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Author Topic: Dungeon Keeper mod.  (Read 6810 times)

Gutanoth

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Re: Dungeon Keeper mod.
« Reply #30 on: October 07, 2010, 07:08:38 pm »

I know, but the :1] at the end simply adds 7 to the end according to the wiki, which you can manually add like the 14 i put. either way, ill just test it. after i get some sleep . which i need :'(
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Ieb

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Re: Dungeon Keeper mod.
« Reply #31 on: October 08, 2010, 01:04:46 am »

When you say complex, do you mean all the metals and gods favour interactions?
or do you mean the temples workings?

Because I've made a start on the various metals. I'll upload the raws once ive finished. (by the way there will be no other alloys bar the ones provided by the favour in my head or are needed in making the favour alloys)

Well okay, it's not THAT complex but around midnight, what you posted with dark favours, combining with metals to up the rank and power, then the crap metal for furniture and so on, it did make me go "oh my frigging god I'll never survive".

So it's not really THAT complex. Just a load of work that gets done faster the moment you fix the whole thing and can just refer to existing values when you make new ones.

Plans for now:
- Make bile demons jiggle. They're not as jolly as they could be.
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magistrate101

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Re: Dungeon Keeper mod.
« Reply #32 on: October 08, 2010, 01:12:27 am »

Plans for now:
- Make bile demons jiggle. They're not as jolly as they could be.

I can imagine the things jiggling >_> and, one question, how are you accomplishing this? making the castes and building what they look like from there? or is it like the Covenant in Halo?

Ieb

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Re: Dungeon Keeper mod.
« Reply #33 on: October 08, 2010, 02:45:09 am »

Since the current DF doesn't support different races living AND working in player forts, it's all done by castes right now. Seems to work too.

Right now, I'm about done with all the creatures, having edited their bodysizes, skin/scale colors and so on. I'm too stupid to figure out what's up with the unknown blood and material, but the game doesn't seem to mind so eh.

Although I have a sneaking suspicion I forgot to mess with the salamanders. I think that right now they are lizards with humanoid ears and nose.

I'll have to put a note somewhere to fix that. Even when it's purely a cosmetic change.
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magistrate101

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Re: Dungeon Keeper mod.
« Reply #34 on: October 08, 2010, 03:08:43 am »

Since the current DF doesn't support different races living AND working in player forts, it's all done by castes right now. Seems to work too.

Right now, I'm about done with all the creatures, having edited their bodysizes, skin/scale colors and so on. I'm too stupid to figure out what's up with the unknown blood and material, but the game doesn't seem to mind so eh.

Although I have a sneaking suspicion I forgot to mess with the salamanders. I think that right now they are lizards with humanoid ears and nose.

I'll have to put a note somewhere to fix that. Even when it's purely a cosmetic change.

If you really need to, set them all up to use "Dungeon Keeper" blood so that you know which species are modded, and you don't need to really add a new type of blood for each :L

Ieb

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Re: Dungeon Keeper mod.
« Reply #35 on: October 08, 2010, 06:25:46 am »

I already hit an obstacle when I copied the imps 9 times, and hit the same "unknown material" bug.
They all have the blood thing properly, all the tags in place and so on, but the moment I add more than 8 castes, the bug shows up.

I don't know why, but if I had to guess the answer is obvious but I just can't figure it out.
They're all supposed to bleed "minion blood" so yeah.
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Vendayn

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Re: Dungeon Keeper mod.
« Reply #36 on: November 06, 2010, 11:48:08 pm »

Hey, you still working on this mod? This one sounds awesome.
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Ieb

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Re: Dungeon Keeper mod.
« Reply #37 on: November 07, 2010, 04:04:25 am »

Well, the only thing that's missing is the metal thing that Gutanoth apparently started on.
Haven't heard about that though, and I have no god damn idea how metals work. Just like magnets.

The mod is playable anyway. The blood thing I can't fix though, and spider webs will always be "unknown creature web" or something like that.

Started work on another mod a while back anyway, and it's taken a month of my time what with the typing, creature making and finally testing if the damn thing is even playable for longer periods of time. Mystery crash occurred, so I'm trying again to see if some civ is causing the game to freak out and die or what.

Anyway. This is sort of on-hold by my part. Although if Gutanoth doesn't show up to show his work on a mod that's not even his(can't blame him, I wouldn't work for free either for some guy who would possibly just reap the benefits of my hard work), I might tackle the Temple thing myself. Making metals and so on. Knowing me though, it'll take time. Lots of time. Because I don't know what the metal raws are like and so on.
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Gutanoth

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Re: Dungeon Keeper mod.
« Reply #38 on: November 07, 2010, 10:08:19 am »

huh? oh yeah, this thing. I've kinda got a few metals set up, but it shouldn't really take too long to finish them off. The smelting reactions thing though is the main problem that I've thought of. i was just thinking on how the reations would work to be fair on the value increase for all the materials, when it struck. turn the metals into ingots equal to a tenth of their value (i.e gold makes 3, while silver makes 1) then have these have a tag [pearlite]. smelt 5 of these to make the raw pearlite. copy and paste for other metals.

now I haven't any idea on how to make a new workshop, so ieb, could you handle that? plus (as I'm sure has been asked before) is it possible to use whole corpses in the reaction?
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magistrate101

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Re: Dungeon Keeper mod.
« Reply #39 on: November 07, 2010, 12:36:55 pm »

is it possible to use whole corpses in the reaction?

Think so, as you just need to specify the arche-type for the item, meaning if you specify [REAGENT:A:1:CORPSE:NO_SUBTYPE:ORGANIC] It should make it start gathering a corpse for use in it, but i haven't tested it, so i am unsure!

Ieb

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Re: Dungeon Keeper mod.
« Reply #40 on: November 07, 2010, 05:25:16 pm »

My memory tells me that last time I messed with the Temple, it accepted corpses.

I also recall though that the way I did it, it didn't care what corpses were going in there. It was a quick test too, so I don't know if corpses from your minions would be sacrificed or not.

And making a custom workshop? Ehh. I guess I could do that. Although I used that Custom Workshop tool for the hardest part, the god damn graphics and so on. I also remember how long it took me to figure out how to get the Casino to work properly.

I don't want to think how long it will take me to get the reactions to work like the way you said. I'm sure it's viable.

I'm just a really shitty modder. Will take time. Will think more about the matter.
Preferrably when it's not midnight. Oh damn five hours and I got to get to work.
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Aarik

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Re: Dungeon Keeper mod.
« Reply #41 on: November 11, 2010, 10:54:31 pm »

Why are trolls pets?

At least their cheap.

EDIT: HERPDERP, wrong trolls.

Sorry.

Also since I posted anyway: why doesn't the Library and Training Room building's work?

They don't show up in the Build screen or the Workshop screen at all.
« Last Edit: November 12, 2010, 01:10:15 am by Aarik »
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Ieb

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Re: Dungeon Keeper mod.
« Reply #42 on: November 12, 2010, 04:10:58 am »

Well the only thing I can think of that would be that somehow I f'ed up when uploading the "latest" version, and that the entity file lacks the PERMITTED_BUILDING tags for 'em. Which knowing my skill at this, is not exactly surprising or unlikely.

I'll check what's wrong once I get back home.
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