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Topics - Vherid

Pages: [1] 2
1
Curses / CCS Ideas
« on: July 01, 2014, 06:56:01 am »
A lot of things in the modern world today going on like the current SJW craze, really made me think about the extreme left wing as it stands today, and really makes for a better more current option of introducing the CCS. This is a mod I would love to work on, to finally make it a thing, and something I'd like to play around with myself. I'm starting with ideas for the law stances. This is taken from one of the source files as a reference list, but edited to fit CCS needs. The idea is the opposite of the LCS in a way. You want to dehumanize the liberals they're the fucking monsters now, make them look fucking insane, just like the C+ laws as they stand in LCS. You want the C/C+ laws to more tame in comparison and far more appealing, by using carefully selected words, or buzzwords in certain spots to give that warped perspective from the other extreme side. I feel a lot of these hit the nail on the head as it stands now, but some of them are still kind of iffy. Not everything is necessarily accurate, which I'd possibly be open to corrections, some things are meant to be twisted out of their political branches on purpose though.

case LAW_WOMEN:
C+: "Women live a calm, and easy life of homemaking."
C: "Women are expected to uphold traditionalist values."
M: "Women are nominally equal under law."
L: "Men and the patriarchy are frowned upon by society."
L+: "Fluid gender identities run rampant, and men are considered subhuman scum."

case LAW_CIVILRIGHTS:
C+: "Dangerous ethnic groups are banned for the ultimate safety of our homeland."
C: "Racial profiling helps keep America safe from external threats."
M: "Racial inequality is currently a personal social injustice to individuals."
L: "Persons of color are more highly regarded in society."
L+: "White persons are considered destructive and face harsh regulations and treatment."

case LAW_DRUGS:
C+: "Drug offenders are removed from this world to keep society clean."
C: "The war on drugs is alive and well."
M: "Recreational drugs are prohibited unless medically prescribed."
L: "Marijuana is regulated and taxed, reefer madness is being documented in studies."
L+: "All drugs have been legalized and the crazies run the streets."

case LAW_IMMIGRATION:
C+: "Immigration is illegal, and heavily fortified borders ensures job security for Americans."
C: "The military has been deployed to the borders to help curb the oversaturated job market."
M: "The job market is heavily saturated due to immigration laws being shoddy."
L: "A foreign national quota is maintained to keep diversity up."
L+: "Terrorist cells spread like wildfire as immigration is completely unregulated"

case LAW_RELIGION:
C+: "Heretical religions are banned, and heathen followers get the mental help they need."
C: "Proper religion is instilled into the nation's youth to produce fine members of society."
M: "Religion of all kinds are accepted and freely worshipped."
L: "Heretical religions such as satanism are growing in popularity."
L+: "Atheism is mandatory by law, Secret Demonic cults are widespread and demons run rampant."

case LAW_ELECTIONS:
C+: "Presidents serve life terms to smooth out the political process."
C: "Preisdential terms stand for eight years now, term limits do not exist."
M: "Political campaigns are a race of finances."
L: "There are no restrictions on who can run for president."
L+: "Candidacy is determined by total community service contributions."

case LAW_MILITARY:
C+: "Service guarantees citizenship, NATO is abolished as America defends all allies."
C: "America maintains a massive, well funded, highly trained military."
M: "The military is funded decently, but is still lacking."
L: "Military strength is dwindling, NATO holds a presence in America."
L+: "The military is abolished, full confidence is put into UN Peacekeeping."

case LAW_TORTURE:
C+: "Military and intelligence interrogators extract information at all costs."
C: "General populace safety is generally regarded over individual liberty when it comes to torture."
M: "Torture allegations still occasionally crop up."
L: "American lives are at risk due to all of the red tape covering interrogations."
L+: "Law enforcement questioning is illegal, evidence or confessions are no longer required for convictions."

case LAW_PRISONS:
C+: "Prisoners receive the bare minimum necessities and work in hard labor to pay their debts."
C: "Prisoners are worked and receive no extra services."
M: "Prisoners receive basic rights and services."
L: "Prisoners are reeducated towards liberal standards against their will."
L+: "Prisoners are savagely brainwashed and then released."

case LAW_TAX:
C+: "Taxes cease to exist to stop giving free monetary handouts."
C: "A flat tax is in effect."
M: "Taxes are moderate, and the code has loop-holes."
L: "Taxes are very high and steeply graded."
L+: "All wealth is equally distributed, everyone lives a simple and poor life."

case LAW_ABORTION:
C+: "Abortion is a felony equal to murder."
C: "Abortion is prohibited except in extreme circumstances."
M: "Abortion is limited to early pregnancy."
L: "Abortion is legal."
L+: "Abortion is mandatory if the population control quota is off."

