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Messages - Toketsu

#16
Releases / Re: [B18] A RimWorld of Magic
January 24, 2018, 06:50:41 PM
Quote from: Harry_Dicks on January 24, 2018, 06:25:56 PM
Quote from: Torann on January 23, 2018, 11:26:04 PM
Quote from: HerrColonel on January 23, 2018, 06:04:02 PM
This update cleared all the error I had, so thanks for that.

I still didn't managed to make the mass teleport work. Now it says "portal has collapsed" and explode instantly (without throwing any error). Does someone manage to use it? I tried with and without the \Mods\TMagic\Assemblies\JecTools.dll and always with the JecTools 1.0.8.6 loaded before

I'm doing the new portal research ATM, I was hoping to use that instead. But as far as I understand I need to build the portals on both end right?
Think of teleport as a pod launcher, because it basically is, just one with modified carrying capacity and range.  It has to be used outside on flat ground for the target square and every square around it (no rocks, no trees, no people).  If the area you attempt to cast the spell on wouldn't allow a building to be put there, then it won't let the teleport to be summoned there either, and it instantly collapses instead of generating a bunch of errors.

Portals are quite different.  These are buildings that you research, construct, then activate and set a destination.  Destinations can be pretty much anywhere (inside, outside, etc), it still has to be valid ground, you can't set the destination to the middle of a mountain.  They do not pair.  You can also portal to your own map.  This could be useful to move across the map quickly to get some pawns behind a raiding party to flank them (as an example).  The most useful scenario is probably to move items and pawns across the world instantly between colonies, but if you don't have a return portal, it'll be a one way trip.
Also remember that you need a fully trained Arcane mage that has learned Gateway to activate a portal.

Pawn --> Arcane Mage --> Learns Gateway -\
                                                                  |--> Activate Portal (choose destination) --> Charge portal --> use portal
Research Portals ---------> Build Portal-------/

Canute, according to Torann's post I don't need an arcane mage to have a portal. I can just research it and then build it? Is there something I am not getting? Arcane mage = gateway = activate portal/change portal/use portal. OR you can research portals = build portal with all the same activate/change/use.

Is this incorrect?

I haven't played for a while, but from what i read from posts, you need an arcane mage that knows the Gateway spell. I'm unsure if you need him whenever you want to use, or just to 'activate' the portal, but it is a fact that you need an arcane mage with that spell.
#17
Releases / Re: [B18] A RimWorld of Magic
January 22, 2018, 11:08:15 PM
Quote from: Canute on January 22, 2018, 03:23:21 AM
*reach Toketsu a Potion of high inspiration and bandage his fingers*
o-o
#18
Releases / Re: [B18] A RimWorld of Magic
January 21, 2018, 11:42:14 PM
Quote from: Torann on January 21, 2018, 06:27:48 PM
Updated to v1.7.6


  • The Arcane mage master spell "Gateway" has been added. Through intensive research and study, mages have been able to fold reality between two places, allowing instant travel. This knowledge has manifested in two ways - the Arcane mage can now learn the Gateway master spell and perform a mass summon from any colonist occupied map to the caster position.

[li] Colonies are now able to research a method to apply the Arcane Gateway spell and construct Portals. These artifacts may then be activated by (and only by) Arcane mages that have learned the Gateway spell. As long as a portal is charged with energy, it is capable of instantly transporting items and pawns to a distant location.
[/li][/list]

o-o Been waiting for portals! Also, sorry but i'm 100% dry from ideas, might take a while to recover.
#19
Releases / Re: [B18] A RimWorld of Magic
January 21, 2018, 12:54:16 PM
Quote from: Zxypher on January 21, 2018, 12:17:16 PM
Also pawns tend to run back/away before casting magic making it really difficult to use spells while staying in defensive positions (Could this perhaps be Grenade Fix?)

Any ideas? Thanks for your hard work.

