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Messages - Skie

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1
This is cool. :)

Sorry for the impressions that I might continue my own implementation, as I did not. Haven't found the patience, interest or time, as competitive devotion to Natural Selection 2 and some other hobbies have taken my time.

I'll definitely try this out after I've exhausted my interest in Diablo 3 for a while! Keep it going.

2
DF Modding / Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« on: October 27, 2011, 10:42:59 am »
Yeah I tried that too, but maybe for a too short period of time.
Gotta try again when I start a new fort. My last one was finally destroyed because

a) 4 sieges and 2 ambushes simultaneously
b) I accidentally let them in
c) I had a tantrum spiral going from previous sieges
d) tantruming sergal destroyed a door which was holding back a huge amount of water from a river

Needless to say it was pretty fun though.

I might also start making modifications to my old Vilous mod to bring it up to the level that yours is right now. You don't mind if I use some elements from yours, such as add southerns and the nobles (sage, diplomat etc.)? I might ditch my old sprites and take yours into use with some changes (remove the red spot underneath the eye and add colours to distinguish jobs better) if that's okay. If not, I'll just make some new ones.

I need to get familiar with the entity and creature notation again.

3
DF Modding / Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« on: October 26, 2011, 04:13:34 pm »
Yeah I had ammo assigned. Plenty of it.

I feel like it might just be some newb mistake because I'm new to the military system, but I just can't get them to train there. I've done it according to df magmawiki.

4
DF Modding / Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« on: October 26, 2011, 05:45:36 am »
I have a feeling they're a bit too fragile right now. I had some naga marksmen attack me and I can't go challenge them with my marksmen because they get hit in the throat so often. I think I had some 17 sergals in the infirmary and 8 of them suffocated. Bolts are scary.

Oh yeah, I've been unable to make my marksmen actually practise against archery targets. Have you tried it with the sergals yet?

I have:
a) Archery targets in a room, shooting direction designated, made into a barracks and set the marksmen group to train.
b) Squad of sergals with crossbows and quivers, scheduled to train both from the military menu and from the squad selection

Instead they seem to be hanging out in the other barracks where the other groups are training, whether I have assigned them there or not.

5
DF Modding / Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« on: October 25, 2011, 08:27:34 pm »
I think there was some hitch there with the armorsmithing. It didn't work at first, but then it started working.
Should probably add shields to the list of their equipment they can craft. They already pick up shields from dead enemies and use those, but just can't metalsmith them.
Also cloaks should probably be added so they get a bit more protection.

I tried to make a danger room out of wooden sergal training lances, ten per tile... two out of ten sergals died immediately to the lances when I flipped the lever. They don't have enough clothing to survive those I think. Or the lances are just too deadly.

6
DF Modding / Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« on: October 21, 2011, 11:29:19 am »
I noticed that northerns refuse to armorsmith. Weaponsmithing and blacksmithing they do do. They just won't even go to the anvil when I set them to make armor.

7
DF Modding / Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« on: October 21, 2011, 05:39:43 am »
Seems like sergals don't pop up at all on the neighbours list.

And no wonder I always appeared into the game as something strange because Forgotten Beasts were at the top all the time, except for the first civ which seems to be dwarves. Maybe the sergals die out on world gen all the time. Even though the world history export file says otherwise.

And as for your second question, I don't follow.

Nvm I'm dumb. Embarking as sergals works now. Didn't read the installation instructions carefully enough.

8
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 21, 2011, 02:48:54 am »
Everything was destroyed.

Playing the defense mod,
I got double sieged by Tiger Men and Dark Strangler Wrestlers, which had a total headcount of about 80. They killed my whole army and then died at the traps.
I gave up and mined out the top of a volcano to melt everything. It ended up killing 10 siegers that were still hacking away at one of my dwarves on the hills.
The lava hit my water source which built up so much pressure that everyone in the party room were killed as the well suddenly bursted upwards with water.
Lava spilled into the fortress and a goblin ambush made in from the back door simultaneously.
Finally there was only one insane dwarf left, locked in a room, and then ultimate evil attacked from the caves beneath and there was one more siege.
They all died in the lava.

Total chaos, but funny as hell.

9
DF Modding / Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« on: October 21, 2011, 02:36:16 am »
Good to see you skie. The version I had was more or less just a personal edit. But seeing people taking interest again sparked me to upload it.

If you do wish to continue it, I think I've gotten most of the north and south sprites done for you. :)

That's a pretty fun take on the sprites that you've got. I went with a smaller head and that was causing some problems with distinction of the different jobs.

I still don't really have the time to continue on this, so I modified the first post in the thread to link to your working sergals. Nice work on that.


PS. This seems to conflict with defense mod somehow, I THINK. Every time I embark, I spawn as wild animals with no skills. Such as stegosaurs or stags. Races which are created by the defense mod. It's impossible to say from the civilization list which are those and which are sergals when embarking.
Sometimes adventure mode also crashes immediately when trying to start with a sergal, as does DF mode when embarking as _possibly_ sergals.

10
DF Modding / Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« on: October 10, 2011, 07:25:02 am »
Every once in a while the thought of continuing on this has visited my mind - maybe in a couple of months when I get some heavy university studies out of the way, I shall again. Such as BcS thesis. I was surprised to see this thread here again.

Originally my work stopped because drawing all the sprites (which I absolutely wanted the mod to contain) was getting bothersome. And there was a bug somehow relating to BUILDINGDESTROYER merchants.

I wanted it to have southerns, northerns and nevreans at least.

11
DF Modding / Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« on: April 25, 2010, 06:06:23 pm »
Hmm, well this is a strange turn of events. I have to admit I haven't been working on the mod too actively, but /I have/ been working on it. On and off.
You have fine ideas there, Drakis, but I don't think I like the choice of using 1d4chan fluff. I'm basing the project on http://goldring.wikia.com/wiki/Vilous_Wiki's material myself.

Here are some things that I feel like are contradicting:
Sergals probably wouldn't use mauls because they're too wiry to handle those properly.
I was also thinking of making them using throwing spears instead of crossbows.
The different sergal races don't live in harmony. Southern and Northern sergals are at war and would kill eachother on sight, so I was going to make them separate civs, not just castes. And maybe just add the feral sergals as monsters on the mountains or such. However I don't know yet how to make one race that's quite similar to another one to be always at-war in DF.
As far as I know sergals use platemail or just leather, exlusively. Not chain or scalemail.
No comment on the government structure et cetera, I don't know how their system works. I'll need to read about that.

I'm going to keep making my own thing, but thanks for your ideas and work. It will inspire me, I'm guessing.

Sneak preview on WIP sprites. I'm still trying out what looks good. The workers look like a bit like they're in pyjamas right now.
Spoiler (click to show/hide)

12
I'd like to know your opinions about these.
Gosh darn pretty range of colours. But I will need to see it in-game first.

13
DF General Discussion / Re: Anyone else a bit thrown by caverns?
« on: April 16, 2010, 07:32:53 am »
Caverns bewilder me. I think they're very cool, but in DF mode I don't know what to do with them. They are full of monsies and I think they just drop my FPS and are quite annoying because of that. Always have to wall them shut.

14
Mechanism success rates and building success rates are a great idea. I think I may have to employ (ie steal) that idea for my sergal mod.
Nice to see that progress is being made. I'll give this a try at some point and maybe poke the raws with my eyes for more ideas for my own mod.

15
DF Modding / Re: RAW travesties
« on: April 15, 2010, 08:11:53 pm »
Dear god the last couple of posts. I can't remember a time in my life when I laughed as much.

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