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Messages - Torann

#196
Releases / Re: [B18] A RimWorld of Magic
January 27, 2018, 11:35:39 AM
Quote from: Harry_Dicks on January 27, 2018, 11:18:00 AM
I have been getting these two errors for no parts to frostbite for a while, but I think the one about undead is new. Anything to worry about? I assumed that the frostbite one just means that they can't lost any "bits and pieces" of themselves to frostbite :P But the undead one?
Don't worry about any of these.  0 commonality just means a pawn will never get assigned the 'undead' trait, which makes sense because undead are created by necromancers.  You are correct about the frostbite, this just means minions and elementals have no body parts that can be hurt by frostbite.
#197
Releases / Re: [B18] A RimWorld of Magic
January 27, 2018, 10:15:52 AM
Quote from: Harry_Dicks on January 27, 2018, 09:15:52 AM
Even with the new version I have a JecsTools.dll in my assemblies folder. It is not supposed to be there, correct? We should remove this?
I figured out why this was showing up and it won't be included in future updates.  And yes, I recommend removing it (though it shouldn't cause any issues either way).
#198
Releases / Re: [B18] A RimWorld of Magic
January 27, 2018, 10:13:59 AM
Quote from: Canute on January 27, 2018, 09:53:31 AM
Quote from: HerrColonel on January 27, 2018, 08:41:15 AM
I still have a question since I didn't use the portal for a practical task yet: What is the Port-fuel the mage loaded the portal with? Did he created that out of his mana pool?
Yes, the port-fuel get auto. generated when the mage cast the spell. Enough to refuel the portal to max.
I think this is a workaround because he can't spawn full fueled transport pods.
I just changed this, it no longer generates portfuel and simply fuels the teleporter. 
#199
Releases / Re: [B18] A RimWorld of Magic
January 27, 2018, 12:20:44 AM
Small update to v1.7.8, I think most of these are improvements based on feedback and suggestions


    - Portals can now transfer pets - pets must be in the stockpile zone and can be transported using "transport items" option

    - Disabling Shot (sniper) and Grapple (gladiator) will now cause instant hostility between factions

    - Snipers must now have advanced (industrial+) weaponry equipped in order to use most of their skills

    - New Event: Elemental Assault; this challenging event triggers during the late game and involves hordes of elementals storming your base!  Or can... it's kind of random.

    - Added a series of thoughts and social behaviors involving Undead; living colonists will now be much less likely to "befriend" one of the undead and generally won't want to be around them.  This should prevent most colonists from wanting to form a relationship with an undead, but it doesn't prevent it...

    - Added a series of thoughts and social behaviors between Necromancers, Druids, and Paladins

    - Valiant Charge should no longer destroy a pawn if the explosion triggers an exception

    - Portals (and the Gateway spell) are now be able to connect to any global map tile, even on the largest maps

#200
Releases / Re: [B18] A RimWorld of Magic
January 26, 2018, 06:31:47 PM
Quote from: Jan2607 on January 26, 2018, 05:53:07 PM
Did you reduce the number of spells the mages will start with?
Yes.  It now randomly assigns the starting spells.  If your pawn didn't get a spell when they became a mage then you need to 'learn' the spell.  All class spells can be learned via the magic tab and cost between 1-3 ability points depending on the power of the spell.  The 'learn' button will show up next to the spell icon when you have enough ability points.

v1.7.6
Change to the default behavior when assigning abilities. In previous versions, all class abilities would be assigned unless using a torn script to learn an advanced trait. Now, abilities are assigned in a random nature when a pawn is given a trait. This affects all preparatory character creation and mods such as EDB Prepare Carefully and Android printing. Advancing from precursor traits (magically gifted, physically adept) to advanced traits via use a a full arcane script will always assign all class abilities.

QuoteBy "large maps" you mean the whole planet right?
Yes
#201
Releases / Re: [B18] A RimWorld of Magic
January 26, 2018, 03:33:48 PM
Agreed, and it was set to 250 map tiles.  I'll bump it up to extend across even large maps.
#202
Releases / Re: [B18] A RimWorld of Magic
January 25, 2018, 12:13:52 PM
Quote from: Harry_Dicks on January 25, 2018, 10:41:04 AM
Also, where can we see the portals "energy" that is being drained when something goes through it? Is it in the info box when you select it?
Portal energy is depicted graphically by the size of the portal (the portal itself, not the building containing the portal).

