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Author Topic: Project Clockwerks: automaton fortress. MODDERS WANTED!!  (Read 17612 times)

Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #75 on: May 20, 2012, 10:46:20 am »

Oh the IRONY! (I think? :P) also would to happen to know any way I can make the automations and their parts seem more steampunky? like renaming a bodypart to something else, or adding internal organ (parts) like broilers (or is boiler?) control shaft (lower spine) what can I add to make them more ol' fasion cog wheel machines of death?

EDIT:
even if it means removal of certain attacks (scatter shot, fireball, flamethrower, etc..)
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Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #76 on: May 21, 2012, 01:34:14 am »

Oh the IRONY! (I think? :P) also would to happen to know any way I can make the automations and their parts seem more steampunky? like renaming a bodypart to something else, or adding internal organ (parts) like broilers (or is boiler?) control shaft (lower spine) what can I add to make them more ol' fasion cog wheel machines of death?

EDIT:
even if it means removal of certain attacks (scatter shot, fireball, flamethrower, etc..)

well the removal of the scattershot, fireball and flamethrower wouldnt make them less steampunky, as a scattershot could easily be a blunderbuss, fireballs can easily be made and a flamethrower isnt the newest technology on the block.

well, accidentally had a clockwerks go insane after it failed to make an artifact, he's lasting quite awhile though.
I've nicknamed him crazy jay, and will wait to see how long he will last while stark raving mad.
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Asgarus

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #77 on: May 21, 2012, 02:38:18 am »

I don't know if this came already up here, but you may want to take a look at http://www.sfcrowsnest.com/author/sh_courtoftheair_home_hb.php

It's steampunk fiction, with aerostates, steammen and a great story. One of the best i did read so far.
The steammen here are intelligent and originally created by some ancient race. They rebuild themselves and are powered with steam.

May b interesting for your mod ;)

Greetings
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #78 on: May 21, 2012, 10:40:16 pm »

Ok so I will brainstorm up some internal workings, and new limb names? maybe throw some complex workings. Soon, automations might not be super powerful beasts of metal, and have their own mortal-like weaknesses

Might be hard for me to keep updating, I'm bringing Regeneration back.

EDIT:
Thanks asgarus for that, It shall help me greatly, or at least get me into thinking steampunk :P
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Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #79 on: May 23, 2012, 09:07:59 pm »

having a slight problem breeding clockwerks, i don't think the assemblers are "mating" with my native men, not only that but the assemblers are just sitting around, uncontrollable due to their tame tags.
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #80 on: May 23, 2012, 09:18:39 pm »

it takes 6 - 6.5 months for an assembler to give birth, and if you have a repair automation keep him away from them. He has an interaction to make them temparlly sterile, when sterile they flash with a red "X" and they are surpose to be practially useless, they should do normal hauling jobs, but I usally just pasture them or barrow them in a safe place.
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #81 on: June 06, 2012, 05:55:50 pm »

Hey sorry I got caught up in regen, but I still have the core files. And when I get time I will add more to PC, I'm still not 100% sure on what I can add/change/improve on.
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Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #82 on: June 30, 2012, 04:33:10 am »

(sorry i haven't posted in awhile, had other priorities)

alright, playing a damned fine playthrough, and breeders are going great, but there is a problem...

i'm finding it difficult to get enough resources together at once to make a repair bot, with all attempts equaling one of the automations drinking the oil, or messing around with the bars, before its done, leading to the four females i have generating vast amounts of workers.

i've renamed all of their last names, turning the fortress's inhabitants into five different factions, each one lead either by the first-born of the four females, or by the first mayor.

also, none of the automations emotions are shifting whatsoever, my last fortress ended horribly after a massive demon wave slaughtered its inhabitants, and at any tiime not one of them got even close to slightly irritated about it....
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #83 on: June 30, 2012, 01:15:46 pm »

Ah that is due to the fact that I had to drop NOEMOTION on them, because of the "I have no shirt, pants, or shoes" Issue in which just lacking shoes will cause them to go berzerk :/ kindof a dumb feature like ghosts.

