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Messages - Vherid

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31
DF Suggestions / Re: Procedural Gender Systems
« on: December 16, 2014, 04:01:47 pm »
Why is tumblr trying to play dwarf fortress? You killed whatever this was.

32
By combining it with item-trigger you can make it so a weapon you equip gives the unit the interaction needed to use the projectile script.

Oh nice, I would indeed be able to put together some proper ww2 weapons then. Is there like a guide or crash course on implementing scripts somewhere?

Also how viable/possible would things like grenades be with the script?

33
Tilesets and Graphics / Re: Taffer's Tilesets & Graphics: Attractive ASCII
« on: December 10, 2014, 01:33:01 pm »
Yeah that sky is way better.

34
So out of curiosity, and from my limited understanding of scripts, your projectile experiment gives creatures the ability to do special projectile things, and not items. Like I can't make a machine gun, but I can make a creature who technically wields one forever by giving him this script. Or does it attach to items after all?

35
Tilesets and Graphics / Re: Taffer's Tilesets & Graphics: Attractive ASCII
« on: December 10, 2014, 04:14:50 am »
Looking good

36
Tilesets and Graphics / Re: Taffer's Tilesets & Graphics: Attractive ASCII
« on: December 08, 2014, 12:35:06 pm »


Skyrim, meet Dwarf Fortress. You two should get along well.


Hi

Apparently you thought of this first. It's been a while since I played with your set (and I rarely bother with military lately), so I'd forgotten how your soldier tile looked. If I do end up using my tile I'll add your name to the credits, unless you'd rather not have me use it. Apologies!

They're not "that" similar.

That soldier icon is weird though, personally I'm not a fan of it. Kinda looks like someone made a mother robot.

37
Tilesets and Graphics / Re: Taffer's Tilesets & Graphics: Attractive ASCII
« on: December 07, 2014, 07:18:44 pm »


Now that is interesting. It looks like he's wearing a skull helm on his upper head and he has this sinister look in his eyes, especially the red guy.

What else would be the purpose of your thread if not to talk about your own work?

38
Tilesets and Graphics / Re: Taffer's Tilesets & Graphics: Attractive ASCII
« on: December 07, 2014, 07:08:40 pm »


https://www.youtube.com/watch?v=C1UtsY0uZVk

Thanks for the laugh, and the criticism. Better?


I'm not saying it's a bad thing, just the first thing that comes to mind. That one is a bit weird. It looks both cool, and funny at the same time depending on how you see the eyes. I can see the little white dot eyes and it looks kinda cool, but I can also see the black dots as the eyes and then it looks silly.

40
Tilesets and Graphics / Re: Vherid/Colors 7
« on: December 07, 2014, 04:53:35 pm »
What ever happened to the plague color scheme?

I don't recall having a plague color scheme, I've had similar relative like toxic named ones, but not plague. Not sure which one you're referring to. Some have been renamed, some have been taken away/replaced.

41
Tilesets and Graphics / Re: Taffer's Tilesets & Graphics: Attractive ASCII
« on: December 04, 2014, 09:23:13 pm »
The new one looks more like a strange mask. The old one was perfect. Ah well, if I really want it I can edit it myself.
Your tileset is still awesome though. Thank you very much for all the work you've done.

I have been trying to fix this up.

Rejected (and current) dwarf soldier designs:
Possible new dwarf designs: Second from the left is a soldier tile.

At any rate, I'm in no rush. I'm not making any change to things for a while. I want to gather feedback on this before proceeding any further, as I'd rather end up at a solution that everybody thinks is an improvement.

See it's funny because I did the opposite. I hated the previous one and I would edit it into one of my more weird ones.

I like 1/2 as the ones that currently stand now. I did not like 3. 4 is a bit cluttered, 5 looks kind of interesting. 6 Looks like a miner's face. 8 Looks like cyborg ninja from MGS, while 7 looks like a winged mix of that.

In the double tiers, 1 looks a little mishapen. I like the 2, but the top one seems too short like only a mask, and the bottom one looks 3d in an odd way. 3rd column 2nd one is cute. 4th column not a fan.

In your next set, same thing for column 1 again, not a fan of 2, 3 is interesting, 4 is also interesting.

42
Mod Releases / Re: Reichgrad v0.2 - An East Front Inspired Mod (40.03)
« on: November 22, 2014, 10:19:42 pm »
I cut weapon selection down to just rifles/pistols/antimaterials for ranged weaponry again. No more bows/crossbows, and all the diverse types of weapons just aren't going to work unless there's some sort of magical scripting or DFHack magic that can make things like machine guns work.

I'm curious about why you decided to remove primitive ranged weapons; they'd fill a valuable niche as low-cost ranged weaponry. As far as guns go, however, this is a problem most modern/futuristic mods face; the Dwarf Fortress engine simply isn't friendly towards ranged weapons. Something you could consider doing is giving some guns edged attacks; a shotgun or assault rifle could then fire a 'spread' or 'burst' of bullets, fully capable of removing limbs and otherwise doing massive damage. There are several obvious problems there; the issue of picking bullets off of the ground would be even more obvious when those bullets are supposed to be shotgun spreads or rifle bursts; shotguns in particular would have the same range as other weapons; and the general behavior would be the same as other weapons, leaving you with a gamey solution.

