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Author Topic: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.3.2  (Read 85956 times)

Mrhappyface

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #240 on: May 02, 2012, 07:20:29 am »

Quote
I'm fiddling with ores to try and make solidified promethium occur in small batches as alternate fuel (but hard to find.) If it were possible to make it occur in pools like magma sans the belowcrust sea but with say a toxic effect instead of melting, wpuld be kinda snazzy (with obsidian replaced by "rusted container shell" or something to mark it's discovery.) plus, as a lonly pool, it would, in the very long run, eventually run dry. dunno how that stuff works though.

If this were possible, you would have it already. It was one of the ideas that got Destroid and I into the Necromunda idea (Sump sea).

I got the new inorganics distribution nice. Every map I have tried has all of the inorganic types. According to !!SCIENCE!! I can put in about 5 more inorganic types without upsetting this.

Also, just testing out the new enemy civ and MEGABEASTS! oh have i said too much?
Thank the Emprah for that. I was getting frustrated that I was either getting swamped in either rockrete or ferrous slag.
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This is Dwarf Fortress. Where torture, enslavement, and murder are not only tolerable hobbies, but considered dwarfdatory.

Abregado

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #241 on: May 02, 2012, 08:22:20 am »

MIND BLOWN..

On Monday I checked the download of 1.2.2 and just under 200 people had downloaded it. WOOT! Thanks to everyone who has been mentioning it to their friends.

BUT TODAY....

I checked again and it has gone up to 329! Friggin amazing job to everyone for spreading the word.

Abregado

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #242 on: May 04, 2012, 08:18:00 am »

Work continues.

New tileset has come in from Suds. We got Redemptionists, Enforcers and everything!

It requires some RAW modification so I wont be able to release it just yet..

Splint

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #243 on: May 04, 2012, 02:58:30 pm »

Just what I always wanted! Fire spraying religious nutjobs!

Santa does exist.

SharkForce

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #244 on: May 05, 2012, 12:19:31 am »

Just what I always wanted! Fire spraying religious nutjobs!

Santa does exist.

there is no Santa. Santa is the guy who gives you presents if you've been good, and a stocking full of coal if you're bad.

there is, however, Phanta Claws. Phanta Claws won't kill you if you're good (this is generally considered to be more than sufficient reward), and will fill your socks full of your charred remains if you're bad.

there are similarities, but the two are decidedly different ;)
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Abregado

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #245 on: May 05, 2012, 12:22:15 am »

I remember those Specialist Games rules... classic necromunda

Splint

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #246 on: May 05, 2012, 12:24:03 am »

Hooo boy will this be more entertaining with the new hostiles...

Suds Zimmerman

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #247 on: May 05, 2012, 04:31:28 am »

...
Quote
I have had miners die due to lung damage, or permanently crippled due to nervous tissue damage.
Is it evil that I think this is OK.. feature not bug MUAHAHA.. but seriously I'll raise the temp so it doesn't happen as often.

Quote
Well, the Hive structure thing addiotonally adds to the feeling, that people were here before you and failed?
Yes I wanted to change the way people think. Currently most people think the settlement is outside the Hive wall in the ash wastes because, quite frankly, I named the dirt that. Really the settlers would be inside the hive wall in the Underhive. If only we had control over what the map features looked like like in Minecraft RNG'd maps...

The mining side-effect is awesome. Being a miner shouldn't just entail calm strolls through solid rock that disintegrates upon a touch.

And you could always rename the ash to hive grit or hive bottom or something.
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Splint

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #248 on: May 05, 2012, 04:42:07 am »

I was more under the impression of being under the hives, since... you know, the name is Underhive.....

Destroid

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #249 on: May 05, 2012, 10:27:22 am »

At one stage or another perhaps there was a mix-up in my brain about what parts of the hive are composed of what, but I imagine the Underhive to be a varied terrain of sludge rivers and seas, hive ash (a catch all term for fine grained garbage, slag and other material that has over time been ground to ash or sand like consistancy), piles of junk and hive structural components.  It's just all the rubbish that filters down from the central and upper hive (run by the Houses), which are mostly industrial in nature, and as such produce a lot of waste.  This could cause some confusion as the terrain outside the hives on Necromunda is referred to as ash wastes.

Beneath this wasteland that is the Underhive surface we have the domes - much older structures again, long abandoned and only inhabited by outlaws, mutants and beasts.  These are represented by the caverns in DF.  We would have liked to put a sump sea at the bottom (instead of lava/HFS) but unfortunately this is not possible within the confines of raw modding.

If anyone here knows their way around interactions, I have a problem open here that I have not yet been able to resolve.

OREOSOME

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #250 on: May 05, 2012, 12:39:35 pm »

how about Spryer megabeasts?
Or having specialized civs for the 4 houses from the main part of hive city?
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Abregado

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #251 on: May 05, 2012, 06:32:39 pm »

how about Spryer megabeasts?
Or having specialized civs for the 4 houses from the main part of hive city?

No Spoilers what megabeasts we will have, but they have been implemented and are undergoing testing... :D

I imagined the settlement you are running to be made up of outcasts, rather than people from a particular House. There are also large problems with having more than 4 friendly wagon bringing Civs in Vanilla DF. I dont think having a caravan arrive each season will be good for game balance (unless you like very easy games). The graphics have been based on the House figurines, so you might see special characters or raiders come in different flavours over time.

We have given creative control of the Houses and hivers art over to Suds, so feel free to fill his inbox with requests MUHAHAHA!

Suds Zimmerman

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #252 on: May 05, 2012, 06:54:35 pm »

...
We have given creative control of the Houses and hivers art over to Suds, so feel free to fill his inbox with requests MUHAHAHA!

Shit.

I was just planning to make extra graphics sets for each of the Houses which can be switched out at the player's leisure. Though I don't know how well it would work thematically for House Cawdor to still get Redemptionist attacks.
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SharkForce

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #253 on: May 05, 2012, 08:08:50 pm »

...
We have given creative control of the Houses and hivers art over to Suds, so feel free to fill his inbox with requests MUHAHAHA!

Shit.

I was just planning to make extra graphics sets for each of the Houses which can be switched out at the player's leisure. Though I don't know how well it would work thematically for House Cawdor to still get Redemptionist attacks.

if they're not redemptionists themselves, they're probably sinners anyways :)
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Splint

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #254 on: May 05, 2012, 09:18:47 pm »

Well you can only trade so much before you start to hurt yourself....
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