Ok, codersprites submitted to goof to pass to MMI, and some nice fellow donated a booze UI, now all we need is the ruin and we're done.
All milestones complete!! Codersprites and all.
Re: cave dwarves (lavaland ghost-role)
Posted: Sun May 21, 2017 3:35 pm
by bman
made this set of greyscale chainmail in 32 seconds also nice sprites fwoosh
Re: cave dwarves (lavaland ghost-role)
Posted: Sun May 21, 2017 4:11 pm
by bman
actually dont use that chain mail here's a better one after haev SCREECHED AUTISTICALLY in irc
<Haevacht> fucking useless bman, you and goof go together brilliantly and i look forward to yor future together crashing and burning
how can one man be so upset over 32x32 pixels??????????
Re: cave dwarves (lavaland ghost-role)
Posted: Sun May 21, 2017 4:39 pm
by MMMiracles
I don't really want to add anymore to the PR as all the base-stuff needed for them to be self-reliant is in. More stuff can be piled on after its actually in the game.
Re: cave dwarves (lavaland ghost-role)
Posted: Sun May 21, 2017 5:46 pm
by iamgoofball
yeah
hey can you send me the forge sprite bman
Re: cave dwarves (lavaland ghost-role)
Posted: Mon May 22, 2017 4:32 am
by Haevacht
good job completely ignoring the context and posting bullshit
keep it up bman
Re: cave dwarves (lavaland ghost-role)
Posted: Mon May 22, 2017 6:57 am
by Grazyn
I don't like the ASCII sprites because I play DF with a tileset
Re: cave dwarves (lavaland ghost-role)
Posted: Mon May 22, 2017 7:41 am
by FantasticFwoosh
Haevacht wrote:good job completely ignoring the context and posting bullshit
keep it up bman
^ Acts suprised when we point out you had a completely irrational hissyfit in IRC about three feet tall space-dwarves having WIP sprites
Sticking it to the elves.
By the way uranium & silver swords are less than impressive just for reference, what's their effect again?
Re: cave dwarves (lavaland ghost-role)
Posted: Mon May 22, 2017 1:09 pm
by MMMiracles
I'm working on a wiki page for dwarves that'll cover the uses of reagents and what they're best used for. As for now, you can check the reagent for its stats when it comes to blacksmithing.
Re: cave dwarves (lavaland ghost-role)
Posted: Mon May 22, 2017 7:39 pm
by Armhulen
Let's add a monster-aligned ghost role where wolf that you need a silver sword to kill
Re: cave dwarves (lavaland ghost-role)
Posted: Mon May 22, 2017 7:40 pm
by Remie Richards
Where wolf? There wolf!
Re: cave dwarves (lavaland ghost-role)
Posted: Mon May 22, 2017 8:12 pm
by Iatots
Sword hilts are part of the blade you goof.
Also the ground in DF is never semicolons, but a combination of periods, commas and single quotes.
Re: cave dwarves (lavaland ghost-role)
Posted: Mon May 22, 2017 10:24 pm
by iamgoofball
Iatots wrote:Sword hilts are part of the blade you goof.
Also the ground in DF is never semicolons, but a combination of periods, commas and single quotes.
you can disable that
Re: cave dwarves (lavaland ghost-role)
Posted: Tue May 23, 2017 1:28 am
by MMMiracles
Working on a wiki page for dwarves which can be seen here. Still trying to make some ores relevant in terms of smithing (added a mace, gave uranium a blunt modifier so it works better with weapons like said mace. gold and silver are better at penetrating armor but do sub-par damage in return, ect).
Also someone make me a mace item because I don't want to do it myself please.
Re: cave dwarves (lavaland ghost-role)
Posted: Tue May 23, 2017 9:00 am
by Remie Richards
"Mining Speed" is misleading, it should be "Mining Time (in 1/10s)"
Re: cave dwarves (lavaland ghost-role)
Posted: Tue May 23, 2017 4:15 pm
by Atlanta-Ned
I see that mmiracles is working on a dwarf page for the wiki. Please go ahead and publish it, it's entirely appropriate(and encouraged) for that page to be live and also a WIP. We need that information readily available, even if it's incomplete.
Thanks.
Re: cave dwarves (lavaland ghost-role)
Posted: Wed May 24, 2017 9:23 am
by FantasticFwoosh
Weapon sprites are up, and a few more on the side, please don't use ugly sledgehammer sprites. Obviously ill tweak the files a little more, ready for exporting, the handle object i also have ready.
Ill PM a you them over. But i don't have the worn sprites ready at the moment because its challenging to know how dwarves are going to handle their weaponry, should i use a human model?
