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Messages - mrtspence

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31
Woah! Laptop has been repaired so I'm back, baby!

Trees, thank you SO much for the typo fixes, those have been staring me in the face on my to-do list and I've been lacking the will to fix those forever :D. I'm crediting you on my next update, whenever that comes around! Can you pm me a link/post one to the changed RAWS so I can fully fix all the errors and put out an update, or is the stuff in your post way back on page 12 (or whatever it was) all we have?



I love how this is coming along. Very pleased to see all these new races!

 I seem to have lost a lot of steam on my Lizardmen update and, as I didn't keep a to-do list, I am not exactly sure what my next step for that is.

That being said, I have all the basic casts (Saurus, Skink, Slann) done but with a ton of tweaking needed (I fear armour may not work too well at the moment as Slann are quite big--may make Slann smaller but just have huge weight variance, which I think should ensure success).

I think my next step is to properly add in the pet animals: I have kroxigor and seem to have frames for razordons, salamanders, stegadons, and carnosaurs.

I have a custom system of reactions set up to create the lizardmen's fabled obsinite metal, and was going to make it so that lizardmen could only make bone armour (as that's all they seem to wear--but sometimes with gold decorations).

I am also thinking of creating a new body template and tissue template to make lizardmen have incredibly thick scales, as they count as wearing heavy armour in the tabletop when buff naked!

Seem like the right direction to you guys?

I have only 2 more papers due in the next while before my finals, so I might have time to actually sit down and get most of this done!

32
DF Modding / Re: fans and modders requested for a Warhammer TC - V0.3a
« on: October 08, 2011, 10:42:58 pm »
well guys i don't have 'nought time to ddeply test all the changes so i'll just upload the last version the skaven

PS:mrtspence i keep seeing dozen of typos in the chaos warrior raws, can you fix them in the next release please?
Spoiler (click to show/hide)
they won't bother the play very much but now i don't have the time  to fix 'em myself

Edit: done some testing... seems that the skaven have nearly 100% prob. of wiping out dwarves from mountains

Ya, the definition of some of those tokens changed and there is an issue with eyebrows on some creatures, or something to that effect, but they have literally 0 impact on any in-game anything, so they are lower on my list for fixing/improving things. I am also quite busy too, so I just seem to be having difficulty motivating myself to groom the raws for non-functional issues. I will remove these as I come across them for future patches though!



Deathsword, I feel like most of the Beastmen changes I would propose would be cosmetic. I would likely just remake the Great Altar to look like a big, bloodied slab of rock. I would also suggest instead of letting them use Blood Iron/Blood Steel/Chaos God Weaponry giving them some way to make a somewhat-inferior material from bones or something. I feel like Beastmen shouldn't be rocking around in suits of the finest armour, I've always seen them as a ravening horde armoured in bones and scraps wielding crude and brutal weapons. Just my humble opinion though, so don't rush to change anything as they are very functional as-is :D

33
DF Modding / Re: fans and modders requested for a Warhammer TC - V0.2a
« on: October 06, 2011, 10:35:19 pm »
Deathsword, if you don't mind for the next release, I would love to make some reactions, or help you make some reactions, unique to the beastmen. I think it would be pretty cool if we could develop them some of their own character, as I feel my Chaos Warrior stuff doesn't quite do them the same justice. We could throw stuff out here or via pm. Just let me know what you think!

34
DF Modding / Re: fans and modders requested for a Warhammer TC - V0.2a
« on: October 06, 2011, 03:00:02 pm »
Chaos Warriors 0.5b: http://dffd.wimbli.com/file.php?id=3612

Basically done. Just continuing to add cool stuff as it comes up. May even remove the beta tag in a release or two.


Also, Black Legion, for consistency and convenience, you could use the Blood Iron and the Blood Steel in my mod. They function as heavier versions of Steel and Adamantine respectively. I'd love it if you came up with your own reactions to make them though, as I feel that the sacrifice rituals for Warriors of Chaos are kinda unique and fun. Although I'm not familiar with Chaos Dwarves very much, so if they would fluff-wise be doing that sort of thing, then by all means take the reactions too!

35
DF Modding / Re: fans and modders requested for a Warhammer TC - V0.2a
« on: October 05, 2011, 07:40:28 pm »
Just had an amazing moment in my Brettonian fort. A veritable horde of dark stranglers and beakwolves were gathered outside my walls whilst my men cowered, attempting to assemble arms and armour to sally forth some time in the future.