Something else you might consider is removing shields, or putting them further up the tech tree. Ranged weaponry will become more effective when the only defense against it is dodging, a harder skill to train than blocking or parrying. This also neatly subverts strange things like a -wooden buckler- deflecting antimaterial rounds.

Now as you can see, school is killing me, the semester is almost over but I really don't know how much longer it would take for shit to get done.

Yeah, I know how stressful school can get. Best of luck with it, eh?

I don't know. Originally I only had some nations holding bows, and it was indeed a poor man's weapon. I don't really like it though. People still use bows today certainly in such a diverse age of firearms, but in war situations, especially a really dark apocalyptic sort of situation, I would imagine anyone who wants to fight ranged, is going to prefer a firearm, and shouldn't have much trouble finding one with so many dead. I'd rather more people have firearms because that makes things uglier. I did have the shotgun for a while and basically I had it shoot a very big blunt object to try to mimic buckshot, not so much edged. I think the antimaterial is basically a big edged round, though I haven't looked at the raws in so long now, but the anti-mat used to just easily blow limbs off. The shotgun was better and just shattering bones and throwing people back, which I find a more realistic approach to buckshot. I don't remember why I removed them as well. I might put them back in, I don't know. I would rather hope for a way to properly implement a buckshot type projectile. I don't want too much focus on firearms though, I still want plenty of melee being used, which is probably why I dropped them. Bolt actions are certainly a finicky thing to use in close combat, pistols are just weak.

Shields are things given to melee guys, or the really heavy guys, maybe I'll make them more expensive to be rare-er or something like that. I know there's not really any ways in this game to make only a certain amount or preference of people be equipped with them, at least not what I can remember, but that's the intent. Again we'll see what happens as I re-dig into things and how things seem to play out in the state of the game today, I haven't even tried fucking around with this stuff after the projectile fixes so I don't really know what to expect anymore. I kind of wanted to re-write everything from scratch again so we'll see.


It's not that school is stressful, it's just a lot of work time wise. No big deal really, but thanks.

43
Mod Releases / Re: Reichgrad v0.2 - An East Front Inspired Mod (40.03)
« on: November 22, 2014, 08:28:16 pm »
*twitches*

Yeah I thought I would have done some stuff by now, but I haven't. School fucking kills me. I actually want to start working on it again and all day tomorrow I won't have any internet access so that should be good.

The puush images you posted with your latest ideas seem to have broken. Do you mind reposting them? I'm sorry to bother you, as real life seems to have gotten in the way of your modding, but I'm still interested in your ideas.

That takes like two seconds if I still have them somewhere, no big deal. If not I'll have to make some new ones certainly.

PTW

I was looking for this exact mod and despite I didn't know it existed I clicked my way through here without hesitation. DESTINY.

It'll be a while I'm sure before it REALLY gets anywhere.



I've still been thinking about what to do, and fleshing out the races this whole time though. I cut weapon selection down to just rifles/pistols/antimaterials for ranged weaponry again. No more bows/crossbows, and all the diverse types of weapons just aren't going to work unless there's some sort of magical scripting or DFHack magic that can make things like machine guns work. Roses has a projectile script but as far as im aware it gives a creature a unique ability to do such things as opposed to the item doing those things. I'm not interested in that for this as it just isn't the same. I don't even know how to implement scripting anyways. I changed some weapons names, as you can notice a lot of them are nation dependent sort of things, soyuz using soviet weapons, reich using german weapons, enders using kind of americanized terms, Vigil using asian and ancient things, demons using finnish names. etc. I removed the dwarven faction, it was the least interesting of these races, and I started leaning vigil towards some of the original ideas I had for the Ra Cultist race I started designing a while ago.

There's still a lot more to clean/flesh out for each race, and probably a lot more things to think about and add. I really need to start thinking of more creatures for the overall bestarium, I don't want to stick with boring dogs and cats and etc. I want each race to have their own unique domestics. The world should have all sorts of crazy different things too instead of just the Terran animals we know today.

Now as you can see, school is killing me, the semester is almost over but I really don't know how much longer it would take for shit to get done. If you have ideas for any of these, please let me know, I won't just add anything, but I'll seriously consider anything interesting.

44
You might hate me for this, but is it possible to have an unshaded version?

45
I would love if you had an alternative download from dropbox or something, DFFD is broken as fuck for me all the time.

Here's a mirror. I've never had any problems with DFFD, personally.

It's just straight up DNS blocked here or something, it will never load in chrome, it will load SOMETIMES in firefox. It's also slow as hell, which isn't a problem for tilesets because they're small files, but when people only upload huge mods to dffd, holy shit that drives me nuts.

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