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Messages - Krantz86

Pages: 1 ... 11 12 [13] 14 15
181
DF Modding / Re: fans and modders requested for a Warhammer TC - V0.2a
« on: September 22, 2011, 04:46:07 pm »
Fixed - you're right, it will be implemented in the next release, good job at noticing that, keep on with suggestion  guys!

182
DF Modding / Re: fans and modders requested for a Warhammer TC - V0.2a
« on: September 22, 2011, 04:06:25 pm »
the (planned) addon of CD made me think, i'm planning to add a whole array of import-only products and changes:
Gunpowder, Bugman's Beer, more....

every dwarven fan knows that no self respectiong dwarf would walk outside a karak without a proper preparations but dwarves can't also break traditions so i would feel strange to see dwarves forging cannons and using the guild's(engineers) secrets openly on a outpost, so i was thinking on creating a new dwarven workshop INSERTNAME where dwarves can get some gear that is lore-friendly:
examples of the stuff i plan (already available on adventure mode for testing pourposes):

-Dwarven Masks like Iron Breaker's ones - mask that protects face, throat and most importantly beard!

-Dwarven Coats - in various stories i read dwarves who work outside commonly wear some sort of chainmail, and the dwarven coat disguise it cleverly, ingame they're chainmails with a dress style coverage(but they don't allow plated armor)

-Drills(planned but not added) - lateley dwarven miners often use alchool-powered drills to dig fast throught stone
-i'd like to add mine carts but is impossible


183
DF Modding / Re: fans and modders requested for a Warhammer TC - V0.1c
« on: September 22, 2011, 10:02:48 am »
just a thing, i've alredy readied in a shelf the gunpowder and Bugman's beer ideas but i have to ask your opnion on this,
i always wanted to make trading more important so i thought about setting some stuff as import only, as you pèrobably know the XXX+ is a limited production beer so as dwarves we can't break laws by producing the Bugman's nectar right?

btw i just released the new patched version (0.2a):
Slayers fixed: Trollslayers and Daemonslayers (with corrected airstyle)
                      above mentioned guys learn military skills at twice the normal rate but won't gain skillpoints in armor/shiled nor with undwarvish weapons
various minor tweaks

link to v0.2a
i hope you'll like tha changes Krantz

184
DF Modding / Re: fans and modders requested for a Warhammer TC - V0.1c
« on: September 21, 2011, 03:00:22 pm »
if you want to do them buy yourself, don't worry, you don't need to rush at anything, if you want a hand just ask, here some hints

about the ogre raws, in warhammer ogres use almost no medical treatment so i think you should remove infections, and secondary, their skin is way thicker than human one (an empire phisiologist who dissected an ogre said it was more like tanned leather) and their bones are harder.
don't get me bad i don't want to cause ruckus, those are just some suggestions, but humans,beastmen and chaotic followers use neraly the same  tissue structure (twisted or not) but ogres are definetly harder to cut.
second check the biomes, city cap values, and especially the ethics
third: Clubs, clubs, clubs... and the occasional gnoblar could be implemented as third caste(insted of pet) that will do most of the jobs

185
DF Modding / Re: fans and modders requested for a Warhammer TC - V0.1c
« on: September 21, 2011, 02:02:35 pm »
FIXED

186
uhh, i think i just found a little bug here, chaos civs doesn't have access to the new chaos buildings, to be specific
in entity chaos the entries missing are:
[PERMITTED_BUILDING:BLOOD_FOUNDRY]
   [PERMITTED_BUILDING:ALTAR]
   [PERMITTED_BUILDING:CHARNEL_FURNACE]
   [PERMITTED_BUILDING:SHRINE]

187
i just tried 6 gens and no issues seen

188
GOSH! i forgot the dwarves! *Hammering my head against the wall* i'll fix it immediately!

*fixed* i added the entity_default and creature_standard.... i'm sorry guys, i had so much in my hands that i totally forgot the basics, now you can download them again to see SLAYERS, GROMRIL, RUNIC WEAPONS, now i just need to learn how to add cosmetic changes to a caste

