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Author Topic: Rise of the Mushroom Kingdom: No new update...yet  (Read 269781 times)

ZebioLizard2

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Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
« Reply #270 on: November 08, 2012, 12:24:48 pm »

I do hope a graphics set is eventually made, I love this, but I'm not an honest fan of full ASCII.
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b_knight286

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Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
« Reply #271 on: November 16, 2012, 09:25:33 pm »

Made a Koopa fort with the new update, my Koopas move faster while carrying things than they do just walking!  It was hilarious to see one trudge up to the block stockpile, grab a stone block, then zoom away three times faster than before!  Prolly some kinda bug though.  Also, the Koopa brain shuts off if they get next to an enemy.  Haven't seen what other races do, but Koopas just stand there and take it.  You can get them thinking again by chasing the enemy so it's not next to them anymore.  I drafted all my starting Koopas to save my miner from an enraged Wiggler, he was just sitting there, but the moment it started fleeing from the others, my frozen miner gave chase.  Koopas are my favorite race to play, though I like Shyguy's more.  Here's hoping you can figure out what went wrong!  Oh, and as a suggestion, for Koopas raising the dead, just make a custom Dry Bones creature, like the custom mushroom one, and have a reaction to turn LIVING Koopas into them somehow.  Possibly using a potion or whatever.  There should be a way to keep them friendly to the Koopas, but I don't really know.  Good luck modding this awesomeness!
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EmeraldWind

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Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
« Reply #272 on: November 18, 2012, 10:32:10 am »

Made a Koopa fort with the new update, my Koopas move faster while carrying things than they do just walking!  It was hilarious to see one trudge up to the block stockpile, grab a stone block, then zoom away three times faster than before!  Prolly some kinda bug though.  Also, the Koopa brain shuts off if they get next to an enemy.  Haven't seen what other races do, but Koopas just stand there and take it.  You can get them thinking again by chasing the enemy so it's not next to them anymore.  I drafted all my starting Koopas to save my miner from an enraged Wiggler, he was just sitting there, but the moment it started fleeing from the others, my frozen miner gave chase.  Koopas are my favorite race to play, though I like Shyguy's more.  Here's hoping you can figure out what went wrong!  Oh, and as a suggestion, for Koopas raising the dead, just make a custom Dry Bones creature, like the custom mushroom one, and have a reaction to turn LIVING Koopas into them somehow.  Possibly using a potion or whatever.  There should be a way to keep them friendly to the Koopas, but I don't really know.  Good luck modding this awesomeness!

That part about the Koopas going dumb in battle is probably due to their ability to hide in their shells.
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b_knight286

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Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
« Reply #273 on: November 18, 2012, 11:24:45 am »

The combat logs didn't mention them "curling" or "uncurling" at all, so unless they don't mention those at all, they were just sitting ducks.  Would be better for them to try running away, since I can't get civilians to wear shells that would make a difference.
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Korbac

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Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
« Reply #274 on: November 30, 2012, 06:57:53 pm »

Any updates to this great mod? I'm thinking of getting back into it again! :D
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Zavvnao

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Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
« Reply #275 on: December 03, 2012, 12:36:43 pm »

Hello? I just need some help, the bumptie civs always die off very fast :c
can someone help me with making last longer?

Also, Kremling cities tend to die off for no reason.
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EmeraldWind

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Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
« Reply #276 on: December 16, 2012, 04:00:18 am »

I never noticed that the Toads were forced to wear mushroom caps before. That's a nice touch...

Though I do have a bit of confusion. Ya see...

Code: [Select]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:VEIL]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HYMENIUM:HYMENIUM]
[TL_COLOR_MODIFIER:SPOTS_WHITE_RED_MW:64:SPOTS_WHITE_BLUE_MW:16:SPOTS_WHITE_GREEN_MW:16:SPOTS_WHITE_YELLOW_MW:16:SPOTS_WHITE_PURPLE_MW:16:SPOTS_WHITE_AQUA_MW:16:SPOTS_WHITE_PINK_MW:16:STRIPES_RED_WHITE_MW:16:STRIPES_BLUE_WHITE_MW:4:STRIPES_GREEN_WHITE_MW:4:STRIPES_YELLOW_WHITE_MW:4:STRIPES_PURPLE_WHITE_MW:4:STRIPES_AQUA_WHITE_MW:4:STRIPES_PINK_WHITE_MW:4:SPOTS_BLACK_RED_MW:4:SPOTS_BLACK_BLUE_MW:1:SPOTS_BLACK_GREEN_MW:1:SPOTS_BLACK_YELLOW_MW:1:SPOTS_BLACK_PURPLE_MW:1:SPOTS_BLACK_AQUA_MW:1:SPOTS_BLACK_PINK_MW:1]
[TLCM_NOUN:mushroom cap:SINGULAR]
[TL_COLOR_MODIFIER:SPOTS_WHITE_BROWN_MW:4:SPOTS_BROWN_WHITE_MW:1:STRIPES_BROWN_WHITE_MW:1:BROWN:1:WHITE:1]
[TLCM_NOUN:mushroom cap:SINGULAR]
[TLCM_TIMING:ROOT:40:0:70:0]

From this I gather that you have the mushroom caps' colors being determined by the Toad... so it the cap a natural part of them... or something they wear? Also it looks here that as they age their spots and stripes turn to brown...

