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Author Topic: [Community Mod 44.12] Teh LOLmod 1.7.61  (Read 85790 times)

MottledPetrel

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Re: [Community Mod 44.02] Teh LOLmod 1.7.51
« Reply #315 on: December 05, 2017, 03:46:29 pm »

Could I request a civ that is literally just made up of sentient guns that wield smaller guns. Of course the gun people should have an interaction that lets them shoot on their own, in addition to their handheld guns. They could have different castes that would make them different kinds of guns, such as pistols as the most common workers, rifles as a less common member, miniguns as a very high caste, etc. I have no idea how well this would go in practice, but I feel like it would fit this mod pretty well. And yes, I can confirm that people have tried this outside of Necrothreat, me being one of them. It's definitely something, to say the least. I have lost many squads to the lazer sharks in the caverns.
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Enemy post

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Re: [Community Mod 44.02] Teh LOLmod 1.7.51
« Reply #316 on: December 05, 2017, 04:32:59 pm »

That's a really creative idea. What would sentient guns have for pets?

Bullets?
« Last Edit: December 05, 2017, 04:40:05 pm by Enemy post »
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TD1

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Re: [Community Mod 44.02] Teh LOLmod 1.7.51
« Reply #317 on: December 05, 2017, 04:45:51 pm »

Do humans have spit as pets?

No. We have edible things as pets.... so little clumps of gunpowder? Saltpeter minions? Sulpher puppies?
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Enemy post

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Re: [Community Mod 44.02] Teh LOLmod 1.7.51
« Reply #318 on: December 05, 2017, 04:52:10 pm »

I just realized their leader could be called the Top Gun. This is brilliant, thanks Petral. I'll see what I can do when I get the chance. I think these could be the human-analogue we needed. They'd mostly interact with forts as merchants and mercenaries.

You know, gun dealers.
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overseer05-15

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Re: [Community Mod 44.02] Teh LOLmod 1.7.51
« Reply #319 on: December 05, 2017, 04:53:00 pm »

Do humans have spit as pets?

No. We have edible things as pets.... so little clumps of gunpowder? Saltpeter minions? Sulpher puppies?

Gunpowder cats. Catsplosions.
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TD1

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Re: [Community Mod 44.02] Teh LOLmod 1.7.51
« Reply #320 on: December 05, 2017, 05:17:16 pm »

All of my yes.

Perhaps have them explode like rum if they get set on fire?
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MottledPetrel

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Re: [Community Mod 44.02] Teh LOLmod 1.7.51
« Reply #321 on: December 05, 2017, 07:54:25 pm »

I completely agree with the pets being made up of the components of gunpowder, that would be incredible. If it's possible, we should make it that we can milk the source material from these creatures or have them lay them as eggs. If you really wanted to you could probably just have some sort of material extracted from them and then refine it into the desired item as a workshop interaction (as far as I know). And if there are going to be little gunpowder men running around being flammable, there should be some sort of small flint man/creature that just randomly emits a little spark. Not often enough or powerful enough to be a major problem on it's own, but just enough so that if you're really unlucky a hole gets blown out of that side of the animal pasture. Maybe the gun folk (any ideas for a name for them?) could also have access to a gunmetal as an alloy, which is an actual allow comprised of copper, tin, and zinc. It might also be cool to have their armor made up of large ammo casings. That might turn out weird with the surprisingly correct analogy of bullets basically equaling spit, but that's not going to stop me from spit balling ideas that people could eventually turn into working things.
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Re: [Community Mod 44.02] Teh LOLmod 1.7.51
« Reply #322 on: December 05, 2017, 08:30:41 pm »

I was going to make the gun folk's clothes gun attachments like scopes, laser pointers, and silencers. Does that sound good?

I'll see what I can do for the gunpowder pets. I haven't made a creature specifically to be flammable before, but I can probably do it. I think I read something about how it's done once.
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Glass

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Re: [Community Mod 44.02] Teh LOLmod 1.7.51
« Reply #323 on: December 05, 2017, 08:41:36 pm »

I approve of this. All of this.
Wholeheartedly.

These guys are going to go extinct in worldgen with all the fire-making monsters this mod adds...
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MottledPetrel

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Re: [Community Mod 44.02] Teh LOLmod 1.7.51
« Reply #324 on: December 05, 2017, 08:48:02 pm »

That's why we have to balance it out with allowing them to increase their population really quickly. It would balance out because the mass deaths caused by the fire breathers would prevent them from growing too large. But it's only the pets that will be so flammable, and I'm not sure how the game handles a pet specified for a civ going extinct during world gen.
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Enemy post

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Re: [Community Mod 44.02] Teh LOLmod 1.7.51
« Reply #325 on: December 05, 2017, 08:51:46 pm »

I think the game will just spawn more pets for them. Anyway, the game won't consider it that closely.

What should be the guns' head-equivalent? As in, the part you can cut off or destroy to kill the gun. I'm divided between making it the firing pin or the trigger. I'm leaning toward the trigger. Here's my current plan for the body parts of a pistol, I figured I'd make the illustration for planning purposes.

Spoiler (click to show/hide)

*Edit, I'm thinking the trigger is the better choice. It will allow guns to remember their saints by preserving their triggers as artifacts. More importantly, it lets me justify a trigger guard that works like a skull, to protect them a bit more. The firing pin would be better as a needed part to use their shooting interaction.
« Last Edit: December 05, 2017, 09:08:22 pm by Enemy post »
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overseer05-15

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Re: [Community Mod 44.02] Teh LOLmod 1.7.51
« Reply #326 on: December 05, 2017, 09:16:57 pm »

Spoiler (click to show/hide)
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Enemy post

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Re: [Community Mod 44.02] Teh LOLmod 1.7.51
« Reply #327 on: December 05, 2017, 10:04:25 pm »

The mod is going well.

Spoiler (click to show/hide)

*Edit. I have to stop working for tonight, but the guns themselves are done. Next time I get a chance, I'll do their society.
« Last Edit: December 06, 2017, 12:30:10 am by Enemy post »
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MottledPetrel

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Re: [Community Mod 44.02] Teh LOLmod 1.7.51
« Reply #328 on: December 06, 2017, 06:29:09 am »

Wow, you are quick. I'd say your body plan is fine, and it should probably be applicable to all the different gun casts. My only thought is that maybe the barrel should be allowed to grasp too. I would be inclined to say that such a shot strength might be a bit extreme when put into actual practice, but hey, that's what dwarf fortress is all about. I can only imagine what it would be like to start a fist fight in a crowded gun folk hall. Everyone would end up as swiss cheese.
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TD1

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Re: [Community Mod 44.02] Teh LOLmod 1.7.51
« Reply #329 on: December 06, 2017, 09:51:45 am »

I know nothing about modding, though even to me this sounds horribly unlikely, but is there any way to have it so the Forumites can pick up the gun-men? Like fighting using a miscellaneous object. They could bash with the gunman, and presumably it would keep firing...

'Twould be funny as hell.

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