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Messages - ZM5

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646
DF Suggestions / Re: Government Types
« on: September 03, 2018, 04:47:42 am »
I'd personally go with the squads made by the captain of the guard be responsible for collecting evidence and hearing testimonies, which gets relayed to the judge afterwards - would give them more of a use.

Tbh this kinda opens an entire can of worms (or can of mechanics in this case) to make it more engaging and better for stories - for one, if it is a fortress guard who's the guilty party they could attempt to either twist the testimony to drive suspicion away from them or dispose of evidence - which of course would require more mechanics in place to have citizens report seeing them get rid of the evidence, as well as resolving stuff thats contradictory (i.e testimony from one witness says Urist McSahwit was seen near the crime scene on the afternoon of the 5th of granite, shortly before Urist McCinderblock's dead body was discovered; but testimony from another witness says Urist McSahwit was seen sparring at the same time in the barracks, which are far away from the crime scene, which would take suspicion away from Urist McSahwit; ergo more investigation is required to resolve this contradiction) - and then this also needs stuff in place to allow criminals to muck up disposing of evidence based on some skill checks and attributes, i.e forgetting or not noticing a bloodstain on an article of their clothing if the culprit murders someone in a bloody manner, etc. etc.

This isn't even accounting for differences between how dwarves, humans and the like would handle it - and then you'd have further splits down the line on local levels as was previously brought up (small backwater village vs. large trade hub town) - so I'd wager that an improved judicial system would most likely have enough content to make for an update arc of its own.

647
DF Modding / Re: Diablo Mod Brainstorming
« on: September 03, 2018, 04:17:15 am »
Yeah, I could definitely add the male/female compatibility for my own stuff no matter how tedious it would be, but for people who'd want to use external stuff it'd result in male amazons. Don't even wanna get into DFhack stuff since thats way out of my league, haha.

648
DF General Discussion / Re: Future of the Fortress
« on: September 02, 2018, 04:31:14 pm »
Thanks for the answers, Toady. Glad that you've been holding up relatively well this past month - can't wait for the next devlog (and more importantly the villains update, heh)

649
DF Modding / Re: Diablo Mod Brainstorming
« on: September 02, 2018, 03:26:58 pm »
I was thinking of doing that, atleast for the ones where its conceivable (the different spell-users and perhaps the barbarian as well - dont know about the likes of the assassin or amazon though, admittedly - latter would be weird if males showed up with it)

650
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: September 02, 2018, 08:32:24 am »
Shouldn't it be due to DWRF_STRETCH:4? Since that essentially means the duration is quadrupled. Should only apply to fortress mode but I don't know how arena interacts with it.

651
DF Modding / Re: Diablo Mod Brainstorming
« on: September 02, 2018, 03:10:39 am »
Regarding the Khazra, like I mentioned I probably won't be doing the flesh/stone/hell clans since in D1 and D2 they were just weaker/stronger palette swaps without anything special to note, same reason why I wouldn't be doing the fallen/carver/devilkin split with the Fallen - the D3 split with moon/blood/ice atleast had more significant differences, particularly the blood clan who appear horrifically deformed.

I'm mostly referring to Baal's forces from the D2 expansion, they seem the most closely aligned with him, i.e the overseers - the spider-legged Skeletal Guardians could fit as some kind of allied race (was thinking of making them a separate creature thats an evil desert biome dweller). And true, Diablo did more or less use just anything for minions - nonetheless felt like it'd be the most fitting to have his faction be compromised of the D1 and D2 Act 4 demons, since in the former he's the main threat and in the latter its the act where you take on him directly.

Haha, I was initially thinking of making the prime and lesser evils into megabeasts, but figured it'd fit more if they were the "leader" castes of their respective factions, rather than just going around and destroying everything indiscriminately - don't want to use the [POWER] token since its rather buggy and causes adventure mode issues if the creature becomes a civ leader. Besides, imo it just wouldn't feel right without some representations of them in-game. Plus hey, if you wanted to you could play as Diablo, Baal, Duriel or Azmodan and just go to town on the dwarves, humies or other races.

652
DF General Discussion / Re: Future of the Fortress
« on: September 01, 2018, 02:59:47 pm »
Not a thread for "how this/that should work in real life" either, so I think me and a lot of other people would appreciate if you could keep your personal opinions on that out of this thread before it gets derailed due to pointless discussions where noone wins yet again, GC.

653
DF Modding / Diablo Mod Brainstorming
« on: September 01, 2018, 02:56:26 pm »
Hey, so this is something I was thinking of working on - probably won't be starting on it too soon since I still have some other stuff on the backburner (Ars Goetia demons, finish up the good/evil biome lore and creature descriptions, and also races to go along with the cave/biome revamp setting) - still wanted to write some of my thoughts on it down and get some suggestions. Some spoilers below if you care.