189
FINALLY, after about 4h of  cross references i managed to fix about 6 pages of bugs, typo, etc.
now the error log is an acceptable half page( i'll keep working).
here the first release of the Warhammer Total Conversion Mod, i hope everyone can enjoy it

Download Link:

190
DF Modding / Re: fans and modders requested for a Warhammer universe TC
« on: September 20, 2011, 03:16:15 pm »
mmh, seems way better than the alpha, i will post the alpha of the TC in the next 12h, in the meantime feel free to test the dwarf runic system and post comments and suggestions

http://dffd.wimbli.com/file.php?id=4960

armors coming soon

191
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: September 20, 2011, 10:51:26 am »
hello how i can make sure that this won't be produced with petty metal?
Spoiler (click to show/hide)

maybe add  [ANVIL_MAT]?

192
DF Modding / Re: fans and modders requested for a Warhammer universe TC
« on: September 20, 2011, 04:43:49 am »
Zhar Naggrund's dwarves issues aren't insormontable:
Siege machines like Inferno cannons? they are more like caged daemons anyway, so you can make them into nonorganic wheeled fire spewing nasty tempered creatures
Slaves, just add some castes that can field goblins, orks on the field as underling
about the CD curse, you can suppose that since the petrification increase with age and magic usage higher caste CD have about 70/80% of their skin turned into stone

just try to be creative, remember they don't necessarily need to playable at the start, just add them as world threat (ps please make them live in savage mountains/plains) so we can field another race


MESSAGE FOR ALL, WE NEED JUST 1 MORE RACE
we have CHAOS WARRIORS 80-90% done fortress mode compatible
we have BEASTMEN 50-60% done as opposing force
we have BRETONNIAN KNIGHTS 20-30% done as neutrals

193
DF Modding / Re: fans and modders requested for a Warhammer universe TC
« on: September 19, 2011, 02:52:40 pm »
sadly testing resulted in a delay for Bretonnia...

EggFibre
there  are 3 options:
release a Ogre Kingdom alpha of them as worldgen enemies (like the beastmen, gobling..)
release them as Neutral like vanilla elves, humans and later keep patching them to allow fortress mode and fix balance issues(i tend to prefer this one)
release them directly playable in fortress mode

194
DF Modding / Re: fans and modders requested for a Warhammer universe TC
« on: September 19, 2011, 10:48:35 am »
you should concentrate on the race at first, you can add workshops for fortress mode later

195
DF Modding / Re: fans and modders requested for a Warhammer universe TC
« on: September 19, 2011, 04:42:58 am »
I could do skaven and/or vampires.
Separate skaven clans or mixed?
The four kinds of vampire could be separate night creature types in the next release i.e Necrarchs build towers with undead armies but Lahmians infiltrate towns and nobility (vampire cults confirmed in next release).
since i'm a vampire fan i'm drooling at the idea of them walking around (i'm already working on them, my actual progression on them:
i'm working on standard(Von Carstein) structure for vampires (NONPLAYABLE RIGHT NOW) with their own minions:
Vampires         - an humanoid that feel no pain nor fear and that his/her only weakness is dismemberment of decapitation
Skeletons        - Nonlearning minions
Zombies(pets)  - they're just cannon fodder
Ghoul              - bigger than humans, poisoned claws that cause suffucation and dizzyness
Wrathguard      - Elite Skeletons with buildt in full armor and weapon (to represent own cursed items and weapons) they wont use any other equipment
Vargulf            - Walking nightmare, very fast , very deadly and he is even harder to kill than a vampire his fangs are harder than steel
Ghosts, etc      - kinda trying create an ethereal attribute

later i planned to add more kinds of vampires (Necrarchs with black magic attacks, Lahmians cause nearby creatures to drop their guard thanks a syndrome emitted, and at least the followers of Aborash who can kill a dragon with their superior martial skills)

that was my project but if you want to take over feel free, i'll keep working on dwarves, right now i'm adding the kraka-drakk slayers



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