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Topics - Merry76

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1
General / A quick Moderator update
« on: May 11, 2016, 10:15:19 AM »
Hey guys - I am still alive

I am really glad there wasnt much to moderate in the last 2 weeks, because my daughter was born on the 3rd, and I have been a bit pre-occupied ever since. Turns out babies arent just cute, they are also quite exhausting.

Please continue to be nice to eachother, I still try to get on the forums as much as I can, but cannot guarantee any frequency right now. It will be better in a few weeks I am told, but right now I rather want to sleep than handle disputes online :)

2
Addons / Textures / ModCooker!
« on: August 16, 2015, 11:56:50 AM »
Alright folks, the ModCooker works, sort of. You can get yourself the .EXE from here:

ModCooker.exe
ModCookerSettings.xml

Now, what actually _is_ ModCooker? To put it simple: its a very easy-to-use Tool that Merges the Gnomoria Mods in the order you want them to, creating the mod you want.

Too confusing? Let me make an example: You want to play the GlassWorks Mod, but want to dabble with the weapon values. Until now, you would have to take the GlassWorks Mod, and dabble with the items.xml, then play it. If there is a new version of Glassworks, you would have to do your re-dabbling again, most likely resulting in typing errors and whatnot. Also typing work you dont exactly enjoy, because staring at XML for a hour can feel like work (and it really is).

Now how does ModCooker handle this?
First, you drop the EXE into your Gnomoria Folder. Let your Virus scanner scan it - it should be found guiltless of being a virus, because I am not a good enough programmer to create a virus  8)
Now Create a folder for your items.xml (and whatever you want to change too) dabblings lets call it "MyChanges" - you can keep the original folder, or just place it in the "MyChanges" Folder - ModCooker will find it.
Play with the values. Now the important bit: to keep maximum effect from ModCooker, delete the XML of all objects you dont want to change! Indeed, if you want to just mod swords, create a XML with just the sword values. Dont forget to save.
Fire up ModCooker. That one was easy.
Give your new Mod a name: GlassWorksWithMyChanges for example. You can be more creative, we dont mind. Now add the Mods in the order you want them applied:

Mod Files (Vanilla Gnomoria)
Glassworks (The excellent Mod by gcook725)
MyChanges (The thing you dabbled with, making swords super).

Now press "Cook Mod". ModCooker will now get Vanilla Gnomoria, and add everything new from GlassWorks to it, overwriting everything from Vanilla what both GlassWorks and Vanilla share. It will then take your Mychanges, and do the same. Finally, it will create a Receipe named "ModCookerReceipe.xml" - In this Receipe it knows what you entered by hand. Should you want to re-cook the mod (lets say tone down those swords again, or apply the newest patch from GlassWorks), just load up GlassWorksWithMyChanges with "LoadModReceipe" - you can re-Cook it with 2 clicks. Sexy, eh?

Now, this is the first release, and I kind of wanted it to do more and be more useful. But then again, I kind of need input: does it work for you, etc. Also Ideas on how to do it better would be appreciated. Please dont de-compile it and tell me its written with bad style, I already know that (I am a database administrator by trade, I code for fun). It works, and you didnt do it so a bit of bad style is Ok - I think. Also, I re-learned coding in the last few days, and re-wrote the whole thing about three times in all.

What doesnt work yet:

Other merge instructions. Currently ModCooker uses always "overwrite". I thought of a few more (merge, delete), but to add them I probably need to increase the complexity of the User Interface - and I kind of shun that right now.


Edit: 2 new features went in, so I updated the mainpost accordingly.

4
Addons / Textures / By FIRE be Purged!
« on: May 18, 2015, 03:05:20 PM »
We had fire damage in the game for a while now (it was hopelessly overpowered for a while, when a torch could one-shot a mant shortly after they where introduced), and modding is sort-of usable right now...

So I got thinking on how to implement fire as a proper weapon (elite soldiers holding torches to hit stuff with sounds silly in my book). Just letting the blacksmith forge "fire swords" that afterwards deal out fire damage seems to be a bit cheap to me. Using fire as a weapon also should come at a somewhat high cost, as fire pretty much mops the floor with armour (and aparently still with mants, who are made of burning stuff).

But we have to use what is in the game, so no gnomes drilling for oil to convert it to petrol. The burning stuff we have is wood and coal (which is processed wood, or mined). We cant yet butchering mants for their chitin, which would probably also burn, and give them a reason to exist. My idea was now to get tar or naphta from boiling wood, ideally in a special workshop (some graphics may be needed (destillery?), or we can nab the alchemists workbench - should it be implemented), or in the smelter. Tar isnt very exciting, it is very sticky and has a high flamming point. Naphta would be the best material, as it was used in primitive throwing weapons in historic times. Naphta might also have been a component of greek fire ;) Because it is harder to get, it should take about 5 wood to smelt one unit of Naphta (this is a guess.. might need more or less).

