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Author Topic: Project Clockwerks: automaton fortress. MODDERS WANTED!!  (Read 17626 times)

Slash Harkiri

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Project Clockwerks: automaton fortress. MODDERS WANTED!!
« on: March 16, 2012, 06:15:10 am »

Project ClockWerks
Project Clockwerks is a Idea that a Friend of mine and I came up with one day after coming home from school. The basic idea was to have a Fourth Civilsation (of saner, less bastardized lads, *cough cough Goblins Cough*), A race of Ancient (possibly dwarven of origin) Steam-punk Machines Called the ClockWerks, and a Evil variant of them, The Corrupted (name may need work). on world gen, 100 or so of the clockwerks would spawn, these robots would be sentinent, and have a huge liking to dwarfs and an absolute hatred towards the elves. They would reproduce via Engineering (more on this later), have different Models (sub-breeds), and due to a rather colourful history, Have a GIGANTIC love for animals (possibly an unhealthy love for them).
well, now for a bit of information of the clockwerks.

Body Design
Spoiler (click to show/hide)

Morality
Spoiler (click to show/hide)

Dealing With injuries
Spoiler (click to show/hide)

Clockwerk Buildings and items
Spoiler (click to show/hide)

i will be updating constantly, please tell me what you think of the project so far, and if any modders want to take up the mantle of helping me and my comrade KODYII construct this, give me a heads up, cheers!
*update* removed the tri-shot due to facts pointed out to me by you lads, i'm very, very new to the whole construction scene, let alone putting this much effort into a game, but i appreciate all your help so far
« Last Edit: March 18, 2012, 02:16:41 am by Slash Harkiri »
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Drago55577

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #1 on: March 16, 2012, 06:24:13 am »

A few ideas to throw out here, I support this mod so much


Have a variant of ClockWerk that are basically ancients, don't care about wildlife much and are hard to kill. Double the size of a human and look like this mostly.


Steam as blood (it is Steampunkish right?)


More about the Ancients just to be detailed

The Ancients are an old race, some say as old as time itself...... They live in solitude, rarely making contact with anything unless it's war, even then, only of attacked first.

They tower over any known creature on this violent world, made out of the gods metal, striking awe into the hearts of all...

Ok.... So um

They have adamantine Plating (skin) and steel(?) clockwork (bones). Not. Seeing to breath they have no lungs, only two boilers (heats) that pump the steam(their blood type) around their mechanisms.

Double the size of humans, and the main variant is the Humanoid one.(see above picture)
Combat variants exist, walking on six legs and having two sword like attachments and a steam bolt attack (natural ability I guess, that shoots gas).




Tell me what you think
« Last Edit: March 16, 2012, 06:38:58 am by drago55577 »
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Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #2 on: March 16, 2012, 06:30:03 am »

damned, thanks drago, i forgot about that detail, yeah KODYII had suggested that to me earlier, yet i forgot to write that down. anyways, if your looking for the tough variant which are souless bastards, that would be the corrupted. ill write more about them later.
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Drago55577

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #3 on: March 16, 2012, 06:47:31 am »

The Ancients aren't soulless bastards, they are ancient (immortal or extremely long lived?) beings that are wise and awesome.    Like those chinese/japanese/samurai/emperor  people that are always calm, and super wise.

While you have the younger races called the Clockwerks



Sorry I can't mod :( or I would be dedicated here.
« Last Edit: March 16, 2012, 06:55:33 am by drago55577 »
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Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #4 on: March 16, 2012, 07:15:48 am »

well, im not sure about that, cause i DID mean for the clockwerks to be like how you described the ancients, just that the base versions being a bit smaller than that >w<. however, that combat design you described sounds rather fantastic, perhaps as a variant of the Combat-chasis clockwerk?
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Drago55577

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #5 on: March 16, 2012, 07:59:01 am »

. however, that combat design you described sounds rather fantastic, perhaps as a variant of the Combat-chasis clockwerk?

What's that mean? You mean a class type or something?

Also just to go over my suggestions it's three races

Your two the
ClockWerk

Corruption = Chaoswerk? Sounds lame :/.... The Corrupted Ones? (il think of a name unless you do)

And the great and powerful Ancients, they should breed slow though.
« Last Edit: March 16, 2012, 08:02:17 am by drago55577 »
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Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #6 on: March 16, 2012, 08:18:44 am »

. however, that combat design you described sounds rather fantastic, perhaps as a variant of the Combat-chasis clockwerk?

What's that mean? You mean a class type or something?

Also just to go over my suggestions it's three races

Your two the
ClockWerk

Corruption = Chaoswerk? Sounds lame :/.... The Corrupted Ones? (il think of a name unless you do)

And the great and powerful Ancients, they should breed slow though.
meh, we still havent decided fully on names yet, but i guess that, along with everything else, will come along sooner or later. WELL! im going to bed now, keep on posting up ideas if you want drago, and the rest of the bay12 community, don't be shy either!
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Drago55577

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #7 on: March 16, 2012, 08:42:35 am »

BED?!?! I have been awake for 30 hours :/ still not tired.....

