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Author Topic: ☼Hive☼ Everything Hivewasp Alpha related. ALPHA FINISHED. Go to Beta page  (Read 97493 times)

Vitellozzo

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1005 on: January 06, 2015, 10:53:19 am »

you should see the Colossal Praetorian.
What is that?

Also, 2 years is too little for you? I can recall most of vanilla animals being 1 year undeveloped, then full adults.

Anyway, thanks as always for the help!
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than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1006 on: January 06, 2015, 10:57:28 am »

What is that?

one of the mutations planned doubles the size of the creature and also adds claws and increases its strength and toughness. apply that to the 480000 sized praetorians (a human only has 70000) with iron hard teeth, claws and combat skills and you have a VERY dangerous creature.

Anyway, thanks as always for the help!

thanks for providing us with valuable feedback :)
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Vitellozzo

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1007 on: January 06, 2015, 11:23:51 am »

What is that?

one of the mutations planned doubles the size of the creature and also adds claws and increases its strength and toughness. apply that to the 480000 sized praetorians (a human only has 70000) with iron hard teeth, claws and combat skills and you have a VERY dangerous creature.
I WANT THAT!
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than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1008 on: January 06, 2015, 11:30:08 am »

that's why i consider keeping the mutations for the praetorians. but i will make them expensive.
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Insanegame27

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1009 on: January 06, 2015, 05:47:27 pm »

urist mcsieger cancels siege, shitting in -bismuth bronze greaves-
urist mcsieger cancels live, dying

also, do wasps have whips as a native weapon? i think they should. my view of whips in game is either a stockwhip or a riding crop.
« Last Edit: January 06, 2015, 05:55:12 pm by Insanegame27 »
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Power/metagaming RL since Birth/Born to do it.
Quote from: Second Amendment
A militia cannot function properly without arms, therefore the right of the people to keep and bear Arms, shall not be infringed.
The military cannot function without tanks and warplanes, therefore the right of the people to keep and bear tanks and warplanes, shall not be infringed.
The military cannot function without ICBMs, therefore the right of the people to keep and bear ICBMs, shall not be infringed.

Vitellozzo

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1010 on: January 07, 2015, 03:02:34 am »

Wasps already use lot of weapons, and putting them on the same line of modded pets and war ones, also with natural wasps weapons, can make them a fiery military race.
And whips are naturally used by succubi and warlocks's ghouls... So while I liked the whip idea too, maybe it's an override?
After all those whips were not so much used in real life wars.
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than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1011 on: January 07, 2015, 03:17:12 am »

Plus it's the most problematic weapon in the game, being broken in vanilla and any attempts to fix it making it useless.
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heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1012 on: January 07, 2015, 10:54:39 am »

Anyways guys sorry for being gone for so long, I think it's time to change the poll to the thresher now
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

Vitellozzo

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1013 on: January 07, 2015, 11:29:46 am »

No problem man!
We keep testing here!
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than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1014 on: January 09, 2015, 04:43:09 am »

hey everyone. The next release will be out tomorrow or the day after tomorrow. I'm posting to fill you guys up on what I've been doing these last few days:

-the infectory, the lab, the grower and the new mutation lab will all use reagents from the new Fleshwarper's lab. that means no reaction uses souls anymore, but making organic weapons and mutations will be a bit more complex. Also, waspen players should now care about their agriculture since some reagents need plants to be created

-instead of the exploding Hive Thrall, we will now have two kinds of hive thralls, red wasp hive thrall and stinger hive thrall. the former will be the original exploding dude, and the latter will be a close combat oriented variant which, along with the praetorian, will be able to receive unique mutations(venom and claws, hard armor and strength, size and claws, or speed and claws)

-the red wasp hive will receive an overhaul. it will still be useful as fodder, but aside from that, players will now be able to slaughter it when it matures after 6 months (in a manner similar to growing organic weapons) to receive honey, wax, royal jelly (for a unique waspen drink) and a part of the materials required for another hive

-the new animals will be the Great Stag Beetle and the Great Cockroack: the former will be cow sized and the latter a bit larger than a dog. they will both be able to reproduce without eggs  and their purpose will be to be used in the meat industry. the cockroach will also have large litters, but a very short lifespan

-there will be many new mutations available for both wasps and waspen animals, and several of the old ones can now be given on animals too. among them will be the options to: give an animal the CAN_THINK tag, an interaction to paralyze or nauseate people in combat, an interaction to grant a temporary but significant boost in strength or toughness in combat, the ability to trance and to reinforce their chitin or enlarge them