Essentially it'd be an addon mod rather than a total conversion, so you'd still have the regular vanilla races plus whatever other modded creatures you may have. I think I should just use my main pack's material, body detail plan and tissue files since they should already have everything that could be shared with the Diablo creatures - only things I'd have to do in that case would be to make the body plans and inorganic materials for spells and so on.

For the creatures themselves, most would probably just be wild predators in normal, savage or evil biomes. Some would require renames to prevent confusion with vanilla creatures (or ones from my other packs since I dislike having identical names for creatures between mods) - i.e the wendigos, the yetis or the imps - I don't think it should be that much of an issue since the games do have stronger/weaker variants that provide alternate names.

In regards to the variants (i.e the Fallen have a stronger variant called Carvers, as one example) themselves, I was honestly thinking of foregoing most of them since DF doesn't really do the gamey aspect of "this is a stronger version of X" that well.

I thought of only making exceptions for the ones that are found in radically different environments - i.e the regular wendigo variant was found in a temperate forest area where the Act 1 of Diablo 2 takes place - its Crusher variant was found in Act 2 which was a desert, and meanwhile the Wailing Beast was found in ruin areas of Act 3, which was more of a swampy area - so those 3 could be split up in this way.

I don't think there's that much potential for megabeasts with this, admittedly. Most of the creatures that'd fit for that would be better off being relegated to rare wild beasts that are also innate pets for some of the races or as castes for civilized races.

I admittedly don't have D3 experience so the lore stuff on it may be off. May change if I decide to get it, however.

For the races themselves, I have this list currently, some I'm not entirely sure on, though:
   -Fallen - an absolute must-have - dark pits dwellers, would have the Shamans and Overseers as more rare, tougher castes, and the Hounds as pets.
   -Khazra/Goat Men - would be split up into three types - Moon Clan (Moon Khazra as a naming scheme, perhaps - would extend to the other two clans), which would be the basic type thats seen in forest, swamp and grassland areas; Ice Clan, an undead variant thats immune to cold damage and has some other advantages, found in arctic regions; and Blood Clan, a mutated variant, in shrublands and mountains. Not sure what their sites would be - forest retreats most likely - all would have a "shaman" variant as well.
    -Sand Raider - four-armed desert-dwellers - classified as demons and with improved physical attributes, but perhaps relatively limited armor and no shields. Town sites? Mummies and Beetle Demons could perhaps be found as their "pets", with Greater Mummies and Blunderbores as their "allied races".
    -Zakarum - swamp-dwellers. Would have four castes - regular zakarum (zealots), priests, council members (like Geleb Flamefinger or Toorc Icefist), and perhaps a caste to represent Mephisto (considering in D2 he's found possessing a zakarum priest). Towns as a site type seem the most fitting.
    -Corrupted Rogue - make town sites in temperate forests and grasslands perhaps. Aside from the regular human-like rogues there could be more demonic and corrupted variants that are stronger (seeing how some of them seem to have spikes growing from their bodies and horns on their warped-looking heads - it could just be armor or some type of helmet but it's really hard for me to tell given how small the sprites are. Perhaps also a variant to represent Andariel's look, as she was the one that corrupted the sisterhood in D2. Not sure what the "male" caste would be, since atleast one is required for a civ to show up in worldgen if the race isn't entirely genderless.
   -Claw Viper - desert race - towns or fortresses maybe?
   -Lacuni - those cat-people from D2 and D3 - desert dwellers. Town sites? Could have some of the desert-dwelling Diablo creatures as pets, i.e leapers, vulture demons or dune beasts.
   -Fetish - small demonic beings, found in D2's Act 3 - would translate to tropical forests and wetlands. Forest retreat sites would be fitting. Shaman variant could resurrect other Fetishes.
   -Dark Cultists - cultists from D3. Town civ? Would have several variants, i.e Dark Vessels, Dark Berserkers, Blood Cultists (the deformed ones from Vidian's cult), Wretched Hosts, the Reborn, also castes to represent Maghda and Vidian. Various undead as pets, i.e Risen Dead, Grotesques or Wretched Mothers.
   -Angels - self-explanatory - a friendly civ for once. Town sites I'd guess?
   -Reapers - hostile angels from Reaper of Souls - multi-caste, i.e Punishers, Anarchs, Winged Assassins, Death Maidens, Ghastly Seraphs, etc. Revenant soldiers, Executioners, Westmarch Hounds (Reaper Hound as a name, maybe) as pets.
   -Abyssals - those naga-like humanoids from D3. Cave civ? Two variants - regular abyssals and "callers" as a magic-user.
   -Bogans - tusked humanoids from D3. Town civ? Two variants - regular quilled Bogans, tusked and larger Bogan Brutes.
   -Unclean - cannibalistic barbarians from D3. Town civ.
   -Morlu - reanimated warriors from D3. Town civ? Would have a regular variant and a caster variant. Corrupted angels as an "allied race".
   -Flesh Golem - intelligent artificial constructs from D3, with 3 variants - Gorgers, Shamans and Hurlers. Town civ?
   
