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Messages - alamoes

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16
Other Games / Re: Increstellar - 4x lite by yours truly
« on: November 16, 2017, 02:59:26 am »
I have level 40 fighters.  They are wrecking everything alone, without any help.  WAD? 

Edit: Just as I type this post, I lose a battle. 

Edit 2: It's because my army wasn't fully healed. 

To be fair, I do have like 290 of them. 

Edit 3: I have hit a stalling point.  The enemy has level 20 or so capital ships, and while I have level 44 fighters, they have level 48.  Also, all of my other ships are comparatively garbage.  I have level 2 cruisers, for example, while the enemy has level 20.  If I even bother to send them, they get shredded instantly.  So yeah, its either wait for tech, or glorious revolution.  I've even tried to do easier missions, but the gather resources mission doesn't pay enough, and I can't even beat the scout mission. 

I'm at 60/100 with threat level 104, and I got here purely by using fighters and the occasional gunship.  I did use bombers for a few missions. 

I almost guarantee that I would win if my gunships targeted their fighters then attacked the ships.  Currently, they way it stands, they target big ships first, I'd like to have them target fighters until in range of medium ships, then fire on big ships, but it doesn't seem like this is happening. 

17
I played a modded game as Cell, and noticed two things.  1.  He gets exhausted very easily at anything above slowest flying.  This is because at any speed above 1.0, you become more exhausted.  2.  When I attack Frieza's men, my speed immediately turns to .099.  This is pretty bad, as I can barely hit anyone at that speed, and they tend to pound on me. 

So yeah, there are some bugs. 

I'm taking a look, but don't expect much out of me. 

18
DF Modding / Re: Gundam Mod [WIP]
« on: June 03, 2017, 05:32:24 pm »
Yeah, I figured I did something weird with my body file.  It is my first one.  Thanks for the input. 

19
DF Modding / Gundam Mod [WIP]
« on: June 02, 2017, 08:42:47 pm »
NOTE.  This is not a release thread.  That will come latter. 

I'm making a gundam mod.  I'll post things here for people to look at intermittently. 

Here's how the mod will work.  Each race will have a creature named, say FEDERATION.  Then I'll make a ton of different mobile suit castes for it.  This mod will include no small scale characters, and be entirely mobile suit based. 

The factions planned include the Earth Federation, Zeon, and possibly latter the Titans and AEUG, and then more future stuff, up to unicorn.  I never saw gundam seed, gundam wing, or any of the other gundam alternate timelines, and so do not plan on adding them. 

If I do add anything past the one year war, I'll keep the files separate so it is easy playing with just Zeta gundam or just the one year war. 

The weapons will include everything from heat axes to beam naginatas.  If anyone has a suggested weapon, I will probably add it. 

Melee will be set to have a normal, heat, and beam version of almost every weapon. 

Heat weapons will be weapons that have higher velocity than the normal weapon, while at the same time

Beam weapons will either be higher tier heat weapons or be made out of a plasma material. 

Ranged weapons will be split into categories:
Spoiler (click to show/hide)
Armor will include armor for various mobile suits. 

Materials will be completely redone, and I'll probably change around the biomes and other stuff as well.  A lot of the vanilla materials are made redundant with the development of high tech super materials. 

There will be such materials as titanium, which can be made into an alloy of luna titanium, gundarium, so on and so forth. 

Zeon will have high tensile steel and variations of that. 

Higher tier alloys will require more material and produce less. 

Special weapons, such as funnels, will not be used, especially because this will be taking place on the ground.  I have no idea how I'll do the Guncannon, which has shoulder mounted cannons.  It will be in the game though, possibly using syndromes. 

Transforming a creature into another creature is possible, and I am considering it for changing mobile suits, but it will definitely not be in the first few releases. 

First thing I'll post is the standard body I set up, although I have a bunch more stuff, this is the part I'm working on ATM.  I know I could probably do it differently, but I just did it the way I know how. 

