Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4] 5

Author Topic: [Mod] SOV.G.1 -Let's Start Working-  (Read 8734 times)

Vherid

  • Bay Watcher
  • [CREATURE:SLARK]
    • View Profile
Re: [Mod] SOV.G.1 (First Release!)
« Reply #45 on: July 20, 2012, 12:34:58 pm »

Currently downloading the mod. Vherid, which of the colour schemes would you recomend? The grey one?

I recommend the one it starts you on, the sov2.

dirkdragonslayer

  • Bay Watcher
  • Dabbling Modder, Proficient Failure
    • View Profile
Re: [Mod] SOV.G.1 (First Release!)
« Reply #46 on: July 20, 2012, 12:57:40 pm »

the next update for DF (whenever that is) is planned to have the ability to use mounts, so once that happens we can get armies of cossacks!
hurray for history!
Logged
"Games come and go, and we all get tired of some games after time, but Dwarf Fortress seems to grab me by the leg every couple months and drags me back with it's bloody, ASCII claw. I think this game has given me Stockholm syndrome, but I love it so, and it's simplistic style yet extremely complex mechanics are like fine art, like a beautifully crafted ☼Cave Spider Silk Sock☼" - Dirk 3/31/2014
TAIL SHOOOOES!

Dogamus

  • Escaped Lunatic
    • View Profile
Re: [Mod] SOV.G.1 (First Release!)
« Reply #47 on: July 20, 2012, 06:24:04 pm »

YAAAAAY!!!!
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [Mod] SOV.G.1 (First Release!)
« Reply #48 on: July 20, 2012, 08:22:16 pm »

the next update for DF (whenever that is) is planned to have the ability to use mounts, so once that happens we can get armies of cossacks!
hurray for history!

Really? That was never mentioned, so far as I can tell.

oh look, finally an excuse to post in this topic

x2yzh9

  • Bay Watcher
    • View Profile
QQ
« Reply #49 on: July 20, 2012, 10:35:43 pm »

the next update for DF (whenever that is) is planned to have the ability to use mounts, so once that happens we can get armies of cossacks!
hurray for history!

Really? That was never mentioned, so far as I can tell.

oh look, finally an excuse to post in this topic
QFT. If what dirkdragonslayer said is true, then I can't wait for the ability to build vehicles(Will be just a modded mount I'm guessing) and equip your survivors with them and/or get one and ride around in adventurer mode.

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [Mod] SOV.G.1 (First Release!)
« Reply #50 on: July 20, 2012, 10:45:10 pm »

Hmm. I don't remember reading mounts in Toady's updates, But I guess we will see? It's not uncommon for a unmentioned update to be included (at least unannounced, It would be in the File Changes or Release Notes.)

Eagerly awaiting for Vherid's next release of this :P where it's not just graphics ;)
Logged

Hubris Incalculable

  • Bay Watcher
    • View Profile
Re: [Mod] SOV.G.1 (Graphics!)
« Reply #51 on: July 20, 2012, 11:51:56 pm »

Sorry about not really having anything out still despite that I wanted to, and said I should have, I've been busy making some album artwork for a friend's band, but I've played around with the ranks a little bit in terms of leadership, it should be Premier(Monarch)

Why wouldn't the Monarch be General Secretary?
Logged
Code: (Bay 12 Lower Boards IRC) [Select]
server = irc.darkmyst.net
channel = #bay12lb

GaxkangtheUnbound

  • Bay Watcher
  • To the skies!
    • View Profile
Re: [Mod] SOV.G.1 (First Release!)
« Reply #52 on: July 21, 2012, 10:18:35 am »

As for the nobles issue, perhaps the royal guard could be the Kremlin Guard Force, and once your city reaches a certain number of soviets, transform all basic nobles into Directorates of the KGB?
Logged
Proud of my heritage.
Prepare to lose your sanity.

Vherid

  • Bay Watcher
  • [CREATURE:SLARK]
    • View Profile
Re: [Mod] SOV.G.1 (First Release!)
« Reply #53 on: July 27, 2012, 04:39:37 am »



Well, I'm back from Siberian B12 gulag, can't say I learned any lessons, which is unfortunate because I wanted to learn how to make shivs out of silly items, but I did not get to do such things.

I didn't really do anything over the week, mostly because I'm very mood based when it comes to working on things or doing things, but I've been thinking a bit that I might actually leave this mod alone for a little bit, as a lot of the stuff that I do have planned are things that I am sure are a little more advanced in terms of modding DF, which I have yet to really do at all, but there's also a lot of things where I'm just not really sure what direction I want to go in, or what I even want to do. Yesterday I decided that I was actually going to start making a different type of conversion mod to get into the modding better in preparation for this mod here. It's something that hasn't been tried I believe since before DF2010 even. It's something that will fit the era much better(IE it's not modern times, which is kinda weirdish to mod with current DF standards), something that I think will be easier to mod, and currently what I am obsessed with and therefore easier to focus on.

I'll start another thread for it once I have enough of it done, I know this is kinda shifty dev practice in terms of now, this mod, whats going to be that mod, and my super tileset/colorscheme consortium, but that's just the way I am, supposedly I have severe ADD, but I'm very mood based and switch around a lot.

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [Mod] SOV.G.1 (First Release!)
« Reply #54 on: July 27, 2012, 10:52:09 am »

Well If you haven't already. I made a offline Wiki Rip (in my sig) that has pretty much everything you need for modding.

Should make getting into the groove a bit easier.
Logged

Hubris Incalculable

  • Bay Watcher
    • View Profile
Re: [Mod] SOV.G.1 -Slight Hiatus-
« Reply #55 on: August 08, 2012, 08:34:06 am »

Hey, is this still a thing?
Logged
Code: (Bay 12 Lower Boards IRC) [Select]
server = irc.darkmyst.net
channel = #bay12lb

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [Mod] SOV.G.1 -Slight Hiatus-
« Reply #56 on: August 08, 2012, 12:14:33 pm »

Last time I spoke with vherid it was a Yes, currently he is sharpening up his modding skills. So he may better this mod.
Logged

Hubris Incalculable

  • Bay Watcher
    • View Profile
Re: [Mod] SOV.G.1 -Slight Hiatus-
« Reply #57 on: August 08, 2012, 12:42:16 pm »

Okay. I'm excited for it - it's gonna be cool.
Logged
Code: (Bay 12 Lower Boards IRC) [Select]
server = irc.darkmyst.net
channel = #bay12lb

Vherid

  • Bay Watcher
  • [CREATURE:SLARK]
    • View Profile
Re: [Mod] SOV.G.1 -Slight Hiatus-
« Reply #58 on: August 08, 2012, 05:55:17 pm »

Okay. I'm excited for it - it's gonna be cool.

Yeah currently as I've never modded before, I'm actually working on another mod that's more of a flavor change rather than these super drastic changes that a different era game would invoke. I've been not working on it as much currently, busy with a few other things, but I should have it out soon, and once that's going well I'm going to come back to this, and make some magic happen. The other thing is, there are features I'm still thinking of options and I want to know what I want to do for this mod first.

Hasse

  • Bay Watcher
  • Mining Dwarf, always mines, nothing else!
    • View Profile
Re: [Mod] SOV.G.1 -Slight Hiatus-
« Reply #59 on: September 01, 2012, 02:47:49 am »

do you still work at this? :c
i been waiting for years for you to uppdate <.<
Logged
Pages: 1 2 3 [4] 5