Re: cave dwarves (lavaland ghost-role)
Posted: Wed May 24, 2017 11:25 am
by Remie Richards
yes, use a human model, if you cant get the dwarf one from the PR.
Re: cave dwarves (lavaland ghost-role)
Posted: Wed May 24, 2017 5:57 pm
by FantasticFwoosh
Ok good thanks, done and dusted. New clay sprite too. Now if the conflicts would stop setting on fire the github & the stars align we might be able to get a masterful execution of this PR
Re: cave dwarves (lavaland ghost-role)
Posted: Wed May 24, 2017 6:01 pm
by calzilla1
Make iron use the BLUNT flag
Re: cave dwarves (lavaland ghost-role)
Posted: Wed May 24, 2017 6:06 pm
by FantasticFwoosh
calzilla1 wrote:Make iron use the BLUNT flag
I dont see why you couldn't just make BLUNT | SHARP flag instead and then set it as a flag on the weapon/ore so that iron can be blunt OR sharp depending on the type of weapon its applied to or am i speaking code-garbage. Why iron swords are not sharp is kind of silly.
Re: cave dwarves (lavaland ghost-role)
Posted: Wed May 24, 2017 7:27 pm
by MMMiracles
Because giving the most common ore in lavaland a sharpness flag means mass-producing ez-dismemberment tools, which is something that should be kept for rarer ores like diamond+.
Re: cave dwarves (lavaland ghost-role)
Posted: Wed May 24, 2017 8:39 pm
by FantasticFwoosh
You could just remove the sharpness additive or go negative in order to make it about as a effective as a kitchen knife while still being physically sharp.
Re: cave dwarves (lavaland ghost-role)
Posted: Wed May 24, 2017 9:30 pm
by MMMiracles
There isn't a level of sharpness, its either sharp or isn't. A knife isn't as effective as a fireaxe when it comes to chopping limbs because the chance for dismemberment is based around the amount of force a weapon has and its weight class. To be exact:
Allow me to rephrase myself, instead of outright upping its damage could you just lower the base force of the sword object and use a sharpness bonus in its place, in which case iron has a minimal amount of sharpness. You've already put in a system for blunt weapons and currently upgrading the materials only maximised the raw attack force of the weapon
Attack force co-efficient sharpness to damage output (with reduced base attack of the swords), hence sharpening the weapon further with whetstones would only make the weapon more powerful as per a example of how the system works.
Boring spritedump
Spoiler:
Warhammer, Mace, Shield & large blunt handle item icons
You can already make homemade soap if you mix gibs, ash, water, and heat up
Re: cave dwarves (lavaland ghost-role)
Posted: Mon May 29, 2017 12:10 pm
by FantasticFwoosh
Grazyn wrote:You can already make homemade soap if you mix gibs, ash, water, and heat up
Collect ash, collect gibs & then put onto a active bonfire with a grille. = Soap.
Collect ash, collect oil (maybe from bashing borgs or floor muck) and also some salt (salt shaker/maybe from a ruin) over a bonfire will make plastic.
Re: cave dwarves (lavaland ghost-role)
Posted: Mon May 29, 2017 12:31 pm
by Steelpoint
I think the dwarves need some kind of long term goal to strive for.
There's no incentive to build up a fort at all, every round it's just the dwarves digging out in all directions strip mining the area for more metal, which then has no purpose since you only need a few bits of diamond to make top tier equipment.
I think one idea is a invasion mechanic, where after a certain amount of time (and dwarves) that a hoard of lavaland monsters will spawn and attempt to destroy the portal, or at least all the dwarves. This would give a incentive for the dwarves to focus on creating a actual fort instead of just mining for the sake of it.
I think putting it on the main job page would just add a lot of clutter.
Re: cave dwarves (lavaland ghost-role)
Posted: Mon May 29, 2017 4:51 pm
by D&B
The rate at which people can spawn (and respawn) should be tweaked to be higher. Right now half the server ends up as dwarves which depopulates the station in general.
On another point, I feel like this would do pretty good in Planetstation if it ever comes to fruition.
Re: cave dwarves (lavaland ghost-role)
Posted: Mon May 29, 2017 5:57 pm
by Grazyn
Had a round where dwarves killed 3 megafauna (hierophant, drake and Legion) which attacked the fortress AT THE SAME TIME by sheer force of numbers. Just a zerg rush of angry midgets with nothing to lose armed with diamond swords. They also killed bubblegum towards the end of the round, then someone triggered the chainsaw spell and dwarves all slaughtered each other re-enacting a tantrum spiral.
