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Author Topic: =-~Corrosion~-= [UPDATING] ***43.x (thanks Evil Bunny)*** <<Infected>>  (Read 185640 times)

Evil Bunny

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Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
« Reply #1635 on: November 13, 2016, 03:35:19 am »

Hi Bunny, there's an error in the creature_human_di. The mining skill rate of prisoner caste should be 125 instead of 15.
Fixed that and a few other minor things, nothing game breaking though.

x2yzh9

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Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
« Reply #1636 on: November 13, 2016, 07:03:48 pm »

Hey, thanks for bringing this back! I really enjoy this mod, and I'm glad your working on it!

dantebelmondo

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Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
« Reply #1637 on: November 14, 2016, 08:27:42 pm »

Find a minor issue. In plant_junk file, the reaction class for junks are unclean_xx. However in the reaction_clean file, the reagent reaction class are raw_xx. Not sure if this is intended or not.
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Evil Bunny

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Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
« Reply #1638 on: November 14, 2016, 09:10:24 pm »

Find a minor issue. In plant_junk file, the reaction class for junks are unclean_xx. However in the reaction_clean file, the reagent reaction class are raw_xx. Not sure if this is intended or not.
Seems I can't fix something without breaking something else. Fixed and you can probably update your saves without breaking them.

dantebelmondo

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Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
« Reply #1639 on: November 15, 2016, 01:21:21 am »

 I am just playing your version so I am more like a tester right now :D

Find another issue: in reaction_other -> [REACTION:TAN_A_HIDE], the [USE_BODY_COMPONENT] need to be substituted by [REACTION_CLASS:SKIN],
or the farmer won't tan the generic 'skin'.
« Last Edit: November 15, 2016, 01:39:08 am by dantebelmondo »
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Evil Bunny

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Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
« Reply #1640 on: November 15, 2016, 02:25:59 am »

I am just playing your version so I am more like a tester right now :D

Find another issue: in reaction_other -> [REACTION:TAN_A_HIDE], the [USE_BODY_COMPONENT] need to be substituted by [REACTION_CLASS:SKIN],
or the farmer won't tan the generic 'skin'.
Didn't even mean to add that in there, might as well keep it though. Just hope I didn't half add anything else in there.
Fixed and still save compatible.

fourtytwo

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Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
« Reply #1641 on: March 13, 2017, 06:23:53 am »

I know this is a Nerco but.... is this still being worked on?
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clockwork

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Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
« Reply #1642 on: March 22, 2017, 03:00:19 am »

I know this is a Nerco but.... is this still being worked on?
Check the post above you.
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IT 000

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Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<New Creature Graphics>>
« Reply #1643 on: May 11, 2017, 02:51:03 pm »



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***CORROSION v2.14***
<<<More Than Just Zombies>>>
Back from the Dead!

Asin

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Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<Infected?>>
« Reply #1644 on: May 11, 2017, 02:59:11 pm »

Hello, IT.

GrandpuhTy

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Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<Infected?>>
« Reply #1645 on: May 12, 2017, 03:09:17 am »

Does this mean what I hope it means? D:
Spoiler (click to show/hide)

Welcome back to the forums, IT.
« Last Edit: May 12, 2017, 03:13:17 am by GrandpuhTy »
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Evil Bunny

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Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<Infected?>>
« Reply #1646 on: May 12, 2017, 02:57:53 pm »

Oh snap, IT's back.

I also forgot to upload a few final bugfixes and minor changes due to illness, but they're up now (five months late ;D) and hopefully IT or some other schmuck will continue working on the mod.

IT 000

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Re: =-~Corrosion~-= [v1.1.13] ***34.11*** <<Infected?>>
« Reply #1647 on: May 13, 2017, 08:33:31 pm »

Didn't expect to get such a warm welcome! Thanks guys :)

But yes I am back to working on the mod. Special thanks to @Evil Bunny for updating the mod to the latest version :)

Get comfy with Evil Bunny's port though, before you think that I'm just going to take Evil Bunny's updated version and run with it I am actually working on a complete rebuild of the Corrosion Mod. From the bottom up.

Here's some sneak peeks at what I have so far:





I will be adding new enemy and ally civilizations. I plan on having all civilizations (except the zombies) be playable. The Picks and Scavengers are already added. Once the mod is actually complete I'll add some more fluff but for now this post will be down and dirty with the mechanics.


Since this is a complete rebuild there some considerable items on 'the chopping block'. So let me know if there's any mechanics you particularly enjoy or despise and I will take that into consideration.

Spoiler: ON THE BLOCK (click to show/hide)

GOING FORWARD :

I plan on releasing Corrosion II at say, May 20th (freedom time) the build will consist of two complete playable civs and two zombie civs (at least) as well as some of the more iconic framework for the game. Frankly, the graphics are x years old and I find them to look quite amateur so the update will likely only have ASCII or a custom tileset depending on what I can muster up in a week, but individual graphics are out of the question for now.

Thanks again for your continued support  :D
« Last Edit: May 14, 2017, 11:50:10 pm by IT 000 »
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***CORROSION v2.14***
<<<More Than Just Zombies>>>
Back from the Dead!

GrandpuhTy

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Re: =-~Corrosion~-= [UPDATING] ***43.x (thanks Evil Bunny)*** <<Infected>>
« Reply #1648 on: May 13, 2017, 11:22:46 pm »

Poisonous Stone : Previous versions of Corrosion "persuaded" the player not to dig out a fort by making all the stone poisonous or impossible to dig through. This is a massive change but I am thinking about it simply because there are plenty of exploits to work around it, namely settling anywhere with a significant amount of soil and just carving a base out from there. Instead, humans will learn the Mining skill at 1% making the process painfully slow to learn.

Does the 1% make it really slow for them to gain levels or really slow to actually mine out the rock? I like the latter. Perhaps keep the poisonous stone around, making it a semi-uncommon cluster spawn like ores? Or have ores occasionally be encapsulated in poisonous rock.

I like the changes you made to the animals and the farming. Took me a few forts to figure out how to properly keep my guys fed. I'll admit I lost a few forts to berserkers not being able to get their fix of KFC/Taco Bell, and losing all my seeds to the season change.

I definitely like the idea of keeping things above ground focused, do you have any ideas for making new traps available?
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kilakan

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Re: =-~Corrosion~-= [UPDATING] ***43.x (thanks Evil Bunny)*** <<Infected>>
« Reply #1649 on: May 14, 2017, 09:22:55 am »

WOO!  IT000 IS UPDATING THIS DEAR GOD THANK YOU!

Welcome back mate, I can't wait to suffer in the zombie wasteland.
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