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Optional addon packs (see page 12 for info) - yay or nay?

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Author Topic: [44.12] ZM5's Mod Depository - Waking City  (Read 65133 times)

ZM5

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Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
« Reply #270 on: August 23, 2018, 06:32:02 pm »


Spoiler: Megabeasts - BFA (click to show/hide)


Spoiler: OC races (click to show/hide)

That's it for now - hope you guys enjoy this update, had a lot of fun making it!
« Last Edit: August 25, 2018, 04:23:15 am by ZM5 »
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ZM5

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Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
« Reply #271 on: August 25, 2018, 11:54:34 am »

Quick hotfix - fixed the profession names for some of the new races as well as the Forsaken and Scourge Undead castes (they were missing the CASTE_ prefix so it applied the names to all castes) - also made Blighted Fiends not require eating, drinking or sleeping.

ZM5

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Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
« Reply #272 on: September 19, 2018, 07:41:47 am »

Minor update - added more fitting identity (prophets, criminals, etc.) names for the various intelligent races. Aside from that, I've fixed some minor bugs, rewrote some of the dialogue for the Seven Deadly Sins megabeasts, added dialogue for the Blood Aberration megabeast, gave the Aqir their own dialogue (they previously used the same dialogue as the Faceless Ones), changed the Aranasi a bit to be more faithful to their WoW depictions (males are more spider-like now with six legs, eight eyes, and scythe-like blades at their wrists - females are still horned humanoids like before, but they cannot fly anymore, instead their wings are used for slashing attacks - both also have parts of their bodies protected by a carapace - females have less of it than the males - both also now have a battle fury interaction with their own dialogue). The Gluttonous also have more dialogue now - be ready for a barrage of horrible food/cooking related puns.
The same identity name changes apply to the addon packs as well. The full packs should have some different in-game music as well now.
« Last Edit: September 19, 2018, 08:10:47 am by ZM5 »
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chilller6

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Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
« Reply #273 on: January 08, 2019, 09:10:17 pm »

I have been having problems getting dwarves to spawn civs at world gen. Would deleting [SITE_CONTROLLABLE] from the new races ensure dwarves always get spawned?
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ZM5

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Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
« Reply #274 on: January 09, 2019, 05:48:54 am »

It would, yeah - the default worldgen settings ensure a playable fort mode race is always present, so if dwarves are the only ones playable then they'll always be in a world.

chilller6

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Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
« Reply #275 on: January 09, 2019, 03:13:22 pm »

Yea that was the problem, I fixed it by just deleting the token. Thanks for the quick response. What are you working on now?
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ZM5

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Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
« Reply #276 on: January 09, 2019, 03:26:56 pm »

No problem. Currently I'm in a bit of a standstill, got back from a 3 week holiday trip two days ago so I'm currently in a bit of a standstill - planning on doing some minor updates for this pack and a small addon with civilized races for my good/evil biome revamp, along with rewriting some creature descriptions both for that mod and my cave revamp mod.

chilller6

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Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
« Reply #277 on: January 09, 2019, 11:00:41 pm »

Oh nice. One other question... I'm using Meph's Tileset and all of your creatures come up as either some random critter or a blank square. Im not that versed in modding so how would I go about fixing this?
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ZM5

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Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
« Reply #278 on: January 09, 2019, 11:37:00 pm »

Afraid I don't really know myself, since I don't use tilesets, sorry.

chilller6

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Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
« Reply #279 on: January 12, 2019, 12:44:56 pm »

Do siege golems work? Mine doesnt seem to be shooting cannonballs, only striking with its cannons
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ZM5

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Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
« Reply #280 on: January 12, 2019, 01:04:46 pm »

They should be firing their cannons from the tests I've been doing (did a quick arena test just now to make sure I didn't bork something along the way and they did fire cannonballs on lethal and no-quarter conflict levels) - though IIRC the AI only uses its interactions like projectile attacks at high enough conflict levels (lethal and no-quarter, for example - can't really see that in fort mode though). I think they also don't generally use interactions if their target is one tile away from them (think it's why GCS don't spray webbing if they get ambushed at a corner).

chilller6

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Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
« Reply #281 on: January 12, 2019, 07:19:27 pm »

The only time I saw mine fight was when it ran up to the goblin. I pastured it behind a fortification, so Ill see if it shoots now
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chilller6

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Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
« Reply #282 on: January 13, 2019, 12:15:17 am »

update - it is using its cannonballs correctly
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ZM5

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Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
« Reply #283 on: January 13, 2019, 06:36:04 am »

That's good to hear.

cesarjunior233

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Re: [44.12] ZM5's Mod Depository - Battle for Azeroth update!
« Reply #284 on: February 23, 2019, 08:59:57 pm »

How to make site with other races ? And, ZM, you use any tileset ?
« Last Edit: February 24, 2019, 08:24:59 am by cesarjunior233 »
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