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Should I continue to have all guns with one skill, or seperate them into different skills?

Seperate. It makes it more like traditional dwarf fortress, and helps to keep squads orginized better.
Keep together. Combat isn't the only focuse of the mod, and having it only one skill has several advantages of its own.

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Author Topic: Dwarf Fortress: Modern. Histories of Industry and Warfare  (Read 37412 times)

Stirk

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Re: Dwarf Fortress: Modern
« Reply #60 on: November 05, 2012, 10:33:14 pm »

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If you're going for realism, the AK is a bit more accurate and has a helluva lot more power than an M16; but it has pretty high recoil and pretty much never beaks.

*Cough* What? M16A4, being less accurate then AK-74? Even AK supporters know that the M16 is more accurate, fires faster, and is lighter (Which I was able to implement. The accuracy is hard to put into the code). While I do agree the AK is more powerful, if it manages to hit, that is also represented in my mod.
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Droid15243Z

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Re: Dwarf Fortress: Modern
« Reply #61 on: November 06, 2012, 01:46:20 am »

About one of your questions; sometimes people take prisoners. You know beasts need to eat to. Then again you could toss them in a zombie pit and later release then onto a siege (away from your main forces of course). Make them into training dummies/target practice. Make'em into gladiators I don't know. Monster bait? Have your dwarves trow rocks at them. Mabey you could make a little reaction simulating interrogation to learn how to make some of their technology (an item to represent research amount like blueprints.. Once you have enough information you could probably use the finished blueprint to make a new workshop.
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I intend to make many mods one day! If only I had more time to learn and my siblings stopped deleting my work whenever I refuse to be blackmailed.

Stirk

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Re: Dwarf Fortress: Modern
« Reply #62 on: November 06, 2012, 06:39:04 pm »

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About one of your questions; sometimes people take prisoners. You know beasts need to eat to. Then again you could toss them in a zombie pit and later release then onto a siege (away from your main forces of course). Make them into training dummies/target practice. Make'em into gladiators I don't know. Monster bait? Have your dwarves trow rocks at them. Mabey you could make a little reaction simulating interrogation to learn how to make some of their technology (an item to represent research amount like blueprints.. Once you have enough information you could probably use the finished blueprint to make a new workshop.

Good idia.  Something like the "Prisoner workshop", where you can execute (Kill), interrogate (Get blueprints and kill, with some risk involved), or reeducate (Higher risk, but gets a weakened goblin?).

I could do stuff like that, but at the moment requiring a goblin would mean that you have to take the goblin out of it's cage. Which would mean you would have to do this reaction in a secure location with military oversight....Which now that I think about it, kind of makes it cooler. Ill get right on it, thanks.

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Stirk

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Re: Dwarf Fortress: Modern
« Reply #63 on: November 06, 2012, 08:40:28 pm »

Better put my idea up here before I forget it and to share what is going to happen:

Basically the dwarf will stand a little bit away from it, and the things that it creates should be in the middle. So you take the gobby, put him in the middle by making it a pit or something, optionally knocking them out with the tazers I will make. Then once the victim is in place, you will have three options:

Execute. Releases a cloud of gas (Because that is the only way I know how to activate syndromes. Just pretend it is a needle to avoid unfortunate implications....) that kills everything with lungs except dwarves. This one is made to execute every prisoner, while the other two only work on goblins, this one works on things like elves, too. I suggest setting it on repeat, it will cost nothing and you do want to be sure to actually kill it.

Interrogate. Only works on goblins, and will take one full bucket of water to do (In order to take more time, since being instantaneous would ruin the effects). It would release a gas that can do several things: It will either A: Turn the goblin into an "Interrogated prisoner" which drops blueprints on its death which will take several seconds. Blueprints can later be used to make a missile silo, if I get around to it. B:Turn the goblin into an "Angry Goblin", which gives the goblin a "shank" and makes it go around attacking things until you shoot it down.

Re-education. Takes some alcohol and a hostile goblin. While it takes a valuable resource, it can turn a goblin into a "Reeducated Goblin", that acts as a pet, effectively joining your side. But it has a much higher chance of becoming the hostile goblin, to add some risk.

