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Author Topic: LC's Terrible Weapons Pack - 0.3  (Read 18710 times)

EuchreJack

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  • Lord of Norderland - Lv 20 SKOOKUM ROC
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Re: LC's Terrible Weapons Pack - NEW
« Reply #15 on: October 17, 2014, 08:53:56 pm »

You also need to create: LC's Terrible Armor Pack
I'd love a mod that had a ton of makeshift armor types.
Dwarf 3 slashes Elf 2 in the lower body with his rope full of steel nails, but the attack is deflected by Elf2's dinner plate!
Exactly!

Kyubee

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Re: LC's Terrible Weapons Pack - NEW
« Reply #16 on: January 21, 2017, 06:43:33 pm »

This mod goes great with my own! I've added in a second entity of humans, these ones more populous, guerilla warfare-users, whom have a couple vanilla weapons (I think they have the training ones), but mostly have farm tools, and mostly don't have armor. This mod was actually a life saver for allowing me to add that, as, i wanted a group that's less... up front about their attacks. And yes, seeing LC's terrible armor pack would be amazing. What about LC's Terrible Ranged Weapon pack, full of improvised weapons and slingshots. Something that makes the Blowgun seem like a high class weapon.
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My mod: http://www.bay12forums.com/smf/index.php?topic=176501.0
The litten is wandering around the dump now, occasionally exploding.

Nightcore Angel

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Re: LC's Terrible Weapons Pack - NEW
« Reply #17 on: January 29, 2017, 11:02:08 pm »

Keeping track on this!  :o
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Gigabytebob

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Re: LC's Terrible Weapons Pack - 0.3
« Reply #18 on: April 03, 2018, 09:42:14 pm »

yes i would also love to see a terrible armor pack :)
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adamantine, the only material that can be honed to an edge so fine it can cut light, cleave steel like butter, and sever heads with the enthusiasm of a deranged bloodthirsty child.

Turn those goblinoid uglybolds into adorable cutebolds

Warlord255

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Re: LC's Terrible Weapons Pack - 0.3
« Reply #19 on: April 04, 2018, 11:07:30 am »

This is delightfully silly!

Do soldiers bring "better" weapons first if these crappy variants are available? I ask because adding crappy weapons to a dwarv civ would increase the pool of potential artifact weapons, but it'd be less desirable if it also affected sieges/etc.
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DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Liber celi

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Re: LC's Terrible Weapons Pack - 0.3
« Reply #20 on: April 04, 2018, 11:32:20 am »

From my experience, soldiers won't know which weapons are good or bad! If you just want more diverse artifacts, you can add the item_weapon_terrible.txt but not give the weapons to any civ. If things work like they used to, they will show then up as "exotic" weapons in some menus, and are eligible as bases for artifacts.

How desirable an artifact length of rope full of copper nails engraved with foetal elephants actually is, is up for debate
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Warlord255

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Re: LC's Terrible Weapons Pack - 0.3
« Reply #21 on: April 04, 2018, 03:33:14 pm »

Hm. I'd been under the impression that artifact weapons were only ever drawn from the civ's available weapon list - or at least there was a heavy preference. I say this because I've never seen artifact foreign weapons, despite there being a significant pool of foreign weapons to draw from.
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DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Liber celi

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Re: LC's Terrible Weapons Pack - 0.3
« Reply #22 on: April 05, 2018, 05:25:09 am »


Coming soon.....
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