case LAW_ANIMALRESEARCH:
C+: "Animals are experimented upon for the greater good of humanity."
C: "Animal testing must be classified by purpose and suffering caused."
M: "Animal research is regulated with a system of licenses and certificates."
L: "Animal research is strictly regulated by purpose and suffering caused."
L+: "Animals hold similar rights as people, veganism is mandatory by law."

case LAW_POLICEBEHAVIOR:
C+: "Law enforcement keeps up with military protocol to ensure maximum security for citizens."
C: "A blind eye is turned to police cruelty as long as people feel safe."
M: "Law enforcement is regulated to prevent misconduct, and promote fairness."
L: "Law Enforcement tends to follow rule of witch hunt."
L+: "The streets are policed by block officers who execute those deemed unworthy by the block."

case LAW_PRIVACY:
C+: "A public database of everyone containing all information is maintained to help prevent future crimes."
C: "The government can obtain any information for good reason, easily."
M: "Basic safeguards for medical and financial privacy are in place."
L: "All areas of privacy are protected with strong safeguards."
L+: "Invasion of personal privacy is a felony crime."

case LAW_DEATHPENALTY:
C+: "Ruthless criminals can be put to death for minor offenses to ease the burden of society."
C: "The death penalty is active in many states for serious offenses."
M: "The death penalty is in effect but under scrutiny."
L: "A death penalty is up to the jury on a case by case basis for undesirables."
L+: "Undesirables are used as animal feed."

case LAW_NUCLEARPOWER:
C+: "Clean nuclear energy powers everything, even cars."
C: "Nuclear power is a preferred energy source."
M: "Nuclear power is often an energy source."
L: "Nuclear power is intensely regulated and seldom used."
L+: "Nuclear power is illegal, current plants are left to rot, leaving unforseen consequences."

case LAW_POLLUTION:
C+: "Resources are the ultimate objective in industry."
C: "Industry voluntarily regulates pollution."
M: "Industry is subject to moderate pollution regulations."
L: "Industry is subject to strict pollution regulations."
L+: "Industry and homes are subject to no-tolerance inspections."

case LAW_LABOR:
C+: "Sunday is the only day allowed off work and children are free to work if they please."
C: "An honest pay for a day's honest work."
M: "Workers still require some benefits by law."
L: "Unqualified people hold jobs and are fairly compensated and have benefits."
L+: "Jobs are assigned at birth, and stand for life, regaurdless of merit."

case LAW_GAY:
C+: "Deviation from heterosexuality is considered a crime against god and is punishable by law."
C: "LGBT is heavily frowned upon by society."
M: "LGBT are grudgingly tolerated but have few equal rights."
L: "LGBT have many rights shared by heterosexuals."
L+: "Sexuality is excessively dynamic and fluid, Heteosexuality is outlawed."

case LAW_CORPORATE:
C+: "The nation's territory is divided up by corporation instead of state leading to a streamlined market of goods."
C: "Corporations are large and contribute large amounts of support for the country."
M: "Corporations are moderately regulated, although wages are still unfair in places."
L: "Corporations are subject to harsh regulation, executives are often at the will of their employees."
L+: "Corporations are abolished, instead everything is run by the government."

case LAW_FREESPEECH:
C+: "Speech is heavily monitored, but not regulated, for threats to national security."
C: "Some individuals are monitored for the things they say."
M: "Free speech is encouraged."
L: "Hateful speech is banned."
L+: "Anything considered offensive is a felony. Trigger warnings are mandatory."

case LAW_FLAGBURNING:
C+: "Burning the flag is a crime on par with murder."
C: "Burning the flag is a felony."
M: "Flag-burning is a misdemeanor."
L: "Flag-burning is legal but stigmatized."
L+: "Flag-burning is legal."

case LAW_GUNCONTROL:
C+: "Citizens' choice in self defense is unregulated."
C: "Military grade weapons are heavily regulated, but possible to obtain."
M: "A comprehensive ban on military-style weapons is in effect."
L: "Guns cannot be sold to anyone outside of law enforcement."
L+: "Any weapon owned, sold, or carried by a citizen is a felony."

2
Mod Releases / WIP // Reichgrad - A Surreal Low Tech World War Twist
« on: April 30, 2014, 07:43:06 pm »

A Surreal Low Tech World War Twist



Spoiler (click to show/hide)



Reichgrad is a world I have been creating in my head for a while now and is what I would consider to be a Low Tech World War/Dark Fantasy world. This mod aims to be a conversion of Dwarf Fortress to fit that picture.

Overall there are root influences from Wolfenstein, Metro 2033/2034, STALKER, putting together a world that is full of many diverse nations and races. It uses a combination of both First and Second World War technologies and appearances, as well as many medieval fantasy techs. A dark grisly world of trench warfare, bolt action rifles, and bloody melee. Grimdark(tm) all over the place.

