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Author Topic: Project Clockwerks: automaton fortress. MODDERS WANTED!!  (Read 17613 times)

Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #60 on: May 09, 2012, 12:29:50 pm »

I had an issue with automations trying to strangle a zombie to death (ha we all know how that works out) so precious time was wasted on a attack move that is reduntant. Warriors have a very slow flamethrower attack now. for burning corpses and what have you, depending if you suffer from undead that won't stay down. I reliazed the "eating" would be a problem due to "starving out" in worldgen, since their food has to be processed so all plants and the like will only produce drinkable items (all upgrades and things of the like must be drank)

I will also give [STONE_PREF] back to their entity, might allow for copper/iron/natural ores to be aviable for embark again.

I'm also planning on an assain automation upgrade, when not in battle it will 'hide' it'self. Everything will be slower (because it is sneaking) I tried that will the workers for having a flee effect, but they never left the "hidden" stage. Unless anyone knows how to put a timer on [I_EFFECT:HIDE] because scared and hidden automations work way too slow.

Assassin Automation:
-Two blade arms
-Completely melee
-faster then most automations
-made from bronze, but weapons will be steel/iron
-hides when not in combat, so can ambush foes.

Changes to Assembler(s)
-New body, will be more like a ball with spider legs
-Needs no food or drink. but will need to sleep (this is so you can limit them to rooms, can give them a weakness)
-more fragile, if slightly damaged could die
-Will be completely blind (have no idea if being attacked until too late

Changes to all worker automations (repair included):
-will no longer be plated, instead a lightly covered frame (make plating/coverings for workers/repairers)
-Skill rate additions. (this is gonna take a bit)

And a special NOTE: when embarking with Assemblers remember that some zones may be buggy, but indoor (subterranian) are accepted just fine.
« Last Edit: May 09, 2012, 04:37:30 pm by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #61 on: May 09, 2012, 11:25:59 pm »

I got assassins to work in a way, they are called 'scout automation' in-game but they have poisoned blade arms (might give a slight combat adv. not sure if coating works like that, but it was the only way to get hiding to work) Scouts when idle or feel the need to "clean themselves" with go into ambush mode which due to the poison on their blades they think they must clean themselves constantly. Now I haven't tested this in fortress mode (donno if the AI would choose washing at water then using it's niffy hide interaction instead)

But I cannot do a fortress test yet because:
1. Assassin/scout is not completely fleshed out in the raws
2. No way to transform an automation to one yet
Arena mode works perfectly, altho the coating doesn't seem to work. Must be an arena thing to disallow secreations.

Argh, did another complete re-structure of the creature, body, and b_detail_plans. There are now joints "bearings" in the automations, and tissue thicknesses have been altered, thicker frames/plating on the the upper body (chassis) and thinner as it goes from there. Even had to do a re-write of some interactions, and even then I still might need to re-do the scout's "Hide" ability depending how the planned fortress mode test goes (after I make some types of oil, and transforming effects. I want my Bruiser squads darn it.)

Once transformation is in, then war autos lose their fire attack (since upgrading to Bruiser/Defender will be possible) altho the drinkable solution might require micro-management so that the proper automation drinks it (might make a palce holder 1x1 custom workshop that takes a upgrade tool and a empty barrel to make a upgrade drink, so you can make this 1x1 workshop in a room you can lock your desired automation in until it gets thirsty and drinks it.)

I with my balancing automations are now killable, well at least large animals have a chance to kill them if they don't give in to the pain from the bullets.

Pre-Edit: (P.S.)
Yup Scouts go into hiding when idle in fortress mode, but I need a water source to fully test this (will it choose water over hiding?)

Post-Edit:
They will use water to clean themselves but due to constantly coating their blade arms in venom they use the interaction (which dosen't clean but instead hides it) but sometimes they will run and wash up before going into ambush mode again.

EDIT:
after some good sleep, their coated weapons do poison creatures. A test with "Helmet Snake Venom" shows just that, not sure what kind of poison they should use tho? Could make it the upgrade requirement needs a creatures venom, or could just be some special automation formula?

Creature venom would be out considering they would never think of harming a animal, which reminds me I should put "AT_PEACE_WITH_WILDLIFE" on automations
« Last Edit: May 10, 2012, 10:08:28 am by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #62 on: May 10, 2012, 05:50:18 pm »

There are now only Two types of Automations that you can start with / migrants migrate to WORKER and WARRIOR, The only other one you can get right away through embarking or trading with automations is ASSEMBLERs. The other ones that are 'upgrades' for workers and warriors are:

Workers can be upgraded to:
Repair (boosts healing rate of nearby automations, can stop ASSEMBLERs from giving birth)
Scout (turns invisible and uses poisioned iron blade arms)

Warriors can be upgraded to:
Bruiser (Steel boss that is great with melee, and ok with range)
Defender (Steel boss that is great with range, and ok with melee)

A new (poorly designed) building that the automations use:
Oil Refinery (Processes plants/meat/fat/etc... into Oil, Oil gives a 10% boost to agility and recup.)

