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Messages - fire1666

Pages: [1] 2 3 ... 14
1
Other Games / Re: Chapter Master - In the name of the Emperor!
« on: July 01, 2015, 03:10:45 am »
Orks just heard about that planet consisting of Imperial guardsmen with trillion zillion of them on it. Their solution, obviously, is more dakka - they are going to build orky battleplanet and go visiting.
So long as dey painted itz red den it will go fasta, for dey can nevah av enuff dakka.

2
Other Games / Re: Chapter Master - In the name of the Emperor!
« on: June 30, 2015, 06:59:40 am »
Quick question in regards to Chaos in the game.
Is it possible to join Chaos as of right now (if so how) or are there any plans in regards to chaos taint?
Definitely watching this game, really fun :)

3
Mod Releases / Re: [Rubble] First Landing mod: Early preview version!
« on: June 04, 2015, 12:48:13 pm »
oooooh, sounds interesting.
Any screen shots?
PTW btw

4
DF Modding / Re: Blunt ranged projectiles, questions and issue.
« on: June 03, 2015, 04:58:24 am »
Thanks for the suggestion, I currently have some elven human and goblin equipment already set up and ready to go, the elven and goblin military will be dramatically different in armaments to vanilla elves and gob's.
I think I will be able to release the first release of the mod by Sunday this week :), anybody interested in testing it?
Primarily need testers for weaponry stats, they currently seem balanced but having a second or third opinion would be nice :)

5
DF Modding / Re: Blunt ranged projectiles, questions and issue.
« on: June 01, 2015, 03:36:12 am »
let me remedy that for you, its an archaic fix but a fix none the less.

Code: [Select]

[ITEM_WEAPON:ITEM_WEAPON_SKIRMISHER_HAMMER_WAR]
[NAME:war hammer (skirmisher):war hammers (skirmisher)]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:THROW:SKIRMISHER]
[SHOOT_FORCE:2000]
[SHOOT_MAXVEL:1500] assuming that larger individuals could throw a projectile faster than a smaller individual
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_AMMO:ITEM_AMMO_SKIRMISHER_HAMMER_THROWING]
[NAME:throwing hammer:throwing hammers]
[CLASS:SKIRMISHER]
[SIZE:350]
[ATTACK:BLUNT:10:800:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]




Code: [Select]

[ITEM_WEAPON:ITEM_WEAPON_SKIRMISHER_LIGHT_HAMMER_WAR]
[NAME:war hammer (light skirmisher):war hammers (light skirmisher)]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:THROW:SKIRMISHER_LIGHT]
[SHOOT_FORCE:600]
[SHOOT_MAXVEL:40]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_AMMO:ITEM_AMMO_SKIRMISHER_LIGHT_BULLET]
[NAME:sling bullet:sling bullets]
[CLASS:SKIRMISHER_LIGHT]
[SIZE:25]
[ATTACK:BLUNT:10:100:stab:stabs:NO_SUB:750]
[ATTACK_PREPARE_AND_RECOVER:3:3]


Just want to thank you guys for the help, much appreciated :)
Hopefully I can actually get a mod out with this at some point soon :D

Just to clarify the things above, the light skirmisher sling bullets are meant to work as a very primitive auxiliary ranged weapon, light BLUNT damage but not enough to kill droves of units in one go. The throwing hammers are basically heavier upgrades for the sling bullets, BUT more expensive to manufacture the ammo for.

On-top of this I am also testing the throwing knives for light and throwing axes and javelins for the normal skirmisher weapons, the other weapons work exactly as wanted other than the throwing knives, but I believe that the fix for the sling also fixes the knives.

6
DF Modding / Re: Blunt ranged projectiles, questions and issue.
« on: May 31, 2015, 02:43:09 pm »
Thanks man, testing right now

Update:
Eyup, that has worked perfectly, thank you sir.

7
DF Modding / Blunt ranged projectiles, questions and issue.
« on: May 31, 2015, 12:18:33 pm »
Hello all, I am currently trying to create a mod which includes a variety of ranged weapons and some of their ammo types use blunt damage.
However i have come across a weird issue that is outside of my knowledge.
Below you will find the stats for two weapons and their corresponding ammo types, currently the sling bullets do far more damage than the throwing hammers and, being the amateur modder that I am, I am unsure about how to fix this and why it is happening.

Code: [Select]

[ITEM_WEAPON:ITEM_WEAPON_SKIRMISHER_HAMMER_WAR]
[NAME:war hammer (skirmisher):war hammers (skirmisher)]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:THROW:SKIRMISHER]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:1000] assuming that larger individuals could throw a projectile faster than a smaller individual
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]


[ITEM_AMMO:ITEM_AMMO_SKIRMISHER_HAMMER_THROWING]
[NAME:throwing hammer:throwing hammers]
[CLASS:SKIRMISHER]
[SIZE:350]
[ATTACK:BLUNT:10:800:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]




Code: [Select]

[ITEM_WEAPON:ITEM_WEAPON_SKIRMISHER_LIGHT_HAMMER_WAR]
[NAME:war hammer (light skirmisher):war hammers (light skirmisher)]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:THROW:SKIRMISHER_LIGHT]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:600]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_AMMO:ITEM_AMMO_SKIRMISHER_LIGHT_BULLET]
[NAME:sling bullet:sling bullets]
[CLASS:SKIRMISHER_LIGHT]
[SIZE:25]
[ATTACK:BLUNT:10:100:stab:stabs:NO_SUB:750]
[ATTACK_PREPARE_AND_RECOVER:3:3]


Just to clarify the situation:
Throwing hammers MUST do more damage / be more lethal
Sling bullets MUST be weaker / less lethal but stay roughly the same, they currently function exactly as I want them to, maybe a bit more lethal, if so how.

