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Author Topic: Victorian Mod "bugfixing and tea" edition[0.40.xx]  (Read 10942 times)

DrunkGamer

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Re: Victorian Mod (Needs a real name)[0.40xx][WIP]
« Reply #30 on: November 19, 2015, 01:50:06 pm »

Can't you just eliminate the [PERMITTED_JOB:BOWYER]?

Already did it, but the bowyer shop will always be an option as a buildable shop as far as I know.
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Max™

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Re: Victorian Mod (Needs a real name)[0.40xx][WIP]
« Reply #31 on: November 19, 2015, 07:52:27 pm »

Huh, guess that's true isn't it. Well, you can't build it without a bowyer.
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Dirst

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Re: Victorian Mod (Needs a real name)[0.40xx][WIP]
« Reply #32 on: November 19, 2015, 08:28:19 pm »

I would tone down the fantasy plants and animals, or at least restrict them to savage biomes.  The cavern fauna are probably fine if you take out the ones that are implausible to a Victorian mind (amethyst man, flying head).  Then add various types of "natural" undead to augment the hard-coded stuff (I'd classify the flesh golem / Frankenstein's Monster here), and some household spirits (may or may not work to classify them as vermin). 
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

DrunkGamer

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Re: Victorian Mod (Needs a real name)[0.40xx][WIP]
« Reply #33 on: November 21, 2015, 10:38:52 am »

I would tone down the fantasy plants and animals, or at least restrict them to savage biomes.  The cavern fauna are probably fine if you take out the ones that are implausible to a Victorian mind (amethyst man, flying head).  Then add various types of "natural" undead to augment the hard-coded stuff (I'd classify the flesh golem / Frankenstein's Monster here), and some household spirits (may or may not work to classify them as vermin).

I'm working on that. Max already added mad scientists and I'm working on adding new creatures and removing implausible ones (Animal people and surface giant animals) Didn't touch the plants yet, but I'll change that soon.

If anyone got any ideas for new creatures just tell me.
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Max™

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Re: Victorian Mod (Needs a real name)[0.40xx][WIP]
« Reply #34 on: November 21, 2015, 03:13:50 pm »

The experimental creatures are amusing as hell, chatting with each other while you're mutilating townsfolk.
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DrunkGamer

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Re: Victorian Mod (Needs a real name)[0.40xx][WIP]
« Reply #35 on: November 22, 2015, 10:40:19 am »

Fresh updates from the oven!
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Aaaaand the best one so far!

Spoiler (click to show/hide)
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DrunkGamer

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Re: Victorian Mod "Bugfixing and tea" edtion[0.40.xx]
« Reply #36 on: November 26, 2015, 01:20:18 pm »

Small but nice update!

NEW BOOZE AND PLANTS!

Yup, I modified some booze names so you can now make whiskey out of wheat, vodka out of potatoes, gin out of Juniper Berries, Tequila out of Agave (Technically blue agave, but I'm too lazy to make different kinds of agave to be honest), champagne out of champagne grapes (technically called marzemina bianca, but still), cognac out of trebbiano grapes and strawberry liquor!
« Last Edit: November 26, 2015, 06:46:45 pm by DrunkGamer »
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Max™

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Re: Victorian Mod "bugfixing and tea" edition[0.40.xx]
« Reply #37 on: November 26, 2015, 08:04:09 pm »

I was toying with an idea for a big apocalyptic type emergent event but I don't know if it would even work. Basically something like the cultists from Call of Cthulhu with the idea that if a tower had a sufficient number of creatures and there was a way to have a minimum number of necessary, then once a month or year or something there is a chance for an interaction to go off that weakens or kills the creatures and replaces them with a big capital G, Great Old One, which has all kinds of awful interactions and stomps around wrecking everything.
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DrunkGamer

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Re: Victorian Mod "bugfixing and tea" edition[0.40.xx]
« Reply #38 on: November 27, 2015, 07:14:35 am »

Oh damn, I forgot about the new Tripod megabeast.

Yup, THOSE tripods.

Gigantic Iron tripods that fire heat rays! (Technically fire, but eh)
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DrunkGamer

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Max™

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Re: Victorian Mod "bugfixing and tea" edition[0.40.xx]
« Reply #40 on: November 27, 2015, 09:55:27 am »

Yeah, without shields a tripod is not to be trifled with as an adventurer.

If you're fast enough you can wait for them to shoot fire and then run in for a hit and flee, still iffy.
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DrunkGamer

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Re: Victorian Mod "bugfixing and tea" edition[0.40.xx]
« Reply #41 on: November 27, 2015, 10:08:40 am »

Yeah, without shields a tripod is not to be trifled with as an adventurer.

If you're fast enough you can wait for them to shoot fire and then run in for a hit and flee, still iffy.

You can still fuck it up really badly with a well placed steel musketball.
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Kruniac

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Re: Victorian Mod "bugfixing and tea" edition[0.40.xx]
« Reply #42 on: November 30, 2015, 12:49:33 pm »

Quote
You can dress as a gentlemen and shoot elves in the face in adventure mode

This is all you need to advertise the mod. :D
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Max™

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Re: Victorian Mod "bugfixing and tea" edition[0.40.xx]
« Reply #43 on: November 30, 2015, 06:25:46 pm »

Yeah, blasting elves was a definite high point.
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DrunkGamer

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Re: Victorian Mod "bugfixing and tea" edition[0.40.xx]
« Reply #44 on: December 03, 2015, 01:24:04 pm »

Welp, everyone seems to be updating their mod to the latest version, but I'll just wait a bit until the great Toad overlord fixes the crashing on placing civs just in case. It will also be a pain in the posterior to update the mod, but that's another mater.
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