I may also add some of his other suggestions, like "Zombify", turns the goblin into a "Goblin Zombie" to keep up with the modern fantasy thing. I would make it take a blueprint, but have a 100% chance to succeed and make it infect other goblins that it bites.

At first I was like "I kind of feel bad for doing this" but then I was like "But this is dwarf fortress. We all have five things worse then this guarding the gate. At least now the goblins have a chance"
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Stirk

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Re: Dwarf Fortress: Modern
« Reply #64 on: November 06, 2012, 11:58:19 pm »

Probably should update to show what I am doing now:

I needed to walk around some, so I did. It came out like I wanted it to.

Execution: Works as I want it to. Fills the targets lungs with blood, for free. Much cheaper then a firing range.

Interrogation: Filled with spelling errors, but it works as I want it to. It has a 50/50 chance of either becoming an "interrigated goblin" that (and I think is an impressive part on my part) has it's brain explode soon after spawning and drops "blueprints or a "Crazy" goblin that has some extras, namely trap avoid, and goes to try to kill your dwarves.

Mind wash: It worked a little less then I wanted it to. It has a 30/70 percent chance of either turning the goblin into a "Washed Goblin", that you can capture again and train to become a pet, then war train it further if you want. It *should* be able to equip weaponry, but I am not sure how that will work out in fortress mode, the other 70% is turning into a crazy goblin.

I will work on the zombie and the actual reactions tomorrow, I will need you guys to tell me how these actually work in fortress mode...
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Thecard

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Re: Dwarf Fortress: Modern
« Reply #65 on: November 07, 2012, 12:45:50 am »

Heh.  Sounds like !!FUN!!
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I think the slaughter part is what made them angry.
OOC: Dachshundofdoom: This is how the world ends, not with a bang but with goddamn VUVUZELAS.
Those hookers aren't getting out any time soon, no matter how many fancy gadgets they have :v

Stirk

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Re: Dwarf Fortress: Modern
« Reply #66 on: November 07, 2012, 06:21:12 pm »

Eh. The zombies are not doing as well as I hoped. The bite works, it turns the goblin into a zombie as well, but then the zombie keeps attacking and makes the enemy bleed to death. It doesn't really help in the way I wanted it to, but if you could capture them it would technically make them tameable.
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Thecard

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Re: Dwarf Fortress: Modern
« Reply #67 on: November 07, 2012, 06:36:40 pm »

Eh. The zombies are not doing as well as I hoped. The bite works, it turns the goblin into a zombie as well, but then the zombie keeps attacking and makes the enemy bleed to death. It doesn't really help in the way I wanted it to, but if you could capture them it would technically make them tameable.
Uh... it should make them both "team undead."  Is the syndrome not kicking in fast enough, or is it just a loyalty thing?
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I think the slaughter part is what made them angry.
OOC: Dachshundofdoom: This is how the world ends, not with a bang but with goddamn VUVUZELAS.
Those hookers aren't getting out any time soon, no matter how many fancy gadgets they have :v

Stirk

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Re: Dwarf Fortress: Modern
« Reply #68 on: November 07, 2012, 07:38:39 pm »

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Uh... it should make them both "team undead."  Is the syndrome not kicking in fast enough, or is it just a loyalty thing?

There is nothing that makes them particularly undead. I could make them "Team undead", but that would mean they will still attack your dwarves.
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Thecard

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Re: Dwarf Fortress: Modern
« Reply #69 on: November 07, 2012, 07:55:54 pm »

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Uh... it should make them both "team undead."  Is the syndrome not kicking in fast enough, or is it just a loyalty thing?

There is nothing that makes them particularly undead. I could make them "Team undead", but that would mean they will still attack your dwarves.
Oh, by zombies you don't mean the traditional zombies.  Okay.
I would think that if you made them undead that would solve your problem, but it would make them attack your Dwarves, of course.  Maybe you could have some kind of pacifying syndrome that renders them both unconscious for a short while when they attack?  Maybe that would get them to stop fighting.
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I think the slaughter part is what made them angry.
OOC: Dachshundofdoom: This is how the world ends, not with a bang but with goddamn VUVUZELAS.
Those hookers aren't getting out any time soon, no matter how many fancy gadgets they have :v

Stirk

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Re: Dwarf Fortress: Modern
« Reply #70 on: November 08, 2012, 08:01:50 pm »

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Oh, by zombies you don't mean the traditional zombies.  Okay.

