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Poll

Should I restart this mod from scratch?

No
- 3 (10.7%)
I am undecided
- 4 (14.3%)
Yes, but keep the old files
- 13 (46.4%)
Yes, and remove the old files
- 4 (14.3%)
What are you, high?
- 4 (14.3%)

Total Members Voted: 28


Pages: 1 ... 23 24 [25] 26 27 ... 40

Author Topic: Dragonic Civilization (In process of being redone)  (Read 104296 times)

Zanzetkuken The Great

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Re: Dragonic Civilization v.0.7
« Reply #360 on: June 02, 2012, 06:12:29 pm »

Jedi coexisting with Dragons and Dwarves...awesome or just plain wrong? Side note:any of you ever watch Farscape? I'm curious.   
Added to the "to add" list.

Jedi coexisting with Dragons and Dwarves...awesome or just plain wrong? Side note:any of you ever watch Farscape? I'm curious.
*Eyes sparkle* "I'm not the only one that has watched Farscape :D" yes I have watched it. I got all seasons and the final two movies that finish it up.
I even started watching it again, 1 every night before bed (tonight is episode 4 season 1)

and jedi would be simply "trained" dwarves/humans/goblins (darth maul lol) I don't think slayers or dragons should hae jedis lol that would be weird

Goblins would be the sith.  How would I program in 'the force'?
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Eric Blank

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Re: Dragonic Civilization v.0.7
« Reply #361 on: June 02, 2012, 06:26:45 pm »

Goblins would be the sith.  How would I program in 'the force'?

With some crazy-ass interactions of course! :D
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Re: Dragonic Civilization v.0.7
« Reply #362 on: June 02, 2012, 06:34:31 pm »

Jedi coexisting with Dragons and Dwarves...awesome or just plain wrong? Side note:any of you ever watch Farscape? I'm curious.
*Eyes sparkle* "I'm not the only one that has watched Farscape :D" yes I have watched it. I got all seasons and the final two movies that finish it up.
I even started watching it again, 1 every night before bed (tonight is episode 4 season 1)

and jedi would be simply "trained" dwarves/humans/goblins (darth maul lol) I don't think slayers or dragons should hae jedis lol that would be weird

The Library where I live has DvDs. Me and my mom and dad just finished watching the entire series plus The Peacekeeper Wars. Now I wish they had made more.
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.7
« Reply #363 on: June 02, 2012, 08:19:45 pm »

Goblins would be the sith.  How would I program in 'the force'?

With some crazy-ass interactions of course! :D

Can you give me an example?
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<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Greiger

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Re: Dragonic Civilization v.0.7
« Reply #364 on: June 02, 2012, 08:34:49 pm »

...I don't think slayers or dragons should hae jedis lol that would be weird

Yea weird... very weird.

...WEIRD AWESOME!

Spoiler: 2 Minutes in Gimp (click to show/hide)

...We now return you to your regularly scheduled discussion...
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Re: Dragonic Civilization v.0.7
« Reply #365 on: June 02, 2012, 11:58:42 pm »

Goblins would be the sith.  How would I program in 'the force'?

With some crazy-ass interactions of course! :D

Can you give me an example?

Here, this is a simple "Use the Force, Luke" kind of interaction; It triples all your physical attributes besides recuperation and disease resistance, and your focus, willpower, and kinesthetic and spatial senses. It also gives a 25% bonus to all skill rolls and prevents the effects of pain, dizziness, stunning, and overexertion. It effectively turns your competent swordsman into a talented jedi, or your great swordsman into a legendary jedi. The effects last long enough for any normal combat situation to come to a close, but can probably be invoked again immediately afterwards. AI will use it when fleeing or just because they feel like it.

The interaction itself belongs in a [OBJECT:INTERACTION] text file, and the creature component goes in a creature caste's definition same way dragonfire interactions do. (in that they can be applied to a specific caste, in that caste's definition.)

Spoiler: The interaction (click to show/hide)


You can do other things like force pushing with a directed dust flow, but that's extremely dangerous to all involved because even the caster is caught in the dust and propelled forwards (kinda like a force-sprint, but with extra chance to slam headfirst into a wall and die, or kill your friends, and likely won't even reach the intended target.) or force lightning.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Zanzetkuken The Great

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Re: Dragonic Civilization v.0.7
« Reply #366 on: June 03, 2012, 02:37:36 pm »

Goblins would be the sith.  How would I program in 'the force'?