QuoteFinally, if the portal gets too low on "energy," will it just not allow anything to pass through it until it is recharged?
Correct, the options will no longer show if the portal doesn't have enough energy to perform the action (transport of items costs more than transport of a pawn)

QuoteAnd will it still take about 70% of a mage's full mana to do a full recharge on the portal?
"Activation" and "charge" are two completely separate actions.  Activation is when you designate where the portal sends things.  Charge is when a mage transfers mana into the portal to provide it with energy.

QuoteHow much mana cost is it to recharge a portal, verses "activating" a dormant one that was constructed by anyone?
70% of the Arcane mage's mana to activate a portal.
5% of the portal's energy to send a pawn.
10% of the portal's energy to send all items within the portal's stockpile zone.
1% of a mage mana => 1% portal energy.

QuoteAnd you said it is only arcane mage's that have learned the "gateway" spell, only they can "activate" a dormant portal. But *any* mage can recharge one, or close it.
Yes.

QuoteBecause they are not owned by anyone, just a sort of neutral teleporter building/launcher.
Not teleporter, that's a completely different spell with different functionality.

Happy to answer your questions.  Might be easier to just turn on dev mode and give it a try though.  ;)
#203
Releases / Re: [B18] A RimWorld of Magic
January 24, 2018, 08:37:22 PM
You have it just about right.

Quote from: Harry_DicksAlso, the "gateway" spell, that is the instant-cast teleport/summon and is the master level arcane mage spell, is needed to be learned first. Once that is learned, the arcane mage then has the ability to also activate/close dormant "portals" that were built by anybody who has done the research.
Exactly.

Think of the Arcane mage that has learned the Gateway master spell as a key to activating portals.  This Arcane mage could then go around to each colony and activate their portal.  It costs 70% mana so you'll need some recovery time, or mana pots.  Once active, the portal is able to be charged and this pawn can activate as many portals as you want.

Portals hold their own magical energy, but it doesn't generate the energy on its own, it has to be charged by a mage.  Any mage type can do this though and it drains mana from the mage to supply the portal with energy.  There's no active mana drain to keep a portal open and no pawn owns the portal, but when it's used by a pawn or used to transmit items, it consumes energy from the portal.

Also, -any- mage can close a portal.  As a fail-safe, a portal can also deactivate if it detects an invalid destination (ie the map no longer exists, or you built a building on the spot it portals to, or for whatever reason it failed to spawn something at the destination.  So it's a good idea to keep the destination clear...
#204
Releases / Re: [B18] A RimWorld of Magic
January 24, 2018, 07:37:44 PM
It's not really meant to be complicated, but it's also supposed to be difficult to get which ends up making it complicated.

Portals ARE permanent buildings, and you can do the research and construct them without a single mage.  But without the Arcane mage, it just sits there dormant.  The Arcane mage is the only one that will get the option to activate the portal at which point it's like a prioritized job where they go up to the portal and then it goes to a world map where you select the base and spot you'd like to portal to send things.  After that, you no longer 'need' the Arcane mage, as long as the portal remains active.

Portals can be charged by any mage, and any pawn (mage or muggle) can walk through a portal.

Hope that clarifies portals.

That being said, the Arcane mage master ability, ie the button you click after learning the spell, is called 'Gateway' and acts as a global, mass summon where you can summon a group of pawns/items etc right to the Arcane mage.  Completely independent of portals, but you can't activate a portal without knowing this spell.
#205
Releases / Re: [B18] A RimWorld of Magic
January 24, 2018, 11:05:19 AM
Quote from: HerrColonel on January 24, 2018, 09:32:24 AM
I noticed there's a new version of JecsTools on GitHub (1.0.8.7.1) so I'm going to use that. But I'm not sure if I need to keep or delete the JecsTools.dll located in \Mods\TMagic\Assemblies\
Delete it.  I'm not sure how that got there, maybe I made a slip in the past and it was included in an old version.  Regardless, the only .dll that should be in the TMagic\Assemblies\ folder is the TorannMagic.dll file.
#206
Releases / Re: [B18] A RimWorld of Magic
January 24, 2018, 08:49:22 AM
Quote from: Harry_Dicks on January 24, 2018, 06:45:08 AM
I think I'm stupid, but the constant use of portal and gateway has me a little confused until I check it out in game :P
Haha yes, it can be a bit confusing.