When it comes to humanity, extreme caricatures of Stalinism, Nazism, and Corporatism are represented. There are also self-sustaining straggler societies meandering about, but they are mere minor annoyances to the big three. The big three are always at war with each other, and are always looking to expand their ground as much as possible.

Not all seek to ruin the world for their own gain however, as there is a race of elven cultists who worship Ra, and reside in the forests. They also wear a lot of "advanced" ecological protection suits and etc. other space age looking equipment that the other races have no hands on at all to this date. The cultists are a devout protectorate of nature.

There's also demon worshiping goblins, and plague ridden rat people who seek to steal your shit. In a way this is all vanilla race replacements in some manner. There are no more dwarves however in this conversion.

Down the road some of them might even delve into the occult. Nazi Werewolves anyone? Those sorts of things can be optional, but certainly add more !!FUN!! and surrealism to the mix.

The world is in constant strife for land, resources, and piety, no nations are allied.



Further information can be found here: https://github.com/Vherid/Projekt-Reichgrad

There is no current downloadable version as I'm sort of rewriting the whole thing, which wasn't much to begin with.

3
DF Modding / [MACRO] Mayan Bedroom Layout
« on: January 16, 2014, 08:41:44 pm »
148 rooms of 2x2, 2x3, and 3x3 variances. You could easily shove a 4x4 or 5x5 in some spots if you wanted to. Left doorways out intentionally so that you can control the mining if you want, and so you can place the doors to your optimum or create bed/office/dining links. It's faintly based off of Caramel's, but Caramel's isn't symmetrical and the circles aren't drawn equally in all four corners; that drove me nuts, so I used the same circle radii and made my own internals.



Right click and save as to your data/init/macros folder.
Push d to designate, d for mining, place cursor where the top left stairwell is.
https://dl.dropboxusercontent.com/u/31534375/Mayan%20Bed.mak

Feel free to do anything with it you want.

4
Masterwork DF / [ITERU][r009] Progress & Discussion [WIP]
« on: November 15, 2013, 07:40:50 pm »
I've had a few ideas in the past to make mods with, but busy school, and the constantly shifting work focus mind I have has really prevented me from doing any of that. Another thing I came across is that I already enjoy Genesis and Masterwork as overhauls in ways that it would almost kinda suck to play my mod in comparison(for two of the ideas at least.) and I figured it would be far easier to introduce the key unique ideas and racial choices into masterwork perhaps, and add to the fun hopefully. I selected one of the three ideas because it was the most developed in my head, and the most interesting I think, and trace ideas from Ancient Egypt, Aztecs, and Warhammer Tomb Kings.


The Iteru are a section of human cultists who have twisted and warped their own perspectives enough to warrant calling themselves a separate race. They care not for any of the human values or morals, and live to serve their section of gods, and above that and all else, Armok. Because of this, they are considered an evil race, and whether they understand good and evil, they are brutal, and they are dark, and they oppose those who think otherwise or deject their gods.

Lithe and more agile than their cousins, they rely on cruel weapons, dark arts, and the support of their gods to overcome other race's strengths. They favor desert areas which are relatively flat and empty, allowing them to devote as many creations and projects to their gods as possible. They sport tan to darker skinned bodies from the sun, have solid black hair and also have solid black eyes, corrupted from their gods. At night however, these eyes glow red-orange, just like their currency, "suns".

Standard clothing consists of a shendyt and sandals for men, and kalasiris for women. Beyond that would be forms of jewelry and that's about it.

When it comes to weapons however, things are certainly more varied. They use sacrificial blades, khopesh, khukuri, scythe, tomahawk, machete, war axe, long axe, grim khopesh, tempest, scimitar, khopesh polearm, spear, throwing spear, throwing stick, sling with rock and metal projectile, bow, and special weapons of god.

Armor consists of shield, helmet, upper torso armor, armored girdle, bracers, anklets or lower leg armor, masks of god, mail under armor, plate scale underarmor, and again, special armors of god.

Pets will consist of things such as jackals, cats, hyenas, crocs, hawks, crows, scarabs, as well as necromantic summonings(tomb guardians, mummies, etc.), bloodmancy summonings(blood golems and etc.), and ushabti(giant idols/images of gods who are animated by priests).

Decorations will include things like totems, obelisks, skull thrones, big gems, sun icons, and probably more.

Castes will follow a system to be full determined in the future, but each caste being a cultist of a particular god.

There will be worshiping, praying, sacrifice, transformation, summoning, pain magic, acid magic, and blood magic. Gods will be listed later.

Plants are still being planned, but obviously papyrus is going to be a thing.

Workshops are also still being planned but so far beyond base workshops that would be used, there will be Iteru variants of altars, and shrines, as well as temples and obelisks. Each of these will have variants for different gods, each of those allowing different things and reactions. There will be a papyrus processing shop, as well as special iteru weapons and iteru armor workshops. Summoning Circles, Special jewelry processing, bloodworks, animal covens, necroworks, iteru marksman shop, and more to be created.

