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Messages - Dampe

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781
Mod Releases / Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
« on: January 13, 2015, 05:18:33 pm »
Code: [Select]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
This is what the dwarfs currently have. The numbers are a percent, so dwarves can be anywhere between 75% as "Broad" as the standard to 125% as "Broad" as the standard. By changing these to be closer to the standard, it will make them less "fat", probably. I am not really concerned with things like descriptions in my mod, so it is possible that even if you turned the 125 to 102 or even 100 it would still describe them as fat. Deleting this entirely would remove the description, at least.

It is important to remember, however, that the larger "fat" categories actually increase their size, making them generally more powerful in melee, despite the description. For example, the "Obese" dwarf would multiply standard body size by 125%, actually making him stronger. Real life militaries typically have all sorts of body types anyways, while they aren't out of shape or obese, it might be best to think of broadness as broadness.

If you want the Broadness tag to still exist and just not show up, changing its

Code: [Select]
  APP_MOD_IMPORTANCE
which (I think) is currently 500 to a low number may keep it from showing up on character pages, while still effecting the game.

Thanks. I've never been that good at creature raws, most of my previous forays into the areas ended up being complete abominations.

782
DF Adventure Mode Discussion / Re: Misc. object user & Talking
« on: January 12, 2015, 08:06:22 pm »
HOW DO YOU KILL SOMEONE WITH A ROPE REED FIBER GLOVE?
I'm imagining right now a guy slapping somebody in the face with a glove and going "I challenge thee to a duel!", then duelling him with the glove.

Spoiler (click to show/hide)

I had made a creature a while back when I had no understanding of natural abilities. I made it wayyyy too agile and strong.

Long story short, It stole my glove and beat my poor adventurer's head in.

"eldritch dong man"

783
Generally, less than a Dwarf Fortress day.
The vast majority of my adventurers bite off more than they can chew on their first adventure.

784
DF Adventure Mode Discussion / Re: Is it worth it to not have a shield?
« on: January 12, 2015, 07:59:54 pm »
I usually put most of my points into my weapon skill, as well as swimmer, reader, and observer skills, and then evenly balance what's life between shield user, armor user, and dodger, since all three are crucial in different situations.

785
DF Adventure Mode Discussion / Re: Is it worth it to not have a shield?
« on: January 12, 2015, 07:49:59 pm »
NO.
ABSOLUTELY NOT.
Keep the shield.

786
Mod Releases / Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
« on: January 12, 2015, 07:01:18 pm »
In the transition from V34 to V40, ranged weapons where significantly nerfed. Guns that worked before won't necessarily work now. Besides, I would have no clue if I tried personally -__-. I look forward to looking at it, if it ever gets finished. If you ever need any help from someone who has no clue what he is doing, you know who to call.

The firearms are powerful enough to make the vanilla crossbow look like a Red Ryder BB gun, so I'm not too concerned about that.

I have a question I've been wondering about in terms of creature raws. How do I make it so my creatures can't be fat? (Most soldiers aren't usually overweight) I know there's the broadness modifiers, but I don't know what values I should put there.

Also, in terms of when the mod will have progressed more, I've been working on non-firearms aspects of the mod daily, but I've got a large chunk of free time on the weekend of the 24th that I plan to use to plug n' chug and get some more guns cranked out. I've nearly completed the pistols, which only leaves machine pistols (automatics too small to be categorized as SMGs), submachine guns, rifles, shotguns, machine guns, and special weapons (grenade launchers and what have you).
Then come the uniforms and military gear, and after that, all that's left is the finishing touches.
Also, it is my birthday tomorrow, and with the funds I (hopefully) receive, I should be able to purchase a new computer, which will allow me to actually start testing the mod.

787
DF Dwarf Mode Discussion / Re: Here lies Wagon: may he rest in peace
« on: January 12, 2015, 06:51:31 pm »
Wagon lives on in our hearts and minds, but I do not want him living on in my "updated topics" feed.

788
DF Adventure Mode Discussion / Re: Have you ever buried a companion?
« on: January 11, 2015, 03:33:53 pm »
Nah, I usually just take whatever I can sell and dump 'em in a river. Circle of life, man.

