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Author Topic: Project Clockwerks: automaton fortress. MODDERS WANTED!!  (Read 17640 times)

Drago55577

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #15 on: March 18, 2012, 12:48:09 am »

Wouldn't the wrist blade use Strike?

What ever ranged weapons try use they should have a high force. My head hurts :(
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Radiant_Phoenix

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #16 on: March 18, 2012, 01:31:15 am »

Hmm... would the following work for getting them to spew steam when injured?
Code: [Select]
[BLOOD:WATER:NONE:GAS]
Alternatively:
Code: [Select]
[TISSUE:STEAM]
[TISSUE_NAME:steam:NP]
[TISSUE_MATERIAL:WATER:NONE]
[TISSUE_MAT_STATE:GAS]
[RELATIVE_THICKNESS:50]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:STEAM]


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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #17 on: March 18, 2012, 10:20:39 am »

Hmm... would the following work for getting them to spew steam when injured?
Code: [Select]
[BLOOD:WATER:NONE:GAS]
Alternatively:
Code: [Select]
[TISSUE:STEAM]
[TISSUE_NAME:steam:NP]
[TISSUE_MATERIAL:WATER:NONE]
[TISSUE_MAT_STATE:GAS]
[RELATIVE_THICKNESS:50]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:STEAM]

[TISSUE:STEAM]
   [TISSUE_NAME:steam:NP]
   [TISSUE_MATERIAL:WATER:NONE] - I don't think you can call "water" like this
   [TISSUE_MAT_STATE:GAS]
   [RELATIVE_THICKNESS:50]
              TISSUE_LEAKS ------- remove this or else once damaged all the steam will rush out forever
   [TISSUE_SHAPE:LAYER]
[TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:STEAM]


WATER is a hard one, because I know for reactions it's LIQUID_MISC:NONE:WATER:NONE
But it could work since WATER:NONE is the MATERIAL side of it.
I've just never tried to ref, water in tissues or blood before.

EDIT:
note using steam as BLOOD will have the construct bleed to death if it loses too much.

EDIT2:
almost double posted

Ranged attacks that require many projectiles can be interactions with multi targets, you could even make the constructs rely heavily on natural weapons (excluding axes for woodcutting and picks for mining)

But combat constructs could have elbow spikes for piercing, a gun arm for firing. and a bladed mace like hand that does slashing and bashing.
Where as normal contructs might just have wrist blades or something like that, with the ability to bash with their limbs
« Last Edit: March 18, 2012, 10:48:34 am by Hugo_The_Dwarf »
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Radiant_Phoenix

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #18 on: March 18, 2012, 11:58:03 am »

EDIT:
note using steam as BLOOD will have the construct bleed to death if it loses too much.
I was under the impression that this was the desired functionality.
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #19 on: March 18, 2012, 12:08:37 pm »

EDIT:
note using steam as BLOOD will have the construct bleed to death if it loses too much.
I was under the impression that this was the desired functionality.
You gave two very good ways of it, BLOOD or TISSUE both could even be merged into the constructs, have a tissue called piping

                [TISSUE:PIPES]
      [TISSUE_NAME:copper pipe:NP] - muscle
      [SCARS]
      [TISSUE_MATERIAL:INORGANIC:COPPER]
      [RELATIVE_THICKNESS:1]
      [HEALING_RATE:50]
      [CONNECTS]
                         [MUSCULAR] - will hold motor sensory nerves (not sure if this is needed, just like ARTERIES)
                         [VASCULAR:5] - bleeding (steaming in this case)
      [SETTABLE] - requries setting to heal when broken
      [TISSUE_SHAPE:LAYER]



so with this new tissue I guess it would be Clockwork, pipes, steam?, plating + Steam as blood, making it apear to lost steam every hit, then lose precious vital steam if a pipe is broken
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Drago55577

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #20 on: March 18, 2012, 05:57:43 pm »

So youve got the armor, then the pipes, then gears?

I hope this is finished.

It is the pipes that only bleed right? The gears should have to be damaged before the limb/body part stops functioning unlike normal things.
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Matz05

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #21 on: March 18, 2012, 08:23:27 pm »

Cool. Yeah, auto-fire would have to be an interaction, but I guess that is fine--heavy weapons would usually be hardmounted on soldiers anyway.
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #22 on: March 18, 2012, 09:20:11 pm »

So youve got the armor, then the pipes, then gears?

I hope this is finished.

It is the pipes that only bleed right? The gears should have to be damaged before the limb/body part stops functioning unlike normal things.

Yup plating is just a basic skin, no bleeding just something that is bothersome to get through, Pipes bleed and gears act as bones/nervous system, so hitting that is vital. Or burst enough pipes to bleed the construct out.
Cool. Yeah, auto-fire would have to be an interaction, but I guess that is fine--heavy weapons would usually be hardmounted on soldiers anyway.
can have a few interactions, if you have a liquid splatter attack that uses a material that boils at room temp you can make a sortof landmine/gas gernade launcher (creates a puddle on the ground under target) and a semi fast cool down bullet shot, maybe faster fire rate for better combat constructs.

EDIT:
I could also set up a kill switch, but I don't know how far contructs go. does it run from a magic crystal/core or some sort of engine that damaged just F**ks it up (kills it) and where would it be located head or upperbody?

Will lesser classes be made from weaker/cheaper metals? (brass or copper) and combat be made from battle metals (iron or steel) and special ones like doctors be made from platinum or aluminum?
Will profession based ones have special bodies (farmers have 4 arms, where a crafter will have on normal arm and a tool arm/hand, Combat have one ranged hand and one weapon hand?)

Also how many construct creatures will there be? (if more then one then I will make tissue templates and body_d_plans)

Oh and will there be vanilla body part system, or will contructs go by a "damage the gears in the shoulder, entire arms malfunctions" type of thing?
« Last Edit: March 18, 2012, 09:28:00 pm by Hugo_The_Dwarf »
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Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #23 on: April 16, 2012, 03:01:08 am »

Right, just came back from holidays, and found my house flooded out, so since i'm using a terrible portal wifi system i won't be replying often at all.

how much you guys have put into this is freaken' Be-autiful.

drago, armour, pipes, then gears was the idea, so yup, you got that straight. and yes, i dont see why the robots limbs would be sopped unless the gears themselves were being screwed with.
pipes are the only things that bleed, with the plating just being a annoying layer to get through before delivering any real damage to the construct.

a better firing rate for better combat constructs is a awesome idea. can't continue now...
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medikohl

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #24 on: April 16, 2012, 03:29:49 am »



is this the basic idea of how the clockwerks...err...work?
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medikohl

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #25 on: April 16, 2012, 03:34:47 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!

The Tarnished?
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medikohl

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #26 on: April 16, 2012, 03:37:30 am »

honestly wouldn't the normal clockwerks just have no weapons at all? their natural density would make and effective weapon for striking
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narhiril

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #27 on: April 16, 2012, 10:39:04 am »

I'd be willing to do a bit of creature work for this.  Is there anything in particular you want that you haven't started on yet?

I'd like to state, for the record, that I am also pretty decent with interactions.

Meph

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #28 on: April 17, 2012, 07:31:13 pm »

This sounds like a way more advanced versions of what putman is using in his automaton fortress, or what I use for automaton invaders... I do use steam as blood as well, based upon the mechanic the iron man from vanilla df uses, but they dont bleed to death. The theoretical things posted here sound way, way nicer.

In short: Posting to follow ;)
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kopout

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #29 on: April 17, 2012, 10:20:14 pm »

. 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!

The Tarnished?
The Corroded?
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