It would also be helpful / nice / much appreciated if someone where to explain to me how blunt ranged projectiles work in a code seance as i can totally understand the EDGE style weapons but less so for BLUNT

Thank you in advance and sorry for the inconvenience.

8
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: May 30, 2015, 11:24:18 am »
Is it possible to code / mod a weapon to use a variety of projectile types?
If so how is this done, I can tell there is the [RANGED:CROSSBOW:BOLT] section on the cross bow but would you add another line after BOLT? or would you add new items defined as BOLT?
Edit 1: I think i figured it out (all items classes at BOLT can be fired) But new question, is it possible to modify the quiver size in any way (larger / less than 25 units of ammo)

10
DF Community Games & Stories / How do I move this?
« on: April 13, 2014, 03:23:33 pm »
I would like to request about how i move this thread to Community Games & Stories as recommended by MDFification.
Help moderator please?

nvm found out how

11
DF Community Games & Stories / Re: Dwarf fortress LP series.
« on: April 13, 2014, 09:21:40 am »
Might want to consider moving this thread to Community Games & Stories.
I will move it later today, I am currently unable to but by the end of today (10:00 PM LATEST!!!) I shall move it.
Apologies for this being in the inappropriate place.

12
DF Community Games & Stories / Re: Dwarf fortress LP series.
« on: April 13, 2014, 02:05:04 am »
Cool. I'm sure my engraver will make your fortress look like a piece of traumatic crap beautiful.

"This an craptastic exceptional carving by Urist McEngraver Kiboy. It depicts the dwarf Mcfuzz and a random goat. The goat is making a triumphant pose. This artwork relates to the killing of the Dwarf Mcfuzz by a random goat in Spring of 251"
"This is an Engraving of Urist McAnustorture (the priest of PriceAbbey XD) the picture depictures his head being severed and flying around 6 tiles by a gobbo' archer"
anways, recording shortly, planning a hour long episode :)
which reminds me im going to gen a whole new world for this LP, one with more minerals (hopefully) and more civ's

This is an engraving of Urist McEngraver. The picture depicts Urist McEngraver engraving a picture of Urist McEngraver who was engraving the picture of Urist McEngraver who was engraving cheese.

Uristception!
I would play the inception noise but the youtube recognision device would flag me for it for no reason :P
second and first part of CrateMeteor are now up
https://www.youtube.com/watch?v=4N0uovGovfw
second part pairents started to create some noise in the background so I turned off the microphone tempororaly, don't worry its near the end so chances are the main bulk of the recording is uneffected.

13
DF Community Games & Stories / Re: Dwarf fortress LP series.
« on: April 12, 2014, 03:17:48 am »
argh double post, change in plan, pairents are going to buy some flooring material (carpets, lino ectra) and they will be gone for aprox 2 hours, so I will do 2 1hour secions for you guys :)
the world has been generatred sucessfully and I will check for civ's to fight ectra.
then, volcano embark with 10 dwarfs with a total of 4 named dwarfs (2 on forums [you guys] and 2 from Steam [guys I was playing with in the much older L4D2 video, I would recomend you watch it {it was not named by me, Datim recorded it}])
and would you belive all the volcanoes are in bad spots XD oh dear...

14
DF Community Games & Stories / Re: Dwarf fortress LP series.
« on: April 12, 2014, 02:33:18 am »
Cool. I'm sure my engraver will make your fortress look like a piece of traumatic crap beautiful.

"This an craptastic exceptional carving by Urist McEngraver Kiboy. It depicts the dwarf Mcfuzz and a random goat. The goat is making a triumphant pose. This artwork relates to the killing of the Dwarf Mcfuzz by a random goat in Spring of 251"
"This is an Engraving of Urist McAnustorture (the priest of PriceAbbey XD) the picture depictures his head being severed and flying around 6 tiles by a gobbo' archer"
anways, recording shortly, planning a hour long episode :)
which reminds me im going to gen a whole new world for this LP, one with more minerals (hopefully) and more civ's

15
DF Community Games & Stories / Re: Dwarf fortress LP series.
« on: April 11, 2014, 03:30:39 pm »
Hey guys, sorry for no videos today, Internet cut followed up by a power cut...
I will make up for this tomorrow, there shall be at least a 1hour video up so don't panic videos will be done.
Again, sorry for the lack of videos but the recording I had made was lost and so was the fort (before a seasonal save)

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