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Messages - Thuellai

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196
DF Modding / Re: The best possible weapons.
« on: October 31, 2014, 12:57:43 am »
Maybe that's the secret - just make all the weapons absurdly huge (they...  basically are, really)

The end result will of course be that they are also crazy valuable and heavy, but that doesn't seem too unrealistic.

Let me see if I can get a more side-by-side image, but they are about as long as their wielders, generally, although not as thick all around as a person.  I could see them being like half person-size, though.  I myself found Size 900 to be an oddly small amount and had upped it since then (I've been updating the mod, originally made by Iados, with his permission), but maybe they just need to be absolutely enormous.



Here's one being swung away from the body, which at least gives a different perspective.  Most of the other weapons are of similar size in some regard - Greatswords and Switch Axes are probably the next biggest, then Long Swords (about as long as Great Swords, but thinner), then Lances and Gunlances (some of these may actually be bigger than longswords, especially the Gunlances), with Swords being the smallest (about the size of a regular arming sword or short sword) among the melee weapons - swords designed to be used with shields are usually slightly bigger than the swords used in dual pairs, but since you can't force a weapon to be used with a shield I just sort of lumped them into one category.

197
DF Modding / Re: The best possible weapons.
« on: October 29, 2014, 08:46:26 pm »
Seems a bit of a cheat, but on the other hand...  that slam attack IS pretty brutal.  Right now I have a strong attack with it that has about a 3500 velocity multiplier, and that does occasionally fracture a skull.  And hammers are the "raw damage" weapon.  Nothing I can do about the somewhat odd blunt physics currently plaguing combat, I suppose, and it seems silly to give such a huge hammer head a small contact area.

198
DF Modding / Re: Help with creature design
« on: October 29, 2014, 12:47:53 pm »
Thanks, Dirst!  That helps a lot.  I think SHELL technically already exists - Armadillo uses the tissue template for its shell, along with a few others - so that part should be easy.

199
DF Modding / Re: Help with creature design
« on: October 29, 2014, 12:19:14 am »
1. Basically, make a new body detail plan. Really basically. I'm not quite good enough at those to explain them to a beginner (they don't come up often...)
2. Double the normal size. Larger RELSIZE gives you bunny ears, yes.
Problem is, the relsize for claws isn't listed in the QUADRUPED_NECK body-plan, unless I'm missing something.  It has normal-sized paws with long, knife-like claws, which I'm trying to replicate.

200
DF Modding / Help with creature design
« on: October 28, 2014, 11:06:27 pm »
Hey guys, wondering a couple things I could use help on in developing new creatures for the MHU mod.

1.  How do I apply a template to only one part of a creature?  I'm working on a creature with armored fore-arms, and I want to represent this by giving its lower arms the SHELL template, like an armadillo uses for its shell.
2.  What's the appropriate RELSIZE tag to give a quadruped claws that are double the normal size?  Part of the same critter.  Likewise, if I want bunny-esque ears, that would be a matter of simply giving its ears a bigger RELSIZE tag on the creature level, right?

201
DF Modding / Re: The best possible weapons.
« on: October 28, 2014, 10:00:55 pm »
Speaking of weapon design, I'm currently working on a weapon overhaul for the MHU mod, as part of some general improvements.  One issue I've run into is that for some reason the enormous hammers in said game, which are here represented as being about size 900 (seems fairly accurate) seem to also have no ability to, well, crush things.  With the attack as it is currently coded, despite a 1750 velocity, my size 900 iron hammer had to be bounced off an unarmored, unconscious human's skull about six times before it finally crushed it.  Given they look like this:

That seems fairly unrealistic.  How do I make a giant hammer suitably deadly, because right now they're falling FAR below the swords (which are lopping limbs off with aplomb, I must say)

202
DF Modding / Re: The best possible weapons.
« on: October 28, 2014, 07:26:20 pm »
High velocity makes everything better, so giving a weapon attacks with a high velocity, especially with low prepare/recovery times, would make it really powerful.

