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Author Topic: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.3.2  (Read 87738 times)

Deon

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #195 on: April 21, 2012, 10:55:34 am »

I understand the obsession with the real game rules, but sometimes it's better just to use your imagination and common sense to make it right in DF, even if it goes against the tabletop game rules. Because DF skill/attack/other rolls are so much more complex, and because the game plays differently as well. Just saying :).

Still, having a hard copy of rules is often awesome. It can provide that warm feel inside, and a lot of inspiration.
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Mrhappyface

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #196 on: April 21, 2012, 01:21:05 pm »

Thank you. This is one of the few mods I actually use, and of all of them, I like this one the best.
And one question: Why didn't you put any evil clouds? I can understand not including blood rain and undead, but from what I read, Necromunda is covered with drifting mists of mutating and horrific pollution. Love the rest of it though.
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Destroid

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #197 on: April 21, 2012, 01:24:16 pm »

Thank you. This is one of the few mods I actually use, and of all of them, I like this one the best.
And one question: Why didn't you put any evil clouds? I can understand not including blood rain and undead, but from what I read, Necromunda is covered with drifting mists of mutating and horrific pollution. Love the rest of it though.

Glad you enjoy our work!

Weather effects are planned (loosely based on Necromunda treacherous conditions rules), we just haven't got around to them yet.
« Last Edit: April 21, 2012, 01:35:55 pm by Destroid »
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Deon

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #198 on: April 21, 2012, 01:27:17 pm »

Just copy interaction_weather.txt and inorganic_wasteland_weather.txt from my Post-Apocalypse mod, and change the effects. It should help you to focus on other things, I approve.
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Splint

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #199 on: April 21, 2012, 04:38:33 pm »

I understand the obsession with the real game rules, but sometimes it's better just to use your imagination and common sense to make it right in DF, even if it goes against the tabletop game rules. Because DF skill/attack/other rolls are so much more complex, and because the game plays differently as well. Just saying :).

Still, having a hard copy of rules is often awesome. It can provide that warm feel inside, and a lot of inspiration.

This is mroe or less what I was thinking. I'm just bad with words.

Abregado

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #200 on: April 22, 2012, 07:35:00 pm »

Its more about capturing the unique thematic of Necromunda, rather than what people perceive as "40k IP". I always found it was easier to imagine each character in Necromunda and what his/her motivations were.

I think our first rule was that if something feels "hacky" when playing, we should change/remove it. One example was the isotropic rods making isotropic nest boxes available.. by adding something we ruined something else. This is something we try very hard not to do. For various reasons Plasmaguns on the outlaws have fallen to this enemy. They are just too hacky to put in so we will go with something else instead.

When something gets implemented and it fits with the thematic AND tabletop rules... yes there is a warm feeling :D but I dont think we hunt for that as much as theme.

Mrhappyface

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #201 on: April 22, 2012, 08:37:26 pm »

Can we have the worthless trash/slag become useful? Like how the scrap mounds in Deon's Post-Apoc mod can be salvaged into a wide variety of useful/weird stuff.
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Abregado

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #202 on: April 23, 2012, 01:36:30 am »

Currently scrap can be made into a whole lot of useful things in the Tanners, Reclaimators Shop and Machine Shop. In the next patch you will back to make basic tools and furniture from them as well. This will allow you to optionally spend less of embark tools, and more on skills.

Deon

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #203 on: April 23, 2012, 01:57:04 am »

Its more about capturing the unique thematic of Necromunda, rather than what people perceive as "40k IP". I always found it was easier to imagine each character in Necromunda and what his/her motivations were.

I think our first rule was that if something feels "hacky" when playing, we should change/remove it. One example was the isotropic rods making isotropic nest boxes available.. by adding something we ruined something else. This is something we try very hard not to do. For various reasons Plasmaguns on the outlaws have fallen to this enemy. They are just too hacky to put in so we will go with something else instead.

When something gets implemented and it fits with the thematic AND tabletop rules... yes there is a warm feeling :D but I dont think we hunt for that as much as theme.
Yep, I understand your way of thinking.

Also I cannot look past your avatar, every time... We need a "Samurai Jack" mod :D.
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Abregado

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #204 on: April 23, 2012, 02:54:40 am »

i was thinking of a samurai jack mod a while back. I think Destroid convinced me it wouldnt be very interesting in a DF mod... now a dedicated adventure game in the same style.... GIMMIE!

Mrhappyface

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #205 on: April 23, 2012, 02:35:55 pm »

Will ceramite be added?
From the fluff, much of the hive is created from low grade ceramite. I think that purifying rubble and mixing it with various metals at a refinery would make it armor grade. Not Space Marine grade, but guardsmen flak vest grade. Pure ceramite conducts almost no heat, so I guess it would be quite cold to touch.
« Last Edit: April 23, 2012, 02:48:03 pm by Mrhappyface »
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Splint

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #206 on: April 23, 2012, 04:19:47 pm »

I thought Flak armor was made with layers of crap to do different things (dissipate heat, reduce shrapnal injury, protection and mobility, that sort of thing,) I didn't know ceramite was even in it. Though I may have missed that part when I was reading on it.

Not that it really can do any of that crap up against most of what those poor redshirts fight.

Mrhappyface

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #207 on: April 23, 2012, 05:31:08 pm »

I thought Flak armor was made with layers of crap to do different things (dissipate heat, reduce shrapnal injury, protection and mobility, that sort of thing,) I didn't know ceramite was even in it. Though I may have missed that part when I was reading on it.

Not that it really can do any of that crap up against most of what those poor redshirts fight.
It's supposedly one of the more easy to produce substances in the Imperium. Although I get your point. I remember that space marine armor was a ceramite/adamantine blend.
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Abregado

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #208 on: April 23, 2012, 06:09:19 pm »

Ill put some sort of flame resistant material in at the same time as I put in redemptionists. Wont be much.

After playing the succession fort last night, I found a few more bugs with fertilizer. Combination of organs not stored properly and bone not grinded properly. Might just make a simple reaction (Ash+Organs+raw bone+fuel=Fertilizer), or attempt to repair the whole thing. Reactions that use bags/barrels are full of fail at the moment.

Suds just sent me a new version of the tileset. Gonna check it out :D

tahujdt

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Re: [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.2.2
« Reply #209 on: April 23, 2012, 09:26:42 pm »

Can you release ASCII raws? I love the mod but I hate graphics.
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