Planned building:
Clockwork Spider workshop (this is where you will take oil and other items to make Upgrade Spiders)

Upgrade Spiders what are they?
Well upgrade spiders are simply a drink, well a Tool and a Drink at the same time.
There will be a simple 1x1 workshop that doesn't require anything to build
(just think of it as a zone in which you can make job orders at)
At this 1x1 workshop an automation will take a EMPTY barrel and the desired Upgrade Spiders
and make a "Clockwork Spiders ([automation type] plans)" DRINK within the barrel
Best to make the automation you wish to upgrade build and use the workshop in
a location that you can LOCK everyone else out of, so when it is drinkin time
your chosen automation will HAVE to drink the UPGRADE.
If you don't lock everyone else out a undesired automation/already upgraded automation/incompatiable automation
could drink it and thus waste it (if it is undesired but the proper auto, then you still got a upgraded auto.)

How can I get a general type of auto to use a workshop without having a manager and using the 'P' proflier on the workshop?
Well Warrior upgrades will take FISH_DISECTOR
and Worker upgrades will use FISH_CLEANER

so make sure all FISHING labors are disabled on migrants or already upgraded autos (fishing is ok, but autos don't eat food)

Will the first acual realease be out soon?
Let's just say, it's almost finished. I almost have enough content to make
Project Clockwerks v1.0 but right now I got to flesh some things out
hunt down any bugs if they show up
and make sure everything works in a semi-desireable fashion so
upgrades and things are acually possible

Will you continue on once you release V1.0?
No, I don't mean I won't help or provide raws and stuff
but I'm ready to start another Mod and really want to get
it out of the planning stage and start powering through
the raws.
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #63 on: May 11, 2012, 12:02:13 am »

Project Clockwerks: V1.0
Get yours today

This is a nice rough draft of what needs to be a farther worked on Mod, I even threw in some fun quick Upgrades for Adv. Mode in case you forgot to select the upgraded automations (accidently set off on your adventue as a worker? no problem spawn a flask and spawn a scout upgrade in it. and drink tada you are not a deadly assassin)

Fortress Mode, to me needs alot of work. Not to mention Lore, I think I only got 1/4 to 1/2 of what was disscused in here.

I have commented on the raws the best I could so other modders that wish to take this up can understand what the heck I was doing. Also I inculded my small portion of the Wiki in there with an index and everything.

Well have fun, I'll probally be back on and off to lead a helping hand to progess this mod. But for full-time work I pass that off.

There you go Slash, the first release :P
« Last Edit: May 11, 2012, 12:05:14 am by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #64 on: May 17, 2012, 11:57:28 pm »

Slash hasn't been on for 11 days, I might be doing some updating inbetween my other mod.

Adding effects like smoke when a shot is fired, rebalacing a few of the supers. maybe make automations have "more" internal workings that can get damaged as well as make slightly more clockworky.

Possibly make the "evil" autos (everytime I say that I think autobots, and decepticons :P)
another evil civ, involving a cave critter and some interesting additions.

also flesh out oil refinery reactions, since they are buggy at times. even add more oil types.
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Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #65 on: May 18, 2012, 01:02:15 am »

sorry hugo, was too busy actually playing the mod, although i did find a little problem with the automations...
first off i decided to play a War Automation, Swaggin' my way across the world, each night never having to sleep, and beating everything that came to me within seconds, chainsaws whirring through the flesh of dozens of boogeymen, kobolds and other disgusting monsters. until i faced the most dangerous enemy known to automations! an average stream of water....

now at first i expected the guy to fizzle in the stream, which actually seperated the entire left side of the island fro9m the right, like some hellish version of the berlin wall (for a robot). my wonderfully Built Bruiser Automation slash the full metal alchemies, decided to face his fears, and enter the stream, taking a big step for Automation kind!!

...and was instantly encased in a 1x1 brick of ice on contact with the water.
It  turns out the automations are so cold that water will instantly freeze on contact with their bodies, killing them instantly, while it does prove problems for adventure travelling, it does make automation raids a cinch to beat, only having to do half of a water trap to kill them instantly.
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #66 on: May 18, 2012, 09:47:49 am »

sorry hugo, was too busy actually playing the mod, although i did find a little problem with the automations...
first off i decided to play a War Automation, Swaggin' my way across the world, each night never having to sleep, and beating everything that came to me within seconds, chainsaws whirring through the flesh of dozens of boogeymen, kobolds and other disgusting monsters. until i faced the most dangerous enemy known to automations! an average stream of water....

now at first i expected the guy to fizzle in the stream, which actually seperated the entire left side of the island fro9m the right, like some hellish version of the berlin wall (for a robot). my wonderfully Built Bruiser Automation slash the full metal alchemies, decided to face his fears, and enter the stream, taking a big step for Automation kind!!

