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Author Topic: ☼Hive☼ Everything Hivewasp Alpha related. ALPHA FINISHED. Go to Beta page  (Read 97607 times)

than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #465 on: October 15, 2014, 03:46:52 pm »

actually -1 but yah, that works

what do you mean -1?
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heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #466 on: October 15, 2014, 04:13:27 pm »

I just saw -1 in the warlock Raws and I just assumed that's what we needed to use
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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.

than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #467 on: October 15, 2014, 04:14:13 pm »

-1 what?
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than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #468 on: October 15, 2014, 04:45:47 pm »

anyway, we also need:

a) a language file. what's the best way to make one?
b) graphics for the new creatures. shall i do it, heydude?

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heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #469 on: October 15, 2014, 04:50:23 pm »

I'm worried about conflicting art styles. What creatures do you want me to do. I'm currently thinking about making abherrants albino regular wasps with a different posture and praetorians these fat jugernauts. I will draw a praetorian and show you later.
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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.

than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #470 on: October 15, 2014, 05:07:21 pm »

yeah, maybe you're right. albino wasps and fat juggernauts sound fine. as for which creatures, well every one of them needs a sprite and the only ones we're not using at the moment are the mad aberrants and praetorians you'll find at the bottom of the creature file. in the meantime, i will start a fort and see what problems i can spot. if anyone else is interested in testing it, i have uploaded yet another file with some minor changes (mostly the shields, the buildings and making the nobles less infuriating)
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Splint

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #471 on: October 15, 2014, 05:20:17 pm »

I'd just like to point out that no skill gain won't prevent them from using them, just make them very clumsy at doing so.

heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #472 on: October 15, 2014, 05:27:11 pm »

Ok I can agree with that. Changes will be made if players complain about shields being op.

Also you don't sound like a jerkass
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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.

Splint

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #473 on: October 15, 2014, 05:33:29 pm »

Also you don't sound like a jerkass

Thank you. I'm always worried about coming off like some over-entitled or domineering managerial prick or something when I offer ideas on things.

than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #474 on: October 15, 2014, 05:39:20 pm »

no, you don't. you just offered your opinion. so, 20% learn rate then and we'll see if it needs further balancing.

so, i'm still looking for a way to create a language file. if anyone knows how, please let me know.

also, i started my test hive Hatu, or Mossybake. i started with untrained wasps, a pair of elves, a pair of gnomes, 3 hornet bees, lots of food and some picks and battleaxes. the area has lots of metal (among which wolfram), a river, comfortable weather and temperature,flux (though this is moot, wasps can't produce steel or mithril),trees and interesting wildlife. i like to say: wood pulper + sleepless wasps= the fastest wall i ever built! seriously, wood pulper is awesome. maybe a bit too awesome, but i'm more concerned with produced stuff rather than constructions. i planted some farms (wasps have both indoor and outdoor plants) and started gathering plants. this fort's objectives are to test waspen early game and how balanced the shrine is. therefore, i will rush for the shrine and see how long it takes me before i have an army of megabeasts, while simultaneously trying not to get slaughtered by enemies.
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Meph

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #475 on: October 15, 2014, 05:57:09 pm »

pst, but here is an idea: foreign shields. Simply dont enable them in the entity file. If you do, people can make shields from any single metal bar, and from any single log. Since DF combat doesnt care if a shield is paper or steel, wooden shields are the best and cheapest.

If you want to make it harder, simply make shields with a custom reaction. Make a new building for it, or add a reaction to the craftsman, which is just a bit more expensive than the normal shield reaction. For example 5 wooden logs, or some special ingredients (wooden frame, metal/chitin plate, leather straps), and done. Suddenly you dont have cheap shields flying around everywhere.

You cant take them on embark or order them from caravans either. Problem solved. ;)
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Splint

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #476 on: October 15, 2014, 06:01:48 pm »

I already suggested that earlier and it was shot down.

Could always limit them to bucklers or some very poor shield substitute (say a... I dunno, parry guard that has less block chance than a regular buckler and only amount to a roundshield with 3 combined?) Might do the job, forcing them to loot or otherwise manufacture better shields.
the point is not to make it difficult for them to gain shields, the point is to stop shield using from being a tactic at all

Granted my wording could have been better and all but still.

heydude6

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #477 on: October 15, 2014, 06:24:11 pm »

true. I preferred the harvesting shields from invaders approach that splint also suggested.

Anyway I quickly sketched up some aberrant and praetorian sprites:



The one on the left is just a wasp peasant, the one in the center is the praetorian and the one on the right is an abherrant. What do you think?
« Last Edit: October 15, 2014, 08:32:23 pm by heydude6 »
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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.

smakemupagus

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #478 on: October 15, 2014, 09:01:38 pm »

so, i'm still looking for a way to create a language file. if anyone knows how, please let me know.


http://www.bay12forums.com/smf/index.php?topic=47332.0
Quote
DFLang: generate realistic language raws, every time.

DFLang is a tool for creating unique modded languages.

It takes a collection of words from one or more existing languages and randomly generates a number of additional words that sound like they could belong to that language. It takes these generated words and uses them to construct a well-formatted raw file of the language_###.txt variety.

(For instance, if you give DFLang a bunch of hebrew words, it might generate words like "oshebah" and "anayyim"; if you give it some chinese words you'll get things like "yinxiu" and "conguan"; if you give it both you might get "nefenguo" or "baochol".)

But wait, there's more! You know how in DF most words are associated with symbols like FLOWERY or UNTOWARD? DFLang gives you the option of generating a root for each of these symbols. Words associated with a symbol will be very likely to include the corresponding root.

(For instance, if the root for FLOWERY is ''fol", then BERRY might be assigned the word "efolab" and BLOSSOM might get "desafolu".)

than402

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Re: ☼Hive☼ Everything Hivewasp related
« Reply #479 on: October 16, 2014, 02:54:48 am »

thank you, smake

concerning the shields i gave them an exp rate of 20% and removed them from the entity file. if wasps want to use three shields they must import them or harvest them.
true. I preferred the harvesting shields from invaders approach that splint also suggested.

Anyway I quickly sketched up some aberrant and praetorian sprites:



The one on the left is just a wasp peasant, the one in the center is the praetorian and the one on the right is an abherrant. What do you think?

they both looks fine to me.
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