789
DF Dwarf Mode Discussion / Re: Here lies Wagon: may he rest in peace
« on: January 11, 2015, 02:41:38 pm »
Who in God's name necroed this thread? Dammit, people, learn to just let scuttled wagons lie. Christ.

790
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: January 09, 2015, 09:33:35 pm »
My chemistry teacher making a Leeroy Jenkins reference.

791
Mod Releases / Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
« on: January 09, 2015, 09:33:05 pm »
You made hundreds of weapons without testing any? That is honestly asking for disaster, in my opinion. Assuming your librarian is OK with you playing DF on the school computers (unless you are using a laptop), you can move/copy your DF folder to a flash drive and play it anywhere. Most librarians can see what you are doing on their computers and are capable of locking them, but seeing as you are already apparently coding....

Also, how exactly are you representing all these differences in the guns? There isn't any stat for things like barrel length, though you seem to be representing them.

While I am giving (probably unwanted) advice, you should probably remember to at least test some of the guns against clothed opponents. In my experience, a gun can work wonderfully against opponents in testing but simply bounce of cloths in a real game.

I've got a laptop.

While this is the first time I've ever made a mod with the intention of posting it, this ain't my first prison rodeo when it comes to modding guns. I've got a good enough idea of what I'm doing to be confident that it won't be a complete disaster.

As for the system, I'll go into detail about it in another post.

And I always test against clothed opponents.
While your advice is unsolicited, it isn't unwanted.

792
Mod Releases / Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
« on: January 05, 2015, 07:14:22 pm »
To sum it up, this mod has a long way to go. However, progress is being made.
I might be able to help you get started on different classes of firearms (e.g. SMG, assault rifle, etc.). I'd need to figure out how your balancing system works, but dividing the work between other people would save you a massive headache from coding everything yourself.

Also, have you uploaded any files to DFFD for this mod? I'm interested to see how it looks so far.

Thanks for the offer, but I think I've got the firearms handled. After all, it is Dampe's Modern Weapons Mod.
However, I could use some advice on modding creatures, however, since I'm rather new to that part of modding. I'm good at clothing and weapons and stuff like that, but I've never tried making my own creatures.

I haven't uploaded anything to DFFD yet, since I haven't quite gotten it to a point where that'd be feasible. However, I may need testers in the near future, as I don't have a computer that can run Dwarf Fortress at hand currently. More on that if/when the time comes.

I'm back to school, and I'm using my lunch periods to work on this mod, so progress is being made.
The one thing I'm reluctant to do is bring my reference book to the library, since a quiet high-school male reading a book about guns in the school library may attract some unwanted attention from teachers. In the meantime, I've been focusing on other aspects of the mod that need work.

793
Mod Releases / Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
« on: December 30, 2014, 11:11:57 pm »
Will finish pistols tomorrow for sure.
AHAHAHAHAHAHAHAHAHAHA
Pistol count is at 230 at the moment. I just finished the Italian handguns.
Of the nations with a significant number of firearms left to do, there's Austria (Glock), Canada (Para-Ordnance), Russia (Tokarev, Makarov, etc.), China (Norinco), and the Czech Republic (Ceská Zbrojovka). Those aren't the only other nations I'll be adding in, but those are the major ones. To sum it up, this mod has a long way to go. However, progress is being made.


794
DF General Discussion / Re: What Would Urist Do?
« on: December 30, 2014, 08:47:56 pm »
Be euthanised by fellow dwarves in the magma pool.

WWUD if at an UN Environment Summit?

Accuse anyone who complained about global warning of being an elf sympathizer.

WWUD if he was attacked by a herd of wild elephants?

795
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: December 29, 2014, 10:52:08 pm »
Thankfully, you can disable mummies in the advanced world generator, so that the regal dead can stay dead. You could also mod in your own variation of the toilet roll spooks, if you wanted.
Ohh...I'm an idiot.
I thought disabling disturbance entities in the advanced world generator would mean no tombs.
*Facepalm*

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