Code: [Select]
[BODY:BASICMOBILESUITBODY]

[BP:HEAD:head:heads][CATEGORY:HEAD][CON:NECK]
[BP:MC:monocular:monoculars][SIGHT][EMBEDDED][CON:HEAD]
#The monocular is a common thing on Zeon mobile suits. 

[BP:NECK:Neck:Necks][CON:UB][THROAT][CONNECTOR]

[BP:NECKAC:neck actuator:neck actuators][INTERNAL][CON:NECK]

[BP:UB:upper body]
[BP:REACT:reactor:reactors][CON:UP][INTERNAL]CATEGORY:REACT]

[BP:TS:torso:torsos]
[BP:CP:cockpit:cockpits][THOUGHT][CON:TS][INTERNAL][CAT:COCKPIT]

[BP:LB:lower body:lower bodies][CATEGORY:LB][CON:TS]

[BP:RARM:right arm:right arms][RIGHT][CATEGORY:ARM][CON_CAT:ARM]
[BP:LARM:left arm:left arms][LEFT][CATEGORY:ARM][CON_CAT:ARM]

[BP:RUARM:right upper arm:right upper arms][RIGHT][CAT:RUARM]
[BP:LUARM:left upper arm:left upper arms][LEFT][CAT:LUARM
[BP:RLARM:right lower arm:right lower arms][RIGHT][CAT:RLARM]
[BP:LLARM:left lower arm:left lower arms][LEFT][CAT:LLARM]
[BP:RHAND:right hand:right hands][CAT:RHAND][CON:RLARM]
[BP:LHAND:left hand:left hands][CAT:LHAND][CON:LLARM]

[BP:LL:left leg:left legs][LEFT][STANCE][CATEGORY:LEG]
[BP:RL:right leg:left legs][RIGHT][STANCE][CATEGORY:LEG]

[BP:ULL:upper left leg:STP][LEFT][STANCE]
[BP:LLL:lower left leg:STP][LEFT][STANCE]

[BP:URL:upper right leg:STP][RIGHT][STANCE]
[BP:LRL:lower right leg:STP][RIGHT][STANCE]

[BP:RK:right knee:STP][RIGHT][STANCE]
[BP:LK:left knee:STP][LEFT][STANCE]

[BP:LF:left foot:STP][LEFT][STANCE]
[BP:RF:right foot:STP][LEFT][STANCE]

After this is finished, two things, first the material, second figuring out how to put these on creatures I have made, and get them into the game. 

Any help is greatly appreciated.  I'll probably have other forums for help with syndromes. 

20
Several things. 

1.  Bump
2.  I'm playing in the game as the Black empire, as I now am able to.  This will also mean that I am willing to do much of the accounting for anyone who needs it, even though I think it should be fairly light work. 

3.  Questions.  Should this be in other games?  It will be played in google sheets, but I kind of expected diplomacy to take place in the forums, along with any after action reports. 

Anyways, fluff for the Black empire:

In the glorious year of our revolutionary calendar, 3056, the year our third consul took the throne and there was a shift in the republic towards expansion.  The Consul persuaded the people that the nation take the surrounding independent farms under military occupation as reprisal for high import prices of food.  This would mean stepping out of the city's splendid isolation, and into the regional politics.  The city has no standing military at the moment, and thus will offer an ultimatum to the surrounding region before it takes it by force.  Already, contracts are being made with distant lands that have newer, modern equipment to fuel the rise of the empire in exchange for commercial goods. 

In the early history of the Black empire, so called because their national color was black, there were many revolutions. Eventually, the populists defeated the monarchists, and they established a republic, using ancient titles.  They called themselves "The City Commune" (loosely translated), but were primarily known to others as the Black Empire.  The Black Empire was very much an insignificant city at this time, but would set it's sights on the region soon after.   It would was said to have played an important part in the brief regional wars that followed. 

4.  I've decided that the game will have only 5 players including myself.  Any of the colors are still valid choices. 

21
In over the last few months, I made a game.

I posted the manual on the second post in creative projects Here.