As far as it goes, if it's in the entity as a WEAPON, they can forge it whenever it pleases.  However, one thing you COULD do is make a weapon and assign it to no entity.  This would make it possible for it to be produced as an Artifact, but ONLY as an artifact - as artifacts are chosen randomly from the appropriate entries (that's why dwarves can make artifact bows and other weapons dwarves can't normally forge).  The more other weapons you have, the less likely it is to be forged, though.

203
Forgive me if this is an impertinent question, but how interlocking are all the raws here?  Are raws lined up in fairly simple ways?  For example, if I want to borrow certain features of Direforged, it's mostly easy because by and large all his new creations are clearly marked and delineated so that I can tell what affects what.  I love a ton of the creatures in this mod, but adding the ones I like to my own personal play-set is somewhat difficult because of the sheer volume of raws, so I was wondering if there's a clear naming pattern I can use to isolate the raws I need for any individual element of the mod.

Of course, I suppose I could just merge over most of the features from Direforged (which DOES have very well named and separated RAWs) and play things that way.

If you have a burning list of features from Direforged, and Knight Otu is agreeable, I would be happy to consider adding them. Having said that, Dark Ages is not designed to be friendly with other mods or dissecting. If you are producing a personal-play mod, it may require a careful review of the error logs.

That's a fair answer, GM-X.  Thanks.  I can totally understand a mod having a specific vision and thus being very interlocking, especially when lots of elements are involved.  I just really love a lot of creatures in your mod and was hoping they'd be easy to transplant.  Oh well - it wouldn't be the first time I had to dissect and reconstruct a favorite mod.

204
DF Modding / Re: Anything like Fort Defense/Difficulty +/etc for DF2014?
« on: October 17, 2014, 06:47:02 pm »
It does indeed.  I can always use more ways to terrorize my dwarves.

205
DF Modding / Anything like Fort Defense/Difficulty +/etc for DF2014?
« on: October 17, 2014, 06:37:45 pm »
Looking for new and interesting potentially murderous civs to trade blows (and spinning pig-tail socks) with.  Smaller mods that would be easily integrated with an existing set-up, if possible.  Any recommendations?

206
Forgive me if this is an impertinent question, but how interlocking are all the raws here?  Are raws lined up in fairly simple ways?  For example, if I want to borrow certain features of Direforged, it's mostly easy because by and large all his new creations are clearly marked and delineated so that I can tell what affects what.  I love a ton of the creatures in this mod, but adding the ones I like to my own personal play-set is somewhat difficult because of the sheer volume of raws, so I was wondering if there's a clear naming pattern I can use to isolate the raws I need for any individual element of the mod.

Of course, I suppose I could just merge over most of the features from Direforged (which DOES have very well named and separated RAWs) and play things that way.

207
I've got a patched version of MH3P, so Ill play around with it and see if I can sort out appropriate gaits.  Offhand I can think of a few monsters with distinct movement patterns, like the repeated charges of Yian Kutku and the various -prey and -aggi with their hops.

208
Thanks a lot for taking this on, Wim.  I have no internet right now (I just visit the local library a lot) so it's great to see that the mod carries on.  Looking forward to seeing this grow.

209
DF Modding / Re: Magic the gathering concepts in DF
« on: April 25, 2014, 12:06:13 am »
I could see adding most of the unique races to DF - Kor are more or less human but with unique weapons and culture, and DF already has vampires/merfolk/goblins/etc, so most of the tribes are in there.

Zendikar would be awesome, though it'd be hard to achieve the whole 'the terrain is dynamic and murderous' vibe.

On the other hand, Eldrazi megabeasts!

210
Mod Releases / Re: EÄ (Lord of The Rings) [1.3]
« on: April 06, 2014, 03:49:23 am »
So I see the elves are using Sindarin, and that you've got a language file for the Black Speech.  I assume the Dwarven language is likewise LotR-style Dwarven, not the Urists of the base game.

Question, though - have you done anything with the human language?  If you have, did you have any source to work off of?  I've never found any resources on Westron.

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