Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

What should I focus on next?

More plants.
- 6 (10.5%)
The other races.
- 12 (21.1%)
New materials.
- 9 (15.8%)
The language file.
- 9 (15.8%)
New creatures.
- 21 (36.8%)

Total Members Voted: 57


Pages: 1 ... 4 5 [6] 7 8 ... 16

Author Topic: Norse Fortress Mod  (Read 42744 times)

Karkov

  • Bay Watcher
  • There's been a distinct lack of Praisin' recently.
    • View Profile
Re: Norse Fortress Mod
« Reply #75 on: November 05, 2013, 07:18:11 pm »

Dorf Fort can recognize certain symbols and accents, but it doesn't really read them as accents.  At least, not in notepad anyway.  You'll notice every now and then, where an accent is supposed to be there'll be a ^, or a •, or something else.  So unless you wanted to go through and figure out which mark meant what, I think it'd be easier on Grim to continue with what he's doing.

Grim Portent

  • Bay Watcher
    • View Profile
Re: Norse Fortress Mod
« Reply #76 on: November 05, 2013, 07:22:22 pm »

Strangely the word vegr covers the meanings: way, dimension, journey, road, honor and direction. This is a really weird language sometimes.
Logged
There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.

Karkov

  • Bay Watcher
  • There's been a distinct lack of Praisin' recently.
    • View Profile
Re: Norse Fortress Mod
« Reply #77 on: November 05, 2013, 07:46:27 pm »

Somehow I think almost every word in that language somehow sneaks honor into it's meaning.  The rest actually kind of make sense, seeing as how they're related to traveling or something.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Norse Fortress Mod
« Reply #78 on: November 05, 2013, 11:27:50 pm »

No, all of those words are pretty similar. In English, "way" can also mean "honor code". Dimension and direction are synonymous, road and journey are closely related.

Karkov

  • Bay Watcher
  • There's been a distinct lack of Praisin' recently.
    • View Profile
Re: Norse Fortress Mod
« Reply #79 on: November 06, 2013, 12:13:38 am »

It was mainly a joke, but now that you point that out, yeah that makes sense.

Grim Portent

  • Bay Watcher
    • View Profile
Re: Norse Fortress Mod
« Reply #80 on: November 07, 2013, 06:51:40 pm »

I've done a quick test of the stuff done so far and it all seems to work. The only problem is that since I've outright deleted some words from the language due to there being no equivalent some norsemen have a name missing, I think I can fix that by making a Norse SYMBOL file.

Haven't done much by way of combat testing but assuming the armour works the way I intend it should be something like:

Helmet: Slightly less protective but lighter and cheaper.
Shield: Better at blocking.
Mail shirt: Covers more of the body to simulate long mail coats. Should provide better overall protection.

The plants seem to be working but are rather biome specific at the moment.

Civ starts up fine with it's current biomes.

I might put the files as they are now up for download so people can poke what I've got with a stick and tell me if something seems off. Better I get stuff dealt with now than later.
Logged
There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.

highmax28

  • Bay Watcher
  • I think this is what they call a tantrum spiral...
    • View Profile
Re: Norse Fortress Mod
« Reply #81 on: November 07, 2013, 07:22:10 pm »

I've done a quick test of the stuff done so far and it all seems to work. The only problem is that since I've outright deleted some words from the language due to there being no equivalent some norsemen have a name missing, I think I can fix that by making a Norse SYMBOL file.

Haven't done much by way of combat testing but assuming the armour works the way I intend it should be something like:

Helmet: Slightly less protective but lighter and cheaper.
Shield: Better at blocking.
Mail shirt: Covers more of the body to simulate long mail coats. Should provide better overall protection.

The plants seem to be working but are rather biome specific at the moment.

Civ starts up fine with it's current biomes.

I might put the files as they are now up for download so people can poke what I've got with a stick and tell me if something seems off. Better I get stuff dealt with now than later.
I HOPE they're biome specific, you wont find those plants in the desert
Logged
just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Grim Portent

  • Bay Watcher
    • View Profile
Re: Norse Fortress Mod
« Reply #82 on: November 07, 2013, 07:34:45 pm »

Aye true. Currently they're limited to tundra, grassland, rivers, lakes and wetlands with some variation between what is found where. Potatoes are wetlands only for example, while nettles are found in pretty much all of the above.

Here's a link to the stuff I've got done so far, give it a test if you like and see if you think anything currently needs changed other than language stuff.

http://dffd.wimbli.com/file.php?id=8120
Logged
There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.

highmax28

  • Bay Watcher
  • I think this is what they call a tantrum spiral...
    • View Profile
Re: Norse Fortress Mod
« Reply #83 on: November 07, 2013, 08:01:16 pm »

Aye true. Currently they're limited to tundra, grassland, rivers, lakes and wetlands with some variation between what is found where. Potatoes are wetlands only for example, while nettles are found in pretty much all of the above.

Here's a link to the stuff I've got done so far, give it a test if you like and see if you think anything currently needs changed other than language stuff.

http://dffd.wimbli.com/file.php?id=8120
*drools* Must... Play... ASAP... But I'm in class...