The Ancient Ones

A race of machines known only as the Ancients, one of the few types of clockwork to walk the earth, and the oldest. Their incredibly long lifespan lets them see the starts and ends of wars of lesser races, rarely they would be attacked but in the end, they were victorious. Few castes exist in their society:

The Ancients:
The bulk of their race; humanoid walkers made with adamantine plating and steel clockwork.

Centurion Alphas:
A type of machine built for combat, having a large sword on one arm and a (steel) hammer on the other, they are just larger than the Ancients.

Centurion:
As large as an Ancient, having a sword on one arm and a hand on the other for any type of weapon.

Centurion Minor:
Only as large as a human, steel bones and iron plateing due to their small size. Two hand at the end of each arm.

Non Humanoid (anything that has minor and alpha and stuff and isn't just a plain name is more for extra stuff)
Gethius:
A sphere body, 3 legs on each side. Steel clockwork and iron plating due to size (just larger than a dwarf)two steel blades and a Steam Attack natural ability (temporary blindness and slight pain)

Gethius Heavy:
Larger than the Gethius but smaller than a human, same weapons and armor just larger.



When I say plating its the skin, and clockwork is the bone, I would add more but I don't know if my ideas are good.
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #8 on: March 16, 2012, 11:31:48 am »

The body plan will have some issues. since we 'cannot' make creatures in a workshop yet (you can make wild vermin or pet verions of creatures, but even that is buggy)

as for upgrading automations that can be done through body transformations (note only one transform at a time, if there is another it will have to wait for the first to run it's course)

I forsee alot of castes for these races (trades, military, medical/repairing).

I might drop by again with some tissues and detail plans for the automations
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Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #9 on: March 16, 2012, 07:04:20 pm »

planing a big ol' update sometimes today, me and KODYII are gonna sit down and re-vise what we went over. hugo, your right about the workshop thing, so unless the modder who works on this is skilled enough, we may have to think of a work-around. Right, the upgrading WAS to be a one-at-a-time process, so ill make sure thats stated more clearly. now, in final, if the pet versions thing works, then that would help us with our unnamed next update....
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Matz05

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #10 on: March 16, 2012, 10:05:37 pm »

You can have a breeder caste and a "pilot" caste.
The breeder can have breeder and pilot children.
The pilots are vulnerable to a syndrome created in workshops that turns them into other castes (think of enclosing the wimpy robot permanently in a large mech suit)
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Drago55577

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #11 on: March 17, 2012, 03:38:08 am »

Anyone like my ideas?

If this is used in adv mode to, cursed could be used, and more advanced mechs like the Centurion Alpha could be learnt at a tower. And you would have a Reverse Upgrade (natural abilities?) curse to reverse he curses since they are permenant
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RAKninja

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #12 on: March 17, 2012, 09:57:05 pm »

small nitpick about first post:  there are four default civilization races.  humans, elves, dwarves......  and goblins.

well
6 races if you count kobolds and lump all the animal people together (like the raws do).

also, not to burst your bubble (and sorry to bring it up again as i havent properly read the thread) but there already is an "automaton fortress" mod.

but dont let that stop you...  seriously, more mods is a good thing.
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #13 on: March 17, 2012, 10:34:46 pm »

now, in final, if the pet versions thing works, then that would help us with our unnamed next update....
You can have a breeder caste and a "pilot" caste.
The breeder can have breeder and pilot children.
The pilots are vulnerable to a syndrome created in workshops that turns them into other castes (think of enclosing the wimpy robot permanently in a large mech suit)
These mashed together can produce an semi desireable effect, ever wonder how Meph got his broodmothers/lords to breed his slaves?

well through my science of course (from failed notes that meph had, and some research done by Di)

If you create a PET like creature that has a caste that lacks all PET related tags and has INTELLIGENT you can acually convert them to your main race, creating a sub-class of worker/soldier.

If this interests you then I can explain farther.

Also:
Spoiler: Tissues (click to show/hide)

with these tissues if the construct is attacked the combat report will look like this:
"The dwarf attacks the construct in the upperarm shattering the iron plating and shattering the copper clockwork"
(if the attack was a very successful hit)
also these tissues are defined within the creature. You might want a template since you are using a bunch of different construct creatures, I define this in my creature because I only have one.

EDIT:
Do note I have lots of exp. with inorganic beings and the ABS which means I can make a good part of the raws to dance to my will
« Last Edit: March 17, 2012, 10:38:28 pm by Hugo_The_Dwarf »
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Suds Zimmerman

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #14 on: March 18, 2012, 12:44:17 am »

You should keep in mind that the extent to which weapons can be modded is fairly limited; all you can change for melee weapons is whether they're blunt or sharp, armour penetration, contact area, force and velocity - it's not that simple, of course, but that's what it boils down to. You can also mess around with the description of the attack, but that's it. And with ranged weapons, all of them work like crossbows: firing one shot at a time and reloading immediately afterwards. You can modify the projectile qualities, the force of the shot, and set a minimum reload time, but you can't change the amount of projectiles fired or the number of shots that can be fired before one has to reload (which is a shame, imo.) You can, however, change the skill used by a weapon so you can have your wrist blade thing train and use wrestling. I believe you can have the healing work with interactions, but I haven't researched that all that thoroughly. Might help to get on that. Good luck.
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