Now to the usages: it could be used with a fire crossbow (special crossbow that is equipped to fire Naphta containing bolts (crafted from wood/metal (or wood/metal and glass)), over a not-as far distance as a normal crossbow, dealing fire damage. Those bolts probably are not as aerodynamic as proper steel bolts. Uses crossbow skill.
Naphta thrower is the gun version of the naphta dispenser. Uses the gun skill; fires raw, burning naphta about as far as a pistol fires, but uses both hands.

I would love to make a throwing weapon, but I am not entirely sure on how to deal with throwing weapons tbh (and because they have no skill assigned, its going to be hard). Could add it to "brawling", make a "throwing glove" and give it ammo like the shooty weapons do... have to experiment if this would work.

Of course, damage values would have to be adjusted becaus I dont want fire to be the ultimate weapon. It should be cool, expensive and fun to use. If its borderline awesome but impractical, its probably the best balancing.

Naphta could also be used to power ultraheavy steam armour, but I am not yet sure on how equipment can be powered at all. This might be too weird to simply mod it into the game.

What do you guys think? Do you want to kill your enemies with fire? Silly question, of course you want to... But would you want an implementation like this?

5
Off Topic / Winter is coming!
« on: January 26, 2015, 11:26:57 AM »
To all you Gnoministrators in the northern US (and Canada... But Canadians are probably more used to snow): brace for impact and stay save.

Just heard it on the radio, freak weather all over again. Hope you guys will make it through without any problems  :(

Tbh, they should stop calling it "global warming" and start calling it "erratic weather due to an average yearly increase in temperature". Not as short and catchy, but more to the point - and I cant stand any more "but its not warming up, its cold right now" argument  :-\

6
General / AFG for a week
« on: January 17, 2015, 01:22:41 AM »
Just wanted to drop in that I will be Away from Gnomoria for a week. Skiing in the mountains and all that.

Dont go start any flamewars while I am away. I never had one since I became mod, so I dont really expect some anyway. You guys are pretty polite to eachother, keep it up!

7
General / Happy Holidays!
« on: December 24, 2014, 01:06:02 AM »
Happy holidays to you all!

Whatever you celebrate, do it consciously and with the people you love and cherish. If you dont celebrate - try to still have a good time with the rest of us. Enjoy the deep of winter (or the height of summer, if you are on the other side of our little ball of molten iron) and have a strawberry wine if you can get your hands on one (the good stuff is gone so quickly). Dont get so drunk you want to punch an ogre in the face though. That usually doesnt end well...

8
Off Topic / MOVED: One more game inspired by Dwarf Fortress
« on: November 18, 2014, 10:17:43 PM »

9
General / New Moderator! Spoiler: its Me!
« on: October 30, 2014, 01:15:32 PM »
I was asked by RoboB0b to take over some Forum Moderator duty to take a bit of workload off of Cat.

I accepted.

No need for alarm though. Moderator duties (and rights) have nothing to do with my posts as the usual Merry76. They dont add any more weight to anything I post, except when I am forced to use them. Which hopefully will be rare occasions, because I am not a friend of silencing voices. Unless you are a goblin. No qualms in silencing those green bastards :)

I found Gnomoria in late 2012, and somehow it really took me in. My steam profile shows over 500 hours played (I never leave it running on its own...), and I had the game before it went to steam, so I dont really know how much playtime I really had. I am sure quite a few of you guys can relate to this  ;)

Thats it for now. Be nice to eachother, share your ideas and report threads that need moving or closing.

10
Videos / I am a Dwarf, and I am digging a hole...
« on: July 22, 2014, 12:20:24 PM »
Actually I am a gnome, but the digging is pretty much the same. Also, dwarves really get the good songs, dont they?

Diggy Diggy Hole

11
This save always crashes at 16:17

Can be prevented if you cancel the deconstruction of the one scaffolding that is lined up.

https://www.dropbox.com/s/1egd01qgh8ccs7w/ApocalypticRock_DeconstructScaffolding_CrashesAt1617.sav

12
General / On useless skills
« on: March 10, 2014, 11:37:04 AM »
I know the game isnt nearly finished, but there are some things that rub me the wrong way. One of them is useless skills - or to be precise, skills that become useless during gameplay.

