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Messages - than402

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226
DF Modding / Re: Open Invite to all - Restarting Masterwork
« on: January 09, 2015, 08:23:21 am »
hey. here's something simple, but quite useful in my opinion, I made: varnish so you can glaze your wooden items. Note that I ported some reactions from masterwork almost unchanged, but I made a new workshop because I had elven mode in mind and I'm not sure if you want to port the chemist's laboratory anyway.:

entity
Spoiler (click to show/hide)

the workshop
Spoiler (click to show/hide)

the reactions (+the already existing ones with the workshop name changed)
Spoiler (click to show/hide)

the varnish
Spoiler (click to show/hide)

227
actually, 20 minutes after i wrote this message, WodanYmirthe2nd showed up again and picked up the save, so I'll pick year 5 instead :P

228
Masterwork DF / Re: New Dwarf Mode
« on: January 09, 2015, 06:17:45 am »
plus how many gems would be required to make a single ruby sword? I saw a video on the youtube about the matter, and the answer is: "more than any fortress would ever produce and would suck anyway. but it would be ludicrously expensive."

229
Okay, I've checked the map and I'd like to express the following:

  • That's a one huge ass river.
  • Them hills need to die a horrible death.
  • I sure hope I won't end up fucking this one up.

Anyway, I'll make an update later.

we've been working on number 2, but the hill is goddamn tenacious. keep on the anti-hill crusade!!!

also, I'd cover the settlement from above if I were you.

230
Masterwork DF / Re: ☼Hive☼ Everything Hivewasp related
« on: January 09, 2015, 06:05:49 am »
there is a limit in animal populations: if you go past 50 animals of the same species, they will stop having children until the number of the animals falls again. I'll put a litter size of 3-5 cockroaches, so each cockroach gives birth to 3, 4 or 5 cockroaches instead of one. they don't become infertile or something, in fact females in dwarf fortress appear to be in a constant state of pregnancy when there's an uncaged male on the map.

231
Masterwork DF / Re: ☼Hive☼ Everything Hivewasp related
« on: January 09, 2015, 05:14:42 am »

This is something Meph just talked with you. You should make him more familiar with the entire mod, and then talk with him to know how to port the entire mod (or restart from scratch). We have, after all, the most important thing that is the core idea. To port into a something different df version you must work with codes, and in an hard way.

I PMed him after I've read the message to fill him in about our progress, the general idea of the mod and our route, and I plan to keep on doing it. We must also update the first post, because the information on the picture is currently too vague and it doesn't inform the potential player about our goals, our progress, why he should care and other important stuff. But that's something only Insane can do. I know what non dfhack stuff needs to be done to port the race, and I'd be able to do it overnight if I need to. But I'm not familiar with coding and with the stuff like reaction trigger the new dfhack uses, so there's that.

I don't pretty see the point here, but it's ok I guess.

well, I found red wasp hives quite useless and thought they could do with a buff. plus it fits wasps perfectly :)

This means every pet will leave lots of childs? Because I figured pets could have a maximum number of childs for each one adult.

cockroaches are designed primarily with the early game in mind so you can have lots of livestock in the first years to produce organic weapons, perform lab reactions and other things. yes, the 50 cockroaches limit still stands, but that way you can have 10 of them running around in year 2. oh, another thing I forgot to mention is that I intend to make the both grazers: beetles will consume as much as a cow, cockroaches will consume the minimum, but you must still have a pasture to maintain them.

232
sure, i just thought you were away. When you do, I would advise you to take care of our defenses, however: we have a wall and bridges, but we also have a hill next to us and the first bowmen that will arrive will tear us up. I have a plan about how to defend the town from such an attack, however, while making it look badass at the same time. if you'd like I could explain it to you.

