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Wait for Next Version, Use current (.40.24,) or use older release (.34.11?)

Wait for the next release. I want usable mugs damn it!
- 55 (71.4%)
We can use the current one. I like the big trees and slightly smarter dorfs.
- 17 (22.1%)
I'll take .34.11 thanks. I want to know I'll get to kill things for sure.
- 5 (6.5%)

Total Members Voted: 77


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Author Topic: [34.11] Spearbreakers - It shudders and begins to move  (Read 2281470 times)

bukitodinos

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #4005 on: August 04, 2012, 09:32:14 am »

this is why I don't like having a later year...too much bat shit insane nonsense.
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I mean for the love of god! There's hair trying to kill a dog!
back to professional martinis with bukitodinos!
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soulslicerjames

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #4006 on: August 04, 2012, 09:42:02 am »

I must ask though, who here thinks the guys I listed should be adapted into Hollistic Spawn and who thinks they deserve to be kept a unique race in themselves?
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Mr Frog

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #4007 on: August 04, 2012, 10:27:52 am »

Spoiler: Melodrama (click to show/hide)

We apologize for the technical difficulties and now return you to your regularly-scheduled meta-clusterfuck.
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A great human twisted into humanoid form. It has an emaciated appearance and it squirms and fidgets. Beware its bronyism!

Spawn of Holistic, and other mods

My tileset. Because someone asked. (Now with installation instructions!)
I so want your spawn babies

Hanslanda

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #4008 on: August 04, 2012, 11:11:38 am »

:/ Well, whatever makes you happy, Mr Frog. Hopefully you'll still be okay with lurking or something.

As a side note, I'm tempted to 'Quote Section!' that non-spoilered part.
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Well, we could put two and two together and write a book: "The Shit that Hans and Max Did: You Won't Believe This Shit."
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Talvieno

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #4009 on: August 04, 2012, 11:57:48 am »

Spoiler: Re:Melodrama (click to show/hide)

I'll second that quote...



I haven't gotten enough written for a full Vanya/Urist update yet, but I'm working on it.


@ Soulslicerjames: They're all definitely possible, from what I can tell... Sounds like you're almost making them into a sentient race of their own, though - like they're not just wild beasts anymore. Almost playable, in fact... like... Spawn Fortress.
I would add "Godspawn": A particularly rare incarnation that's amassed itself a conglomerated body of flesh and bones from fallen dead... Would make a nice megabeast/boss. Also, I wouldn't mind experimenting with birds... creating a flying (but weak) version of the Spawn would make things really interesting for the unlucky person who had to fight them. I imagine they wouldn't be able to spread the infection, though, or it'd be gamebreaking... They might be like flying piranhas, I guess.
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Quote from: Mr Frog
Talvieno ... seems to be able to smash out novella-length tales on demand

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #4010 on: August 04, 2012, 01:28:00 pm »

bah. seeing the frogs ideas made it fun. if you stop posting as much then i think we will all co nuts with crazy ideas. besides, you are the resident modder, we need you to make spearbreakers 2. and it wont be fun without seeing what torment the original will do to the perky person.
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soulslicerjames

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #4011 on: August 04, 2012, 01:32:30 pm »

@ Soulslicerjames: They're all definitely possible, from what I can tell... Sounds like you're almost making them into a sentient race of their own, though - like they're not just wild beasts anymore. Almost playable, in fact... like... Spawn Fortress.

Kinda, I always intended for them to be a threat, just like goblins.  I was mostly focussed on how they would actually BE a threat, with things like workspawn being put in to explain how they survive as a psudo-civilization (as it says, they do all the non-military stuff, explaining how, for example, the warspawn attacking you got nice weapons if none of the types attacking do things like metalwork).  Though mostly I wrote it all down as I didn't want to forget and know I'm not going to learn how to mod anytime soon.  I even have stuff written up on their reproduction.  My only problem is how, not being related to Spawn of Hollistic if kept as a race of their own, I feel it would be best to rename the race overall.  I only used "spawn" because I can't think of any name that fits them better.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #4012 on: August 04, 2012, 01:36:23 pm »

I always saw the spawn as just dilling and eating everything they ran into. Hungery? Walk outside and kill something. Thirsty? Drink it's blood. Larva demanding food? Kill it and feed it to the rest so they shut up.

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #4013 on: August 04, 2012, 01:45:14 pm »

hmmmmm.... sounds like some humans.
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soulslicerjames

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #4014 on: August 04, 2012, 01:49:59 pm »

I always saw the spawn as just dilling and eating everything they ran into. Hungery? Walk outside and kill something. Thirsty? Drink it's blood. Larva demanding food? Kill it and feed it to the rest so they shut up.

As I said, this started as an unique race of it's own, and you are welcome to keep it that way or adapt it for the Hollistic Spawn.
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Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #4015 on: August 04, 2012, 01:53:17 pm »

now if there were only more weapons...
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #4016 on: August 04, 2012, 02:05:27 pm »

Planned weapons, some  of them already made:

Railguns - The ones the dwarves will have will trade rate of fire seen in the stories to devestating power.
Chainswords----|
Buzzhammers--|
Chainaxes------| All of thses are self explainitory (they run off Chainsaw Good basically.)
Sawpikes-------|
Mughammers - Massive spiked mugs on the end of a sturdy pole.
Mug Rifles -  Actually more of an air gun that fires mugs.
Gladius for shits and giggles
Fist saw - basically half of a small serrated disc on a handle.
Mug - Yup. an actual mug as a small bludegoning weapon.
Nightsticks - Intended to be wooden billy clubs for the fortress guard but macedwarves will find metal ones a good stand in for a proper mace.

Almost forgot the Grindeaxe, an axe made of a bunch of mechanisms and does what it says. grinds against the target, tearing away bits. Exlcuding the chainweapons this is probably one of the most visceral weapons cause it yanks and tears rather than cutting or slicing.

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #4017 on: August 04, 2012, 02:08:25 pm »

well, there is the timewar. say some moron pops up with a weapon from that. then what?
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #4018 on: August 04, 2012, 02:10:42 pm »

Those railguns can't be emulated in DF at present. Therefore, as a handwave (I hate calling it such though) the ones Dorf!Mr Frog gave the dwarves the ability to produce traded a high rate of fire for destroy an APC with a couple shots type of destructive power.

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #4019 on: August 04, 2012, 02:12:12 pm »

ahh. although i would LOVE to see some of my drawings become objects in DF. but i still have to find a scanner.
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