I'll post anything odd I find in it for bug fixing
Logged
just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Grim Portent

  • Bay Watcher
    • View Profile
Re: Norse Fortress Mod
« Reply #84 on: November 14, 2013, 06:09:38 pm »

In order to avoid going insane I've taken a break from studying and the language and done some work on a basic jotnar civilisation. Jotunn are basically just giants with a few cosmetic changes for now, but there are three versions in the RAWs I've made.

Tribal ones which live in small underground groups like cave animal people, which have clubs and spears as weapons (huge weapons).

The wanderers which just meander like animals in caves and mountains, these can be tamed and trained for war, but have a really high pet value. They take 100 years to reach adulthood but they make great bodyguards for important people and double as prestigious pets. This is to represent a giant being taken in by humans.

The former two versions are intended to simulate trolls as they were in earlier folklore: giants in an antagonistic role. The last is meant to be the giants of jotunheim, a crude civilisation seeking to cast down both men and gods. They use giant clubs and axes, wear mail shirts and helmets.

All jotunn weapons are far too large for humans to use, but they can be melted down for a large amount of metal (if my knowledge of material stuff is correct). I intend to make giants a bit more bestial in time, probably just claws and some animal headed versions to save complexity but for now they'll do. I'll make the frost giants next, maybe a bit smaller and with some kind of numbing and impairing breath to imitate cold, then fire giants with the obvious immolation and fire breath.
Logged
There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.

highmax28

  • Bay Watcher
  • I think this is what they call a tantrum spiral...
    • View Profile
Re: Norse Fortress Mod
« Reply #85 on: November 14, 2013, 06:13:07 pm »

Those ones that are "pets" are terrifying if you run into them on start of embark...
Logged
just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Grim Portent

  • Bay Watcher
    • View Profile
Re: Norse Fortress Mod
« Reply #86 on: November 14, 2013, 06:25:25 pm »

The wandering ones come in groups of 1-5, lure them into a cage trap and teach them to fight for you and they could be handy though, if only due to size they take a long while to bleed out so they distract smaller enemies for a while.

In arena tests jotunn weapons weigh so much that norsemen get about 7 actions before a jotunn gets even one. Understandably this tends to mean that by the time a jotunn can swing his weapon his legs have been cut to ribbons and he's well on the way to death, each hit can be devastating though if it hits an unarmoured bodypart, and most hits send people flying. Norsemen berserkers pretty much always win a one on one fight in my tests, so I may need to lower the weight of jotunn weapons.
Logged
There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.

highmax28

  • Bay Watcher
  • I think this is what they call a tantrum spiral...
    • View Profile
Re: Norse Fortress Mod
« Reply #87 on: November 14, 2013, 06:32:06 pm »

Thats how they work in Dom3, Jotun are massive and slow, but they hit you, you're better off dead. Eiheiner and Skin SHifters work best on them because Eiheiner gain a berserk ability, like our berserkers, and shifters because they turn into werewolves with ridiculous regen.

I want to say do BOTH for mundane and Mythic for Norse Fortres, but thats me
Logged
just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Grim Portent

  • Bay Watcher
    • View Profile
Re: Norse Fortress Mod
« Reply #88 on: November 14, 2013, 06:41:34 pm »

Right, I tested what happens when weight is reduced for jotunn weapons. They slaughter any norseman put against them, their size modifiers give them a huge advantage, so I'll shift their gear back to being huge and heavy. They'll usually outnumber the norsemen anyway so it should all balance out.

I may put anglo-saxons in since they'd fit in territory otherwise unused by the races but I'd rather avoid mixing too many things into spawning area conflicts. I also haven't decided which civs will be friendly at the start of world gen. Elves and jotunn will be babysnatchers, dwarves and fire + frost giants I was planning to make item thieves, but that would leave us with no trade partners other than the home civ, so I might make dwarves and frost giants be friendly by default.
Logged
There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.

highmax28

  • Bay Watcher
  • I think this is what they call a tantrum spiral...
    • View Profile
Re: Norse Fortress Mod
« Reply #89 on: November 14, 2013, 06:58:05 pm »

Right, I tested what happens when weight is reduced for jotunn weapons. They slaughter any norseman put against them, their size modifiers give them a huge advantage, so I'll shift their gear back to being huge and heavy. They'll usually outnumber the norsemen anyway so it should all balance out.

I may put anglo-saxons in since they'd fit in territory otherwise unused by the races but I'd rather avoid mixing too many things into spawning area conflicts. I also haven't decided which civs will be friendly at the start of world gen. Elves and jotunn will be babysnatchers, dwarves and fire + frost giants I was planning to make item thieves, but that would leave us with no trade partners other than the home civ, so I might make dwarves and frost giants be friendly by default.
Well, look at the alliances with the gods;

Weren't the elves against the gods because they killed dwarves in jealousy? SO I think dwarves are technically allied... Or maybe the elves allied the gods? I have yet to confirm either as I haven;t read that far
Logged
just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.
Pages: 1 ... 4 5 [6] 7 8 ... 16