One of them is (of course) mining. Mining can be done by anyone, and having a miner with a good skill is very nice in early and midgame. But then you are done digging, and mining is barely touched afterwards. Because there are no "infinite mines" or cave-ins that would require re-mining of old mining spots, a mining skill of 100+ simply isnt needed if all you are doing is a little "rebuilding" post your big mining operations. Of course, infinite mines are probably a bad idea, cave ins on the other side would be interesting (coupled with a different spawn mechanism probably the source of quite some Fun).

The next one is, surprisingly enough, Weaponcrafting. If you have crafted the number of steel weapons you want (in the shape you want) you can ditch this skill. The quality of the weapons produced is moot, as they become legendary on their own (meaning they practically sharpen themselves during combat) and they never tarnish or break. This is of course a stark contrast to armourcraft/leathercraft, who indeed get broken equipment, and are needed for re-assembling. They can even improve their items that way, though its the only way they can. Would they get tarnished (read: take damage, but not (yet) break) or break into parts the weaponsmith would need to reforge them. Given that players like to baptize their weapons in the blood of countless goblins, this could be kept in the game by baptizing the components of a weapon up to legendary status -> which in turn could the crafting of a weapon to higher quality. Think of Andruil, the sword of Aragorn from Lord of the Rings. It came in (legendary) shards to him, and even a quite bad smith would have turned at least a fine sword out of it. But they gave it to a legendary elven craftsman... and you know how it went.

The worst offender now is Tinkering. You give a gnome the engineer job, and he starts to tinker until he has researched all there is to research. This takes him about 1-2 years, depending on starting skill, sleeping quarters and what else the engineer has to do in your kingdom. Then you got everything, and tinkering is a useless skill, never to be used again. Now if there where more to research? Not helping, because that would just take a bit longer and you stand at the same point. Making single discoveries harder to attain? Even worse! Half the fun in Gnomoria comes from building intricate death machines that are fun to build, but dont replace a good army (unless you break the pathing and/or build impenetrable automatical defenses. At which point the enemies will never stand a chance at all. Play like that if you want, it isnt my cup of strawberry wine). Moving that back to year 4 or 6 will just lower the fun many people have building said mechanics. So what could we do? Make tinkering useful, of course. Give the gnomes the ability to "re desing" and tweak traps, walls and other mechanical gadgets. I am not asking for a "break and repair" thing (though it would be a possibility) because that would probably go into the mechanics skill. But maintaining/improving blunderbusses (like the swords in the last paragraph) and mechanical traps would certainly be a interesting option. Way better than the "melt it down again, build from scratch" that we have to do now.

I probably should have posted this in suggestions, but I kind of wanted a discussion about it first, and then maybe split it up if it grows too big. Cat, move it if you find "General" a bad choice  ;)

Anyway, what skills do you guys find useless (in the long run). Armour doesnt count, as it doesnt do anything at all at the moment anyway *G*

13
Suggestions / Meaningful quality from raw materials to finished products
« on: January 29, 2014, 01:40:40 PM »
Prelude: I have set to craft 1 bread, 1 sausage and X sandwich (in batches of 32, for each "food pile" stockpile i place).

This happens an awful lot:

Billwinkle has crafted a legendary bread!
Billwinkle takes the legendary bread , some sausage and crafts.... *drum roll* a mediocre sandwich...

Nice job breaking it Billwinkle. Your master must be proud  :P

This brings me to the following suggestion: Skill shouldnt be the only thing that gets factored in when creating a product, the materials used should factor in as well.

Lets say quality is a value from 1 (really bad - might be worse than the current poor, which isnt that poor to begin with) to 100 (legendary). The resulting quality could be calculated like this:

Average(Component1,  Component2, Component3...) * ModificatorFromSkill * RandomNumber(0.75, 1.25)  - round the whole thing down to the next quality level you reached

(I cant be arsed to try to write this in C#/XNA - i could do it though. Its not that hard - I just think RoboB0b would do it better/cleaner so I am not even trying)

The ModificatorFromSkill should of course be something between 0.5 and 1.5 - something like 1 + (Gnomeskill-50)/100 (Softcapping of skill required, or diminishing returns if you want)

Say you start with average wheat grains and craft a bread. A bad cook will lower the quality to poor, while a good one might rise it to good or fine. You then take an average sausage to that fine bread, the result will be a bit above average, and the cook gets another try to improve or lower the resulting quality of the finished sandwich. So my example might bring Billwinkles blunder to a still rather awesome sandwich (afterall, the bread is LEGENDARY, and sandwich is basically bread with some sausage in between....), and make the entire production process more meaningful.