-waspen sieges will now carry organic weapons and armor as well as the new creatures (all should fear the sight of colossal praetorians approaching)

another thing I'd like to discuss, and since we have pretty much finalized our features I think it's the perfect time to talk about, is how we would go on porting the mod to 40.xx. I sure hope the minion scripts live on, because if they don't we might have a problem...
« Last Edit: January 09, 2015, 04:46:47 am by than402 »
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Vitellozzo

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1015 on: January 09, 2015, 04:54:52 am »

no reaction uses souls anymore
Yay for this!
Quote
-instead of the exploding Hive Thrall, we will now have two kinds of hive thralls, red wasp hive thrall and stinger hive thrall. the former will be the original exploding dude, and the latter will be a close combat oriented variant which, along with the praetorian, will be able to receive unique mutations(venom and claws, hard armor and strength, size and claws, or speed and claws)
This is good
Quote
-the red wasp hive will receive an overhaul. it will still be useful as fodder, but aside from that, players will now be able to slaughter it when it matures after 6 months (in a manner similar to growing organic weapons) to receive honey, wax, royal jelly (for a unique waspen drink) and a part of the materials required for another hive
I don't pretty see the point here, but it's ok I guess.

Quote
-the new animals will be the Great Stag Beetle and the Great Cockroack: the former will be cow sized and the latter a bit larger than a dog. they will both be able to reproduce without eggs  and their purpose will be to be used in the meat industry. the cockroach will also have large litters, but a very short lifespan
Very very good. Anyway, that is
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the cockroach will also have large litters
This means every pet will leave lots of childs? Because I figured pets could have a maximum number of childs for each one adult.
Quote
-there will be many new mutations available for both wasps and waspen animals, and several of the old ones can now be given on animals too. among them will be the options to: give an animal the CAN_THINK tag, an interaction to paralyze or nauseate people in combat, an interaction to grant a temporary but significant boost in strength or toughness in combat, the ability to trance and to reinforce their chitin or enlarge them
Yay! Keep in mind that those info are vital, so also update the manual to give us manners to use our instruments.

Quote
another thing I'd like to discuss, and since we have pretty much finalized our features I think it's the perfect time to talk about, is how we would go on porting the mod to 40.xx. I sure hope the minion scripts live on, because if they don't we might have a problem...
This is something Meph just talked with you. You should make him more familiar with the entire mod, and then talk with him to know how to port the entire mod (or restart from scratch). We have, after all, the most important thing that is the core idea. To port into a something different df version you must work with codes, and in an hard way.
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than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1016 on: January 09, 2015, 05:14:42 am »


This is something Meph just talked with you. You should make him more familiar with the entire mod, and then talk with him to know how to port the entire mod (or restart from scratch). We have, after all, the most important thing that is the core idea. To port into a something different df version you must work with codes, and in an hard way.

I PMed him after I've read the message to fill him in about our progress, the general idea of the mod and our route, and I plan to keep on doing it. We must also update the first post, because the information on the picture is currently too vague and it doesn't inform the potential player about our goals, our progress, why he should care and other important stuff. But that's something only Insane can do. I know what non dfhack stuff needs to be done to port the race, and I'd be able to do it overnight if I need to. But I'm not familiar with coding and with the stuff like reaction trigger the new dfhack uses, so there's that.

I don't pretty see the point here, but it's ok I guess.

well, I found red wasp hives quite useless and thought they could do with a buff. plus it fits wasps perfectly :)

This means every pet will leave lots of childs? Because I figured pets could have a maximum number of childs for each one adult.

cockroaches are designed primarily with the early game in mind so you can have lots of livestock in the first years to produce organic weapons, perform lab reactions and other things. yes, the 50 cockroaches limit still stands, but that way you can have 10 of them running around in year 2. oh, another thing I forgot to mention is that I intend to make the both grazers: beetles will consume as much as a cow, cockroaches will consume the minimum, but you must still have a pasture to maintain them.
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Vitellozzo

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1017 on: January 09, 2015, 05:49:45 am »

yes, the 50 cockroaches limit still stands, but that way you can have 10 of them running around in year 2.
I didn't understood yet. There is a specific limit for animals, or do they give birth to a specific number of newborns, before going unfertile?
That's because in a past game of mine, in a kobold camp, I had those fast breeding jack rats, but suddenly they just stopped making new children.
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than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1018 on: January 09, 2015, 06:05:49 am »

there is a limit in animal populations: if you go past 50 animals of the same species, they will stop having children until the number of the animals falls again. I'll put a litter size of 3-5 cockroaches, so each cockroach gives birth to 3, 4 or 5 cockroaches instead of one. they don't become infertile or something, in fact females in dwarf fortress appear to be in a constant state of pregnancy when there's an uncaged male on the map.
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Vitellozzo

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #1019 on: January 09, 2015, 06:26:49 am »

Oh good, good. Very good.
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