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Author Topic: Warhammer Mod r15 (???)  (Read 72345 times)

Teneb

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Re: Warhammer Mod r2: Red Wanderer
« Reply #60 on: April 09, 2016, 11:57:06 am »

This... took far longer than I suspected, but all that needs to be done is finish some documentation and test it all.
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Teneb

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Re: Warhammer Mod r3: Vermintide
« Reply #61 on: April 10, 2016, 05:02:45 pm »

Decided to leave some documentation regarding magic unfinished so I could push this out. Hopefully I didn't mess up with the DFHack stuff, but I guess we'll see. Did some testing, but who knows what I might've missed or got lucky with. Changelog below:

Spoiler (click to show/hide)

And... I immediately remembered skaven didn't receive the strange moods token. fixed and reuploaded.
« Last Edit: April 10, 2016, 05:04:17 pm by Teneb »
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Baffler

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Re: Warhammer Mod r3: Vermintide
« Reply #62 on: April 12, 2016, 11:26:38 pm »

PTW so I don't forget, will give some feedback once the weekend rolls around.
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Even if you found a suitable opening, I doubt it would prove all too satisfying. And it might leave some nasty wounds, depending on the moral high ground's geology.
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Baffler likes silver, walnut trees, the color green, tanzanite, and dogs for their loyalty. When possible he prefers to consume beef, iced tea, and cornbread. He absolutely detests ticks.

Baffler

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Re: Warhammer Mod r3: Vermintide
« Reply #63 on: April 15, 2016, 03:27:28 pm »

Alright, got some time in as dwarfs. Impressions:

-The drakegun/drake pistol are hilarious. Caravan guards keep burning themselves to death in wildfires trying to incinerate random wilderness creatures, but used properly they're a worthy addition. Honestly they're kind of OP, but I don't really see any other way to implement them.
-Siege weapons don't seem to be working properly. I can build them just fine, but none of them have any reactions listed.
-The stone beds don't work like I expected them to, with neither boulders or blocks being available for the reaction. Am I just missing something here?
-The reaction to produce a rune at the metalsmith's forge doesn't seem to work. A bar is consumed, but no rune is produced. Does it require a runesmith to make the things, or just to strike them at the anvil of doom?
-No word on the anvil of doom, none of my dwarves have been runesmiths so far (I've been spawning in runes with DFHack.)
-Handguns seem to be about right, power-wise. Smaller targets tend to have the part explode in gore when hit, while larger ones stick in and cause lots of bleeding. This with bismuth bronze bullets.
-Standards seem to be working as intended. My quarreler squad rallied against a group of plaguebeasts when their sergeant (carrying the standard and a drake pistol) showed up. They still all died because plaguebeasts, but they didn't have the the fear debuff.
-Plaguebeasts, incidentally, have a typo in the raws, they've got [CREATURE_CLASS:MIDNLESS] instead of mindless.
-No word on the book of grudges yet. My scholars are a lazy bunch.
-No word on Skaven or Vampire Counts either, I'm at war with both but they're no-shows after 10 years. That's DF though, so I guess the wait continues.

Overall pretty good. The creatures (at least the ones I've seen) match the source material pretty closely. I've noticed a lot more fights among the dwarfs than the vanilla dwarves as well, they seem to be an appropriately contentious people.
« Last Edit: April 15, 2016, 03:31:18 pm by Baffler »
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Quote from: Helgoland
Even if you found a suitable opening, I doubt it would prove all too satisfying. And it might leave some nasty wounds, depending on the moral high ground's geology.
Location subject to periodic change.
Baffler likes silver, walnut trees, the color green, tanzanite, and dogs for their loyalty. When possible he prefers to consume beef, iced tea, and cornbread. He absolutely detests ticks.

Teneb

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Re: Warhammer Mod r3: Vermintide
« Reply #64 on: April 15, 2016, 04:54:11 pm »

-The drakegun/drake pistol are hilarious. Caravan guards keep burning themselves to death in wildfires trying to incinerate random wilderness creatures, but used properly they're a worthy addition. Honestly they're kind of OP, but I don't really see any other way to implement them.
I was expecting this. This is good.

-Siege weapons don't seem to be working properly. I can build them just fine, but none of them have any reactions listed.
-The stone beds don't work like I expected them to, with neither boulders or blocks being available for the reaction. Am I just missing something here?
-The reaction to produce a rune at the metalsmith's forge doesn't seem to work. A bar is consumed, but no rune is produced. Does it require a runesmith to make the things, or just to strike them at the anvil of doom?
I likely have pooped up somewhere. I would be impressed if this wasn't the case.

-No word on the anvil of doom, none of my dwarves have been runesmiths so far (I've been spawning in runes with DFHack.)
Could be bad luck, could be another mess, I'll check it out.

-Handguns seem to be about right, power-wise. Smaller targets tend to have the part explode in gore when hit, while larger ones stick in and cause lots of bleeding. This with bismuth bronze bullets.
To be honest, the values I used were more or less arbitrary, but I'm glad they are holding up well against the bow and crossbow.

-Standards seem to be working as intended. My quarreler squad rallied against a group of plaguebeasts when their sergeant (carrying the standard and a drake pistol) showed up. They still all died because plaguebeasts, but they didn't have the the fear debuff.
Something works!

-Plaguebeasts, incidentally, have a typo in the raws, they've got [CREATURE_CLASS:MIDNLESS] instead of mindless.
This is what I get for trying to type up raws while stressed and rushed.

