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Messages - Zanzetkuken The Great

Pages: 1 ... 760 761 [762] 763 764 ... 778
11416
Mod Releases / Re: Dragonic Civilization v.0.6
« on: May 18, 2012, 06:11:20 pm »
Alright, I'll see what simple program I can whip up on my free time to do that then. Altho Copy&Paste then alter would work probally just as fast too...

EDIT:
Just did a quick count of the unit types, removed ones not related like:
THEIF
MASTER_THEIF
WAR
HUNTING ANIMAL
and
DRUNK...

there are 101 unit types...
that means 101 [CASTE_PROFESSION_NAME:xxxxx:xxxxx:xxxx] for every set of breeds....
erm.... lol
carp...
PLEASE MAKE THAT UTILITY!!!!

11417
"Hold on, don't get too jumpy.  Maectur, pull up the outer drawbridge."
The outer drawbridge has been raised, all are inside!
"Just get to the battlements and start shooting crossbow bolts at them."

11418
Mod Releases / Re: Dragonic Civilization v.0.6
« on: May 18, 2012, 05:44:12 pm »
Probably the craft[Caste_name] route.  I'll save that for version 0.8...

11419
Mod Releases / Re: Dragonic Civilization v.0.6
« on: May 18, 2012, 05:21:38 pm »
Well the program would be very simple, and I mean base low. All it would do would be whatever I hardcode into it, and it would be in C# (be damned if I make it a javascript code  >:( I hate web design)

Not only that it's been a few years since I coded in C# I hate how most programming lang.s have the same bloody syntax and commands but are all used differently

But if you do want to go the route of having all professions for each caste of dragon be custom
Peasent = wyvern
Craftsman = craftwyvern
etc..

It would be slightly tedious since I'd have to hardcode all the [CASTE_PROFESSION_NAME:STANDARD:<insert name>:<insertname>s]
If I wanted to make it more... flexiable I could make comboboxes (list box) of all unit types.

So what is your chosen route of sperating a Frost dragon from a wyvern?

Do you mean "The wyvern's wings replace the forelegs" difference or something else?

11420
Mod Releases / Re: Dragonic Civilization v.0.6
« on: May 18, 2012, 05:00:13 pm »
Castes cannot be given different images (graphics) but can be given differnet tiles (CASTE_TILE) you can however beat the system by assigning graphics to differnet professions and having certian castes naturally good at that skill to give the profession. But the issue is migrants, they don't repect NATURAL_SKILL:xxx:# (well for me they don't, the buggers)

I think you should do a bunch of [CASTE_PROFESSION_NAME:(unit type token):(singular):(plural)] for the dragon castes

Every profession for every caste might be an issue, but I might be able to set up a really simple program that just takes what you want for a end of the singular/plurals
so
<Insert ending here>

and it would spew out all the desired PROFESSION_NAME changes

"[CASTE_PROFESSION_NAME:CRAFTSMAN:craft<insert ending here>:carft<insert ending here>s]"

but do that for all the Professions, all you need is an Ending

A program like that would be useful to all modders, in all truth, so it should be made.

11421
Done with the outer defenses.

Note: If anyone wants something added, just post the size of the room, and (if necessary) the corridor size to get to the room.

Question:  Who was it that learned to dragon-shout in the last thead from a slab Hugo gave him/her?
Spoiler: Map of the Fort (click to show/hide)

11422
Seriously?  17 pages since yesterday?  What the carp?  Now I have to spend the next hour reading through all those posts!

Do we have a hospital yet?  I requested one be built back before all these posts happened, and I'm afraid it was drowned in the massive deluge of words since then.

I built that before it was requested!  Check the map in the spoiler in my last post!

11423
No one build anything in slot 5, I'm going to extend it into a hallway to more workshops. Done!
Where should the farm be?

Spoiler: map (click to show/hide)

Building a two story tower on each corner of the trade depot.

11424
I did get some booze, seeds, and meat way back on page 5 or 6.

Spoiler: map (click to show/hide)

11425
Zanzetkuken and the dragon have begun to dig out a stockpile.  It will be just south of the hospital.

Stockpiles Complete!

11426
Now it is:

Note: If anyone wants something added, just post the size of the room, and (if necessary) the corridor size to get to the room.
2nd floor defenses

1-MrHappyFace's room
2-Trade depot below

I have to ask, since it leaves us with a tactical blindspot, should we take MrHappyFace's room from him?

Outside

little more detail than before.  Floors built in towers and corridors between towers.  Top-most gate is closed, with everyone who lives in the fort inside.

level -1

1-Zanzetkuken
2-Maectur Omereorabuum, dragon
3-Weird
4-Stormtemplar
5-Splint
6-Kofthefens
7-unclaimed
8-Super Plump Helmet Man
9-unclaimed
10-Corai

level -2

You should recognize the workshops.  Millstone has a miniature water reactor hooked up to it.
Hospital-Gizogin
Office-Gizogin

stockpiles


Underground bunker


Captured Caverns

11427
As I said, it is a model, it is how the fort currently looks (minus battles).

You can take it!  Me and the dragon are in the rooms closest to the main hallway.  I want to be as far away from the kobolds as possible!

11428
Mod Releases / Re: Dragonic Civilization v.0.6
« on: May 18, 2012, 12:48:05 pm »
If I made a succession fort, does anyone object to this location?



Note: I will just be uploading the end of first year file.  Someone else would need to run the succession thead, so I could work on the mod.

11429
I would ask people to write any additions to the fort down, and the dimensions of the additions so I can add them to a model of this place that I am working on.

Here it is so far:
Outside


level -1


level -2


Due to usage of my mod, I won't be posting a journal.  Just a model of the place.

11430
'Which direction did they come from?...."

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