The appendix, which includes several things including the building list is Here.

For any discrepancies between the manual and the appendix, the manual supersedes the appendix. 

Whoever wants to play-test sign up here. 

This will be a balanced start.  Everyone will be on a level playing field with the following:

1 Town Center
1 House
1 Farm
1 School
1 Market. 

Size of the map will depend on the amount of players. 

I will be accepting max 8 players. 

I can help you guys start your game for the first few turns, but it is expected that the game plays without a GM.  I have posted the manual. 

Edit: The above is now changed, as I am in the game now. 

Feel free to role play at your own discretion.  I will be doing some kind of RP with my nation

Changing the rules is also allowed as long as all players agree on the change.  For example, changing some of the building costs and productions around. 

There are 8 colors available. 

Red
Orange
Yellow
Green
Teal
Blue
Purple
Black

I will randomly generate the order of turns, and who is next to who on the start of the game. 

I will also provide a spreadsheet that I will link to each player in a PM such that it will be editable.  It will include the map to play on, the appendix information, and a basic income sheet. 

Also, if someone has a better way of doing this, feel free to suggest it to me. 

There will be a forum for people to discuss their actions/diplomacy, where I will also ask for feedback.  This is ok, because there is no fog of war, and everyone can see everything. 

Things to note, units will have to share spaces with buildings on tiles.  The solution to this is pressing ctrl + enter to do a line break, and then entering the unit name on the other line.  Changes to strength and morale will be added to the right of a unit.  For successive units, simply add another line. 

Each nation will be defined by color.  There is a color for each nation in Google Spreadsheets, so I've got everything for that covered. 

Also, last thing, I'm willing to be variable on the map size.  I can delete or create new tiles at will, so even though at Google Spreadsheets starts with an initial 26x1000 size spreadsheet, but I can add columns and rows at will. 

Currently, I have decided that the map will be a 20x20 map. 

I will post the read only link to the game map here

Note, on game start, I will color the text of the buildings by player color. 

22
Reserved for links to all of the games played on this forum. 

Recruitment for game 1 is here

EDIT:  I still need people to play with or to write an AI that can play the game.  I will be in the game now, because I have more free time now. 

23
Creative Projects / Re: Imperial Campaigns - Pen and Paper 4x/Wargame
« on: January 05, 2017, 01:46:50 am »
This is the post reserved for the Manual. Manual is still a work in progress. 

The game is turn based, played on a grid map, like in DF.  Each player takes his turn in a predetermined order. 

Spoiler: Dice (click to show/hide)

Notes

*The economy is not complete.  I'd like to make for research to matter in the economic side of things, where you could research improvements to buildings and then spend resources to upgrade them, but I'm not there yet. 

**All prices for things are placeholder.  Certain unit stats are likely very OP.  This is to be discussed in this forum.

Now onto the mechanics. 

Spoiler: Unit Stats (click to show/hide)
Spoiler: Combat (click to show/hide)
Spoiler: Repairing of Units (click to show/hide)

Link to appendix (includes building list):
https://docs.google.com/spreadsheets/d/1irgC6Njv9vRCgx2rh7UPqGywnFESV6D9RBFc5BZsdZ8/edit?usp=sharing

Note: The manual supersedes the spreadsheet at this point in time.  I have not proofread the spreadsheet other than the buildings section. 
I'm not posting the building list on the forum because that would be tedious and redundant. 

Don't be afraid to ask for clarification on how a rule works or point out that I screwed up somewhere. 

Edit: I've updated the manual a bunch. 

24
I've attempted numerous times to make a form of nation RPG in the other games forum.  I've found that it is a lot of work doing the GM work for 8+ players who each have their nonsensical plans on how to dominate the world.  As such, I decided to write down a strict set of rules of play that will make things less nonsensical, and allow for an easier time GMing the games. 

Manual will be in second post, including variants that make the game simpler and easier to manage.  Feel free to create your own variants given that I may attempt to add them in a monetized computer game latter. 