I could turn them into traditional zombies, and I might have to. I want them to basically be trained zombies.

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I would think that if you made them undead that would solve your problem, but it would make them attack your Dwarves, of course.  Maybe you could have some kind of pacifying syndrome that renders them both unconscious for a short while when they attack?  Maybe that would get them to stop fighting.

Probably, but you would have trouble in an actual attack, where your zombie group would go attack the arriving goblins to fall asleep at the first kill.

I might just make them undead, it will take a little walk around but I could add another thing like the tazer to help control them around,though I am still working on adding a shell to the combat shotguns. Balancing is going to take some time, but I might be able to make something to make your zombies more manageable.
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Thecard

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Re: Dwarf Fortress: Modern
« Reply #71 on: November 08, 2012, 08:04:45 pm »

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Oh, by zombies you don't mean the traditional zombies.  Okay.

I could turn them into traditional zombies, and I might have to. I want them to basically be trained zombies.

Quote
I would think that if you made them undead that would solve your problem, but it would make them attack your Dwarves, of course.  Maybe you could have some kind of pacifying syndrome that renders them both unconscious for a short while when they attack?  Maybe that would get them to stop fighting.

Probably, but you would have trouble in an actual attack, where your zombie group would go attack the arriving goblins to fall asleep at the first kill.

I might just make them undead, it will take a little walk around but I could add another thing like the tazer to help control them around,though I am still working on adding a shell to the combat shotguns. Balancing is going to take some time, but I might be able to make something to make your zombies more manageable.
You could make them grow a hard slade or adamantium skin.  That way, your zombie forces should grow, without your zombies becoming actual undead. 
Also, an instantaneous state-change should keep them from attacking each other.  I think.
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I think the slaughter part is what made them angry.
OOC: Dachshundofdoom: This is how the world ends, not with a bang but with goddamn VUVUZELAS.
Those hookers aren't getting out any time soon, no matter how many fancy gadgets they have :v

Stirk

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Re: Dwarf Fortress: Modern
« Reply #72 on: November 08, 2012, 08:44:47 pm »

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You could make them grow a hard slade or adamantium skin.  That way, your zombie forces should grow, without your zombies becoming actual undead.
Also, an instantaneous state-change should keep them from attacking each other.  I think.

Ah, that is a good idea for a walk around. Though if I just gave the newly infected the syndrome, it would make it kill your zombie, defeating the point. I don't think there is a way I can give the both the syndrome, since it is an injected syndrome. I thought about just making them have an adamantine skin all the time, but that would make them essentially vehicles: bullets could kill them, but they would still be immune to other vehicles.

I think I am just going to make them undead and hard to control as their weakness, they will make a nice arena monster (With the "hates life" tag, you could put anything you want in there), or would work as a nice trap or pit (Since you *should* be able to control them?*. I might just leave them out and put the zombie part on stasis, since that work around would create loyalty issues.

Ah well-Ill work on the zombie later. I need to implement the rest first.
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Stirk

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Re: Dwarf Fortress: Modern
« Reply #73 on: November 08, 2012, 10:45:53 pm »

Well it is going fine, I will just need a little more time. I will also add the jeep transformation while I am at it, and I fixed a glitch that was causing dwarves to come in with weapons made of "execute" and "maketank".
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This is my waifu, this is my gun. This one's for fighting, this ones for fun.

Thecard

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Re: Dwarf Fortress: Modern
« Reply #74 on: November 08, 2012, 11:06:54 pm »

Well it is going fine, I will just need a little more time. I will also add the jeep transformation while I am at it, and I fixed a glitch that was causing dwarves to come in with weapons made of "execute" and "maketank".
By the way, weapons made of "execute".  Sounds logical.
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I think the slaughter part is what made them angry.
OOC: Dachshundofdoom: This is how the world ends, not with a bang but with goddamn VUVUZELAS.
Those hookers aren't getting out any time soon, no matter how many fancy gadgets they have :v
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