This is what I established today, there will be more to come, and I've already started working on the modding.

---FEATURES SO FAR---

Ushabti: Giant statues erected by the Iteru in the images of their gods. Though not technically undead, Ushabti have no mind of their own and their statue bodies are only animated by the magic of the Iteru priests. The images serve their gods and fight with the Iteru, giving a rather destructive source of power to the Iteru armies. There are images of Djaf, the jackal headed God of death, Phakth, the hawk faced god of the sky and swift justice, Osir, the crocodile headed god of rage and brutality, and Asaph, the asp headed god of beauty, magic, and vengeance.
Spoiler (click to show/hide)

Egyptian-flavored Language: Enment kamefer, enment sat. Alati wawit, Anbehet m'kheb eni.

Weapons:
Usage of Spear, Scimitar, Knuckle Duster, Scourge, Bow, Composite Bow, Club, Spade, Claws, Tomahawks, Whip Chain, Dadao, Kama, Jambiya, Throwing Spears as well as the custom created weapons:

-Asaph Blade, a special iteru sacrificial blade.
-Osir Blade, a massive war sword for ushabti or anything hulk enough to wield them.
-Iterian Khopesh, a desert themed blade with an almost sickle like curve.
-Grim Khopesh, similar to their cousin, just bigger, shortsword-longsword style.
-Iterian Khukuri, A khukuri special to the Iterians.
-Iterian Machete, A machete special to the Iterians.
-Iterian Scythe, A scythe special to the Iterians.
-War Axe, A half body length axe with a viciously shaped blade.
-Long Axe, A full body lengthed version of the war axe.
-Tempest, A brutal one handed mace, made of an angular head instead of a round ball.
-Iterian Halberd, A halberd special to the Iterians.
-Iterian Glaive, A Glaive special to the Iterians
-Throwing Sticks, A stick/rod made of wood-stone-metal that is thrown at enemies in a somewhat close range attack.
-Iterian Sling, A sling used by iterians to shoot shaped projectiles made out of stone or metal.
-Tanabo, A two handed wooden mace full of metallic round knobs.
-Sun Ring, A circular ring blade that is one handed.
-War Glaive, Two handed wide blade
-Claws of Djaf, Jackal Claws

Armor: Usage of mail and platemail as well as the following created:
-Armored Skirt
-Upper Torso Armor

Helm: Usage of Turban as well as the following created:
-Ornamental Helms
-Djaf Head
-Osir Head
-Asaph Head
-Phakth Head

Gloves:
-Djaf Hands
-Osir Hands
-Phakth Hands
Project is being hosted on github for source control, and so everyone can view the RAWs being worked on: https://github.com/Vherid/masterwork-dwarf-fortress/tree/iteru



Credits so far consist of Warhammer Online Land of the Dead/Tomb Kings concept art used here, as well as Tomb King concepts. Gods are mostly borrowed from Warhammer Tomb Kings Canon.

6
Curses / A discussion on weapons, and how they currently function.
« on: April 20, 2013, 09:23:01 am »
So I want to open this up and ask a few questions.

How do you feel about the current balance of weapons?
We're talking, prices, damage, the fact the AK and M4 are the same, what do you think about it all as it currently stands.

Would you like a few more weapons?
I'm not talking a huge addition of weapons, but maybe you'd like a TEC-9 and a MAC10 as much as just an MP5.

Do you like the vague names, or do you want real names?
Knife, Pistol, .45 Semiauto, etc. Do you like it like this, or would you want more real names?

Is there anything else here, that I have not listed you might want to mention?

What are your feelings on all of these subjects, because if possible, I would like to give the weapons in this game, a nice and accurate rehaul. In the mods I've worked on I've mostly tanked through a big spreadsheet of all the weapons so that I could balance them in every aspect, and turning in a revolver is not going to get you less money then turning in a shank, not that that was an issue, but that's an example.

7
DF Modding / [MOD] Cult of Ra 0.0.2
« on: March 08, 2013, 04:14:32 pm »


This is the third idea that I have thought of, and while my Soviet G, and Sengoku no Shiru mods are on indefinite hiatus,(ALL MY ADD) and have show very little progress over time, this will be an even simpler or base conversion than that of both of those. My original plans were to make the game a lot more brutal. Similar to the grim grimoire project which is also on hiatus, from me at least. Currently included is San Diego's Realistic Tissue mod, and Nihilist's Brain Stem Project with their base values. I might make some edits or modifications to those to make some more values more desirable and possibly expand on them, but this is not supposed to be a more realistic game, as opposed to grim grimoire. This is just supposed to be far more dark and brutal. Which brings me to the next expansion of idea.

Cult of Ra.