Currently, I have a playable combat demo with some crude economic rules that I half-like. Anyways, I ended up with a system that is pretty much Sim City + Kriegspiel with a abstracted version of those armament designing games that used to pop up in forum games. 

The game now no longer requires a GM at all, diplomacy works by written agreement. 

The game is not finished at all.  I'd like to have a system for rebellion, new player formation, and exploration that generates  but that will come latter.  AI is not a priority until I get all of that in. 

The main downfalls of the system is twofold:

1. The players must conduct dice rolls for every combat with every unit encompassing a front that gets exponentially larger as you play. 

2.  There are a lot of numbers to go through for unit design.  I have variants that reduce the amount of numbers, but I've posted the complete version.  Things can be taken out as needed.

The solution I came up with was to create a program to automate certain parts of the game, but I don't know code, and my friend who knows code does not know it well enough to help me. I am learning, however. 

25
Welp.  Seems we're both working on the same thing, although yours is complete and mine is a work in progress.  I'll link to my thread.  I might make it about the wars of unification or 30k or some other different thing altogether. 

For now, I'm trying your mod out. 

http://www.bay12forums.com/smf/index.php?topic=161479.0

26
So, progress is being made.  Today I'm learning about gaits.  I had a question about [APPLY_CREATURE_VARIANCE] which was being used by the dwarves to define their gaits, but I figured it out myself.

I found information pertaining to gaits in the CV files.  Apparently this is what is used to define the dwarven gait's structure.  I added some basic modding information to the wiki page on gaits.  I guess that leads me to begin testing.  It probably does work exactly as I think it does, but meh. 

27
I've heard of it, but never tried it. 

28
DF Modding / Re: [WIP] Warhammer 40k mod (total conversion) UNRELEASED
« on: November 13, 2016, 02:56:24 pm »
Yep.  Expect dubious quality unless I decide to use DF hack.  I probably won't. 

29
DF Modding / Re: [WIP] Warhammer 40k mod (total conversion) UNRELEASED
« on: November 12, 2016, 09:10:03 pm »
*Reserved*

This is where I put any story for the mod, for example, why all the creatures have come to this planet, or whatever. 

Also possibly a guide for if I make more complex, with the creation of more exotic materials. 

Edit:I'll currently use this as my journal. 

So I did some tests with the holy bolter today.  It vastly under-performed.  In arena mode, my guy got punched to death.  We both died at the same time. 

Test two was more promising.  I blew off the guy's leg.   

Fun times with the power sword.  It consistently cuts off people's limbs.  I'll update the weapons list. 

Edit: The thunder warrior is under-performing.  I need to figure out the correct balance its stats should have.  Right now, it is slightly better than a dwarf. 

30
DF Modding / Re: [WIP] Warhammer 40k mod (total conversion)
« on: November 12, 2016, 04:25:31 pm »
This is where I'll post the code I'm working on. 

Code: (weapons) [Select]
item_weapon

[OBJECT:ITEM]

#chain weapons - standard 40k chain weapons.  Both chain swords and chain axes are in as imperial weapons. 

[ITEM_WEAPON:ITEM_WEAPON_CHAINSWORD]
[NAME:chainsword:chainswords]
[SIZE:600]
[SKILL:SWORD]
[TWO_HANDED:30000]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:75000:8000:slash:slashes:NO_SUB:1500]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:EDGE:150:2500:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100:1000:strike:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_CHAINAXE]
[NAME:chainaxe:chainaxes]
[SIZE:700]
[SKILL:AXE]
[TWO_HANDED:35000]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:60000:9000:hack:hacks:NO_SUB:1500]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:150:1000:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_CHAINFIST]
[NAME:chainfist:chainfists]
[ATTACK:EDGE:3000:6000:stab:stabs:no_sub:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

#power weapons - These have a force field that helps aid cutting or smashing.  I might make a syndrome that creates plasma when contact is made between these weapons and the enemy. 