Does not allow witches to fly, ideally made out of a wooden broom head, a rod and some dried grass/wheat.
broom.dmi (321 Bytes) Viewed 11489 times
What adamantium actually looks like, not red jelly or a skull for people who have yet forgotten (not my sprite, just conserving it from a earlier commit)
admantine.dmi (420 Bytes) Viewed 11488 times
For all your molten needs
smelter bucket.dmi (339 Bytes) Viewed 11489 times
One final thing, what do you generally think of this crundle? I opted it as a cat & chicken replacement (lays eggs, drops scales & meat) etc but goof said nay
Gutlunches are said to be the 'official' replacement.
Re: cave dwarves (lavaland ghost-role)
Posted: Mon May 29, 2017 10:52 pm
by oranges
Engaging gameplay according to goof
Re: cave dwarves (lavaland ghost-role)
Posted: Mon May 29, 2017 10:53 pm
by MMMiracles
apparently engaging enough for people to want to play it
Re: cave dwarves (lavaland ghost-role)
Posted: Mon May 29, 2017 10:54 pm
by FantasticFwoosh
Ruin got remapped quickly, that was a old build. Its EVER evolving.
Oh and if the rock wall offends your eyes, here's a smooth wall, though i dont have anything sprited at the moment as a tool to smoothen it with.
D&B wrote:Have you guys toggled spawn limiters yet?
Is the portal destroyable?
To my knowledge no (multiple people can still spawn in wildly) and yes (though griefing the portal is disabled on dwarves)
Re: cave dwarves (lavaland ghost-role)
Posted: Tue May 30, 2017 2:26 am
by bman
dwarf hair is too far down tested with ponytail 1
i think
maybe high pony
Re: cave dwarves (lavaland ghost-role)
Posted: Tue May 30, 2017 5:01 am
by onleavedontatme
Re: cave dwarves (lavaland ghost-role)
Posted: Tue May 30, 2017 5:06 am
by Dr_bee
Kor wrote:Image
That is hilarious!
humans trying dwarf science, how silly, dont they know it only works on "touch" reactions? so I guess you could make a styptic powder mace and beat people into healthiness with it.
Re: cave dwarves (lavaland ghost-role)
Posted: Tue May 30, 2017 5:47 am
by RandomMarine
I already forged a shovel head out of synthflesh as a MD.
It heals 34.5 brute and 37.5 burn each hit, unlimited.
I survived rampaging silicons, a station-wide plasmafire, and a blob by just chilling out in space and whacking myself with it.
Re: cave dwarves (lavaland ghost-role)
Posted: Tue May 30, 2017 6:01 am
by Anonmare
Don't question craftsdwarveship
Re: cave dwarves (lavaland ghost-role)
Posted: Tue May 30, 2017 6:13 am
by ShadowDimentio
INTENTIONAL MECHANICS
DO NOT NERF
Re: cave dwarves (lavaland ghost-role)
Posted: Tue May 30, 2017 6:58 am
by Grazyn
oranges wrote:
Engaging gameplay according to goof
Insert "A maintainer just showed disinterest/opposal to your pr" copypasta
But seriously there are some things that need tweaking, like respawn being unlimited with no cooldown, cats not breeding and dropping finished leather when butchered, dwarves not having their language set as default, fortress building being pretty much impossible since you have to forge sheets one at a time, and maybe something else
Re: cave dwarves (lavaland ghost-role)
Posted: Tue May 30, 2017 7:41 am
by RandomMarine
Hey, I thought that whole clusterfuck was fun.
That's me in the middle, by the way. The one-legged dwarf sleeping on the bed in a pile of his own vomit.
Re: cave dwarves (lavaland ghost-role)
Posted: Tue May 30, 2017 7:59 am
by iamgoofball
Grazyn wrote:
oranges wrote:
Engaging gameplay according to goof
Insert "A maintainer just showed disinterest/opposal to your pr" copypasta
But seriously there are some things that need tweaking, like respawn being unlimited with no cooldown, cats not breeding and dropping finished leather when butchered, dwarves not having their language set as default, fortress building being pretty much impossible since you have to forge sheets one at a time, and maybe something else
Everything but the language was fixed
Re: cave dwarves (lavaland ghost-role)
Posted: Tue May 30, 2017 8:55 am
by Lumbermancer
Why is it a game within a game?
Re: cave dwarves (lavaland ghost-role)
Posted: Tue May 30, 2017 10:34 am
by Luke Cox
Lumbermancer wrote:Why is it a game within a game?