I started thinking, I also wanted to make religion and various equivalent things prevalent, similar to Masterwork or Genesis, which I find has very interesting inclusions of both of them, but I feel personally that both of them don't tickle my fancy quite as much. I plan to go for something in between or even further, so then I figured, what would be more interesting to do with such a thing. I started thinking ancient Egypt. Something that I do not believe has quite cropped up for a DF mod at all, and decided this might be a more overall focus of the mod. While it won't solely be an ancient Egyptian themed expansion of brutality, it will definitely feature a lot of characteristics of such a thing. To put it simply I plan on making a 'mini' genesis, but also to my own flavoring and theme instead.

Ideas/Features to date
----------------------
-Realistic/Deadly/Brutal Combat and Gore
-Ancient Egyptian based cults and religion
-Build Guardian Temples to create such things as jackal headed guardians to guard your holdings
-Make those tombs really shine
-Build a lot of shrines, shrines everywhere, make those gods the center of all attention
-People will die in horrendous ways other than combat
-Magic
-Clothing of Jewlery

Spoiler: 'Changelog' (click to show/hide)

8
Curses / [MOD] Red Dawn Korps 0.0.5
« on: January 28, 2013, 08:18:51 pm »
Red Dawn Korps 0.0.5 (Originally Vherid Death Korps)
Initial modding has started. First downloadable version will be 0.1.0 or greater.

I have been thinking of alternative versions of the game for a while. Commies vs Fascists, Fascists vs AMERICA, Crips vs Bloods, etc. I think maybe I thought of a commie invasion situation a while ago, but either way, you could say http://www.bay12forums.com/smf/index.php?topic=122749.0 sparked the idea to actually do it. So this is going to be a "Freedom Fighters" type of mod clearly. This still matches up with the 80/90s world in conflict, red alert, etc etc. I think what can easily make this work out nicely too is even for the things like the senate and house, they can stay in place. They will merely be "proxied/puppeted" by the communists and etc to keep the illusion of American consistency. Ill plot more shit out soon.







Spoiler: "The Old Mod" (click to show/hide)

Changelog:
Spoiler (click to show/hide)


9
DF Modding / [Mod] Sengoku No Shiru - Pre.v0
« on: September 11, 2012, 09:37:49 am »
Sengoku No Shiru


Sengoku no Shiru is going to be a Sengoku Jidai themed mod that I am making for dwarf fortress. I decided to make this mod due to my obsession of the era and samurai in general, as well as the idea that making something like this is easier than my Sov-G mod that I am planning out, and will soften the blow of getting into modding. The only other mod that I've seen similar to this idea would be Weeaboo Fortress, and that was way back in 2008. This isn't some anime or otaku thing, I am trying to make a real sengoku flavored mod.

The mod contains a multitude of real samurai era weapons and armor, those of which are shown below. The 4 big races have been replaced by a single japanese race, which will be used for four entities, for the four elements, just for flavor. Eventually monsters might be edited a bit to make them a bit more oriental, but I'm not sure how much I'm actually going to delve into this mod outside of FUCKING SAMURAI FIGHTING ALL OVER THE PLACE.


Spoiler: Weapons/Armor/Clothing (click to show/hide)

10
DF Modding / [Mod] SOV.G.1 -Let's Start Working-
« on: July 15, 2012, 04:20:34 pm »



WHAT THE FUCK IS THIS?
Well, alright, I'll tell you what this is. This is the mod I'm going to make. This mod was originally going to be a sort of regular, but soviet flavored post apocalyptic (Nuclear Exchange) type of mod, however I've decided to bring it even further into my own little mind of crazy. The mod still takes place after a nuclear exchange between the 3 major powers (USA/RUS/PRC), however the soviets, as well as a few other factions, have attempted to escape earth and try to claim the moon for their own. At least I'm thinking of the moon for now, might make it some other weird planet or something eventually but this is going to be decently space themed as well. I know a lot of a spacey thing's aren't really possible to do in DF yet, but I'm going to try the best I can.

Right now there's only graphics, I have a tileset that will give you little soviet civilians, and little soviet soldiers in their cute little uniforms. I also have 5 color schemes to go with this mod, which I recommend for the atmosphere/theme that you are a soviet overseer using a very shitty fucked up PC/machine thing. The tileset is colored green to begin with and when combined with these color schemes gives some interesting results, A very dark gray/green old school look, a matrix/oldgameboy look, or what I imagine in a sci-fi manner an old soviet computer to look with reds and greens oldschool style. The soviet color also really gives an apocalyptic burning world look to the game. The tileset is rectangular because square tilesets are capitalist pig dog mannerisms. You could also probably use this with any other color scheme you want, but I have no idea what will happen haha. I might also package in the gray version of it some time for that. I plan to add a few others as well, such as an amber scheme, and probably a more blue dominant scheme as well.

