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Author Topic: Warhammer Mod r15 (???)  (Read 72300 times)

Alyfox

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Being a huge warhammer fantasy fan, Im checking this out. I've noticed that the map generally looks the same every time when using the Warhammer advanced world gen.. and that I seem to get the same playable civs each time (Bretonian, Chaos, Dwarves).. I'm really wanting to try out Skaven. Any help?


Anyone? Bueller?
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Teneb

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Being a huge warhammer fantasy fan, Im checking this out. I've noticed that the map generally looks the same every time when using the Warhammer advanced world gen.. and that I seem to get the same playable civs each time (Bretonian, Chaos, Dwarves).. I'm really wanting to try out Skaven. Any help?


Anyone? Bueller?
Just use the rest of the advanced worldgen presets. Currently the mod is a mess and will continue to be so until the next release.

EDIT: I'm... scrapping a lot of stuff, sadly. The reason is that there is a lot of stuff that makes little sense. Rodent teeth on hippogryphs (who have no teeth, instead possessing serrated beaks). Daemons who should be just a bit larger than a human being about the size of a DF troll. "Runic weapons" that are near-identical to their regular counterparts. A few creatures with over-detailed bodies (such as having left and right torsos. Too many bodyparts can increase strain on the game due to tracking of injuries.). Baby daemons. No gaits on anything.  It... goes on. So, as said, I'm going through all files and just doing what I did to the beastmen: erase most stuff and remake it better. First target are all non-entity creatures.

This will end in either a good mod or madness. Wish me luck.

(Addendum: I'm not turning this into a one-man show, but so far only myself and Rex Invictus have shown any interest in adding anything. Any submission will be added with some tweaking to make sure everything is more or less on the same level.)
« Last Edit: July 07, 2015, 06:02:32 pm by Teneb »
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Nikitian

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I have only a small bit of modding experience, but this mod virtually brought me back to adventure mode and DF in general (gunpowder weapons! Warhammer Fantasy setting!), so I'd like to contribute and help, such as dealing with the many little glaring loose ends rather than selfishly waiting for them to be eventually fixed.

I think I could tackle gunpowder weapon compatibility and stuff, and then maybe the human civs in general (Empire, Bretonnia, possibly others). Have you worked on any of those, and can I have the updated relevant raws (to avoid double fixes)?
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Past Sigs
Nikitian kneels in front of his computer, fresh lamb's blood on his hands, and prays to the dark powers for answers about armor thickness.

Teneb

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I have only a small bit of modding experience, but this mod virtually brought me back to adventure mode and DF in general (gunpowder weapons! Warhammer Fantasy setting!), so I'd like to contribute and help, such as dealing with the many little glaring loose ends rather than selfishly waiting for them to be eventually fixed.

I think I could tackle gunpowder weapon compatibility and stuff, and then maybe the human civs in general (Empire, Bretonnia, possibly others). Have you worked on any of those, and can I have the updated relevant raws (to avoid double fixes)?
I'll probably post the work-in-progress version I have (as ASCII only) on a separate link soon. Later tonight (so in a few hours), probably. However, I recommend downloading what is up on the first page in order to compare stuff.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Alyfox

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Just use the rest of the advanced worldgen presets. Currently the mod is a mess and will continue to be so until the next release.

I downloaded the modded game a week or two ago, and it only came with the one warhammer preset, and the mod information indicates to only use that one, so Im not exactly sure what you mean.

Id contribute if I k new anything about modding.. the most Ive ever done is remove gems, change gem and seed values, remove animal men, and change the land speed of dwarves.. beyond that Im more or less clueless when it comes to RAW work :\
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Teneb

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Just use the rest of the advanced worldgen presets. Currently the mod is a mess and will continue to be so until the next release.

I downloaded the modded game a week or two ago, and it only came with the one warhammer preset, and the mod information indicates to only use that one, so Im not exactly sure what you mean.

Id contribute if I k new anything about modding.. the most Ive ever done is remove gems, change gem and seed values, remove animal men, and change the land speed of dwarves.. beyond that Im more or less clueless when it comes to RAW work :\
Did I mention the mod is a mess? Because it is.

As for learning to mod, check the token pages on the wiki (search stuff like item tokens, creature tokens and so on) and download mods to look at the RAWs. And, of course, ask stuff in the modding questions thread.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

werff

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Re: Warhammer Fortress: Community Project Revival 2.0 - Braying Intensifies
« Reply #21 on: August 02, 2015, 11:10:06 am »

One Little question...

How is it going about making Ogres playable as a fort CIV?
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Teneb

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Re: Warhammer Fortress: Community Project Revival 2.0 - Braying Intensifies
« Reply #22 on: August 02, 2015, 11:17:10 am »

One Little question...

How is it going about making Ogres playable as a fort CIV?
Very low priority.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

werff

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Re: Warhammer Fortress: Community Project Revival 2.0 - Braying Intensifies
« Reply #23 on: August 02, 2015, 11:49:41 am »

Aaaand why i can't find beastmen???
I mean... no beastmen on my 45 worlds...
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Teneb

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Re: Warhammer Fortress: Community Project Revival 2.0 - Braying Intensifies
« Reply #24 on: August 02, 2015, 12:25:12 pm »

Aaaand why i can't find beastmen???
I mean... no beastmen on my 45 worlds...
Because the mod is a mess. I even added a disclaimer to the OP. As for when it won't be a mess, when it's ready. Still a lot to do.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

mcolombe

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Re: Warhammer Fortress: Community Project Revival 2.0 - Braying Intensifies
« Reply #25 on: August 28, 2015, 04:17:08 am »

Is work still ongoing to improve this Mod?
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Teneb

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Re: Warhammer Fortress: Community Project Revival 2.0 - Braying Intensifies
« Reply #26 on: August 28, 2015, 08:03:44 am »

Yes. Very slowly, but yes.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

mcolombe

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Re: Warhammer Fortress: Community Project Revival 2.0 - Braying Intensifies
« Reply #27 on: September 07, 2015, 06:21:01 pm »

cool, i am glad that the mod is still being worked on.
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Teneb

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Re: Warhammer Fortress: Project Revival (IN PROGRESS)
« Reply #28 on: September 15, 2015, 02:32:27 pm »

Decided to give people something of a status update.

Currently, I am still working on the non-entity creatures. I've had to re-do nearly all of them from scratch due to massive problems in the original RAWs. I'd say I've done at least a third of them, however, and the rest will be done soon enough.

After that I will alter the advanced worldgen presets to remove content like the regional interactions, night creatures and such, as they will be replaced by mod content, some right after I modify the worldgen presets, some later. Non-real world plants will be renamed to be more generic, since there is little information on plants in Warhammer (it focuses on battles, after all). A few new stones/ores like warpstone and gromril will be added.

After all that, I'll start working on the dwarfs, and when they are done a version will be released. That version will contain no civilizations other than dwarfen ones, so the only threat to forts will be from necromancers. After the dwarfs are done, I'll pick a new race and repeat the cycle. This should guarantee somewhat frequent releases that are also stable and playable.

Unfortunately, many things will lack sprites, so if you do have spriting skills, PM me.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

mcolombe

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Re: Warhammer Fortress: Project Revival (IN PROGRESS)
« Reply #29 on: September 17, 2015, 03:22:03 pm »

keep up the good work mate.
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