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Author Topic: Bay12 Space Program  (Read 17247 times)

10ebbor10

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Re: Bay12 Space Program
« Reply #75 on: August 23, 2012, 06:12:38 am »

I'm sorry if I'm kinda butting in here, but can you mod the wagon to make it generate as a crashed starship? If you can that would make it easier to start out but you could balance it by allowing alien attacks from the beginning or making the ship out of indestructible materials as to make it useless. Just throwing ideas out there.
Wagons are hardcoded I believe.
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arbiter787

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Re: Bay12 Space Program
« Reply #76 on: August 23, 2012, 06:36:10 am »

aww... Oh well. Is there some way to simulate that then?
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10ebbor10

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Re: Bay12 Space Program
« Reply #77 on: August 23, 2012, 06:46:25 am »

aww... Oh well. Is there some way to simulate that then?
Simulate what?

You could go for pregenned reclaim mission. (Ie, saves from another person). Or you know state that the rocket landed of screen and you travelled with your wagon(space buggy) to the colony location. In fact, by adjusting the starting civilization you can accomplish quite a lot of things.
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Di

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Re: Bay12 Space Program
« Reply #78 on: August 23, 2012, 10:42:16 am »

Wagons are present in the raw so you can change some of their properties and name as long as you don't try to make them besiege you. However, I don't know if starting wagon will be affected by modification of its moving brethren.
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10ebbor10

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Re: Bay12 Space Program
« Reply #79 on: August 23, 2012, 11:44:06 am »

Wagons are present in the raw so you can change some of their properties and name as long as you don't try to make them besiege you. However, I don't know if starting wagon will be affected by modification of its moving brethren.
I'm pretty sure the starting wagon is hard coded.
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Rumrusher

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Re: Bay12 Space Program
« Reply #80 on: August 23, 2012, 04:24:19 pm »

Wagons are present in the raw so you can change some of their properties and name as long as you don't try to make them besiege you. However, I don't know if starting wagon will be affected by modification of its moving brethren.
I'm pretty sure the starting wagon is hard coded.
and a building, and not a unit/creature.
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Corai

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Re: Bay12 Space Program
« Reply #81 on: August 23, 2012, 04:31:17 pm »

How's the modding?
Also I think we may need more nobles, and name changes for existing ones (mayor - prime minister) other examples: 'president' (no mandates -holds all the power) and department heads ( one generic position for all departments - but multiple positions like m. captains)
Any other ideas?

Fixed it for you, friend.
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IamanElfCollaborator

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Re: Bay12 Space Program
« Reply #82 on: August 23, 2012, 04:33:47 pm »

No, no.
'president' (no mandates -makes stupiddorfy decisions)

Corai

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Re: Bay12 Space Program
« Reply #83 on: August 23, 2012, 04:40:58 pm »

No, no.
'president' (no mandates -makes stupiddorfy decisions)

... Damn, Misko is smart. He won the elections by loosing the elections. I'm changing my vote.
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TopHat

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Re: Bay12 Space Program
« Reply #84 on: August 24, 2012, 04:12:07 am »

No, no.
'president' (no mandates -makes stupiddorfy decisions)

... Damn, Misko is smart. He won the elections by loosing the elections. I'm changing my vote.
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celem

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Re: Bay12 Space Program
« Reply #85 on: August 24, 2012, 08:01:39 am »

Wagons are present in the raw so you can change some of their properties and name as long as you don't try to make them besiege you. However, I don't know if starting wagon will be affected by modification of its moving brethren.
I'm pretty sure the starting wagon is hard coded.
and a building, and not a unit/creature.

No, yes, yes.
You guys got it right, im just confirming, been digging through this last night for my own mod.  Your embark wagon is a hardcoded untouchable building.

Merchant Wagons on the other hand you can recolour and rename.  Since you guys are creating a space-style mod (as am I) you might be interested in doing the second, so heres what I did to mine.

To provide an In-Character means of explaining wagons I recoloured them to steel greys, renamed them to cargo crawlers, rebuilt the body template to give them 8 wheels instead of 4 (not sure this has any game impact though, they are a creature that insta-dies if hit anyway) and tweaked the various trading civs to have only 'mechanical feeling' domestic pullers.  Gives you that feeling of a robot pulling a big multiwheeled metal sled. 