With some crazy-ass interactions of course! :D

Can you give me an example?

Here, this is a simple "Use the Force, Luke" kind of interaction; It triples all your physical attributes besides recuperation and disease resistance, and your focus, willpower, and kinesthetic and spatial senses. It also gives a 25% bonus to all skill rolls and prevents the effects of pain, dizziness, stunning, and overexertion. It effectively turns your competent swordsman into a talented jedi, or your great swordsman into a legendary jedi. The effects last long enough for any normal combat situation to come to a close, but can probably be invoked again immediately afterwards. AI will use it when fleeing or just because they feel like it.

The interaction itself belongs in a [OBJECT:INTERACTION] text file, and the creature component goes in a creature caste's definition same way dragonfire interactions do. (in that they can be applied to a specific caste, in that caste's definition.)

Spoiler: The interaction (click to show/hide)


You can do other things like force pushing with a directed dust flow, but that's extremely dangerous to all involved because even the caster is caught in the dust and propelled forwards (kinda like a force-sprint, but with extra chance to slam headfirst into a wall and die, or kill your friends, and likely won't even reach the intended target.) or force lightning.

The force shall be in the game.  I think I may need to add something to the mod title, or just change the name.  Suggestions?
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<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Delioth

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Re: Dragonic Civilization v.0.7
« Reply #367 on: June 03, 2012, 11:17:48 pm »

I went through the entire thread today and extend my congratulations for what-sounds to be an awesome mod.

In response to your issue of dragons not wearing clothing, I may have a solution...

Spoiler (click to show/hide)

I believe if you change these three from :COMMON to :FORCED that it will force all of your dragons into wearing this. I saw a modding project somewhere else on these forums where someone modded a race where everyone wore some armor or some such thing.

 Hope it helps, and feel free to use any of the random things that I make when I get bored.

P.S. If you like, I could do anything you'd like to help this along, as I'm capable of either doing something or finding out how to.

EDIT: typos/grammatical fix
« Last Edit: June 04, 2012, 04:24:34 pm by Delioth »
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tahujdt

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Re: Dragonic Civilization v.0.7
« Reply #368 on: June 04, 2012, 01:23:50 pm »

I've been planning to make a starwars mod for some time now. Any volunteers to help? I can do entities, interactions and reactions, but I'm no good with creatures.
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.7
« Reply #369 on: June 04, 2012, 04:57:15 pm »

I went through the entire thread today and extend my congratulations for what-sounds to be an awesome mod.

In response to your issue of dragons not wearing clothing, I may have a solution...

Spoiler (click to show/hide)

I believe if you change these three from :COMMON to :FORCED that it will force all of your dragons into wearing this. I saw a modding project somewhere else on these forums where someone modded a race where everyone wore some armor or some such thing.

 Hope it helps, and feel free to use any of the random things that I make when I get bored.

P.S. If you like, I could do anything you'd like to help this along, as I'm capable of either doing something or finding out how to.

EDIT: typos/grammatical fix

Hugo fixed that problem already.  I'll use all of the random things that you make, probably...

I've been planning to make a starwars mod for some time now. Any volunteers to help? I can do entities, interactions and reactions, but I'm no good with creatures.

Why not just put it into this mod?  Separate folder, obviously.
« Last Edit: June 04, 2012, 06:16:23 pm by Zanzetkuken The Great »
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It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
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<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Zanzetkuken The Great

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Re: Dragonic Civilization v.0.7
« Reply #370 on: June 04, 2012, 08:56:05 pm »

VERSION 0.8!!!!

Jedi
Sith
Other stuff (got to start writing these things down)
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It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Tierre

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Re: Dragonic Civilization v.0.7
« Reply #371 on: June 05, 2012, 03:35:03 am »

Is it compatible with 34.11?
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Hugo_The_Dwarf

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Re: Dragonic Civilization v.0.7
« Reply #372 on: June 05, 2012, 03:41:27 am »

Is it compatible with 34.11?
It should be. Only change in 34.11 is that Mail Shirts are considered OVER instead of ARMOR
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.8.1
« Reply #373 on: June 05, 2012, 03:25:35 pm »

Bug-fix up.
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<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Zanzetkuken The Great

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Re: Dragonic Civilization v.0.8.1
« Reply #374 on: June 06, 2012, 02:44:50 pm »

Okay, I need something to be suggested, because I am NOT releasing v.0.9 with only Gremlins.
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It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon
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