Out of nowhere, I get the message saying that Zilta Boundrelic, a Juggernaut of Khorne had arrived (a semimegabeast) and it began a rampage of pure carnage through the besieging ranks. It sent one beakwolf sailing 12 tiles to slam into a wall, bursting on impact. All the attacks directed towards it glanced away harmlessly. A dozen dead enemies later, its only wounds were shattered eyes and incredible exhaustion. I look forward to it's fights against better armed opponents and, later, against my Brettonians, who shall try and slay the fell beast in the name of the Lady!

EDIT: Well, as it is blind, the Juggernaut stumbles drunkenly after a wave of migrants, only catching them after a siege arrived (which it massacred as they foolishly got within the reach of its deadly horn) and scared them into a corner. One of the bastards tried to be brave and punched its hoof (to no effect) and was promptly put to the ground and gored to death. It also managed to kick a different migrant in the head, shattering his skull but luckily not killing him.

As the migrants have been outside for so long, constantly fleeing the beast, they are very drowsy, dehydrated, starving, and very unhappy. They are gonna make some mean ghosts...

EDIT 2: All of the migrants just died of terrible thirst. And another Juggernaut just showed up. This one is named Tamer Faithhook and is not crippled by a lack of eyes. I fear for the future of this fort...

EDIT 3: Another wave of migrants was brutally slaughtered by this newest Juggernaut. I'm half expecting another of the daemons to arrive this next year xD

36
DF Modding / Re: fans and modders requested for a Warhammer TC - V0.2a
« on: October 05, 2011, 11:18:27 am »
Nice work! Pestilens is looking great! You really should include a plague censer though. Those things are iconic.

37
DF Modding / Re: fans and modders requested for a Warhammer TC - V0.2a
« on: October 04, 2011, 05:18:21 pm »
Going to make the night goblins have "males" and "females" then. I guess we should call babies "whelps" or "runts".


...well, I'll do that after some bugfixing on the beastmen.


EDIT: compared beastmen and chaos warrior ethics. I think what is causing  them to war are these tokens:

   [ETHIC:TREASON:PUNISH_CAPITAL]
   [ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
   [ETHIC:LYING:PUNISH_SERIOUS]
   [ETHIC:VANDALISM:PUNISH_SERIOUS]
   [ETHIC:TRESPASSING:PUNISH_SERIOUS]
   [ETHIC:THEFT:PUNISH_SERIOUS]
(chaos warrior)


   [ETHIC:TREASON:ACCEPTABLE]
   [ETHIC:OATH_BREAKING:ACCEPTABLE]
   [ETHIC:LYING:ACCEPTABLE]
   [ETHIC:VANDALISM:ACCEPTABLE]
   [ETHIC:TRESPASSING:ACCEPTABLE]
   [ETHIC:THEFT:ACCEPTABLE]
(beastmen)

considering how chaos is (as far as I know), I don't know why they'd punish vandalism, lying and oath-breaking.


EDIT 2: Also, I am quite sure at least bestigors and centigors can wield the chaos weapons, since they are bigger than a human, especially the centigor.

Well, the reasoning is that Chaos Warriors come from functional, fairly civil societies (a-la the vikings) whilst Beastmen are a collection of savage creatures that have little resemblance to humans.

The Chaos Humans (the Northmen) make settlements in other lands, participate in trade, and are capable of functioning as a developed entity (ergo the nice armour and weapons they have the Chaos Dwarfs make for them). They just happen to be evil and invade the lands of the soft southerners once a sufficiently powerful warlord can get them going. For such a society to exist, they'd have to have some basics down. The Mongols were a mighty civilization hellbent on dominating the entire known world, known for ruthless warfare and atrocities, yet they still had these same basic ethics in place. That being said, the Chaos Humans are still really nasty to their enemies and neutrals, commit lots of atrocities, and love to be fighting--so they are still evil. It's also worth pointing out that they only get punished for things they are caught doing...


Beastmen are a lot less civilized. They don't have cities, they don't engage in trade, etc. So as it is (in the DF system) we cannot really obey the ethical considerations set out in the fluff and expect them to get along. There is no way to make all evil societies get along (and I'm very sure that in the fluff there is mention of Warriors of Chaos fighting Beastmen, they only get along when the aforesaid Warleader can keep them all in line together, so it makes sense then too) and until such a feature is implemented, they may just keep fighting each other.