Having pawns drafted seems to stop this behaviour, at least for me.
#20
Releases / Re: [B18] A RimWorld of Magic
January 20, 2018, 09:44:05 AM
Quote from: Canute on January 20, 2018, 05:21:37 AM
I got these errors too, but once i moved TMagic at the end of the modlist they didn't appear anymore.
But didn't helped at your case you said.
When did you update jecstools the last time ?
I use steam workshop, so i don't need manual updating, as far as i know.
#21
Releases / Re: [B18] A RimWorld of Magic
January 20, 2018, 04:53:18 AM
The TMagic errors i get when i load the game:



If you need the detailed info from them, just say.
#22
Releases / Re: [B18] A RimWorld of Magic
January 19, 2018, 02:50:58 PM
Quote from: Torann on January 19, 2018, 01:16:27 PM
Reintroduction of the Arcane Tower: An arch-mage makes themself known to the colony by declaring a specific mage to be in violation of using unsanctioned magic.  The colony will have the option of sending the mage to the tower for 'training' or to defy the declaration and keep the mage.  If the player decides to follow the rules and sends the mage away, the pawn will leave the colony.  The arcane tower will remain on the map and may continue making demands of any new mages the colony has.  If the player chooses to defy the arch-mage, then the tower will periodically send raiding parties and will call down powerful spells on the colony (such as firestorm, lightning storm, and blizzard at random points in the home area).  The tower and residing arch-mage will, of course, be attackable.
This sounds quite interesting o-o

Quote from: Torann on January 19, 2018, 01:16:27 PM
I don't know if any of those fit in with the "Boss" concept, but Ive been thinking about introducing a new pawn type that excels at magic.  I want to call this creature an "Overlord" and will have improved capacities, health, etc... maybe even unique spells.  Definitely fits in with a boss type though.
Considering the name, it could have Mind spells, inducing mental breaks, mind control, map-wide mood debuffs, etc.
#23
Releases / Re: [B18] A RimWorld of Magic
January 19, 2018, 08:02:12 AM
Quote from: Canute on January 19, 2018, 02:40:29 AM
Toketsu,
i think you got the same error i encounter too.
Do you got yellow warning about teleport when you start the game ?
Could you please use Share log button and post the link, i want compare the mods that follow TMagic.

Move TMagic at the end of the modlist that solved the issue for me at last.
No idea, i get like over 500 errors when i load the game (none which actually cause issues as far as i know), and the mod is already at the bottom of the list.
#24
Releases / Re: [B18] A RimWorld of Magic
January 18, 2018, 05:32:03 PM
I've been rather busy recently, so i ended up not adding more to the notepad. Thanks to that, i got out of tune with the ideas, so i'll post them as they were written, meaning that there's only a handful of things. Discussion on the boss mechanics would be great.

Bosses

Bosses are rare monsters that sometimes spawn. Some of them spawn as a result of events, other as a result of something that triggered the spawn, while others must be spawned manually (be it by players or AI). When spawned, the player gains a red letter message, which pauses the game and informs which boss spawned, and the option to lead the camera there. There can only be one boss active at a time, but if more are spawned or the trigger activates while one is alive, as soon as the first boss ends, the next one will spawn. Each boss will have it's own special drops. Bosses only start spawning after the first year. If playing on extreme difficulty mode, bosses can start spawning on day 5. No triggers/spawns will activate before this period, as to not have massive boss waves once they can spawn. All bosses have an 'enrage' mode, which is triggered when something is or is not done (depends on the boss). Enrage mode is a permanent buff that causes the boss to deal 2x damage and take only 25% damage. All bosses can drop a special, very rare boss statue related to the corresponding boss. These statues provide a 1% boost to every stat for all colonists and allies in the map while placed down. You do not get another 1% boost for having the same statue twice (to avoid people farming easy-to-spawn bosses). Stacks up to 30 times (30 different statues), albeit it's very unlikely that anyone will get this amount without cheating.
Note: Drops on these ideas will also include items that i have previously mentioned in other idea posts. If they it doesn't really matter if they aren't added, i'm adding to the idea for the sake of adding. All bosses will also have between 1 and 4 unique drops, which aren't dropped/gained anywhere else.

I will not provide boss names on these idea posts, as names are the hardest part of getting ideas to be complete (for me). I will simply name them stuff like "Boss 1" or something related to their ability, like "Eater boss".

Eater boss
This boss is spawned by leaving too many humanlike corpses around. Every corpse adds a 1% chance of the boss spawning at midnight, everyday. This boss starts out as weak as a human, but each corpse it eats (humanlike or animal) increases it's strength by 30%. Rotting/dessicated animal corpses cannot be eaten, although humanlike ones can. This boss has the ability to pick up and use weapons, as well as it can use necromancer spells.
Enrage mode is activated by not eating any corpse in 30 seconds. This boss spawns near a random corpse that it can eat.
This boss may drop one of the following: Necromancer tome (rare), spell scroll (higher chance of necromancer spells), a low-tier magic weapon, 5 mana potions or the Consume Corpse spell scroll (rare/unique drop).


