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Poll

What do you think about the Mod Manager? (3 max)

I like the Slap Graphics and how I can pick out any pack that is supported
I like the Settings, change aspects of the mod at will
I like the Tileset Changer
Slap Graphics could use some more work
Not enough settings (if so, what?)
Tileset changer has some flaws (suggestions)

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Author Topic: [MAJOR]: <)(Regeneration: Forced Evolution)(> V1.5 out 14/08/13  (Read 76004 times)

Hugo_The_Dwarf

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Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
« Reply #135 on: April 17, 2013, 01:57:46 am »

I might be getting some help from an old modding buddy, right now we are preparing a list of things to work on and add in. I'm still trying to brainstorm some more Magic spells and ways to get magic flowing all around to where it is needed (kobolds need some shamans and some love) also some more critters for the caves, even the surface.

I'm still working on a test fort to root out little things, bugs, and balancing issues.

Also things to expect:
-Weapons that have a throwing option will have the skill changed to sword/axe instead of THROW so that the AI will reconize it and use it
-Liches will be nerf'd a bit and made leaders for undead civs, also have a plan for liches that might make them an interesting boss when they decide to invade.
-Spells to replace the ones I disabled for Fire and Ice trees, and extra magic trees
-Kobolds will get extra castes
-Maybe an extra race of evil that will have quite an interesting caste that will just keep on giving.
-Perhaps Alchemy that can easily be moved over to adventure mode
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Hugo_The_Dwarf

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Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
« Reply #136 on: April 20, 2013, 12:09:34 am »

Updated the Poll, I hope soon to have a moment of free time to hash out a action of doing.
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Hugo_The_Dwarf

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Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
« Reply #137 on: April 21, 2013, 01:52:40 am »

Was wondering why noone was voting, didn't unlock the poll
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Hugo_The_Dwarf

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Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
« Reply #138 on: April 22, 2013, 09:55:08 pm »

A few have voted, I'm going to keep the poll up as I'm just tweaking a few things still. And a good buddy Toxicshadow is helping out in modding Regen. Do not know for how long, but he is getting some shiz done.
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Hugo_The_Dwarf

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Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
« Reply #139 on: April 24, 2013, 03:31:01 pm »

Alright voting is closed, I will be focusing on Magic then Alchemy and then just jumping between a New evil race and Working on goblinoid funness, now of course Toxicshadow has worked on the goblins on the side so they are almost done.

I just have to test a Silence Spell then off to work on more magic trees and spells to be learned.
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Toxicshadow

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Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
« Reply #140 on: April 27, 2013, 02:41:09 pm »

You reply to yourself too much xD Don't you have an OP for information? Nevertheless, not a bad mod o3o. Been working on the wiki a bit
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Hugo_The_Dwarf

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Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
« Reply #141 on: April 29, 2013, 12:22:41 pm »

I tend to reply to myself a lot yes, but so do a lot of other authors of their mods lately.

My OP does need quite a bit of an update, which is probably just important as updating the mod itself.

Have been a bit tied up of late. Hope to get back into getting some more updates when I get a test run done/Fortress.
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Maklak

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Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
« Reply #142 on: May 02, 2013, 03:17:43 am »

I used your MAGIC_MISSLE_8 idea to propose a shotgun with buckshot for another mod. Thanks. http://www.bay12forums.com/smf/index.php?topic=118893.msg4218316#msg4218316
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Hugo_The_Dwarf

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Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
« Reply #143 on: May 04, 2013, 04:50:14 pm »

Glad that I could be of assistance. I think I posted that interaction in the Spellbook thread, altho it's so far gone into the depths of the board that only a hotlink in my sig will bring you there (acually the modder's reasource that is in my sig has a link to it.)
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Hugo_The_Dwarf

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Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
« Reply #144 on: May 10, 2013, 01:43:25 am »

been playing around with the logo recently, now the additional text does seem a bit off from the main name, I'll fix that sooner or later. Still making little tweaks to make the Regeneration experience so much better then it is already.

just so everyone knows the "basics" of what I did:
v1.4
-Dwarven mines have had their sizes reduced, somehow they were massive.
-All weapons that use throwing knives now use the SWORD skill.
-Battle axes that allow throwing of axes use the AXE skill
-Humans can now make wheelbarrows and minecarts
-Humans Cheif Medical Dwarves have been renamed to Cheifs of Medicine
-Outcast Elves have had their triggers upped again.
-Physical/Mental Attributes:
-- Dropped max strength in Goblin caste by 200 (Now 1850)
-- Dropped every Endurance value in Goblin caste by 150
-- Dropped max Endurance and Recuperation by 250
-- Increased every Recuperation value in Goblin caste by 100
-- Made Memory equal to Creativity (Low)
-- Gave Goblins Toughness values (Low)
-- Gave Orcs Toughness values (High)
-- Changed Goblin/Orc/Troll Caste Name to be caste-specific (I.E. When initializing goblin_female, you have [CASTE_NAME] NOT when selecting all gobs)
-- Added Goblin Seekers and Thieves
-- Added Orc Brutes
-- Removed [BONECARN] from creature level, moved it to various castes (I.E. Orc Brute).
-- Added troll destoryers
-Removed some redundant materials
-Created Silence Spell
-All Spells (or most) require speech to be used.
-Added a functional Muscle tissue
-Unholy have been given an Overlord Position
-Goblin Boss castes added, 2 mages and 1 leader
-burn all bodies and remains has been added to kiln

EDIT: like to note that Toxic did a great deal on the goblins and their castes so not to take all the credit for his hard work
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Stronghammer

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Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
« Reply #145 on: May 10, 2013, 06:00:52 pm »

I assume by Dwarven Mines, you mean the kaboom kind right?
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Hugo_The_Dwarf

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Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
« Reply #146 on: May 10, 2013, 09:20:53 pm »

I assume by Dwarven Mines, you mean the kaboom kind right?

Kaboom is correct, they are a late game invention and making the workshops is like a tech tree. And is a bit micro managy, but normally late game you are looking for things to do. So it all works out.
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Stronghammer

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Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
« Reply #147 on: May 12, 2013, 07:55:44 am »

cool
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Toxicshadow

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Hugo_The_Dwarf

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Re: <)(Regeneration: Forced Evolution)(> V1.3 the big fun magic update
« Reply #149 on: May 13, 2013, 11:45:16 pm »

Ok I updated the OP with some better details and touched on the features section a tad (not much time to do anything more)

also a progress report on the Poll results.
I have done the goblin castes (with the aid of Toxic)
I have added in more Spells

Now just to dig into alchemy and start on the new evil civ (Which will be a late game cave invader, so beware of the caves when the skeletons come)
I've had this evil race in the "to do" list for a very long time, and have some base sketches of them. Expect some pretty badass invaders from the depths
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