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Author Topic: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1  (Read 106674 times)

Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #285 on: October 16, 2013, 08:15:15 pm »

Did you get one? Please tell me they're working as intended.
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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #286 on: October 16, 2013, 08:19:03 pm »

As my dead furnace operator can attest, I believe they are. They're intended to just go after people during drink shortages right? Because until that happened I wasn't aware of any "unseemly" elements in my settlement.

Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #287 on: October 16, 2013, 08:41:00 pm »

No, they just act like normal vampires and they slowly convert others to their cause. Be wary though, 'cause once their numbers reach critical mass some fun stuff will happen if the cult leader is still alive.
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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #288 on: October 16, 2013, 08:43:30 pm »

Actually, curescheck doesn't detect them and they've only stuck my citizens for blood when there was a shortage of purified water and no river water to drink (due to our "river" being frozen.) I caught him the second time and made him faceplant on a door and left him to rot in a little cell.

He's dead now.

And I'm guessing cultist insurgency?

Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #289 on: October 16, 2013, 09:10:33 pm »

That's interesting. I suppose they don't drink blood if there's alternatives around. I might have to bite the bullet and give them Meph's conditional NO_DRINK since that's not what I intended at all. It would also explain why I haven't been seeing any of them in testing.
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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #290 on: October 16, 2013, 09:37:45 pm »

Why? If anything that's actually better. It made me hyper paranoid of everyone who'd recently arrived because it's so sudden, and because they drink, eat, and sleep like a normal person would and don't show up on cursecheck, they're very difficult to root out using the normal methods. I only caught him through a combination of luck (spotted him going after a miner and locked the door in his face,) and inspecting his deities. Plus it allows them to suffer a fitting end for turning their back on the Emprah (Starvation/dehydration.)

I say their fine as is unless feeding is required for them to gather more cultists, which seems odd honestly since vanilla vamps can't really spread that way what with the whole "99% of their victims die" thing. Basically, you only catch them if they slip up or decide to go to the dark gods for staving of dehydration.

Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #291 on: October 16, 2013, 10:32:46 pm »

Mainly because letting the penalty for letting a cult grow large enough is so big that I don't want it to happen without some sort of warning, especially since cultists at first show no signs of being anything but a normal human. By actually having them kill stuff, you get to know that they're there and that you should take action. They'll still eat, drink, sleep and starve; the only difference now will be that they will go off to kill someone once or twice a year.

I don't want the sort of situation where half the people in your fort are dead, your food stocks are taken over by armed cultists and it all happened without you even knowing there was a cult around. Don't worry, though, I'm not gonna make them like vanilla vamps.
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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #292 on: October 16, 2013, 10:35:50 pm »

Mainly because letting the penalty for letting a cult grow large enough is so big that I don't want it to happen without some sort of warning, especially since cultists at first show no signs of being anything but a normal human. By actually having them kill stuff, you get to know that they're there and that you should take action. They'll still eat, drink, sleep and starve; the only difference now will be that they will go off to kill someone once or twice a year.

I don't want the sort of situation where half the people in your fort are dead, your food stocks are taken over by armed cultists and it all happened without you even knowing there was a cult around. Don't worry, though, I'm not gonna make them like vanilla vamps.

Oddly enough I would welcome such a challenge, but I guess starvation as penance works too.

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #293 on: October 16, 2013, 10:43:24 pm »

I want the Call of Duty audience.

Actually, I think I can reach a reasonable compromise with this, by making the rank and file cultists the only ones who regularly attack people. The leader and the inner circle will still try to lay low unless they're forced to play their hands early. That way it clues you in to the fact that something's happening without revealing the main culprits.
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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #294 on: October 16, 2013, 10:47:03 pm »

.... I am very much interested in this now.

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #295 on: October 17, 2013, 07:21:06 am »

I have learned two things about this mod recently. 1 is bayonets are surprisingly effective at killing FBs. 2 however is that said bayonet armed men don't win fights against rockcrete block walls when said warp-spawned abomination grabs them by their head and flings them.

Also, I finally got to use the firearms and in this version of it you weren't kidding; 2-4 center mass shotgun slugs will put most scavvies down through sheer blood loss. Much improved over what the rifles did in the old mod (chip bones but fail to kill anything reliably.)