Spells

High Voltage (thunder/scroll)
Targetted spell usable on buildings and built floors. Casting on a metallic building or floor will cause electricity to spread to tiles connected via metal. Lower damage the farther it is from the spot it was cast on. Targets with bionic body parts take extra damage. Metals that don't conduct electricity well will mostly be unaffected by this spell.

Consume Corpse (necromancer/boss scroll) (Paladins cannot learn this)
This spell can be used on humanlike corpses or animal corpses (neither can be dessicated or rotting) for a 40% and 20% mana gain respectively. The corpse will vanish, and the pawn that cast it will gain any mood buffs/debuffs related to eating raw corpses (depending on their traits). Necromancers will also have a 1% chance of gaining a skill point. Costs 0 mana to cast, long cooldown.
Edit: I didn't know this was already an spell as i haven't played rimworld since before necromancers got added o-o Just saw it in-game.


Classes

Hero (mana and stamina)
The Hero class cannot be learned. Faction leaders will have a 25% chance to have this class. This class starts out weak, with no skills or spells. It can learn any spell and skill that have a scroll - but cannot learn anything that doesn't have a scroll version. Heroes are the primary target of enemies (must be in sight). Heroes are basically a jack of all trades, and master of none.


Items

Magic Handcuffs
Makes it so the pawn cannot cast magic until it's removed. Can only be removed with magic from another pawn. Good for magical prisoners. Can only be equipped by humanoids.


Other

Make it so pawns with Alzheimer have a small chance of forgetting learnt scroll spells, with the chance triggering every x days.

Edit: I can't seem to be able to level up Phase Strike's skills, other than the main one.




Error i get when i try to use Teleport spell:

Exception ticking Projectile_Teleport79552: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.SingleSpawnLoop (AbilityUser.SpawnThings spawnables, IntVec3 position, Verse.Map map) [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.ImpactSomething () [0x00000] in <filename unknown>:0
  at AbilityUser.Projectile_AbilityBase.Tick () [0x00000] in <filename unknown>:0
  at TorannMagic.Projectile_Teleport.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#25
Releases / Re: [B18] A RimWorld of Magic
January 13, 2018, 05:59:17 PM
Good job on the update, will check it out when i have the time.

A suggestion i'd like to mention to see if it's possible to be added, while i still work on my next suggestion batch:

There's this game called Tales of Maj'Eyal, where there are 'sustained' skills and spells. These work in a way that, when you activate them, they work like passive skills, but will drain a certain amount of max mana. An example:

Glide (sustained) (unnatributed/scroll)
While active, this spell grants +20% movement speed. 10% mana to sustain.

This means that when cast, this skill will grant +20% movement speed, and reduce max mana from 100% to 90%. Disabling the skill returns mana to 100%, and incurs a cooldown on the skill.

This goes for stamina too. I personally think it would be a neat addition if possible to be done and not too hard.

As for the next ideas batch, it will primarily focus on an overall idea of bosses, as well as a few examples, including drops, skills and such. Should be up within a week (somewhat busy right now, hence why it's taking a while).
#26
Releases / Re: [B18] A RimWorld of Magic
January 10, 2018, 09:50:54 AM
Quote from: Canute on January 10, 2018, 07:53:31 AM
True, but otherwise you need to write a real clever AI script.
But i think even when the staff just cast one spell, if it is the right spell it can cause much more trouble then any "normal" weapon can do beside doomday launcher.
At example a elemental summoner want, that let lesser elementals appear next to your pawns, even when the one just can cast 4-8 before he run out of mana, he would cause much more trouble then when he use a minigun.
Since the AI is so weak, you need to give it some advances, and you need to prevent that the player can use these advances.
Why do you think the Storyteller allways send you and overwhelming raid force.
What i meant by the one spell being too little thing, was that we, as players, know how to counter the spells and we can counter them. Be it walls, traps, other spells or anything. If the player does actually want to, they'd take out the mages before they can even cast a spell, hence why keeping it to one spell only is kind of a bad idea. I'll give you an example of what may or may not be simple to script. I don't know anything about scripting, so this is just a guess, but should be doable.

Example with one spell:

The enemy has one mage, with fireball spell. Your base has walls all around it. He attacks the walls with fireball, and dies to mortars/spells.


