually... you know, works. Then I'll start with the new creatures.

[UPD]
A week late, as usual.
Before I test the creature improvements [and inevitable find a pile of errors], I have to:
-Redo the chimeric pony creature
-Update the beastpony file [it was first done before the implementation of the new caste system]
« Last Edit: November 04, 2012, 04:31:40 pm by Valikdu »
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Valikdu

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1.7 Development diary 12
« Reply #241 on: November 05, 2012, 02:04:04 pm »

Chimeric Pony creature now has the following castes:
-Burrower Pony, chitinous pony with six legs
-Hippogryph, pony/eagle hybrid with grasping forelimbs
-Kirin, pony with scales and magical horns
-Manticore Pony
-Chimera Pony, large, two-headed with multiple horns and armor

Pokon

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Re: -My Little Fortress: Valikdu's Rampage Edition 1.62- [1.7 under development]
« Reply #242 on: November 06, 2012, 12:06:16 am »

Wait!

Would it be possible for the currant animal ponies to all be castes for a single "animalistic mutent" to represent a sorta-varied thread for those that stumble apon a score of them?
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Valikdu

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Re: -My Little Fortress: Valikdu's Rampage Edition 1.62- [1.7 under development]
« Reply #243 on: November 06, 2012, 05:30:11 am »

That... sounds great.
And exceedingly complex.
Perhaps for the next update after 1.7.

[upd] Meanwhile, it is time to make.. the debug magicks!
« Last Edit: November 06, 2012, 06:08:39 am by Valikdu »
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Replica

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Re: 1.7 Development diary 11
« Reply #244 on: November 06, 2012, 06:41:58 am »



I'm thinking of ways to rework the Chimeric entity. I'll probably be able to make a more thought-out weird faction.

A suggestion:

A base of several "general" types, like "A freakish pony that was fused with a cow!" or "A freakish pony that was fused with a large cat"!

THAT WOULD BE FUCKING SICK

More of these please!
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Valikdu

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General distress signal
« Reply #245 on: November 07, 2012, 03:27:10 pm »

If someone has experience with creature variations, um... I've hit kind of a block.

The beast-pony creatures kinda don't work right now. At least, most of them don't. And I have no idea why the ones that work, actually do work.

Info here http://www.bay12forums.com/smf/index.php?topic=118801.0

Valikdu

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Re: -My Little Fortress: Valikdu's Rampage Edition 1.62- [1.7 under development]
« Reply #246 on: November 11, 2012, 05:36:37 am »

Well, screw this. I'll just add all the [BODY] tags manually.
To all the 115 beastponies.
...
...
<BUY SOME APPLES>

Valikdu

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DISCOVERY!
« Reply #247 on: November 11, 2012, 08:58:03 am »

Did you know that, if you place two [BODY] tags in the same caste-space, they don't override each other but add together?
...
I didn't.
« Last Edit: November 11, 2012, 09:13:53 am by Valikdu »
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Crazy Cow

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Re: -My Little Fortress: Valikdu's Rampage Edition 1.62- [1.7 under development]
« Reply #248 on: November 11, 2012, 11:20:01 am »

That's pretty funky, actually.

Valikdu

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Re: -My Little Fortress: Valikdu's Rampage Edition 1.62- [1.7 under development]
« Reply #249 on: November 11, 2012, 01:35:36 pm »

Yeah, this can be pretty useful. I'm using it right now to add a main [BODY] tag to the beginning of a creature-space, and some additional parts (like two horns to an evolved reptile caste) to the evolved caste.
It's working. So I can be done with the beast-ponies today, and then create new things.

Plan:
-Food purifier (tainted body parts will be inedible without it)
-Several different tissue sets for the tainted animals (with same physical properties, but different value)
-MW fuels (anthracite, peat)
-New megabeasts
-...

Valikdu

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1.7 Development diary 13
« Reply #250 on: November 21, 2012, 03:40:08 am »

Back to work.
I'm going to put in several material/tissue template sets for each material tier, with different naming and value, for more flavor. As follows:
-Normal: animal (value multiplier 1), pony (4)
-Tainted: animal (2), rare animal (4), exotic animal (6), pony (7)
-Morphling: animal (4), tyrapony (5), Dark Voice (8 )
-Superior: mythic beast (12), alicorn (15)

Also, how's this for a megabeast?

[upd] The purifier now works like this: there's a "purified" material template for each tissue set ("purified taint-beast flesh", "purified rare taint-beast flesh" etc). 5 unpure items go into the purifier, 2 pure come out.
This is to lessen overstocking, but simultaneously avoid situations like "I butchered this enemy alicorn and now there's a pile of organs that I can't use because there's less than 5 each".
Also, all the meat is inedible raw.

New tissue sets will be distributed according to the vanilla value multipliers (animals that had x2 or x3 will be rare, x4 or x5 exotic).
« Last Edit: November 21, 2012, 12:02:15 pm by Valikdu »
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Valikdu

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Re: -My Little Fortress: Valikdu's Rampage Edition 1.62- [1.7 under development]
« Reply #251 on: December 06, 2012, 12:27:30 am »

Back to work, AGAIN... Really, world, stop distracting me with the shiny.

Sweeping the creature files again now, to make it possible for different castes of the same creature to have different materials for the same tissue layers. This wasn't a problem before, as the tyra/zerg/hybrid layer plans had pre-determined tissues and the tissues had non-standard names (ex. the in-creature name for the tissue was ZERG_CHITIN instead of CHITIN).

I have to do the same here, but for everything. Now there's several tissue layer plans (normal, endoskeleton with scales, exo + endo, partial exo + endo, exo) for each of the 11 tissue tiers.

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Re: -My Little Fortress: Valikdu's Rampage Edition 1.62- [1.7 under development]
« Reply #252 on: December 06, 2012, 11:04:50 am »

You're making me feel like an adulter, Valikdu. Here you are and I'm off with some other mod...

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Re: 1.7 Development diary 13
« Reply #253 on: December 06, 2012, 06:46:21 pm »


Also, how's this for a megabeast?

Huh, funky critter. But what would it be? A dragon, mutated by taint to make them closer to there supposed avian cousins? Land-bound Roc's created in a horrible experiment in a attempt to make living weapons platforms? A genuine ur-eaglebear or something? A mutated cockatraice that transforms all it looks at into stone,which it then smashes and consumes in chunks?

.....Or it could just be a big bird monster. Yeah, it's probably that.
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Valikdu

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Re: -My Little Fortress: Valikdu's Rampage Edition 1.62- [1.7 under development]
« Reply #254 on: December 15, 2012, 11:59:29 am »

Work is going forward. Slowly. Rather like a TOG-II.

I've just finished applying the updated (again, that is) tissue/material model to all the vanilla creatures. Now I have to deal with the beastpony variations, though I have an idea for that.

[UPD] Just finished with the other modded-in creatures and fixed the errors.
Now have to deal with the beastponies. Again.
« Last Edit: December 16, 2012, 05:57:48 am by Valikdu »
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