EDIT: Also there's a minor conflict with the Expedition Leader and Bookkeeper having the same duties. A caravan Boss got pissed because my leader was busy keeping books while the bookkeeper was also keeping books. I've since fixed this.

EDIT II: These autoguns are awesome now. Just beat back a pit slave attack with five autogunners and two shotgunners. If I had tried that with a vanilla crossbow team they would have all been slaughtered. Only guy who died was the one idiot who forgot to bring his shotgun. Well done. Not sure why the pit slaves need to bother with weapons unless it was to stop them from all showing up with pistols. They did a fine job of killing that guy and a guilder merc without them.

Unlike last time I fired this up and consistently got crap embarks, now that I've actually gotten a  good one I can safely say that this mod is excellent and much much more approachable and friendly to the typical player (the fact that rockcrete isn't needed for every little thing now is a major bonus.) Trying to pick a fight with anything larger than a ripperjack will still result in near instant death without a proper weapon, or at least a mining drill though (poor bastard never had a chance against that giant rat,) and plague zombies can and will rip your autogunners to tiny bits if 2+ catch them alone and they don't have the armor to stop the bite-shake combo.


Also I knew bolters would be costly but damn! I could probably buy a dozen autoguns and ammo for them for that price!

Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #296 on: October 18, 2013, 06:45:36 am »

In addition to fiddling with the cultists, I've also gone and nerfed the first tier of firearms. Shotguns and stub pistols are still just as deadly against unarmoured targets, but they'll now be defeated by steel armour. So they'll still be very effective against wildlife and scavvies, but you'll want autoguns and autopistols if you're dealing with heavily armoured enemies. Additionally, I'll be changing the method for making autoweapon cartridges to the one proposed by TastyMints. They'll use a binder made from deviltongue gum and lime milk in place of brass. They'll still need fuel in addition to two agricultural products, so making stubs and shotshells should still be simpler assuming you have the cuprum and spelter on-site.

Also, yeah, since they get ranged weapons the melee weapons are there to reduce the chances of guns appearing to be more in line with the other enemy civs, even though that seems to make them hesitant to use their obviously superiour implanted weaponry.

All that's left to do is to make the mutants and their entity as well as graphics for the mutants and the new creatures. I got a nasty cold in the meantime so I don't know how long that'll take, and I've got a midterm today too. Yay.
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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #297 on: October 18, 2013, 07:21:52 am »

Well crap. Every time I see "limemilk" I end up realizing I'll probably neglect that industry. Hell I've been ignoring cave spores completly; hardloaves,  dead animals, and vermin have done a much better job of feeding my citizens than that has. I had to forbid the damned things because I kept forgetting to have them leached when I was growing them. The "Hiver Mcdumbass cancels do stuff: Ate a raw cave spore" spam got annoying after a while.

Lot of bad memories associated with that particular extract and cave spores actually...

And careful about nerfing things. So far the ranged weapons are actually worth while to go through the effort to get except for the stub guns. Hell even the name sounds pathetic and as worthless as they are; can't even hurt a wolf spider with those wastes of resources.

EDIT: When I thought toxic rubble caused instant lung cancer, I didn't know it actually rotted the lungs. I dunno why I started laughing at that but damn my lust for junk clusters hidden in diggable toxic gunk. I think that crap consigned my miners to an early lung-roty grave.

Well done.

Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.6
« Reply #298 on: October 20, 2013, 05:20:13 pm »

New update! I think I've fixed most of the outstanding bugs in the last section, though there might be a few stragglers. Should be nothing game-breaking at least. I've implemented TastyMints' proposed rehaul of autogun and autopistol cartridge manufcature, added in new creatures to populate evil biomes and I've made regular cultists more aggressive. There's also a new mutant outcast civ which work mostly like the kobolds of yore. Regular melee weapons should be much more effective now - I was pretty disappointed when all the vanilla greatsword did was bruise fat. All of them are pretty scary now, but chainswords and unique spyrer weapons are still outright better.
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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.6
« Reply #299 on: October 20, 2013, 05:23:19 pm »

Yay! NOw once I familiarize myself with this I can begin my plans.
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