That's more or less the entirety of the "concrete" ideas - I was also thinking of four demonic factions to represent the forces of Diablo, Baal, Azmodan and Belial. Belial's more easy to think up of with the snake-like Deceiver demons from D3, and Azmodan too to an extent with the Demon Troopers he's often associated with, but I'm not too sure about the others.
My current ideas would be for Azmodan's force to have some of the demons he's associated with in D3 as castes - demon troopers as the "basic" most common caste, the D3-style succubi as another, Colossal Golgors as a large "brute" caste, Phasebeasts, Heralds of Pestilence, as well as representations of Azmodan's Lieutenants and Azmodan himself - similarly for Baal's forces - aside from Baal himself, also stuff like Demon Imps, Stygian Furies, the D2 style Succubi, Baal's Minions (called "Enslaved" per their basic variant), Blood Lords, Death Maulers, Overseers, a caste to represent Baal and perhaps one to represent Duriel as well, considering he was guarding Tal Rasha's tomb.
I'm not too sure about Diablo's forces - I guess some of the D1 and D2 Act 4 demons would be the castes in that case - Hidden, Megademons, Horned Demons, Oblivion Knights, Overlords, Lightning Demons, Blood Knights (those demonic knights from D1 - name from one of their variants, as Hell Knight I've used for the Doom-style Hell Knights), D1-style Succubi, Magi (from D1 - perhaps called Cabalists on one of their variants), a caste to represent Rakanoth and a caste to represent Diablo (perhaps a variant to represent his D3 look which had four arms and a rather distinct figure). Think my main issue is the "race" name for these factions, since I wouldn't want to go with "demon" as it could lead to some confusion. I guess something like "minion of destruction/terror/lies/sin"? Not fond of that either as there's an actual creature called "minion of destruction" in the D2 expack.

I'd probably include some concept art-only creatures as well, like I've done with my Warcraft mod and what I'm planning to do with the Dragon's Dogma mod (either as separate ones or as castes for existing creatures, i.e Azmodan had an early two-legged concept which I could make into a separate caste for his faction).

Lastly, I'm not sure if I'll make the different human groups into separate civs, i.e the barbarians or the Vizjerei. Perhaps as an optional addon like the Kingdoms of Humanity addon for my Warcraft pack.

Anyway, sorry if its a bit of a long read - I'd definitely appreciate any thoughts or suggestions. There's probably gonna be a lot of stuff that I won't be able to do due to DF's limitations (i.e no suicide creatures like Fallen Lunatics or frenzied Baal's Minions) but I'll definitely want to do as much as is possible.

654
Hey, can't you make region specific reactions? Like, a special reaction that only happens in tundras, like the acid rain in evil regions?
Yeah you can - I've done a few like that for the good/evil biome revamp.

655
On my end, the Scourge Undead, the Faceless Ones and Ice Trolls can pop up in the arctic regions (with two of my main pack's addons the Magnataur and Blue Draconians are also possibilities).

656
Quick hotfix - fixed the profession names for some of the new races as well as the Forsaken and Scourge Undead castes (they were missing the CASTE_ prefix so it applied the names to all castes) - also made Blighted Fiends not require eating, drinking or sleeping.

657
Mod Releases / Re: [44.12] Lands of Duality - A Good/Evil Biome Revamp
« on: August 25, 2018, 11:45:30 am »
Quick hotfix - added profession names to some creatures that were missing them - also altered the existing ones for Hell Temptresses and Swarm Maidens to make them more in line with other female-only creatures.

658
Mod Releases / Re: [44.12] What Lurks Below - A Cave Revamp Mod
« on: August 25, 2018, 11:39:28 am »
Quick hotfix - added missing profession names for some of the creatures, changed the profession names for the Sisters of Torture as well.

659
Quick hotfix - altered the hags a bit, so their fungal slaves have "fungal slave blood" rather than "hag" blood.

660
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: August 25, 2018, 04:18:40 am »
Materials being effective against particular creatures is handled within the creatures themselves - so for vanilla werebeasts or other procedural creatures you're out of luck, since they can't be edited (werebeasts already have randomized weaknesses to certain metals, but without looking into the worlds files its impossible to find out what they are). Same for vampires since they aren't actually separate creatures, they're just a syndrome tacked onto an existing creature.

The token itself looks something like this:
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:SILVER:10:1]
In this case, it makes it so when the creature is attacked with a silver object, the force of that object is multiplied by 10, making it deal far more damage. If something like a megabeast has this token, npcs who give you kill quests for it will actually bring it up - hence why its impossible to find it out for vanilla werebeasts, since you don't get kill quests for them at the moment.

When it comes to other syndromes (like causing blisters), I think the issue is that they don't trigger at all or only do so with stuck-ins, I admittedly forget which one it is.

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