Are you having trouble making all the oil then? If you really have to you can mass Plant Gather or Slaughter the animal population. Even tho that goes against their planned/desired ethics
I could make
Quote from: the Raws
   [ETHIC:EAT_SAPIENT_OTHER:NOT_APPLICABLE] -- eat organics? never heard of that
   [ETHIC:EAT_SAPIENT_KILL:NOT_APPLICABLE] -- eat organics? never heard of that
into acceptable so you can render invader bodies into material for oil.

Because Repair upgrades for workers, only take 5 globs of oil and 2 bars of bronze I believe. I can lower the amount of oil needed then? Or the reaction make globs of oil, that can be farther refined for drinkinkg. Might make more sense that way. Then you don't have automations guzzling you oil on you when your trying to make a upgrade.

I have to port this to 34.11 don't I? lol
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Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #84 on: July 15, 2012, 12:36:31 am »

Ah that is due to the fact that I had to drop NOEMOTION on them, because of the "I have no shirt, pants, or shoes" Issue in which just lacking shoes will cause them to go berzerk :/ kindof a dumb feature like ghosts.

Are you having trouble making all the oil then? If you really have to you can mass Plant Gather or Slaughter the animal population. Even tho that goes against their planned/desired ethics
I could make
Quote from: the Raws
   [ETHIC:EAT_SAPIENT_OTHER:NOT_APPLICABLE] -- eat organics? never heard of that
   [ETHIC:EAT_SAPIENT_KILL:NOT_APPLICABLE] -- eat organics? never heard of that
into acceptable so you can render invader bodies into material for oil.

Because Repair upgrades for workers, only take 5 globs of oil and 2 bars of bronze I believe. I can lower the amount of oil needed then? Or the reaction make globs of oil, that can be farther refined for drinkinkg. Might make more sense that way. Then you don't have automations guzzling you oil on you when your trying to make a upgrade.

I have to port this to 34.11 don't I? lol
meh, work on it as you feel. but i do recommend making oil into globs so those thirsty bastards will stop wasting all my oil when they never get happy or sad anyways, asshats.
i think they HAVE been using kobolds/goblins/tree-hugging hippies in their brewing so far. i'll have to double check, but they are getting alot more meat then i would say that i have.


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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #85 on: July 15, 2012, 01:03:03 am »

Globs it is, I'm surpised noone else has come to take the reigns :/ this is basically a comunity automation mod. And I did comment what I could so teh next guy has a easier time of working with it.

I will have to use teh GLOB method too in Regen since this is getting butchered for it.

I will try and update soon. I've have very little time or energy to mod lately :(

Also that could be true that they are using elves/kobolds. Since if the ethic is not applicable... would that not mean it's not really a ethic?
If they are making prime cuts on anything and everything then it's true lol.

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Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #86 on: August 23, 2012, 01:08:32 am »


Hugo, i know this may be a bit of a bitch, but are you sure that they cannot be modded into having ethics? perhaps make pants?
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #87 on: August 23, 2012, 02:50:57 am »

I thought I included coverings? Hmm... I'll look into, Currently I'm jumping between RL stuff and a bunch of other things.

Right now I'm trying to make an RTS mod, but I may jump back and work on PC as I will probally nab and modfiy Automations to fit the RTS.

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Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #88 on: April 09, 2013, 12:15:33 am »

I thought I included coverings? Hmm... I'll look into, Currently I'm jumping between RL stuff and a bunch of other things.

Right now I'm trying to make an RTS mod, but I may jump back and work on PC as I will probally nab and modfiy Automations to fit the RTS.

righteo then, make sure to message me the link to that RTS mod though!
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Meph

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #89 on: April 09, 2013, 09:06:36 am »

Wow, thats quite a necro. Does that mean you continue this project?
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