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Messages - The-Eroks

#16
Lookin great. Especially like the hobbit home
#17
Unfinished / Re: [B18] [WIP] More Blocks Mod
April 10, 2018, 12:37:10 PM
I appreciate mods that add more variety to the games structures. Even if it doesn't serve a direct game purpose, it's nice to beatify the colony or design rooms in a certain color so that there purpose is obvious at a glance.
#18

Crafting and Invention Tab

Today, we present the Crafting and Invention Tab. There is a good amount going on here. Of note is that you can specialize in different weaponry by style and gain access to heavier and heavier armors as you get further in the crafting tree. Expect to see this tree expand as new mod comps are added!

The invention tree is a sort of junk drawer for one-off technologies that didn't quite fit well in other tabs. Everybody's favorite Reflection Mirror can be found under Geometry, for example.
#19
This looks awesome! Keep up the great work
#20
Quote from: herrschor on April 04, 2018, 10:58:33 AM
Looks great!

Thanks!

An update--progress is still grinding forward. As life would have it, I'm doing the whole "full-time work + full time parent" thing for the next month or so. Therefore, I'm getting whatever work I can get done during breaks between the chaotic periods of life.

We paused on working on mod conversions to address the technology tree (so that mod components could be linked directly instead of having to do another pass later). Long time watchers will know this is maybe the third (fourth?) iteration as we focus in on the best design. The new technology tree is shifting from the massive (but mostly empty) multi-era mega tree to a series of smaller, consolidated trees. Check this out:


Quote
Lifestyle and Building Tab

Above is the Lifestyle and Building Tab, which is one of the seven research tabs. This style is a bit more readable overall, visually appealing, and easier to navigate. Original RimWorld technologies will be integrated where appropriate so that the original tree is not hanging out and being a distraction, as well as providing better forward comparability.

There are three technology tiers that we are interested in: tribal, medieval, and enlightenment. Technology costs scale based on their tier and level. This can be seen in the Shelter Building tree. Shelter Building, Stone Building, and Stone Cutting are relevantly inexpensive tribal technologies. Sanitation and Architecture are more expensive enlightenment technologies.

We can also see some conventions here as well. Technologies encased with a set of [ ]'s are just place holders--they'll eventually have associated content!

Technologies encased with { }'s are a special type of project. These are cultural or lifestyle technologies. Culture/Lifestyle technologies are ultra expensive for outsiders to research and are granted for free based on your starting scenario. They also serve as prerequisites for era, culture, or lifestyle specific items, as well as serve as gatekeepers for the unique technologies related to a group. For example, Pemmican and Passive Coolers (via unique technologies) will only be effectively available to tribal starts. These technologies can also be combined to yield unique or themed items. Royal Beds and Godking Thrones will only be effectively available to medieval starts after researching Aristocracy (with the beds and furniture projects, respectively).

Of course, you could always research another cultural group if you really wanted access to their buildings and items. Or you could trade with different settlements for their equipment.


#21
Unfinished / Re: [B18] Simple Armors
March 21, 2018, 11:26:25 AM
This is fantastic! Keep up the great work  ;D
#22
Mana Shards and Crystals

As promised, B13e will start to feature the first inklings of magic in the Universe of Eorth. Magic and mana is heavily influenced by the outstanding Fall From Heaven series.

The 21 Spheres of Mana

In total, there are four major schools of magic: Alteration, Divination, Elementalism, and Necromancy. The "fifth" school is sorcery, which includes the general practice and mastery of metamagic in general. Shards are have an equivalent value and rarity as components in the original game, and are used in numerous buildings and items.  For example, a Delayed Blast Fireball trap requires a couple shards of Fire Mana while an Assassin Vine trap requires a shard of Nature Mana. Metamagic can be made by purifying any typed mana shard and are a currency traded between the arcane factions of the game, wayfarers in general, and are used in the construction of common magic items and buildings. 

Larger chunks of mana are referred to as crystals. A crystal can be enchanted from a stack of mana shards, or disenchanted into a stack of mana shards. Crystals are rare and you'll want to carefully choose how you want to use them. By collecting enough crystals of a given type, you can build a Mana Shrine, which is a large structure that taps directly into the elemental plane of a mana type and allows one to create raw mana crystals.

13e will (hopefully) see the implementation of the first of several new victory conditions. By collecting a crystal of each type within a school, you can build a unique Shrine of Mastery. Then, by building all four Shrines of Mastery, you'll be able to breach Heaven's Fence and escape Eorth.

Finally, we've got some new background music. Here is a small sample:

#23
I'm not worried  8)

So here's a small update... I'm still in the process of grinding out the A17 to B18 conversion. In many cases, I'm going line by line making tweaks, streamlining various items, cleaning up labels/descriptions, and documenting different aspects and features. Long term goal is to write a python script that auto updates individual Mod Comp Defs, that for now, I just need to coherently document various changes. Combined with school, life, and family... it has been a long, painful process  :-\

Unfortunately, the game won't load until it loads, so there are not screenshots as of yet. I can say that about 85% of the content is easily convertible, a number of Comps will be updated to their B18 versions, and there will be some significant changes to a few other comps.

Comps updated to B18:

  • Animal Armor - as well as fixed some names and descriptions
  • Megafauna - updated and adjusted spawn rates
  • Medieval Times - work in progress... I'd guesstimate this is about 70% converted at this point.