I'm guessing that you intend for the caps to be in theory part of the Toad as the Toads must wear the mushroom cap and mushroom caps are only available to the Toads, but ultimately the caps are an item that the Toads wear.

I'm curious because I recently noticed that the Toads all wear mushroom caps.

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This is by no means a promise... or even a thing.
This is a warning that what you see is not going to be anything more than an experiment...
Spoiler (click to show/hide)




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Putnam

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Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
« Reply #277 on: December 16, 2012, 04:47:14 am »

If it's defined in the creature, it's a natural part of them.

EmeraldWind

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Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
« Reply #278 on: December 16, 2012, 12:31:50 pm »

If it's defined in the creature, it's a natural part of them.

It is and it isn't...

The Toads have something called the hymenium rather than a head. The descriptor patterns defining the patterns on the cap are applied to the hymenium as well as a mushroom cap TLCM_NOUN... but the mushroom cap is also a wearable helmet item that all Toads are forced to wear by their civ.

So, I think a bit a clarification on what exactly the mushroom cap item is would help a bit.
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Putnam

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Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
« Reply #279 on: December 16, 2012, 01:31:50 pm »

They're not forced to wear it, the civ is just forced to have it.

IndigoFenix

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Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
« Reply #280 on: December 18, 2012, 12:15:51 pm »

The mushroom caps are one of those creative liberties I took, although it's a bit ambiguous regarding what the interpretation is.  I spent a bit of time trying to decide exactly how fungus-like the Toads should be, and whether or not the mushroom caps should be biological or artificial, and eventually I settled on making them artificial (there have been, on rare occasions, Toads wearing things other than mushroom caps, like propeller helmets).  However, since the colors and designs on a Toad's cap are their main identifying feature in the source material, I decided to give them biologically-determined colors as well.  Also you can kill them by reaching under their caps and gouging out their hymeniums (gills), which function as their brains.

I guess you could say that they have a biological mushroom-like physiology with a small cap, but they like to wear big artificial caps over them.  Yeah, we'll go with that.  On a side note, those mushroom caps are extremely thick and as a result offer better protection than other kinds of soft clothing.

EmeraldWind

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Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
« Reply #281 on: December 18, 2012, 12:34:09 pm »

The mushroom caps are one of those creative liberties I took, although it's a bit ambiguous regarding what the interpretation is.  I spent a bit of time trying to decide exactly how fungus-like the Toads should be, and whether or not the mushroom caps should be biological or artificial, and eventually I settled on making them artificial (there have been, on rare occasions, Toads wearing things other than mushroom caps, like propeller helmets).  However, since the colors and designs on a Toad's cap are their main identifying feature in the source material, I decided to give them biologically-determined colors as well.  Also you can kill them by reaching under their caps and gouging out their hymeniums (gills), which function as their brains.

I guess you could say that they have a biological mushroom-like physiology with a small cap, but they like to wear big artificial caps over them.  Yeah, we'll go with that.  On a side note, those mushroom caps are extremely thick and as a result offer better protection than other kinds of soft clothing.

That was slowly what I was seeming to figure out. I mean the cartoons had Toad remove his cap once or twice revealing it wasn't exactly part of his head and that was how I was visualizing Toads for this mod until I noticed the colors were determined by genetics which threw me off. But it makes sense, it just makes it seem like Toads are born with a natural color preference that determines what color their caps will be.
Spoiler (click to show/hide)
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Putnam

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Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
« Reply #282 on: December 18, 2012, 07:19:40 pm »

I wouldn't take the cartoon as even remotely canon :P

I mean, yes, there is no canon whatsoever, but I wouldn't use the cartoon as a source material, personally.
« Last Edit: December 18, 2012, 07:22:50 pm by Putnam »
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EmeraldWind

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Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
« Reply #283 on: December 19, 2012, 12:04:57 am »

I wouldn't take the cartoon as even remotely canon :P

I mean, yes, there is no canon whatsoever, but I wouldn't use the cartoon as a source material, personally.

Yeah, I realize that.  ;D

But since the mushroom caps for this mod were hats that the Toads could take off, it invoked the show in my head.
I was just saying because of that I ended up visualizing them in my head that way.

Not that I actually think the shows are canon in the slightest. I mean seriously, who would even believe the Mario Bros. came from Brooklyn in this day and age, right?

But then again I still favor the shows in that I believe the Koopalings to be Bowser's kids... regardless of what Nintendo or Miyamoto may say otherwise.   :P
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Monk321654

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Re: Rise of the Mushroom Kingdom: Major Mod (Update: Version 0.27)
« Reply #284 on: December 19, 2012, 12:34:21 pm »

It's one thing to have your kids do chores like wash the dishes, pummel those pesky plumbers, and watch after your kingdoms, but just hiring random hooligans off the street? Bowser seems a bit more... Low after that.
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