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Author Topic: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.3.2  (Read 80665 times)

ZebioLizard2

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Re: [0.31.25] Warhammer 40k Underhive Settlement Mod - v1.0
« Reply #15 on: February 26, 2012, 09:27:54 am »

Still pretty good than.

So I'm curious, how will you be representing flamethowers, melta, and the other various weaponry of the 40k universe that tends to pop up in the underhive , and the base daggers/knives/chainswords/mauls and the like

Though I'd love to see if you could figure out a way of making Web Guns properly in the game. Shooting webs everywhere would be fun.

Have yet to try new ver (or old ver admittedly) but will begin testing it soon enough
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Re: [0.31.25] Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #16 on: February 26, 2012, 09:37:05 am »

the special weapons will be represented using the new interactions. Not as weapons of course, but instead as special attacks on certain classes. This might seem a bit hacky but its the best way we have come up with.

This means that most of the weapons will only be available to enemy civs, but once Servitors are in the mod, you will have access to a Combat Servitor with either a plasmagun or flamethrower. Might also utilize some more of Mephs code to make turrets/mounted guns.

A premise we want to stick to is that items will only be available to enemy civs/through trade for one or two releases, then we will add the reactions required to build them yourself. So Outlaws will have plasmaguns and Scavvies will have scatter cannons to begin with, then you can have similar weapons later.

Replica

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #17 on: February 26, 2012, 09:42:32 am »

Interesting, I'll check it out later.

Any chance for melta pistols and chain axes? :)
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EmperorJon

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #18 on: February 26, 2012, 10:06:54 am »

I'll be trying this out. Used to be a 40k player, running an underhive sounds fun. I might make an Eldar world themed mod, dunno.
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
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Re: [0.31.25] Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #19 on: February 26, 2012, 10:16:52 am »

A premise we want to stick to is that items will only be available to enemy civs/through trade for one or two releases, then we will add the reactions required to build them yourself. So Outlaws will have plasmaguns and Scavvies will have scatter cannons to begin with, then you can have similar weapons later.
Perhaps you could have it so that you need to capture and reverse engineer plasma guns and scatter cannons? A reaction to turn the weapon into some blueprints that could then be required to build plasma gun workshops. That way you'd be without them before first contact.
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Destroid

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #20 on: February 26, 2012, 11:57:31 am »

Interesting, I'll check it out later.

Any chance for melta pistols and chain axes? :)

All in good time and as best we can within the limitations of DF.  What this means is that we can get pretty detailed with melee weapons (you will see the full complement of regular/power/chain weapons) but ranged weapons are heavily limited in what we can accomplish without resorting to building the weapon into the character, which is likely what we will have to do for weapons that have any kind of blast radius or exotic effect (flamers, missile launchers, heavy plasma etc.).  It's unfortunate that the degree of flexibility in attacks that the interactions allow was not also built into the projectile weapon system.

EmperorJon

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #21 on: February 26, 2012, 12:11:52 pm »

Chainswords as a melee weapon might be... fun... >:D
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

trees

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #22 on: February 26, 2012, 12:13:44 pm »

I like the looks of this. I'll be playing around with it later today.

The undiggable soil thing is an interesting way to make farming more difficult, I quite like that.

E: There seem to be some issues with words:
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*** Error(s) finalizing the translation DUTCH
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*** Error(s) finalizing the translation HUMAN
Unrecognized word token: ADALBERT
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Unrecognized word token: HELMUTH
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*** Error(s) finalizing the translation SPANISH
Unrecognized word token: ANGRY
*** Error(s) finalizing the translation TURK
Unrecognized word token: ANGRY

If you want other languages to use those words, you'll have to put them in a file like language_words with all of the proper information regarding usage, or the game won't know how to handle them.
« Last Edit: February 26, 2012, 12:19:30 pm by trees »
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Destroid

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #23 on: February 26, 2012, 12:51:20 pm »

Don't worry about those, we are still working on getting the languages as we want them, currently your hivers have Latin names which work well, but the Scavvies have German for the time being.

But thanks anyway, we haven't received much public feedback at all yet, and we'd really like more!
« Last Edit: February 26, 2012, 02:14:06 pm by Destroid »
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truckman1

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #24 on: February 26, 2012, 05:07:57 pm »

Will they be alcohol dependent? I've heard mixed things about modded races in fortress mode needing alcohol, do to hardcoding or something.

If so, and even if they don't need it, you can put in booze and call it amasec.

OR, since in this mod you play humans, who as non-dwarves do not need alcohol to function in a manner similar to robots in Futurama, if you don't want to sacrifice the gameplay element of "your guys need a substance to stay productive, sane, and happy enough in the hellhole you make them live in," you could make them dependent on recaf! The basic variety could be something like "synthetic caffine  refreshment," with really premium recaf being "Imperial Guard standard-issue instant recaf packet," and maybe, MAYBE you might be able to find a bag of ,real, live, organic, if-you-can-afford-this-you-probably-live-high-up-enough-to-have-seen-the-sky-before, ☼Recaf Beans☼.




Also, any chance dwarves can be in the mod, just renamed Squa—BLAM
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Meph

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #25 on: February 26, 2012, 05:41:33 pm »

Nice to see this mod advancing. :)

Are you still using the apothecarius ? If yes, I have something new, I reaction to create water out of booze. Although I dont know how much that would suit your mod. But it is more useful then filling a bucket witch ice ^^

I also plan to make a plant that can be pressed to release water.
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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #26 on: February 26, 2012, 05:48:10 pm »

Will they be alcohol dependent? I've heard mixed things about modded races in fortress mode needing alcohol, do to hardcoding or something.

Also, any chance dwarves can be in the mod, just renamed Squa—BLAM

They are alcohol dependant as far as I can see. Sometimes they choose to die of thirst before they will drink from a local pond...

Squa-.... i mean Space Dwarves will not be present in this mod. They live/lived in a time long ago before GW broke up their IP. However in the canon Orks are present on Necromunda and will make an appearance.

As for playable races, so far we have no plans to add another. Im more keen to add to the existing tech tree, and Destroid seems content to add to the flora and fauna of the local area (Its P.DEADLY rite nao).

Keltiknight

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #27 on: February 26, 2012, 08:32:03 pm »

Hey, question, whats with the DFhack and all coming linked to most mods? Personally, I just find having DFhack open 24/7 annoying, for some reason, but closing it closes the modded DF, and taking the file from the DF folder just makes DF crash, I am going to guess that some mod features require DFhack or something, on the subject of gameplay: Looks like a promising mod, sounds like it could grow into an amazing mod.
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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #28 on: February 26, 2012, 08:55:25 pm »

There is a way to uninstall dfhack, check the dfhack thread. Im planning on looking at using autohotkey to speed up herbalist designations at some point, thus the choice to leave DF hack installed and linked. I also recommend using it to check local mineral contents as for now you really need an embark with all the mineral types.

We wanted to make a "real TC" so everything has been stripped back as far as it can go, then adding new stuff with real gameplay changes. Not knocking anyones mods here, just looking to make something different from the "ADD MOAR STUFF" style.

ZebioLizard2

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Re: *NEW RELEASE* Warhammer 40k Underhive Settlement Mod - v1.1
« Reply #29 on: February 27, 2012, 09:49:13 am »

So in order to make blocks from rockcrete, we need yeast, and a kiln? Not getting the reaction for it when I have both.

Also a few reactions seem missing from the Cultivator, such as making Limemilk
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