A lot of my previous ideas here about the tech/guns/etc is now more fleshed out and I think I know where I'm going. Everyone now permanently lives their life in a space-ready jumpsuit type of thing. Covers everything, keeps their temp stable, gives them air, etc. What gets put over that, is what is used for extra hazard protection/combat armor. I like this interesting idea of layering space gear, almost like earthwear, but space. Guns either in a form of laser, or railgun are going to be in now for sure, they're going to be extremely high velocity death monstrosities, but they take a while to reload/charge. This leads to a lot of crazy space melee combat that are going to be chain axes and shit like that, that I am going to make for the mod. I can't remember if things like grenades are possible or not yet. Combat is going to be extremely deadly though as I'm thinking about making any sort of puncture to that jumpsuit, a loss of air supply pretty much. Maybe make some form of quick decompression from the suit too, but I don't know. Combat is going to be fast, deadly, and messy basically. This is also going to allow for all sorts of fun rains, and clouds/dusts, and fun monsters.

I'm still working on my other mod, albeit very slowly. So this isn't really receiving any attention still, other than the fact of fleshing out more ideas, and general direction.
What's in so far (Now subject to big changes):
-Tileset/colorschemes
-Glorious USSR Anthem at the main menu!
-Play as the glorious dwarves soviets, and build a new dwarf fortress Soviet Kremlin!
-Manage your dwarves with weird and confusing 4-letter acronym noble positions!
-Bring the pain on your capitalist enemies, by conscripting up to 30 people with your militia commander!
-Fight/Ally with the humans Chinese!
-Fight/Ally with the elves Ecologists!(Like the STALKER faction)
-Slaughter the evil goblins Americans who seek to ruin all you create!
-Watch your shit get stolen by kobolds Stalkers!

Ideas/Thoughts so far:
Spoiler (click to show/hide)

V1 - First Release! Mostly flavor changes I think with some light modifications. Maybe bugs, who knows. I plan on finishing the flavorification of the races, IE making chinese people physically look more like chinese people. Things like that, etc.
DOWNLOAD

11
Creative Projects / [SFM] Vherid's Vile Villianous Vital Vivacities
« on: June 29, 2012, 03:17:05 pm »
Whelp I got Source Filmmaker beta. After years of watching and loving Gmod/Leak SFM videos and wanting to get into it myself, now I finally can, and I have the time for it. I've never animated before, and these are my creations in order of overall progress so far. Right now I just have effortless "getting comfortable/learning the program" animations, I'm thinking of something to actually spend time on for my first animation, but I don't know what yet. More to come for sure.

Effortless Shitties:
http://youtu.be/G9U7q6TVVrQ
http://youtu.be/xMzyp8RpQ_Q?hd=1
http://youtu.be/2h5A60yuw8k?hd=1
http://youtu.be/dqmiozyNHFU?hd=1

Somwhat Decents:
http://youtu.be/utr1ZCQ9Nrc?hd=1
http://youtu.be/BgYZyV_5rOk?hd=1
http://youtu.be/siigCqWHriA?hd=1
http://youtu.be/ZU71jGLOz78?hd=1

Meritorious Midgrounds:
http://youtu.be/2I80vKNSCQc?hd=1

12
Curses / [MOD][OLD] Liberal Deathkorps
« on: June 10, 2012, 07:04:28 pm »
Whelp, now I've worked on this mod for around ~22 hours now. Lots of weapon and ammo additions have been made, the 3 bugs that I found have been fixed, other things have been tweaked and edited, and etc. I still have more plans and a lot more to go, changes so far and planned features are below, hopefully it's built and compiled correctly and such. It works for me currently so it should work for you. I have also borrowed some ideas from Deon, with his permission, and I am only using the ideas, I have not copied any code, everything I have added has been built by mienhands.

https://www.dropbox.com/s/t5d2t7hqxehkx6f/LDKv%20v087.rar
-Fixed new game assault rifle get crash.
-Being in the gang now gives you the ghetto apparel as well.
-Shortnames should be all good now.
-Ammo names reduced in size as well.