"Teleport" is the pod launcher utility spell.
"Gateway" is the Arcane Mage master spell and works like a mass summon, except it has a global reach. (the area of effect ring currently does not show, but it has a 7square radius)
"Portals" are constructed buildings that can move items or pawns instantly and has a global reach.  (it's a "right click" option, so with a pawn selected, you right click the portal, select menu option "use portal")
#207
Releases / Re: [B18] A RimWorld of Magic
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-------/
#208
Releases / Re: [B18] A RimWorld of Magic
January 21, 2018, 06:27:48 PM
Updated to v1.7.6

  • Change to the default behavior when assigning abilities. In previous versions, all class abilities would be assigned unless using a torn script to learn an advanced trait. Now, abilities are assigned in a random nature when a pawn is given a trait. This affects all preparatory character creation and mods such as EDB Prepare Carefully and Android printing. Advancing from precursor traits (magically gifted, physically adept) to advanced traits via use a a full arcane script will always assign all class abilities.

  • 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.

  • 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.

  • Exception handling has been added for all abilities that attempt to create, destroy, or move pawns or items. This includes abilities such as teleport, phase strike, blink, summon elemental (and so on). In the event of a failure within the ability, the exception handler will attempt restore any pawns or items involved and then immediately end the ability.

  • Trait tweaking - base trait occurrence likelihood has been increased; Sniper and Bladedancer traits will now only assign AI to the lowest level of the trait.

  • Druid spell "Cure Disease" will now attempt to cure the disease even if the disease has been tended.

  • Deconstruction of summoned buildings will no longer return mana potions (returns nothing)

  • Undead should no longer attempt to research or tend other pawns (or themselves); when undead are created, they will automatically be assigned a 24hr work cycle.

  • Tweaked stamina user xp gain - increased to level at approximately the same speed as mages.

Update should resolve the disappearing bladedancer during phase strike - I've been able to see a successful occurrence and recovery for this bug.

As far as pawns running away, they shouldn't, unless you're using a mod that also patches default GotoCastPosition.

Minions used to be able to do more things... like smash walls and consume drugs but I had too many complaints.  ::)
#209
Releases / Re: [B18] A RimWorld of Magic
January 21, 2018, 01:37:37 AM
Quote from: Buli on January 20, 2018, 05:53:49 PM
Hello,

I searched the thread but did not see such question.
Summoner's minions only haul and rescue, but they do not do other chores.
Is it current behavior or I have some conflict on my side?

Thanks
They will also fight for you, though they have many weak spots and will flee from the map if downed, so they don't make great fighters.

Quote from: divxwind on January 21, 2018, 12:56:43 AM
Hi, when using phase strike my pawn sometimes disappears. Like from the game. Is there some lore where they get stuck in the pocket dimension? I end up loading a save to get them back.
This is never intended.  I haven't been able to figure out why this (seemingly randomly) occurs, but have been able to implement some exception handling to restore the pawn to the original location if it does occur.  This fix will be included in the next update (hopefully sometime tomorrow).
#210
Releases / Re: [B18] A RimWorld of Magic
January 20, 2018, 02:55:31 PM
Quote from: crusader2010 on January 20, 2018, 02:12:25 PM
Hi. Can someone tell me the best way to equip a mage? What I mean is, if the pawn also has a weapon and gets drafted, what is he going to use, spells or the weapon?

In other words, is it best to leave mages unarmed or... ?
Hi Crusader.  Some of this depends on the mage or combat class.  Bladedancers require a melee weapon to use their skills and Snipers require a ranged weapon and a Gladiator does best with a melee weapon (imo).  The magic classes don't have weapon restrictions and methods of attack (weapon or magic) are independent, meaning a mage can cast spells and use weapons at the same time.  Spells are directed and in addition to your weapon attack, so you would select the mage then choose the spell to use manually.  If you're out of mana or none of your spells fit in the situation, you can always use your weapon attack as a fallback.