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Messages - Krantz86

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196
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: September 18, 2011, 04:31:22 pm »
Thankyou very much i relly wanted to make the new RUNELORD profession and SLAYER(warrior caste)
a new kind of craftmanship and a warrior caste limited to combat, now with your help i'll rename:
[PROFESSION_NAME:MAGIC_NATURE:runecraft,runecrafts]
and i'll change the general learn rate of the warrior caste to 0% while ill set manually it at 100% for fighting skills to represent thier mind focused on finding death in battle
that will greatly help me

197
DF Modding / Re: fans and modders requested for a Warhammer universe TC
« on: September 18, 2011, 03:14:01 pm »
ok beastmen added and 10+ 500y 65x65 worlds generated, results:
Humans:8
Dwarves:7
Elves:9
CHAOS:8
Beast:0

for some reason they can't seem to survive, i'll check further

FIXED:
Spoiler (click to show/hide)

now i have a couple of questions for Deathsword:
1 - are you interested in making them civ playable? if so remove the nosleep, noeat and nofeed tags, i know that they make the race survive better in worldgen but i think it's unbalanced for fortress mode
2 - isn't a 50y lifespan a little low? i mean there are some (lore) Drakwald forest dwellers that are centuries old.
at least you should give them at least a humanlike lifespan 60:120
3- are you willing to add a version for patch purposes?

198
DF Modding / Re: fans and modders requested for a Warhammer universe TC
« on: September 18, 2011, 12:30:33 pm »
we must have slayers.

i'm trying right now, but i absolutely need a hand expecially on the cosmetic part, here my first try (testing now)

Spoiler (click to show/hide)

199
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: September 18, 2011, 06:36:21 am »
hello again guys, 3 questions

-how i can add a new skill?
-how i set a caste to be unable to work except for military?

200
DF Modding / Re: fans and modders requested for a Warhammer universe TC
« on: September 18, 2011, 06:34:44 am »

adventure mode reactions added (you can mine and smith equipment or gather branches and craft wood equipment for the treehuggers)
Chaos warriors added just one more race and the version 0.01a will be released
if anyone want to join officially just apply here and tell me on what you want to work



Skaven = Kobolds with skillz and ogre rats! I love it!!!
If we can play as dwarves I shall have slayers. We need hairstyles of orange crests!

skaven will be hard to add i fear, for the warpstone related issues




201
DF Modding / Re: engravings
« on: September 18, 2011, 05:45:11 am »
i think that engraving are based on the race values found in entity_default

202
DF Modding / Re: fans and modders requested for a Warhammer universe TC
« on: September 18, 2011, 04:55:06 am »
I'd be happy to help, also.

Beastmen will need to, of course, be divided into castes. Ungors, Gors, Bestigors, Bray Shamans. Can't remember if Centigors count as real beastmen or not.


yeah, as for beasmen i've only added the Bestigor for now because i needed a race that dwells in forests to keep those frisky elves at bay in worldgen, now dwarves survive 20% more in worldgen because the elves don't have the forest monopoly!
if you want to work on the beastmen PLEASE DO SO i'm totally new to modding, here the raws feel free to trash them and start anew
CREATURE
Spoiler (click to show/hide)
CIV DATA - i aimed only to make them evil anarchic cannibals
Spoiler (click to show/hide)

at first i'd like to add a race then we can tune it by adding the correct equipments and religious differences (i plan to add CHAOS powers later ingame)

Hey! I have a pretty-damned-fleshed-out Chaos Warrior mod (which I am planning on tweaking in a little while--I haven't abandoned it, but school life owns my game life xD) which you would be welcome to use. It also can come with a barely-realized Daemons of Chaos mod that provides them as reasonable enemies.

So feel free to use it in its current iteration whilst I slowly patch and update it. Just give credit.

I also am about 50% through a Lizardmen mod. It's not done enough to be used though.

Maybe this will be the one that will work!

Testing them right now, thanks mrtspence for the permission

203
DF Modding / Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
« on: September 16, 2011, 10:55:37 am »
                                                           WARHAMMER: FORTRESS
hello to all guys, we're a group of modders and we're working on a Warhammer Total Conversion, with YOUR help we'll complete it, Join us!


FEATURES:
Spoiler (click to show/hide)

HOW TO INSTALL
Spoiler (click to show/hide)

DOWNLOAD THE LAST VERSION: V1.4.1 - CLASSIC
DOWNLOAD THE LAST VERSION: V1.4.1 - modified PHOEBUS TILESET

OPTIONAL FILES
Spoiler (click to show/hide)

i hope to work with you guys
Krantz

204
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: September 13, 2011, 09:17:39 am »
hello i need a hand in creting runic equipent, my idea is to create a workshop where a engraver or a smith(not sure) can chisel runes in any metallic weapon or armor to increase their potential, at first i wanted to create a process that would take  ot time to do it, i failed, so i changed the goal i made a process who turn a metallic item into a runic metal item, i did this by creating a new metal (runic copper, runic iron... etc.)
my question are
1 - how i make sure that none except dwarves use those runic metals?
2 - how i can make a workshop who use power
3 - how i can make subcategories for the above mentioned
4 - anyone can give some suggetions for the runic metal effectiveness and value?
5 - any other suggestion?

205
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 31, 2011, 09:08:01 am »
i just remebered i've also removed arteries, btw here my bestman undead

Spoiler (click to show/hide)


206
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 31, 2011, 08:36:01 am »
about zombies
well, i tried by using pus instead of blood and the zombie never died from bleeding.
ps: i also removed heart and organs so the only way to kill him was to sever him in two or destroy his brain

207
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 31, 2011, 08:13:18 am »
hello i have about a Uberzillion of question, here some
1- it's possible to modify/make a simple rection to take a lot of time to produce a single thing? IE:armor, tools, etc...
2- About syndrome, it's possible to make a metal that spread poison in the victim's blood?
3- is possible to make a working poisoned weapon out of it?
4- how armor coverage work, ie. armor that have 150% coverage what will do?

208
DF Modding / Re: Skeletal Player
« on: August 31, 2011, 07:59:03 am »
you can copy normal humans from the creature standard, make them undead, non bleeding, remove the flesh from the standard tissues, then add something like this to the entity default (just put the name of your creature instead of giant)
Spoiler (click to show/hide)

here some tags to add to a undead
Spoiler (click to show/hide)

209
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 04, 2011, 09:08:26 am »
Gotta admit, though, that "thrownable" is bothering the hell out of me. It should probably be "throwing".

FIXED, my english writing skill..... welll .... sucks, at least i can read it fairly well...


PS: spitfire wouldn't be easier to start with a ripper, lot smaller and since he has only athrophic arms and a tail

PPS: does your hormagaunt possess a tail?

210
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 03, 2011, 05:57:20 pm »
FIXED

was CROSSBOW to THROW

Spoiler (click to show/hide)

found the error while i tried earlier was a mistyping, right now my dwarves are increasing the THROW skill while using the chained glove

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