233
Masterwork DF / Re: ☼Hive☼ Everything Hivewasp related
« on: January 09, 2015, 04:43:09 am »
hey everyone. The next release will be out tomorrow or the day after tomorrow. I'm posting to fill you guys up on what I've been doing these last few days:

-the infectory, the lab, the grower and the new mutation lab will all use reagents from the new Fleshwarper's lab. that means no reaction uses souls anymore, but making organic weapons and mutations will be a bit more complex. Also, waspen players should now care about their agriculture since some reagents need plants to be created

-instead of the exploding Hive Thrall, we will now have two kinds of hive thralls, red wasp hive thrall and stinger hive thrall. the former will be the original exploding dude, and the latter will be a close combat oriented variant which, along with the praetorian, will be able to receive unique mutations(venom and claws, hard armor and strength, size and claws, or speed and claws)

-the red wasp hive will receive an overhaul. it will still be useful as fodder, but aside from that, players will now be able to slaughter it when it matures after 6 months (in a manner similar to growing organic weapons) to receive honey, wax, royal jelly (for a unique waspen drink) and a part of the materials required for another hive

-the new animals will be the Great Stag Beetle and the Great Cockroack: the former will be cow sized and the latter a bit larger than a dog. they will both be able to reproduce without eggs  and their purpose will be to be used in the meat industry. the cockroach will also have large litters, but a very short lifespan

-there will be many new mutations available for both wasps and waspen animals, and several of the old ones can now be given on animals too. among them will be the options to: give an animal the CAN_THINK tag, an interaction to paralyze or nauseate people in combat, an interaction to grant a temporary but significant boost in strength or toughness in combat, the ability to trance and to reinforce their chitin or enlarge them

-waspen sieges will now carry organic weapons and armor as well as the new creatures (all should fear the sight of colossal praetorians approaching)

another thing I'd like to discuss, and since we have pretty much finalized our features I think it's the perfect time to talk about, is how we would go on porting the mod to 40.xx. I sure hope the minion scripts live on, because if they don't we might have a problem...

234
WodanYmirthe2nd is nowhere to be found, no one else has expressed any interest in human mode and the other races have caught up. may I take the next turn as humans? no more speedruns, i promise :P

235
Masterwork DF / Re: Masterwork Reborn - Discussion/Suggestions
« on: January 08, 2015, 09:40:53 am »
the thing is, these mutations normally take generations to occur.

236
Masterwork DF / Re: Wandering Monsters Plugin (Collecting ideas)
« on: January 08, 2015, 02:55:34 am »
What about fey and such? They appear in virtually every mythology, they are mysterious and powerful and their motives are inscrutinable by humans. It would make perfect sense for them too come out of nowhere, attack an adventurer or a fortress for no good reason and disappear. If you can make them randomly generated too, even better

237
DF Modding / Re: Open Invite to all - Restarting Masterwork
« on: January 07, 2015, 02:43:01 pm »
I'd love to help any way that I can (well, aside from doing my best to make wasp mode a thing). I can't code, unfortunately, (though i'd love to learn how to code) but I can make graphic tiles, help with testing and bugfixing and work on the raws.

238
Masterwork DF / Re: ☼Hive☼ Everything Hivewasp related
« on: January 07, 2015, 03:17:12 am »
Plus it's the most problematic weapon in the game, being broken in vanilla and any attempts to fix it making it useless.

239
Masterwork DF / Re: ☼Hive☼ Everything Hivewasp related
« on: January 06, 2015, 11:30:08 am »
that's why i consider keeping the mutations for the praetorians. but i will make them expensive.

240
Masterwork DF / Re: ☼Hive☼ Everything Hivewasp related
« on: January 06, 2015, 10:57:28 am »
What is that?

one of the mutations planned doubles the size of the creature and also adds claws and increases its strength and toughness. apply that to the 480000 sized praetorians (a human only has 70000) with iron hard teeth, claws and combat skills and you have a VERY dangerous creature.

Anyway, thanks as always for the help!

thanks for providing us with valuable feedback :)

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