Features/Current Changes:
Red=Completely New, Orange=Edited or replaced Vanilla, Black is non-list additions or whatever, everything else you can assume is untoched/vanilla or not majorly changed at all.
-Gang Members SELL EVERYTHING, except which that wouldn't be considered illegal, such as flamethrower, baseball bat, pump action shotgun, etc. Prices increase with further illegality.
-Pawn Shop selection is pretty reduced, and only sells items that are currently legal. Only sell ammunition for guns they will stock.
-Bodyguard/Bouncers get Mac 10, .44 Magnum, .357 Magnum, .38 Revolver, and then Nightstick. Security Guards get MP5's, M3 shotguns then Nightsticks. Both according to gun laws.
-Labtechs and Eminent Scientists get the acid filled syringes.
-Educator's Syringe has been replaced with a Nightstick.
-Mutant names improved.
-Guard Dog renamed to K-9, and additionally allowed in police station.
-Corporate CEO given the Desert Eagle again if Arch-Conservative gun laws, I don't know why that was commented out, they get a .38 in all other laws including arch liberal, because all corporate CEOs are conservative to the MAX.
-Servants are children and wear bondage gear if labor laws are arch-conservative like in Deon's mod. They wear wifebeaters and are teenagers if it's conservative. Otherwise they are normal adults in their servant clothes. Child Workers also wear the bondage gear in arch con. labor laws.
-CCS Vigilante 9mm is now the MP-443 Grach, now get M16's instantly with their army armor, and end out with AN94's.
-Agents are given M1014's instead of M3's for shotguns. They are also given P226s instead of Glocks.
-Gang Member's .45 replaced with the Five-Seven, their knife has been replaced with a balisong. Their clothes have been replaced with Ghetto Apparel.
-Chefs have a chance of having a knife.
-Biker has a chance of having a chain. ROAD RASH
-Military Police are given M10's instead of M3's.
-All civilians have a chance of getting the P226 instead of USP.
-Gang units get P226 instead of Glock.
-Added Detective, Legions of men with revolvers in all shapes and forms.
[spoiler=Ammo]
10 .22LR
20 .223 Remington
6 .357 Magnum
6 .38 Special
13 .40 S&W
6 .44 Magnum
12 .45 ACP
12 .45 Hydra-Shok
40 HK4.6x30mm
20 FN5.7x28mm
17 9x19mm
8 9x18mm
33 9x19mm Extended
1 Acid
6 12ga.
100 7.62×51mm NATO Belt
2 Gasoline Feed Tank
30 STANAG
30 Soviet
32 9x19mm SMG
-Sharp weapons such as knives have had their AP increased considering modern body armor is not made to, and does not protect from sharp weapons.
-Proper weaponization of the Syringe, To use it as a weapon just for "poking" is some Student Bodies silliness.
-Syringe skill changed to SCIENCE, the skill related to the job that would actually use the "weapon" and it's new added ammunition. I don't think first aid is proper considering it's first aid, not doctoring.
-Syringe made suspicious, because really, some random guy walking around with a syringe? That's pretty fucking suspicious, especially in today's world.
-Removed cut from syringe because that just doesn't make sense to me, you don't cut someone with a syringe.

Hands
Brass Knuckles -Similar to Deon's, but not quite. Proper strength modifier considering they amplify punches, and 2 attacks possible, but difficult.
Baseball Bat
Crowbar
Knife -10% of a critical hit.
Gerber LHR Knife -More damage than the knife with a 15% critical. More armor piercing than the knife as well.
Balisong -Slightly more damage than knife, easily concealable, 12% critical.
Scalpel -Very easily concealable, Inbetween knife and balisong damage, 14% crit with a higher max crit damage than balisong and knife.
Machete -High normal damage, easier strength use than Axe, Uses Axe skill, Sever chance with a double damage crit of 20% for 201.
Shank -Very concealable, lowest fence value, stabs at not slashes at, very low damage, low crit damage with a 5% crit.
Syringe/Acid -Very large damage range of 1-500, causes burns and it injects not pokes.
Ruger MK.III/.22 -Legality of 1 considering it's relative weakness and use for pest control and reacreational activities. Lowest pistol damage at 80 max, but has a 2% crit chance of doing 20-200 damage to simulate the possible "brain blender" shot, as the small round is usually not strong enough to exit the body, and upon shots to the head has a good chance of boucning around inside of the skull a lot.
Colt Detective/.38 Special -Snub nosed and easily concealable.
Colt Python/.357 Magnum -High damage output revolver with decent armor piercing compared to other non-AP specific handguns.
Taurus Model 44SS6/.44 Magnum -Even higher damage output than the Python, but not quite as legal.
Glock 19/9mm -Standard 9mm used by civilians and standard law enforcement.
MP-443 Grach/9mm -A slightly more damaging, more accurate and slightly more armor piercing 9x19mm pistol. Always illegal due to import laws.
Makarov/9x18mm -Stronger than Ruger, but weaker 9mm pistol, very cheap.
Glock 18/9mm Ext. -Fully automatic version of the 9mm Glock, 3 possible hits with a 4 difficulty, slightly less damage than the standard glock.
SIG Sauer P226/.40 S&W -A Slightly more damaging gun over all 9mm's
HK USP/.45 ACP -Around the same damage as the other pistols, but very accurate.
HK MK23 Mod 0/.45 Hydra-Shok -Much more rare variant of the USP using the deadly Hydra-Shok ammunition which is not as accurate due to the overpressurization of the round, but has the deadly ability to induce hydrostatic shock in the victim upon bullet entry, causing random and off-site hemorrhaging. Gun does high damage of 10-200, with a 20% crit chance of 70-400 damage. Very expensive, Very Illegal, Very rare. Ammo is pretty expensive too.
FN Five-Seven/FN 5.7x28mm -An expensive pistol equiped with 20 rounds per magazine, not as effective against soft targets as a 9mm, but very good at piercing armor.
M16A4/STANAG
AK47/Soviet -Slightly less damage than it's NATO counterparts, but more Armor Piecing.
AEK-971/Soviet Slightly more damage than the AK but less AP, can hit up to 4 times due to high ROF. Always illegal due to import laws.
AN-94/Soviet -About the same as the AEK, except more accurate, and can only hit twice using it's unique double-shot burst, however with an extremely low difficulty of 1 to hit with both shots as they both leave the gun before the recoil hits the gun. Also always illegal due to import laws.
AR-15/.233 Remington -Made to use .223 Remington munitions now, slightly less damage than other assault rifles for progression reasons. Also made less illegal than it used to be as it is obtainable country wide except CA.
M4A1/STANAG -Lower damage than other assault rifles, but highly accurate.
HK MP5A2/9mm SMG
MAC-10/9mm SMG -Less Damage, but can hit up to 4 times, but with a higher difficulty of 5 for successive hits due to the gun's unreliable natures.
PP-2000/9mm SMG -Highly compact Russian made close combat SMG/PDW. Inbetween the MP5 and Mac10 in terms of damage, but the easiest to get all hits with a attack difficulty of 2 and general close range use. Always illegal due to import laws.
HK MP7A1/HK 4.6x30mm -Uses a special form of carbine based ammunition, similar to FN Herstal's, doing the least damage of SMGs, but is a little more accurate than the Mac10 and PP2000, and is better with AP than the other SMGs.
Benelli M3/12ga.
M1014/12ga. -Has a chance of hitting twice with a difficulty of 4, and a legality of 1 compared to the shotgun's always legal 2.
M2A1-7 Flamethrower/Gasoline Feed Tank -Made far less illegal, because of modern day laws and uses.
M240L Machine Gun/7.62×51mm NATO -More proper machine gun for the 100 round clip, Extremely good at piercing armor.
-Proper weapon concealment system.

