Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 18 19 [20]

Author Topic: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.3.2  (Read 87715 times)

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #285 on: May 15, 2012, 04:51:42 am »

Hmm. A semi-complicated mess of machinery and possibly radioactive fuel rods, lung destroying dust, and needing to apply lube to everything with moving parts.

It seems even such a bright and cheery place like 40k really can be made super dwarfy!

Nah, I'm kidding. Still looks interesting, though I won't trust those damn machines around any soldiers.

Abregado

  • Bay Watcher
    • View Profile
Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #286 on: May 15, 2012, 05:28:59 am »

For some idea of how tough the "manual labour" component is going to be read this...

http://en.wikipedia.org/wiki/Breaker_boy

" The miner himself would use a sledgehammer to break up large lumps of coal, then use a rake whose teeth were set two inches apart to collect the larger pieces of coal for shipment to the surface."

" The use of breaker boys began around 1866.For 10 hours a day, six days a week, breaker boys would sit on wooden seats, perched over the chutes and conveyor belts, picking slate and other impurities out of the coal. Breaker boys working on top of chutes or conveyor belts would stop the coal by pushing their boots into the stream of fuel flowing beneath them, briefly pick out the impurities, and then let the coal pass on to the next breaker boy for further processing."

You are going to want to use some Iso-rods to power this thing, else it will chew up a lot of those migrants... some people might find this a solution to the "TOO MANY MIGRANTS" problem as manual workers in the machinery are going to get sick and die eventually. It wont be a fast death either, it will be a slow, painful, drawn out death.


On a happier note, Suds has organised some CLOTHING for your intrepid young hivers. Underhive fashion will be rife.

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #287 on: May 15, 2012, 05:41:44 am »

So basically.... This is the solution I''ve been looking for besides pulling penal legion rushes at outlaws?

Abregado

  • Bay Watcher
    • View Profile
Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #288 on: May 15, 2012, 05:48:57 am »

At least this way you get something out of them...

Also bones and armor have been toughened so you wont have so many deaths, and more casualties will make it to the hospital before dying.

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #289 on: May 15, 2012, 06:05:17 am »

Well that's good. I'm trying like a a sonofabitch to keep my complaints about other things quiet.

Mrhappyface

  • Bay Watcher
    • View Profile
Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #290 on: May 15, 2012, 08:40:22 pm »

Any news about archaeotech? Or are you still ironing out the kinks.
Logged
This is Dwarf Fortress. Where torture, enslavement, and murder are not only tolerable hobbies, but considered dwarfdatory.

Abregado

  • Bay Watcher
    • View Profile
Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #291 on: May 16, 2012, 02:04:10 am »

nothing going in just yet. I've tweaked underground herbalism plants to be very lucrative tho, so after release you should head down there and try it out.

Suds just got back to me with the fashions so ill put it together and should release tonight or tomorrow.

Abregado

  • Bay Watcher
    • View Profile
Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.3.1
« Reply #292 on: May 21, 2012, 04:30:15 am »

NEW VERSION!

heaps of changes and new stuff. Most of it needs a good testing.

Changes:
Second Best organ use down from 3 to 2
Blood and Bone created directly from Bones and Organs (removed Bonemeal)
Increased water to barrel reaction to 20 bottles used/combined
Tallow simplification
Waxroot can be made into Oil as was originally intended
Rockpots use the barrel tile
Guilders always have Pack Slaves
Scavvies use Junk weaponry
Fixed Cherub being called "nothing"
Tweaked Stone layers
   More resources available in any map
   Easier to break through the soil layer
   Loads of renaming
Harvest Prep and Seed sorting now used Farming skill (replaces Herbalism)
Theives from all races have shivs now making them much more dangerous
Deadwood is now called Carapace Frond
All creatures have tougher bones to allow for more injuries, but less fatal ones



New Stuff
Carbide can be rolled into sheets
metal sheets can be used to construct Water Industry buildings (drum+funnel)
Workshop tools are constructable
Redemptionists replace Outlaws
Clothing for Redemptionists and Scavvies
Zombie Plague
Four new types of Megabeasts
Chunks can be hammered into Plates now
Anvils no longer used
Old Metalsmiths Forge no longer used
Always bring a Metal Lathe on Embark
Underhive Fashion for hivers
New art style for hivers
Updated tileset
New grasses
New details for finely crafted items
Dust storms (borrowed from Wasteland/DF PA at Deons suggestion)

Abregado

  • Bay Watcher
    • View Profile
Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.3.1
« Reply #293 on: May 21, 2012, 06:37:13 am »

Added a few more fixes and changes that Suds picked up on IMMEDIATELY.

DOWNLOAD 1.3.2

Suds Zimmerman

  • Bay Watcher
    • View Profile
Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.3.2
« Reply #294 on: May 21, 2012, 07:08:12 am »

...

Spoiler (click to show/hide)
« Last Edit: May 21, 2012, 07:11:18 am by Suds Zimmerman »
Logged
You don't need a weatherman to know which way the wind blows
DORFAMUNDA - NECROMUNDA DF MOD

Destroid

  • Bay Watcher
    • View Profile
Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.3.2
« Reply #295 on: May 22, 2012, 10:20:42 am »

Just a quick little explanation for creature changes.  Zombies are now contagious, and have a moderate chance to infect your hivers on venom injection.  Carrion bats also carry the zombie plague so be careful when fighting them too.

Various types of megabeasts should now attack your fort, in the form of Spyrers and (perhaps temporarily) the genestealer.  Unfortunately we have not seen these guys functioning in testing so if you get attacked by one please post here!  There are probably a few other minor changes that I don't recall at this moment, such as reworked body plans and the like.
« Last Edit: May 22, 2012, 12:45:22 pm by Destroid »
Logged

Destroid

  • Bay Watcher
    • View Profile
Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.3.2
« Reply #296 on: June 22, 2012, 05:35:00 am »

Project is on permanent hiatus.  Thanks to all those who provided feedback, I hope you enjoy the mod, we enjoyed making it!

Dohon

  • Bay Watcher
    • View Profile
Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.3.2
« Reply #297 on: June 22, 2012, 06:47:54 am »

Any chance you could tell us why? I did enjoy the mod and was looking forward to more WH40K Grimdark.
Logged
Quote from: Lolfail0009
Quote from: GuesssWho
Also, why is there a stray hen having a tantrum?
CLUCK CLUCK MOTHERF***ER

Destroid

  • Bay Watcher
    • View Profile
Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.3.2
« Reply #298 on: June 22, 2012, 11:33:08 pm »

Mostly I think we were frustrated that many things we wanted to implement (and had thought would be possible with the patches coming after we started) turned out to be very awkward to do, and needed very hacky implementations, especially for modelling the large variety of weapons in the Underhive.  This really went against some of the core principles that Abregado and myself had for this mod when we started.

Dohon

  • Bay Watcher
    • View Profile
Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.3.2
« Reply #299 on: June 23, 2012, 02:51:34 am »

Thanks for the response. Sad to see the mod go to sleep, but I understand the reasoning behind it. Good luck with the next project!
Logged
Quote from: Lolfail0009
Quote from: GuesssWho
Also, why is there a stray hen having a tantrum?
CLUCK CLUCK MOTHERF***ER
Pages: 1 ... 18 19 [20]