...and was instantly encased in a 1x1 brick of ice on contact with the water.
It  turns out the automations are so cold that water will instantly freeze on contact with their bodies, killing them instantly, while it does prove problems for adventure travelling, it does make automation raids a cinch to beat, only having to do half of a water trap to kill them instantly.

Lol I guess automations have to have a weakness :P I'll fix that, I dropped their HOMETHERM too low (natural body temp) I'll bring that up again.

Any other inprovments or rebalancing you would like done?

EDIT:
Try out fortress mode yet? I expect alot of oddities there, automations are almost cheat mode :P
« Last Edit: May 18, 2012, 09:53:25 am by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #67 on: May 18, 2012, 01:01:02 pm »







Details on what is changed is on the DL page. Mostly just cosmetic things and the "Encased in Ice" issue
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Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #68 on: May 19, 2012, 03:36:39 am »

sorry hugo, was too busy actually playing the mod, although i did find a little problem with the automations...
first off i decided to play a War Automation, Swaggin' my way across the world, each night never having to sleep, and beating everything that came to me within seconds, chainsaws whirring through the flesh of dozens of boogeymen, kobolds and other disgusting monsters. until i faced the most dangerous enemy known to automations! an average stream of water....

now at first i expected the guy to fizzle in the stream, which actually seperated the entire left side of the island fro9m the right, like some hellish version of the berlin wall (for a robot). my wonderfully Built Bruiser Automation slash the full metal alchemies, decided to face his fears, and enter the stream, taking a big step for Automation kind!!

...and was instantly encased in a 1x1 brick of ice on contact with the water.
It  turns out the automations are so cold that water will instantly freeze on contact with their bodies, killing them instantly, while it does prove problems for adventure travelling, it does make automation raids a cinch to beat, only having to do half of a water trap to kill them instantly.

Lol I guess automations have to have a weakness :P I'll fix that, I dropped their HOMETHERM too low (natural body temp) I'll bring that up again.

Any other inprovments or rebalancing you would like done?

EDIT:
Try out fortress mode yet? I expect alot of oddities there, automations are almost cheat mode :P
i am trying out fortress mode now, from what i got in adventurer mode, it's my guess that they should be able to utterly destroy any seiges or invading monsters that try to take out even the first 7, although my first attempt where i did get a automation going failed horribly... (aquifers be damned)
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Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #69 on: May 19, 2012, 04:53:49 am »

Okay, so far running this fortress is running fine, i've made this Automation fortress in the deserts right up close to a human village, basically next door in a small world with only a couple of civilizations, one automaton, one dwarven, one goblin, one human and one elven, basically, any war i start will stick between groups pretty badly, which is good, i plan on attacking a human caravan after a decent defense has been made.

so, so far i got the standard play now set of stuff, minus any of the food and plants, it seems my civilization "the Sword of Problems" has no sense of agriculture, as to be expected with their hate of animal slaughter.
my embark team all are around 230 years old, having been "born" in the first 20 years of generation. things are going great so far, got a oil furnace going and plenty of animals around, mainly peregrine falcons *if i can get some attack birds going, this is gonna be schweet!*
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Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #70 on: May 19, 2012, 06:12:12 am »

update: fortress got its first migrants, a metalcrafter and a fisherman, both at great status in their professions but with no relations besides their one god.  i've carved out a small underground tunnel, no actual buildings beside some basic workshops up top to tide me over for awhile. the automations, not having to eat or sleep so far, have made it INCREDIBELY easy to just focus on jobs more than anything else.

the only problem is that i have no female assembly automations, so i need to get some serious cash before the next caravan arrives.

edit: just ordered my militia squad to kill an animal as a quick test of their combat abilities while being "unarmed".
the target, an armadillo *rather hypocritical, but still* gave a quick charge at my first trooper, before the poor animal could react, the first shot of its single-fire cannon actually TORE OFF its entire shell, before it even hit the ground the fresh, no-skill soldier fired his next scattershot, the first couple of bullets (no joke) got covered in the still spraying blood of the armadillo before striking the innocent little creature, hitting almost every body-part and tearing it apart before the last shot from the scatter-blast struck it square in the skull, spraying its brains across the floor.

