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Author Topic: Project Clockwerks: automaton fortress. MODDERS WANTED!!  (Read 17631 times)

Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #30 on: April 23, 2012, 05:00:24 am »



is this the basic idea of how the clockwerks...err...work?
as awesome as that pic is, no, they are more kinder with animals, sorta like a flipside to the elves, they don't give a shit about trees and plant junk, but do value animals, only pet-like animals though, they won't flip out if you sell em a crossbow made from a cow, but god help you if its a catbone....
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Jeoshua

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #31 on: April 23, 2012, 06:16:25 pm »

You have terminated lifeform: Kitty Cat.  Unacceptable.  Extermination commences in 3... 2... 1...
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I like fortresses because they are still underground.

Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #32 on: May 02, 2012, 02:01:39 am »

You have terminated lifeform: Kitty Cat.  Unacceptable.  Extermination commences in 3... 2... 1...
yup, exactly
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #33 on: May 02, 2012, 04:40:36 pm »

Just A quick question, what is all required as of yet?

I'm almost ready to build a full out creature and @Narhiril would you be willing to whip up some interactions? If I may ask.

Since tissues are done, only bodies are needed to be made then the entire creature (caste of the creature at any rate).
« Last Edit: May 02, 2012, 05:26:14 pm by Hugo_The_Dwarf »
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Matz05

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #34 on: May 02, 2012, 09:45:47 pm »

Hmm... thinking of interesting attacks for the nastier warriors...

What about a spray that combusts (not vaporises, we don't want clouds of it!) quickly and causes blisters, numbing, and sometimes paralysis used as electric arcs?
Rocket batteries can be simple fire imp attacks.
Flamethrowers/cryonic sprays are simple enough...
Stabby bits are simple...
A brain-scrambler? Caste with a melee interation that makes things opposed_to_life, etc. to make them go berserk? Maybe not...
Mounted guns are a must, is there some way to make explosive cannons? (eg. spawn creatures that use undirected dust; use undirected dust flows from a LOS location; create concussion from material globs; etc.)

Robot weapons might be a bit different too... maybe jackhammers (pickaxe replacement?), steam cannons, etc. run from the bot's engine?

Perhaps our automatons run off of alchahol-combustion engines. Then we could make them drink but not eat, right?
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #35 on: May 02, 2012, 10:13:46 pm »

Hmm... thinking of interesting attacks for the nastier warriors...

What about a spray that combusts (not vaporises, we don't want clouds of it!) quickly and causes blisters, numbing, and sometimes paralysis used as electric arcs?
Rocket batteries can be simple fire imp attacks.
Flamethrowers/cryonic sprays are simple enough...
Stabby bits are simple...
A brain-scrambler? Caste with a melee interation that makes things opposed_to_life, etc. to make them go berserk? Maybe not...
Mounted guns are a must, is there some way to make explosive cannons? (eg. spawn creatures that use undirected dust; use undirected dust flows from a LOS location; create concussion from material globs; etc.)

Robot weapons might be a bit different too... maybe jackhammers (pickaxe replacement?), steam cannons, etc. run from the bot's engine?

Perhaps our automatons run off of alchahol-combustion engines. Then we could make them drink but not eat, right?
A material saddly can only "boil" which makes it a gas, so no vapor.
But in the interaction that shoots the splatter that will boil, it could also cause an delayed syndrome (interactions can add syndromes instantly)
creating the effect of always working (altho if the splatter projectile misses, the target will still be affected)

Rocket batteries (like you said)

Flamethrowers/frost sprayers (dragonfire breath (too powerful tho) or a material that is super heated/cold (or just hot/cold enough to damaged organic tissues))

Stabby, well is stabby

Brain-Scrambler for opposed to life critters, I take it you mean this for a Anti-Necro response?
Why not just make it hinder the creature's motor functions or something to that effect (I don't know if CRAZED attacks other CRAZED)

Mounted Guns would be for soldiers (built into their caste, firing attacks done through interactions)

As for robot weapons right now all I'm thinking (and know) is there is only digger and woodcutting
which I would consider hand upgrades for workers (attach a drill to a hand and set to work in the mines, attach a saw to a hand to cut trees)
Steam cannons sound more of a Built-in weapon that workers could use as a short ranged defence weapon. (giving soldiers a better more deadly projectile based weapons)

And yes through the use of NO_EAT, NO_DRINK even then booze is not needed since they live off of steam, water should suffice. Booze could be converted to be "Oil" or something of the like that could have a positive effect if consumed by and automation (and negative for organic beings, nobody drinks oil)

Also we could leave the eating part in, I had an idea for forcing creatures to eat and drink a spacfic food type.
[SPECIFIC_FOOD:PLANT:BAMBOO, ARROW]

but instead create non-exsistant plants (live in raws but not genned worlds)
and reactions to produce food/drink from them
I know the food part should work, but the Drink I'm not sure of.
I will be doing tests in a TC mod that i'm in the process of making.
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Putnam

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #36 on: May 02, 2012, 10:15:20 pm »


A material saddly can only "boil" which makes it a gas, so no vapor.