But Merry76 - all the farming produce, stone, metals, wood and whatnot do only have average quality! Yeah, currently they do. And half our skills do nothing but improve our gnomes speed in completing the task. A newbie gatherer takes half a gnome hour to plant a field or chop down a tree, and a seasoned veteran seemingly just LOOKS at the task and it is done. That shouldnt really happen. A master should do his task better - resulting in better quality products - not (only) faster. So let the speed go from 0.5 normal (absolutely inept crafter) to 2x (master of the craft) should be enough. A novice should create poor strawberries slower and a master should create better quality ones a bit faster. This takes care of the rampant mudflation of older kingdoms (one crafter of a kind is enough to overproduce any amount of product) and give us the base products in variable quality we need.

Might need to disable quality choice for bandages again when bandages have different qualities, because bandages with qualities led to some Fun in the past. If you are bleeding to death any bandage will do, you do not need the legendary one thats half the map away.

14
General / This made me happy
« on: January 27, 2014, 03:57:53 PM »
I just started a new kingdom, as I usually do every few weeks - great ideas in mind that will probably not come to fruition... but oh well.

And then Summer 1, Day 1 came. And this gnome showed up:



Fortunatly, he seems to be a rather ok-ish blacksmith, so I dont have to send him into battle (much). Since my idea this time around is to arm civilians with blunderbusses, he might see some glorious fights later on. But still, I want to cherish the little bugger. First gnome that the game names after me. So happy  :D

15
Suggestions / Food preference (coupled with happiness)
« on: January 06, 2014, 03:35:09 AM »
Currently, gnomes eat up all they can get, and have no preference whatsoever in what they actually want to eat. I thought a bit about how a food preferrence could be implemented without having the gnome that likes alpaca sandwiches beelining for alpaca sandwiches all the time - that, in my opinon would be the status quo with different means, and not add terribly much. It would force us to keep a diverse inventory of food though.

Now, what I would suggest requires storing a bit more data in each and every gnome: A gnome should remember what he ate/drank, and how recent that was.
Now everytime a gnome needs to eat, he gets what types of food are available, and selects the food he prefers from this list based on what he did not eat for a long time.
Lets say he goes for a alpaca sandwich, which adds 50 to his food "need", but 100 to his "apaca sandwich" "ate recently" list. If the next time he is hungry again he has only alpaca sandwiches to select from, he might not be as satisfied with it - the ate recently just decayed to 50 (along with his need for food) which now sets his new value to 150 meaning the food variety is rather bad. His "ate recently" list climbs and climbes, until he starts to complain that there is only one type of food to eat, and he finds this rather unsettling.

Some tweaking might apply. Lets say below 100 before consumption makes a gnome happier, and above 300 makes a gnome unhappy (500+ makes him right down angry). If you just add 100 to each meal, a gnome will be happy with just 2 kinds of food to select from. if you bump it up to 150, it would be three, etc.

Now you might think: wow, so much work to just force the player to keep more than one food? Such a waste of RoboB0bTime(TM). True, to a certain extent.
You could now work this system into the gnome moods in a way that the current system never could. Say a gnome dislikes strawberries (that happens). He would get double the value to his "ate recently" value if he had to eat something with strawberries in it. If he hates them (or is allergic to it) he would have a permanent 300 lower cap for strawberries. Meaning he could eat it (better than starving?), but it would make him unhappy. In case of an allergy, make even more fun results possible.
Now if a gnome likes something (lets say strawberries again) he would only get a part of his "ate recently" value from it. He might munch away happily at raw strawberries, upsetting the brewer (and/or player) because those strawberries would be for the brewery....

One last thing of course: what should be the level of stuff that gets tracked? I am not really sure about that. I would go for the base ingredients of food: emu eggs, yak milk, mushrooms, all 5 kinds of meat, all 4 kinds of fruit, and wheat grain. Problem is, if you have someone who hates wheat grain, it becomes awfully hard to sustain him, especially in the beginning. You could practically start on a bad roll, and with the fixed starting loadout have cranky gnomes by day 3.

Sooo, is it a bad idea? I dont think so (I wouldnt have suggested it), but maybe it needs to wait until we can select our loadout. Take a bit of mushroom seeds, and 3 different kinds of food with us or something. It could be a stepping stone to give the gnomes personality, especially if it doesnt disable a gnome outright (being cranky about food should NOT send a gnome into a homicidal murder spree, thank you very much. At least not alone. There should be a few extra factors that cause this).

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