Also, it is likely that Bestigors and Centigors can get big enough to wield the Chaos Weapons. As long as they can get above 100500 in size, they should be good to go (number is off the top of my head, but I'm pretty sure that's the right ballpark).




38
DF Dwarf Mode Discussion / Re: Sharp Blades Tag?
« on: October 04, 2011, 10:41:17 am »
That's pretty much it.  It prevents mooded weapons from being terribly bad, and instead makes them mostly bad.

Ya. Artifact weapons are incredibly accurate, but are still only as effective at dealing damage as their main element is.

So a Pig Iron sword would still by abysmal. Although a Pig Iron hammer might not be awful...

39
DF Modding / Re: fans and modders requested for a Warhammer TC - V0.2a
« on: October 04, 2011, 09:15:15 am »
Well, it's not like gobbos actually wore any armour really, so scavenging makes a lot of sense to me! Night gobbos as a separate entity also seems quite wise.

Also, my Brettonian settlement was almost wiped out by damned dark stranglers finding a way over my wall, but has now stabilized with a fixed wall.

40
DF Modding / Re: fans and modders requested for a Warhammer TC - V0.2a
« on: October 03, 2011, 08:04:27 pm »
Eshin are looking fantastic! I just had an awesome moment when I noticed the prehensile tails. Now the 3-blade-wielding Assassin can be a reality (one of the best models in the warhammer range too, IMHO). Excellent work, Crazy Cow! No obvious errors or issues.

Also, that seems like a pretty good reason to make assassins bigger, and that is a reasonable size too. Definitely approved!

And I really think we should just bite the bullet and put in female orks. Migrants-only would lead to puny forts. We want orks to breed and mature in like a year so that there can be forts of hundreds. When I play with them, I will put my brand new PC to the test with forts of 500 skaven and orks. There will be epic battles where the chaos horde invades and are just barely beaten back at the cost of two hundred skaven slaves and a hundred storm vermin. I want the same for orks too! It's exciting just thinking about it!


On another note, just started my first Bretonnian fort. Started with a nice distribution of castes and am creating a massive farm plot and pasture for sheep, all to be fenced in with a wooden bailey. Looking great so far!

Related to the Bretonnians, I almost wanna make the night kinda like a centaur--as in he/she would be born on horseback and the horse would be considered the same creature. Would be kinda cool and could hold us over until mounts work.


41
DF Dwarf Mode Discussion / Re: Sharp Blades Tag?
« on: October 03, 2011, 07:49:53 pm »
Better chance of lopping off limbs and/or more effective vs unarmored creatures I think.
NO IT DOES NOT. It only has that because it has the [MAX_EDGE:10000] tag in the RAW files. It says that these metals can have a sharp edge, but they can't really be made into weapons/ammo.
Explain?

These are all weapons that can obtain a pointy edge, if filed into one, but are not of sufficient durability to be forged into a blade. Think stone weaponry and the like. You can have a sharp flint rock but you can't have a longsword forged from flint.

42
DF Modding / Re: fans and modders requested for a Warhammer TC - V0.2a
« on: October 03, 2011, 03:29:19 pm »
Looking good, Crazy Cow. I like your plans greatly.

I do have one big objection though, which is making skaven bigger than humans. As-is, skaven slaves are about 10 kilos bigger than a grown man, on average. I've always read that most skaven (especially slaves) are smaller than people. The exceptions to this, to my knowledge) are the Stormvermin and the bigger, meaner leaders (who are likely Stormvermin).

Maybe make slaves around 55000, clanrats at 65000 and stormvermin at 80000? Also, to make assassins better fighters without making them bigger (and unfluffy), you can just give them a higher base skill at combat skills, or better skill learning rates for the same.

To make them faster and more agile, you could put in the appropriate token and give them a more favourable range, so that that too lines up with the fluff.

Also, pop trigger 1 to start sieges would result in steel-wielding skaven laying waste to your colony of some 20-odd dwarves/whatevers before you could ever hope to muster an effective army, so maybe move that to 3 or 4? Just that they use good weapons (read steel) makes them really deadly as a baseline, but showing up early would result in many forts being killed within the first few months, which is likely not great.

Either way, just suggestions, but hopefully valid ones!