TRAILING_VAPOR_FLOW

Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #37 on: May 02, 2012, 10:17:53 pm »


A material saddly can only "boil" which makes it a gas, so no vapor.


TRAILING_VAPOR_FLOW
Derp Misread what he said, I thought he was talking about a SPLATTER which would boil. So yes what Putnam said
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Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #38 on: May 03, 2012, 05:50:57 am »

Hmm... thinking of interesting attacks for the nastier warriors...

What about a spray that combusts (not vaporises, we don't want clouds of it!) quickly and causes blisters, numbing, and sometimes paralysis used as electric arcs?
Rocket batteries can be simple fire imp attacks.
Flamethrowers/cryonic sprays are simple enough...
Stabby bits are simple...
A brain-scrambler? Caste with a melee interation that makes things opposed_to_life, etc. to make them go berserk? Maybe not...
Mounted guns are a must, is there some way to make explosive cannons? (eg. spawn creatures that use undirected dust; use undirected dust flows from a LOS location; create concussion from material globs; etc.)

Robot weapons might be a bit different too... maybe jackhammers (pickaxe replacement?), steam cannons, etc. run from the bot's engine?

Perhaps our automatons run off of alchahol-combustion engines. Then we could make them drink but not eat, right?
A material saddly can only "boil" which makes it a gas, so no vapor.
But in the interaction that shoots the splatter that will boil, it could also cause an delayed syndrome (interactions can add syndromes instantly)
creating the effect of always working (altho if the splatter projectile misses, the target will still be affected)

Rocket batteries (like you said)

Flamethrowers/frost sprayers (dragonfire breath (too powerful tho) or a material that is super heated/cold (or just hot/cold enough to damaged organic tissues))

Stabby, well is stabby

Brain-Scrambler for opposed to life critters, I take it you mean this for a Anti-Necro response?
Why not just make it hinder the creature's motor functions or something to that effect (I don't know if CRAZED attacks other CRAZED)

Mounted Guns would be for soldiers (built into their caste, firing attacks done through interactions)

As for robot weapons right now all I'm thinking (and know) is there is only digger and woodcutting
which I would consider hand upgrades for workers (attach a drill to a hand and set to work in the mines, attach a saw to a hand to cut trees)
Steam cannons sound more of a Built-in weapon that workers could use as a short ranged defence weapon. (giving soldiers a better more deadly projectile based weapons)

And yes through the use of NO_EAT, NO_DRINK even then booze is not needed since they live off of steam, water should suffice. Booze could be converted to be "Oil" or something of the like that could have a positive effect if consumed by and automation (and negative for organic beings, nobody drinks oil)

Also we could leave the eating part in, I had an idea for forcing creatures to eat and drink a spacfic food type.
[SPECIFIC_FOOD:PLANT:BAMBOO, ARROW]

but instead create non-exsistant plants (live in raws but not genned worlds)
and reactions to produce food/drink from them
I know the food part should work, but the Drink I'm not sure of.
I will be doing tests in a TC mod that i'm in the process of making.
right, great work again, so, i love the oil idea, but in the interests of !!FUN!!, could it be made that it explodes somehow when hit with too much heat? i'm thinking hot oil barrels purposely thrown out into the desert to act as a sort of time-delay bomb if the military fails. speaking of bombs, are explosives, in a traditional sense, possible at all?
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Slash Harkiri

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #39 on: May 03, 2012, 06:26:20 am »

oh.... one more thing everybody.....

all this talk is getting me hyped up, and im pretty sure i'm not the only one who wants desperately for a prototype version of the mod to come out, so! i would LOVE it if your ideas were put to use, hugo, you seem to be the one who has done most of the actual work, so if its fine, i'd like it be YOU who constructs the first version of this mod.

have fun lads!
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #40 on: May 03, 2012, 09:23:09 am »

The Oil Idea is only a theory atm so I will run some tests with that as I get to assembling the automations. Since I haven't done anywork with interactions, im afraid soldier automations will just have melee attacks and made from stronger metals.

Also I heard somewhere if a creature has blood that is not a liquid they have an issue with eating/drinking, so I wil probally test the steam blood later until I get the automations up and running in a semi-desired effect.

And I'm honored to make the first version, of course in the end it will probally be butchered :P since I only got so much info from here, the rest would be my ideas. But hey it would be a first draft and can be altered at will.