it appears the little Damnations can really mess things up in a pathetic amount of time, the armadillo couldn't even MAKE a single move before a half-blind, half retarded machine with no training ripped it asunder in two shots. I look forward to stirring shit up with a  tribe so that i can get these little shits some REAL combat training. i'm only going to give one of them any upgrades though, it seems it would be about the same as having a megabeast in my ranks at this rate.

although, i'll admit it seems that even the automations are not invinceable, it seems a bronze collosus killed forty or so of them during world gen before being killed by a lowly dwarf, Again, i'll be testing out their abilities, hopefully i can find out exactly WHAT it takes to bring them down.
« Last Edit: May 19, 2012, 08:06:57 am by Slash Harkiri »
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #71 on: May 19, 2012, 11:03:49 am »

I had Yaks, and other large bovine creatures completely cripple my autos when I playtested. Undead are fairly dangerous until you get a bruiser "KILL IT WITH FIRE!" due to undead bits ertnally coming back to life, burning them to ashes stops that.

also:
Quote
it appears the little Damnations can really mess things up in a pathetic amount of time, the armadillo couldn't even MAKE a single move before a half-blind, half retarded machine with no training ripped it asunder in two shots.

I lol'd pretty hard at that

Autos are also lacking PHYS. Stats so basically their str, and all that jazz is all in the same ranges as humans. I'll probally make certain castes have different values (workers higher agility, but lower str/def. Wars have higher str/def standard agility. Bruisers and Defenders would have to be included in their upgrade, which might make them super strong and be able to throw things at walls causing them to explode, violently)

the Scout (in which the raws say ASSASSIN :P) would get a major boost to agility, but since they are a simple worker upgrade they would still be flimsy.

I acually have alot of fun with the scouts, Whne gobbos ambush a worker and he runs away, I setup my scouts as a trap. All that goes through my head is quotes from dynasty warriors empire(? i think it was that one) where a commander being ambushed with eagle-eye will ambush the ambushers

"Ha! You call that an Ambush?! THIS IS AN AMBUSH!" and now gobbos are getting back stabbed by scouts as war autos drive-by shoot on they way to kill.

of course there are damages, but everyone gets hauled back and the repair auto gets to work setting anf buffing all damages out, and everyone is back into working order (unless they lost a limb or some such, I will have a "Full repair" option in a later update (unless someone else takes up the reins, then I'll just have to post the additon) hooray for bringing broken (dead) autos from the grave (scrap heap))
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Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #72 on: May 19, 2012, 11:05:20 pm »

well, update to my fortress, and just as the first elven caravan has arrived, my first Automation died...

dakost uristgakiz, we hardly knew ye.
the poor lad got killed by my own idiotic dig-squares, and ended up plummeting eleven Z levels before striking the ground below, his body exploded apart, almost all of his limbs coming off around him. his three buddies are currently digging around him to make the same pit he died in even deeper.

i love how he didnt just splat on impact, his body had full-on shattered apart, with limbs ending up all about him. would've been cool to find tags like

spattering of dakost uristgakiz Steam/oil/coolant

or something like that, but meh, robotic shards of metal everywhere was great in its own!

well, now about that elven caravan. i have half a mind to blame the death on them and start a war, what do you reckon forum? Pin the death on those cannibalistic bastards?
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #73 on: May 20, 2012, 12:19:36 am »

I could change the blood to oil, and make a inexaustable gas tissue layer in the pipes (hitting a pipe will set off steam and cause it to bleed oil) combat reports will look wonky like "you hit the automation in the arm, shattering the pipe's copper and breaking away some steam" I was also trying to go as steam punk as I could in a short period of time lol. But I think i'm pretty good at making complex inorganic creatures, my avatar is a robot dwarf after all.

And for the war, for enslaving animals. Also I think that's just cruel, remember that test armadillo? well that armadillo had a better chance of surviving then an elf lol :P

PS sorry, just partied it up with some mates  ;) thank god for images to go with the emotes  :D

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Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #74 on: May 20, 2012, 02:31:38 am »

And for the war, for enslaving animals. Also I think that's just cruel, remember that test armadillo? well that armadillo had a better chance of surviving then an elf lol :P
like you wouldnt believe, shortly after that armadillo, i got a wave of migrants containing all former military men, a few having decent notable kills against goblins, some of them actual war machines, and one of them having taken down a dusk monster.

well, in short, a 10 strong robotic militia with shotguns verses two tree-hugging elven merchants only wearing planks over their bodies.
i'll let you do the math.

basically, the elves, yet again, were not able to make a single move before over 70 Lead pellets struck the entirety of each of their bodies. they managed to survive the first volley, but they were swiftly cut down like the very things they used to murder any other race over. hacked in the face with a rotating mechanical saw.
« Last Edit: May 20, 2012, 04:14:36 am by Slash Harkiri »
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