Example with two spells:

The enemy has one mage, with fireball and blink spells. Your base has walls all around it. He uses blink to go beyond the walls (preferably on a spot where turrets won't attack him), and uses fireball on a pawn. After that, he has two choices: Either wait for fireball cooldown to cast it again, and then blink out, or blink out right now and wait for his friends to break down the wall. That single fireball he cast on your pawn could give them a huge edge on the fight, while only slightly endangering the mage.

Edit: On the second scenario, the player's pawns could also end up damaging stuff with shots and spells while trying to take out that single mage, not to mention that, if the player is bad or didn't think, he or she could use something like firestorm on the enemy mage (who could blink out at any moment's notice), and deal some major damage to the colony.

I personally think that a per-spell script would be ideal. For example, a blink script: Could use it to bypass walls, cast another spell and then blink out. Or just blink away to safety when getting hit or if they took too much damage.

And if you want another example, i'll give you a brief idea on what an AI could do to you. So, you got a ton of walls and defenses? Great! But the enemy has a mage capable of blinking and summoning. He just blinked into your storage, summoned a friend and destroyed everything. Or he summoned your orbital laser thingy and used it on your colony. There are countless things that the AI could be capable of, and it only depends on what Torann can do and think of. Magic is limitless in potential, only requiring imagination to power up the ideas.
#27
Releases / Re: [B18] A RimWorld of Magic
January 10, 2018, 07:03:48 AM
Quote from: Canute on January 10, 2018, 03:58:28 AM
Quote from: Torann on January 09, 2018, 02:42:35 PM
Quote from: Canute on January 06, 2018, 04:07:22 AM
Torann,
could you please try to find a way to let NPCs use the magic abilities ?
Yes, I agree that this would add to the mod and help restore difficulty balance.  This has been on my list of things to add for awhile, but I've bumped it up to the highest priority and I'm working on it for the next update.
If possible, I'd like to also include some limited 'auto cast' options to help reduce some of the micro management of the mod.  It hasn't been so difficult to get pawns to use abilities, but it's quite another thing to get pawns to use abilities intelligently.
Yep, the AI don't like to use abilities they are focused on buttons.
Maybe try to to add them to a context menu when you right click at a target.

Or add magic staffs/orbs that cast the spell but use mana from the wielder.
When you made them not craftable/not tradeable/destroy on drop they should only appear/used by the magic raiders.
So they can use these spells like normal ranged weapons.
I don't see where this would make the AI cast it intelligently. Seems more like they'd just spam spells until they're out of mana, then stand there doing nothing because they don't have a weapon capable of attacking anymore. Also, one spell per AI mage isn't a good idea, makes it way too easy to counter.
#28
Releases / Re: [B18] A RimWorld of Magic
January 08, 2018, 04:19:37 PM
Quote from: henk on January 08, 2018, 10:59:37 AM
Quote from: Toketsu on January 08, 2018, 03:26:31 AM
Lmfao. Good luck, tell us the results!

It's physically impossible to get that many seeds. Seeds require mana to get, and they don't stack. Also, they require refrigeration.
I'm fully aware of all this. You should have made an interesting mini story on the subject >->
#29
Releases / Re: [B18] A RimWorld of Magic
January 08, 2018, 03:26:31 AM
Quote from: henk on January 07, 2018, 05:21:32 PM
Rimworld logic :

Caravan request for Seed of Regrowth x7640
Reward : Mage Spell: Teleport

I'll get right on that, buddy.
Lmfao. Good luck, tell us the results!
#30
Releases / Re: [B18] A RimWorld of Magic
January 06, 2018, 04:59:11 AM
Quote from: billyma6 on January 06, 2018, 03:23:04 AM
Quote from: Torann on January 06, 2018, 01:56:42 AM
Quote from: billyma6 on January 05, 2018, 11:27:19 PM
Hey, I started playing with the necromancers, and I discovered if you set a corpse to explode then consume that corpse, it bugs out like this.

So you set a corpse to explode, then consumed it...?  I'm going to make it so that if a necro consumes an exploding corpse, itll make the necro explode.   :o

Hey, all in the name of SCIENCE!    ;D

Edit: also, help me how do i get rid of it it keeps giving me all these pesky errors every tick
If it isn't getting destroyed no matter what you do, when the log is open, toggle "auto-open" so you won't get the log to come up every tick, and will only open manually.