[ITEM_WEAPON:ITEM_WEAPON_POWERSWORD]
[NAME:power sword:power swords]
[SIZE:600]
[SKILL:SWORD]
[ATTACK:EDGE:60000:8000:slash:slashes:NO_SUB:2500]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:EDGE:3000:5000:stab:stabs:NO_SUB:2500]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:300:1000:strike:strikes:pommel:3000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_POWERFIST]
[NAME:power fist:power fists]
[SIZE:500]
[SKILL:HAMMER]
[TWO_HANDED:0]
[ATTACK:BLUNT:300:4000:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_THUNDERHAMMER]
[NAME:thunder hammer:thunder hammers]
[SIZE:700]
[SKILL:HAMMER]
[TWO_HANDED:50000]
[ATTACK:BLUNT:20:300:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

#ranged weapons

#stubbers/autoguns - cheap guns with poor armor piercing.  Should still very easilly eliminate soft targets, as guns do. 

#stubgun is akin to a colt or revolver
[ITEM_WEAPON:ITEM_WEAPON_STUBGUN]
[NAME:stub gun:stub guns]

#stubber is akin to a semi-auto rifle
[ITEM_WEAPON:ITEM_WEAPON_STUBBER]
[NAME:stubber:stubbers]

#autogun is akin to an assault rifle
[ITEM_WEAPON:ITEM_WEAPON_AUTOGUN]

#Heavy stubber is akin to a heavy machine gun
[ITEM_WEAPON:ITEM_WEAPON_HEAVYSTUBBER]
[NAME:heavy stubber:heavy stubbers]

#bolter - used for dealing with heavily armored enemies.  The bolter should litterally blow off chunks of a person in steel plate mail or less.  Remember, these are made to deal with people in power armor made from exotic materials. 

#bolt pistol - smaller single handed weapon, so a person can wield both a pistol and a melee weapon at the same time. 

[ITEM_WEAPON:ITEM_WEAPON_BOLTPISTOL]
[NAME:bolt pistol:bolt pistols]
[SIZE:500]
[RANGED:CROSSBOW:GUNBOLT]
[SHOOT_FORCE:2000]
[SHOOT_MAXVEL:800]
[MATERIAL_SIZE:3]

# Length aproximately 1 meter.  Caliber about 1, or 2.5349 cm. 

[ITEM_WEAPON:ITEM_WEAPON_BOLTER]
[NAME:bolter:bolters]
[SIZE:800]
[RANGED:CROSSBOW:GUNBOLT]
[SHOOT_FORCE:3000]
[SHOOT_MAXVEL:1200]
[MATERIAL_SIZE:6]

#Should have a higher rate of fire, but DF probably still doesn't allow RoF for weapons yet. 

[ITEM_WEAPON:ITEM_WEAPON_HEAVYBOLTER]
[NAME:heavy bolter:heavy bolters]
[SIZE:1500]
[TWOHAND:40000]
[RANGED:CROSSBOW:GUNBOLT]
[SHOOT_FORCE:4000]
[SHOOT_MAXVEL:1500]
[MINIMUM_SIZE:20000]
[MATERIAL_SIZE:8]

#special bolters

#stalker bolter - I don't know what to do with this one.  Possibly make it cheaper, but at
[ITEM_WEAPON:ITEM_WEAPON_STALKER_BOLTER]
[NAME:stalker bolter:stalker bolters]

#lasgun - shoots an exotic material called lasers.  Lasers are

[ITEM_WEAPON:ITEM_WEAPON_LASPISTOL]
[NAME:laspistol:laspistols]


[ITEM_WEAPON:ITEM_WEAPON_LASGUN]
[NAME:lasgun:lasguns]
[SIZE:600]

[ITEM_WEAPON:ITEM_WEAPON_LASCANNON]
[NAME:lascannon:lascannons]
[SIZE:1200]
[TWOHAND:60000]

#plasma gun - shoots an exotic material called plasma, which should be VERY hot AND blow chunks off.  Best used against heavily armored units. 