As to the Orcs, I personally don't mind female orks, as I know that it is just a temporary hurdle in accurately simulating our greenskins. At the same time, I could see migrants-only as a valid and fluffy way to swell their ranks with only one big intrinsic flaw existing, which is that more fighting = less migrants in DF, but more fighting should equal more migrants (as orks love to go where the best scraps are). So I could foresee there being an anemic ork horde if you are behaving in an orky fashion (as all the death from the fighting would stop the influx of migrants and they can't breed).

43
DF Modding / Re: fans and modders requested for a Warhammer TC - V0.2a
« on: October 03, 2011, 12:33:22 pm »
The hostility twixt chaos warriors and beastmen likely has to do with one or two little differences on the ethics area of the entity file. To fix that, you could just copy what I have or we could agree on some normalizations. Not being able to embark with axes could have been due to the indented chunk of the entity file or it could have just been random chance.

It would be cool if we could get the chaos forces allied correctly. Could lead to some cool stuff in legends mode and some cooler stuff once the army arc comes around!

44
DF Modding / Re: fans and modders requested for a Warhammer TC - V0.2a
« on: October 03, 2011, 10:51:22 am »
Well, my first beastman embark ended in total disaster.

I embarked in an area replete with ogres and, due to not being able to embark with an axe, was unable to fortify in time before my beastmen and their herd of chickens and turkeys were feasted upon by slavering ogres. My drafted militia of 7 fought valiantly, inflicting bruises with their horns, but were painfully murdered one-by-one by a hulking monster.

Oh well, can't win em all.


Also, the Beastmen entity raws are currently using a lot of copied and pasted stuff from an old version of my warriors of chaos mod, which is fine, except that the reactions aren't up to date (read likely won't work) and everything is indented and as such will likely not work xD.

Also, the Beastmen are allowed to make a lot of Chaos Warrior weapons that are way too big for them (anything that has "chaos" in it that sounds like it would take two hands to wield is gonna be too big for man-sized Beastmen to use). So maybe remove those from the entity file?


A caste description would also be really helpful, as I had no idea what my beastmen were (as in gors, ungors, etc.)

So far so good though! Keep up the excellent work, gentlemen, and we will have ourselves a fleshed out and fully-realized mod in no time!
   



45
DF Modding / Re: fans and modders requested for a Warhammer TC - V0.2a
« on: October 02, 2011, 02:30:54 pm »
Awesome, I'll start doing some work on them. I'll split them into four different creatures, one for each of the major clans - Skyre Skaven will have access to more powerful weaponry (stuff built from warpstone - speaking of which, has anyone made any warpstone yet?), Pestilens Skaven will be covered in syndromes (I'm imagining various castes, each of which have syndrome attacks in varying levels of lethality), Moulder Skaven will have access to beasts (as castes for now, once .26 comes out they'll start using warpstones to turn citizens into monsters), and Eshin Skaven (I honestly don't know what to do with these guys, besides high natural skills in things like ambushing and observing; we can't do much with poisons right now... although I suppose 'traps' consisting of poison dumped on the ground might be workable...)
So yeah, I'll get a base creature and entity out first. Give me a few hours for that.

That sounds great! I could easily see plague monks just constantly secreting some kind of vile syndrome-carrying ichor. You could also make some kind of syndrome-bearing metal or rock to make plague censers out of. I don't think warpstone has been done yet. Maybe make it appear in reasonably small clusters in soil layers, to simulate the meteoric fragments falling down from Morislieb and embedding themselves in the ground? I guess with that explanation you could find them in deeper layers too, if the soil just built up over an old impact...


Also very excited for some good ol' O n' G. Black iron sounds cool. Mass deforestation is also extremely orky. 

Either way, I'm pumped for Skaven and Orks and it sounds like you guys are gonna do an excellent job! Good luck!

Also! Just put up another big bugfix for Warriors of Chaos. Overhauled all my Great Altar reactions, edited some inorganic raws and syndromes, fixed a few embarrassing typos, and have rebound the hotkey for the Dark Shrine, so it can now be used. Also provided a nifty  readme file so you can all figure out how to make the uber-deadly god-weaponry and understand how everything works.

Get Warriors of Chaos v0.43b here: http://dffd.wimbli.com/file.php?id=3612


Also, krantz, could you please update the main page with this? There have been a lot of really important bugfixes since you've last updated. Thanks!

Also, anybody else find it kickass how there is so much interest in this thread? It was bumped and there was like 8 posts inside three hours or so xD

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