Unofficial "Short List" of New Features for 13e:
- Mana and Magic
- Finish Cleaning up the Research Project Tree and Integrate the Original RW projects
- (Hopefully) about a dozen new comps, mainly of the QoL variety.
#24
Quote from: Harry_Dicks on February 25, 2018, 11:41:15 AM
I haven't even looked but is there any C# in the project? I can probably bring most of the xml from A17 to B18 if you want any help, I've got a little bit of time and I'll enjoy the learning experience. I've recently been doing this for other mods that were left behind on A17, usually the author has went MIA, even started a thread for it a couple days of ago :) https://ludeon.com/forums/index.php?topic=39206.0

There is C#, but it's all imported from other projects, so that's simply a matter of grabbing the latest build.  :)

I've spent the last several hours reviewing the A17 - B13c xml and comparing it to the B18 xml in preparation for a B18 - B13c conversion... I'm not sure if I want to convert it over or just toss it out the window and rebuild everything from scratch.

(I wrote a python script that compares things and there are about 10K lines of xml that I would need to review, not counting the patchwork).

I've got to contemplate the best way forward. On one hand, a ton of .xml work was put into 13c and I'd lose that; on the other hand rebuilding from the ground up would be functionally easier, allow for a more coherent game design progression, and we'd have a playable product out to the world sooner--but it wouldn't initially have as many features as 13c.

If you're interested, download 13c and take a look under the hood. A second opinion about how difficult it's going to be to convert would be very useful.
#25
Outdated / Re: Harry Dickle's Fuzzy Pickle
February 25, 2018, 06:53:48 PM
A noble project, indeed!  ;D
#26
This looks really great so far! Keep up the good work
#27
Quote from: Modraneth on February 19, 2018, 04:32:34 PM
long time no see Eroks

Haha, you're telling me  ;) I suppose I should get on Discord in the near future and convert this project to B18!
#28
Quote from: Harry_Dicks on February 17, 2018, 08:29:02 PM
Hey you're alive! ;D That's good to hear you might be able to patch it to B18! Please, take your time, because if you are able to do this, I think it will be amazing! I am curious, could you maybe a rough estimate of how much you feel this mod is complete?

I appreciate the support! In terms of how complete the mod is, it depends on ones perspective. I'll provide a few:

In regards to 1.0:
- Short Answer: We're closer to a 1.0 release than we were when we started.  ;)
- Long Answer: The original design strategy was to get a mostly XML-only fantasy themed mod produced for version 1.0. I needed to learn RW's .xml structure and haven't taught myself C# yet. So the challenge was, how far can we push an XML-Only mod?. Turns out, pretty far. We have added a few modules here and there to achieve some in-demand features/design goals, but the focus is to remain on XML for now. Having said all, there are still some much needed XML-only features that we want to get added before an official Version 1.0 release. Additionally, there are plenty of minor bugs and other feedback that we need to address as well. We've got a responsibility to make sure the 1.0 is fun and playable.

In regards to the Epic Omega vision:
- Short Answer: There is a long way to go.
- Long Answer: Epic Omega was intended to be epic. The original concept was running a settlement where you could grab four adventurers, explore the wilderness, find a dungeon, defeat the dragon, uncover a portal to a nearby dimension, discover a plot to awaken a fallen deity, and than either foil that plot to save the universe or join that fallen deity's quest to end all of existence. Or do none of that, and be the leader of a bustling city that was a center of trade while managing the various guilds, politics and intrigue. Or do none of that, and just wander the landscape seeking adventure and gold. There is to be magic, and deities, and quests, and exploration, and all sorts of other RPG stuff. Those items are much, much further down the road.

QuoteAlso, I am very interested in your unique content, and I really would like to see the alignment system and all of the D&D aspects. Does this mean that pawns will have stats like a D&D character?
Long term goal is for pawns to have a DnD style character sheet, more or less. That'll be a Version 2.0+ thing. The current goal is to make the current character interface seem as inspired by a DnD style character sheet as possible, and aside from a re-skinning, I think we're there... at present, pawns follow certain deities, have alignments, traits, ability scores, and a few skills.

QuoteI have already updated Rimshire Music and More Consumables and Mutagens to B18, and can let you have them if you would like and it could help you out. :)
That would be helpful. PM me a link!
#29
Quote from: Harry_Dicks on February 15, 2018, 11:07:56 AM
Anyone know what happened to the author or the state of this mod? Looked like it was turning out quite nicely.

I'm technically still around  ;) I fell off the planet for about four (five?) months... it's sort of a downside to my current occupation and family life. Work was on unofficial hiatus, but I might be able to get a hotfix out by the end of the month. But no promises.

First, I gotta find my old teammates a apologize for disappearing, again.  :-[
#30
Quote from: MCreeper on October 30, 2017, 07:05:57 AM
Dropbox link still gives 13b version

Fixed.  ;)


Quotewhat is NONE- art student?  :D
Short answer: Bug. Fixed.
Long answer: There are many backstories in RW, and it was easiest to 'turn-off' everything, than turn back on the ones that were relevant. One of my goals is still to use all of them (since many people did pay to get them in the game to begin with, and it's part of RW's charm), but it'll take time and effort to review/tweek/rewrite the stories for a fantasy setting. "Art Student" appears to have slipped between the cracks.

Quotewhen someone is horrifyed (or happy) at someone's death, i got this.
*sigh* I thought I removed all my placeholder art markings  ::) haha, I'll correct that and push out a hot fix today or tomorrow since that is pretty annoying.

(BBL!)