-No word on Skaven or Vampire Counts either, I'm at war with both but they're no-shows after 10 years. That's DF though, so I guess the wait continues.
How close did you settle to them? As a side note, I originally tried to make the skaven hostile to everyone, but found out I can only make so one playable entity is hostile to everyone (by being snatcher + thief), and am reserving that to the tomb kings (it'll be weird as fuck to see TK snatchers though).

Overall pretty good. The creatures (at least the ones I've seen) match the source material pretty closely. I've noticed a lot more fights among the dwarfs than the vanilla dwarves as well, they seem to be an appropriately contentious people.
I've tweaked the personalities to try and get them to form grudges and such. Glad it's at least being different from the standard. Thanks on the creature thing, by the way.

Anyway, I'll get to work on r4 and dedicate it exclusively to making stuff work (thus pushing orcs & goblins to r5).
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Baffler

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Re: Warhammer Mod r3: Vermintide
« Reply #65 on: April 15, 2016, 05:09:22 pm »

-No word on Skaven or Vampire Counts either, I'm at war with both but they're no-shows after 10 years. That's DF though, so I guess the wait continues.
How close did you settle to them? As a side note, I originally tried to make the skaven hostile to everyone, but found out I can only make so one playable entity is hostile to everyone (by being snatcher + thief), and am reserving that to the tomb kings (it'll be weird as fuck to see TK snatchers though).

Far away. I wanted my first fort to be fairly peaceful so I could get a feel for the new systems. I'll probably start a Skaven fort with lots of threats next. A Herald of Nurgle came around, with extremely predictable results.

Also I believe [UTTERANCES] makes civilized creatures hostile to everyone but themselves, but possibly unplayable.
« Last Edit: April 15, 2016, 05:11:10 pm by Baffler »
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Quote from: Helgoland
Even if you found a suitable opening, I doubt it would prove all too satisfying. And it might leave some nasty wounds, depending on the moral high ground's geology.
Location subject to periodic change.
Baffler likes silver, walnut trees, the color green, tanzanite, and dogs for their loyalty. When possible he prefers to consume beef, iced tea, and cornbread. He absolutely detests ticks.

Teneb

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Re: Warhammer Mod r3: Vermintide
« Reply #66 on: April 15, 2016, 05:14:13 pm »

Unfortunately, UTTERANCES doesn't. I tried it with the skaven and it made them friendly with dwarfs, hence why I lumped them in the chaos+vampires "side".

Anyway, I figured out a bunch of problems in one go (related to beds and runes not being made, also extended to a LOT of other stuff.). Siege engines having no reactions continues to mystify me, because everything is in its proper place. If I continue to not see what's wrong, I'll try the questions thread.

Also turns out that Frostfiends were "midnless" too.
« Last Edit: April 15, 2016, 05:37:13 pm by Teneb »
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Teneb

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Re: Warhammer Mod r3: Vermintide
« Reply #67 on: April 17, 2016, 01:51:54 pm »

So fixed pretty much all raw-related problems, waiting on an answer for DFHack ones by the fine wizards of... well... DFHack because I am not knowledgeable enough there to see what I did wrong.
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Teneb

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Re: Warhammer Mod r4: Get to da Choppa!
« Reply #68 on: April 21, 2016, 08:33:52 pm »

New version out! Bug fixes! Stuff that works! Five new PLAYABLE factions because what is self-restraint!

Up next: Empire! (And an attempt at making a little cool secret feature, but we'll see how that works out.)
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ZebioLizard2

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Re: Warhammer Mod r4: Get to da Choppa!
« Reply #69 on: April 22, 2016, 10:14:04 am »

All the greenskins!.. Well most of them, but jeeze that was fast.
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Teneb

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Re: Warhammer Mod r4: Get to da Choppa!
« Reply #70 on: April 22, 2016, 12:39:11 pm »

All the greenskins!.. Well most of them, but jeeze that was fast.
Nope, all of them. Gnoblars are already in as non-playable (bu never will they be playable), and whenever the ogres roll around they'll also be available as pets.

I hope people like fake siege weapons, because the empire has a whole lot of them. The appearance of some will probably suck, but such is life.
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ZebioLizard2

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Re: Warhammer Mod r4: Get to da Choppa!
« Reply #71 on: April 22, 2016, 02:04:01 pm »

Sounds about right for the Gnoblars, I've never seen them so I didn't realize.

Should be interesting though, gonna try and give it a  run tonight.
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Teneb

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Re: Warhammer Mod r4: Get to da Choppa!
« Reply #72 on: April 22, 2016, 03:18:19 pm »

Decided to reveal the "secret" I am working for the next version because it was a stupid idea to try and keep it hidden. It is artifacts. To be precise, the various magic items present in the tabletop that can only be acquired through strange moods. There'll only be a select few in this (with more coming in each), but the only one I decided on yet is the wizarding hat: it gives the wearer (regardless of race!) access to two spells for any of the eight basic lores... but also makes them a complete imbecile while wearing it.
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ZebioLizard2

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Re: Warhammer Mod r4: Get to da Choppa!
« Reply #73 on: April 23, 2016, 05:24:25 am »

Been having issues generating a good world, any good seeds you all been using?
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Teneb

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Re: Warhammer Mod r4: Get to da Choppa!
« Reply #74 on: April 23, 2016, 09:27:15 am »

Been having issues generating a good world, any good seeds you all been using?
I test the mod with medium region. Usually the game tells you what is the issue when getting too many rejections. Did you get any message of the sort?
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