[ITEM_WEAPON:ITEM_WEAPON_PLASMAPISTOL]
[NAME:plasma pistol:plasma pistols]

[ITEM_WEAPON:ITEM_WEAPON_PLASMAGUN]
[NAME:plasma gun:plasma guns]

[ITEM_WEAPON:ITEM_WEAPON_PLASMACANNON]
[NAME:plasma cannon:plasma cannons]

#missile launchers

[ITEM_WEAPON:ITEM_WEAPON_SOUNDSTRIKE_MISSLE_LAUNCHER]
[NAME:soundstrike missile launcher:soundstrike missile launchers]

#grenade launchers

#flamers - Short range, and fire promethium. 

#shotguns

#sniper rifles

Code: (thunder warrior) [Select]
creature_adeptus_astartes

[OBJECT:CREATURE]

[CREATURE:THUNDER_WARRIOR]
[DESCRIPTION:A genetically altered human being, created to wage a war on an apocolyptic earth.]
[NAME:thunder warrior:thunder warriors:thunder warrior]
[CREATURE_TILE:"T"][COLOR:1:0:1]
[FEARLESS]
[INTELLIGENT]
[TRANCES]
[BENIGN]
[CANOPENDOORS]

#Currently copied off  of the dwarf.  I plan on creating a more detailed body for the marine when I learn more about the system.  I might keep this early design and make it into the steroid techno-barbarian mans of ancient terra called the thunder warrior. 

[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]

#how does the body know to use these? 
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]

[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]

#eyebrows.  I need to make sure they are colored correctly, but otherwise it's fine. 

[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]

#nails

[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]

#major arteries. 

[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]

#I don't know what head postions does. 

[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[RELSIZE:BY_CATEGORY:LIVER:200]#Space Marines have normal livers. 

#Tendons.  The heal faster than average.  Faster is lower
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:150]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:150]

#pretty self explainatory
[HAS_NERVES]

#also self explainatory
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

#might change this, as marines are quite poison resistant.   
[CREATURE_CLASS:GENERAL_POISON]

#general infections should be the same
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]

#sweat, tears, and spit should be the same as well, although I might change the spit to a  material that burns the skin and causes blindness. 
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]

#I assume this is where the material from above are used
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]

#man tears for a man giant
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]

#seems to be what I'd look at to make the poison spit. 
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]

#I assume this is where the information on what it looks like is found
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]

#I assume the pluses and minuses are for giving a general comparison only. 

#the thunder warriors are quite strong.  It is said they can hold their own against a space marine. 
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]              +++

#these warriors are big steroid monsters, so I don't think they would be as fast, but they would certainly be faster than average. 
[PHYS_ATT_RANGE:AGILITY:500:800:1000:1300:1500:1800:2000]                 +

#They should have superhuman toughness.  I'm not sure how superhuman though. 
[PHYS_ATT_RANGE:TOUGHNESS:900:1200:1600:1800:2000:2250:3000]             +

#them steroid-mans are probably no good at the smarts. 
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:400:900:1150:1250:1350:1550:2250]    -

#I'll leave focus the same. 
[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]                ++

#Probably not that creative
[MENT_ATT_RANGE:CREATIVITY:300:500:800:1000:1200:1400:1800]            -

#Probably not that patient. 
[MENT_ATT_RANGE:PATIENCE:300:500:800:1000:1200:1400:1800]              +

#Memory I'll leave the same.
[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]                +

#Spatial sense is probably pretty good as well, so I'll leave that the same. 
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]        ++

#I don't know how big a thunder warrior would be, but supposedly they're larger than the space marines.  I'll say 8-9 ft, with an extra wide frame to support that height.  Currently, I have them as blocks of 8ftx2ftx1ft.  I converted that into cm^3 and got 453070 cm^3.  At a density of 1.030 g/cm^3, they should weigh 453070 grams or approx. 1000 pounds.  Their adolescent size should be the size of a normal human.  EDIT: I fixed the weight.  I'm sure nobody noticed the behemoth I posted earlier.     
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:70000]
[BODY_SIZE:12:0:453070]