Edit: Oh you can also change what the wagon is made of, havent tinkered with this but hoping that a 'killed' merchant wagon can leave behind metal bars rather than wood, you can certainly swap its tissues from wood to metals/stones etc

Works for me anyway. 

Also rather than have to 'explain' away a bunch of stuff in your download post you can make a passing reference to said cargocrawlers in your fortressintro announcement screen.

Hope I gave you some ideas here, it would level the playing field since I may well 'borrow' some of your spacesuit/pressurized oxygen tank ideas.  Not as literal as you have it, but the concept is cool.
« Last Edit: August 24, 2012, 08:04:28 am by celem »
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Ieb

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Re: Bay12 Space Program
« Reply #86 on: August 27, 2012, 07:11:51 am »

With the tissue swap, make the crawlers entirely out of iron or steel or whatever. Makes them sturdier, although they still scuttle like cardhouses if the driver is one-shotted by an arrow or any equivalent ammo. Pretty sure that you can just add an ITEMCORPSE tag with appropriate metal bars as result from crawler death, although I recall that currently when wagons are destroyed they drop 2 logs. Their ITEMCORPSE also has only 1 log specified, so either it doubles that per wagon death, or it's a hardcoded feature to drop an extra log.
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misko27

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Re: Bay12 Space Program
« Reply #87 on: September 03, 2012, 10:41:40 am »

Suppish. So, With the fall of the general discussion threads, this is the last bastion of the program in th upper forums. So I've decided to restarrt this, but with less expectation of random people putting up modding parts. So, I've decided to put actual goals here. So how about we start by putting up the booze-blobs.

Info about blob: made of booze, thick skin for a blob, tusks, trunk, war-ridable, milkable for booze.
Info about lizard military grunt: lizard humanoid, poisonous bite, other then that nothing specific.

MHow would one go about making a futuristic gun? Like one that shoots lasers? I'm pretty sure that would be hard, if not impossible. And how about a workshop that creates a gas that cuts off a dwarf limb then makes it into another dwarf like someone else mentioned?
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GreatWyrmGold

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Re: Bay12 Space Program
« Reply #88 on: September 03, 2012, 10:49:22 am »

With the tissue swap, make the crawlers entirely out of iron or steel or whatever. Makes them sturdier, although they still scuttle like cardhouses if the driver is one-shotted by an arrow or any equivalent ammo. Pretty sure that you can just add an ITEMCORPSE tag with appropriate metal bars as result from crawler death, although I recall that currently when wagons are destroyed they drop 2 logs. Their ITEMCORPSE also has only 1 log specified, so either it doubles that per wagon death, or it's a hardcoded feature to drop an extra log.
Why not have it drop a minecart-esque thingy on death? You could then melt it into some metal bars.

Suppish. So, With the fall of the general discussion threads, this is the last bastion of the program in th upper forums. So I've decided to restarrt this, but with less expectation of random people putting up modding parts. So, I've decided to put actual goals here. So how about we start by putting up the booze-blobs.
Glad this hasn't quite died.

Quote
Info about blob: made of booze, thick skin for a blob, tusks, trunk, war-ridable, milkable for booze.
Info about lizard military grunt: lizard humanoid, poisonous bite, other then that nothing specific.
The blob seems a bit silly.
The lizardmen would be cool. Is there any way to draft pets into the militia?

Quote
MHow would one go about making a futuristic gun? Like one that shoots lasers? I'm pretty sure that would be hard, if not impossible. And how about a workshop that creates a gas that cuts off a dwarf limb then makes it into another dwarf like someone else mentioned?
The laser-shooting thing would require you to make a material called "laser" and a reaction that creates a lasergun-ammo made of laser.
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AutomataKittay

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Re: Bay12 Space Program
« Reply #89 on: September 03, 2012, 11:28:59 am »

MHow would one go about making a futuristic gun? Like one that shoots lasers? I'm pretty sure that would be hard, if not impossible. And how about a workshop that creates a gas that cuts off a dwarf limb then makes it into another dwarf like someone else mentioned?
The laser-shooting thing would require you to make a material called "laser" and a reaction that creates a lasergun-ammo made of laser.

I think the question is more "How do you make a laser that don't leave ammo scattered around like crossbow currently does" I've not seen a solution for this one, yet. http://en.wikipedia.org/wiki/Gyrojet Maybe this could be a suitable replacement for the concept, it's pretty futuristic? :D
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