EDIT:
so far explosives are a no go :(

EDIT2:
Small update that I've made thus far:

Castes so far:
Worker MALE/FEMALE
Warrior genderless

Babies only and growup in 1 year, they are known as "automation assemblies" so that a birth is like a worker (mother) gathering/making up the required parts, then it takes a year to assemble it all. So that means no child stage.

Current entire creature:

EDIT3:
Just finished up a rough draft of:
Bodies
- Standard Humanoid
- 4 Armed Humanoid
- 4 Armed/Legged Humanoid
- War based Humanoid (lacks a right hand as the right lower arm is a cannon, and the left hand is a spiked mace, plus blades on the left lower arm for slashing)

B_Detail_Plans:
- Standard Automation tissues
- Standard Automation tissue layering
- Automation body positions (core casing over power geode, simliar to skull around brain)

Tissue Templates (same as the above tissues, only templated for "other" automation creatures)
« Last Edit: May 03, 2012, 10:54:28 am by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #41 on: May 03, 2012, 11:57:57 am »

I require some assistance, I've been out of modding for awhile.

The issue I have run into is that, the automations do not show up in the list of creatures for the Arena
The errorlog is clean, they just don't show up. Here is the Automation:

Spoiler: body_automation.txt (click to show/hide)

I will have a hard time testing the automations if I can't run quick combat tests, I'm going to try and see if I can play as them in fortress mode.

EDIT:
Worlds cannot be genned due to no playable civ, At first I thought it was cause the creature was called AUTO thinking it might be conflicting with the internal workings of DF so I renamed their ID to AUTOMATION. Still no luck. What went horribly wrong?
« Last Edit: May 03, 2012, 12:03:07 pm by Hugo_The_Dwarf »
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Trapezohedron

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #42 on: May 03, 2012, 12:05:33 pm »

[OBJECT:CREATURE] or something like that is missing? Or did you snip it from the post?
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #43 on: May 03, 2012, 12:11:02 pm »

[OBJECT:CREATURE] or something like that is missing? Or did you snip it from the post?

A thousand Praises, I did not snip it that was the enitre file *faceplam* such a simple thing to miss and leave out. Thank you that was the issue.

EDIT:
Must find another way to use water as BLOOD, else have to create custom material.

EDIT2:
Water can be used as blood, you just need to use [BLOOD:WATER:(state)] there is no NONE, but using water has the weird effect of not being able to bleed to death, then again it could be pipes are healing too fast to Bleed out enough to cause Faint or Pale.

EDIT3:
Bleeding to death from "Water" blood loss is impossible, might have to create a custom material afterall.

EDIT4:
Bleeding to death only possible from LOCAL materials, It appears using BLOOD:WATER:LIQUID is valid, but since the material is from a EXTERNAL source and possibly infinite bleeding to death not possible. Must use a material for blood using USE_MATERIAL_TEMPLATE. Custom water material made, that boils to steam at room temp, to avoid the issues that might be caused from having blood that is non-liquid.
« Last Edit: May 03, 2012, 12:53:43 pm by Hugo_The_Dwarf »
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Hugo_The_Dwarf

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Re: Project Clockwerks: automaton fortress. MODDERS WANTED!!
« Reply #44 on: May 03, 2012, 10:21:18 pm »

Run a quick fort run before some much needed sleep, War automations I will have to add a grasp part, or some sort of self cleaning interaction. Since they consider themselves too injured to clean by normal means.

Just started so can't say anything about births, But I think they will go as planned. Mother carrying around the assembly until grown into a full automation.
Might make mother's special doctor like automations, you know setting and repairing others (only makes sense) where as workers are the "males" only because they can gather/make the parts of an automation, but have to give the parts to the repair automation "female" to assemble since they have the know how of automations.

Now since an automation still has to get married to give birth, I could just make all other automation types "male" so that even if the "female" automation was married to a war auto (shame due to the chance of the war auto dying and the "female" no longer building other autos)

Also I have no know how of interactions, if anyone can help me with those or PM a very nice explaination and examples of how to do them and use them. I would be very happy if you did so.

So here's a list of what I plan on doing next
- Give War Autos a grasp part (small pincer like do hicky on the gun arm, basically bringing the right hand back again)
-- If could give all autos a self cleaning interaction
- See if the force to drink a certain booze/plant will work
-- If forcing works, make reactions to turn food (meat, plants, booze, seeds, etc) into oil for automation consumtion
--- Could make special oils that can improve certain aspects of autos (speed, def, att, etc)
---- Special consumable items that can give perma boosts (hopefully can make stackable, so investing in making it and force feeding it to soldiers could make a super auto)
- Work on castes some more
- Plan out a bigger and badder automation, that could be made from upgrading another automation to it (more mounted guns, made from steel instead of iron, more badass)

This list is subject to change based on everyone's opions.
So please add/correct it :P

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