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Author Topic: [44.12] Culture Shock (16.0) (A Windows 32-bit Mod)  (Read 18756 times)

skelepound

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  • Deciever, I name thee Cael
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Re: My first mod! Simple Racial Variants
« Reply #30 on: February 06, 2017, 09:06:33 pm »

Im pretty sure it is - i forget where i saw it, but im 90% you can
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My magic mod, Schools of Magic:
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http://www.bay12forums.com/smf/index.php?topic=162596.0
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GENERATION 28:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

Asin

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Re: My first mod! Simple Racial Variants
« Reply #31 on: February 06, 2017, 09:08:47 pm »

Hmm...
Well, I don't know how to do it.
Sorry about your luck.

skelepound

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Re: My first mod! Simple Racial Variants
« Reply #32 on: February 08, 2017, 01:34:32 pm »

Weelll i can always make veins of Dragonslayer Silver minable - that way, le dorfs will forge magical weapons themselves.
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My magic mod, Schools of Magic:
----------------------------------
http://www.bay12forums.com/smf/index.php?topic=162596.0
----------------------------------
GENERATION 28:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

Asin

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  • A short and sturdy creature fond of modding.
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Re: My first mod! Simple Racial Variants
« Reply #33 on: February 12, 2017, 04:13:45 pm »

Update on mod work:

Currently giving weapons from Stal's Armoury Pack to the races.

Dwarves and Hobgoblins won't be getting guns, but they'll be getting beyoneted crossbows. Still cool.

Asin

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Re: My first mod! Simple Racial Variants
« Reply #34 on: February 18, 2017, 09:14:18 am »

Culture Shock's Weapon Update has come!
(0.04...)

It adds:
*Orc Trolls actually working! (Hopefully!)
*Added Stal's Armoury Pack weapons, tools and shields!

All it needs is a little testing and the update will be up!

Asin

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  • A short and sturdy creature fond of modding.
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Re: My first mod! Simple Racial Variants
« Reply #35 on: February 18, 2017, 12:40:07 pm »

Welp...
Generated a new world.
None of the new races showed up.
To any experienced modder...
Could you download my mod and do a quick checkup to see what's gone wrong?

skelepound

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Re: My first mod! Simple Racial Variants
« Reply #36 on: February 18, 2017, 04:34:57 pm »

Hey, i downloaded ur mod, right, and im going to check it out - if i can find anything ill let you know. Also, because i like the ideas behind it, i rated it 5 stars - once it works, im probably gonna keep it just so i can play it. Theres a good chance its just a minor thing like the name, so ill look thru.
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My magic mod, Schools of Magic:
----------------------------------
http://www.bay12forums.com/smf/index.php?topic=162596.0
----------------------------------
GENERATION 28:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: My first mod! Simple Racial Variants
« Reply #37 on: February 18, 2017, 04:39:28 pm »

I ended up fixing it.
It will be uploaded again.
It was missing the headers for a few files.

skelepound

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Re: My first mod! Simple Racial Variants
« Reply #38 on: February 18, 2017, 04:46:12 pm »

I figured it might be that. Glad u fixed it. I look forward to re-getting it
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My magic mod, Schools of Magic:
----------------------------------
http://www.bay12forums.com/smf/index.php?topic=162596.0
----------------------------------
GENERATION 28:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: My first mod! Simple Racial Variants
« Reply #39 on: February 18, 2017, 04:49:08 pm »

It's currently uploading.
Around 50%.

Asin

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Re: My first mod! Simple Racial Variants
« Reply #40 on: February 18, 2017, 04:57:29 pm »

Works now!

skelepound

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  • Deciever, I name thee Cael
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Re: My first mod! Simple Racial Variants
« Reply #41 on: February 18, 2017, 05:14:42 pm »

---used to be about my mod, but damn i advertise too much--- What all was changed - are there bearded axes yet?
« Last Edit: March 20, 2017, 11:24:11 pm by skelepound »
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My magic mod, Schools of Magic:
----------------------------------
http://www.bay12forums.com/smf/index.php?topic=162596.0
----------------------------------
GENERATION 28:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: My first mod! Simple Racial Variants
« Reply #42 on: February 18, 2017, 05:23:37 pm »

No bearded axes as of yet.
I added weapons from Stal's Armoury Pack to the races.
I also fixed up Orc Trolls, a race that has not been working for a while.

skelepound

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Re: Culture Shock (43.05)
« Reply #43 on: March 03, 2017, 03:32:27 pm »

Y'know, i heard you gave the Hobgoblins bayonet crossbows - but the whole idea for a bayonet rifle was that it would be identical to a crossbow, just maybe shoot its "bullets" a little more forcefully than other races - i would've made it so that only they can make metal crossbows, which are renamed as rifles, and other races are limited to wooden crossbows, which would not be allowed to fire metal "bullets", only wood bolts. Also, an idea for another race/culture:

Ghouls

Essentially, ghouls are undead hive creatures, who delegate the thought processes of the entire race to a randomly selected High Banshee. They have the NOT_LIVING tag, as well as immortality. But it is not OPPOSED_TO_LIFE, so any "heroes" who go after Ghouls are, in fact, killing innocent people.While there is no way for the gameplay to emulate an entire culture controlled by one mind, there could be a very rare Banshee caste that has mental abilities(such as being able to cause extreme pain in the head to everyone in the vicinity, its a pretty easy spell to add), and since some races have noble positions that only females can have, making it so only the Banshee caste can become High Banshee would make sense. So basically psychic zombies that really just want to mind their own business. I would make them have a tendency towards cruelty and revenge, but also give them a high tendency for peace - they don't want to fight, but if you make them they will hunt you down and dismember you. After they flay your mind.
Logged
My magic mod, Schools of Magic:
----------------------------------
http://www.bay12forums.com/smf/index.php?topic=162596.0
----------------------------------
GENERATION 28:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: Culture Shock (43.05)
« Reply #44 on: March 03, 2017, 03:38:50 pm »

Y'know, i heard you gave the Hobgoblins bayonet crossbows - but the whole idea for a bayonet rifle was that it would be identical to a crossbow, just maybe shoot its "bullets" a little more forcefully than other races - i would've made it so that only they can make metal crossbows, which are renamed as rifles, and other races are limited to wooden crossbows, which would not be allowed to fire metal "bullets", only wood bolts. Also, an idea for another race/culture:

Ghouls

Essentially, ghouls are undead hive creatures, who delegate the thought processes of the entire race to a randomly selected High Banshee. They have the NOT_LIVING tag, as well as immortality. But it is not OPPOSED_TO_LIFE, so any "heroes" who go after Ghouls are, in fact, killing innocent people.While there is no way for the gameplay to emulate an entire culture controlled by one mind, there could be a very rare Banshee caste that has mental abilities(such as being able to cause extreme pain in the head to everyone in the vicinity, its a pretty easy spell to add), and since some races have noble positions that only females can have, making it so only the Banshee caste can become High Banshee would make sense. So basically psychic zombies that really just want to mind their own business. I would make them have a tendency towards cruelty and revenge, but also give them a high tendency for peace - they don't want to fight, but if you make them they will hunt you down and dismember you. After they flay your mind.

Hmm...

I'll save the ghouls for when I'm a lot more experienced with castes.

Bayonet rifles though...

That, I think I could implement.

Any ideas for the existing races?
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