Ghetto Apparel -Cheap to make, very low value, not professional, but covers head, conceals face, and conceals all size 6 and below items, which is all handguns and PDWs.
SKULL Suit -Very hard to make, Expensive to make, low fence value in comparison, but very high stealth value, and light protection, with fire protection.
MSF Battle Dress -The main battle dress of the Militaires Sans Frontières, Slightly harder to make than the Skull suit, require deathsquad legality, Extremely heavily armored, and oh so sexy professional. This is your deathkorps uniform.

Planned Features:
-More new creatues.
-More items possibly.
-Some bolt action rifle or sniper rifle.
-Firing Range, and a MMA activity.
-Outskirts Ammunation
-Others that I have to see if are even doable, and others I am currently forgetting.

KNOWN BUGS:

Please try it out, please find issues, please tell me what you think, and if you have any problems. There is more to come.

13
DF Modding / Grim Grimoire - The Realistic Commune Mod (34.07)(0.6)
« on: March 10, 2012, 07:30:36 pm »
Hugo, myself and a few others I'm sure have made plans to combine current and previous realism mods that have surfaced recently. This is similar to many of the threads that are collections of things contributed by other people, this one works a little different though. Basically everyone is allowed to contribute, but it will be entered into the end result package, instead of everything separately listed.

So here it is, This is here for things that make the game more realistic and FUN. This can be realistic weapons, material re-hauls, improved body parts, whatever adds more realism to DF. I have no idea how things will be for implementation, if it'll be a general consensus or so on but this is just starting out, we'll see where we're going. It's all for the greater good. This OP is also very rough draft right now.

Features:
-Realistic re-haul of body tissue composition, and re-haul of the different tissue layers.
-More realistic body placement such as a real neck, and improved fingers.
-Improved spine for more realistic damaging.
-Realistic weapon re-balancing, with more historical names.


Soon to come(Possibilities):
-More realistic butchery products?


Modules included are:
San Diego's Realistic Tissue
HugotheDwarf's Advanced Bone Structure Not Needed Anymore
Nihilist's Brain Stem Project
Grimlocke's Realistic/Historical Weapons


Changelog

Spoiler (click to show/hide)

Files:
v0.6
http://dffd.wimbli.com/file.php?id=6260

14
Creative Projects / Steam Reviews
« on: March 06, 2012, 12:22:53 pm »
I play a lot of games, so I make a lot of reviews.

http://steamcommunity.com/id/vherid/recommended/

I would start from the bottom for chronology, but it really doesn't matter except for a select few.
I TAKE PRIDE IN MY REVIEWS

15
DF Gameplay Questions / Why the fuck are my labors pink?
« on: March 04, 2012, 10:24:22 pm »




Most of my miltary has pink hued skill lists. This is after being involved in combat with a were being. Is this an indication of infection?

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