#body modifiers are the same.  I don't know what APP_MOD_IMPORTANCE does though. 
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]


#I'm not messing with these yet. 
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]

[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]

[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]

[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]

[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]

#Age is the same.  Thunder Warriors were, perhaps purposely, limited in their lifespan.  A Space Marine would likely last a lot longer, perhaps infinitely.  Perhaps if they don't die first...
[MAXAGE:150:170]

#Attacks will likely stay the same. 
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]

[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]

[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]

[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]

[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]

[BABY:1]
[GENERAL_BABY_NAME:thunder warrior baby:thunder warrior babies]
[BABYNAME:thunder warrior baby:thunder warrior babies]
[CHILD:12]
[GENERAL_CHILD_NAME:thunder warrior child:thunder warrior children]
[CHILDNAME:thunder warrior child:thunder warrior children]
[EQUIPS]
#removed CAVE_ADAPT because these people fight above ground. 
[DIURNAL]
#Good enough for me. 
[SMELL_TRIGGER:90]
#I don't believe these people have perfect night vision.  Lowered from 10000 to 8000. 
[LOW_LIGHT_VISION:8000]

#I changed the profession names to ____ warrior: _____ warriors.  Good enough for now. 
[PROFESSION_NAME:CRAFTSMAN:crafts warrior:crafts warriors]
[PROFESSION_NAME:FISHERMAN:fisher warrior:fisher warriors]
[PROFESSION_NAME:HAMMERMAN:hammer warrior:hammer warriors]
[PROFESSION_NAME:SPEARMAN:spear warrior:spear warriors]
[PROFESSION_NAME:CROSSBOWMAN:marks warrior:marks warriors]
[PROFESSION_NAME:AXEMAN:axe warrior:axe warriors]
[PROFESSION_NAME:SWORDSMAN:swords warrior:swords warriors]
[PROFESSION_NAME:MACEMAN:mace warrior:mace warriors]
[PROFESSION_NAME:PIKEMAN:pike warrior:pike warriors]
[PROFESSION_NAME:BOWMAN:bow warrior:bow warriors]
#A little jarring to see these units capitalized. 
[PROFESSION_NAME:MASTER_CROSSBOWMAN:Elite Marks warrior:Elite Marks warriors]
[PROFESSION_NAME:MASTER_BOWMAN:Elite Bow warrior:Elite Bow warriors]

#I don't know what this speech file is.  I did find it in data/speech, so I'm sure I can make a custom file, but we'll see. 
[SPEECH:dwarf.txt]
#Homeotherm works. 
[HOMEOTHERM:10067]
[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]
#I don't know what these do.  I'm sure it is important for the speed of the creature. 
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph

#kind of obvious. 
[SWIMS_LEARNED]
#no idea what these do
[GRASSTRAMPLE:0]
[NO_VEGETATION_PERTURB]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
#getting rid of spouse conversion target, because I'm pretty sure they won't be converted. 

#There were no female thunderwarriors.  Otherwise, copied from dwarves.  Note: Obviously, they're incapable of mating.  That was likely done by design by THE EMPRAH. 
[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TL_COLOR_MODIFIER:GOLDEN_YELLOW:1:GOLDENROD:1:MOSS_GREEN:1:ORANGE:1:PUMPKIN:1:RED:1:SAFFRON:1:SCARLET:1:SILVER:1:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_MINT_GREEN:1:IRIS_EYE_MOSS_GREEN:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1:IRIS_EYE_AMBER:1:IRIS_EYE_GOLD:1:IRIS_EYE_GOLDEN_YELLOW:1:IRIS_EYE_YELLOW:1]
[TLCM_NOUN:eyes:PLURAL]

Final notes: These Thunder Warriors probably will look like dwarves.  Oh well.  This is for testing purposes only. 

Post your criticism below. 

EDIT: added the thunder warriors.  I still need to balance them.  I consider it my hello world to creature modding. 

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