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Author Topic: The Modding God Game (No limits on players, contribute now!)  (Read 14472 times)

Trapezohedron

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Re: The Modding God Game (No limit on players)
« Reply #75 on: December 16, 2015, 11:28:44 pm »

The Shining Trapezohedron was pleased, and seeing the work of creator gods, It has become indifferent to the natural work of organic beings.

Instead, It proposes a deal to the other gods.

"There will be an age of heroism to glorify our heroes and chosen hands. Whoever wins, will win. But we shall aid them in achieving the goals they have planned for the glory of their gods."

-200 pt : Create variants of ALL metals 5-10x stronger than their component metal; all of which are unobtainable outside of Adventure mode, and is created via adventure mode reactions utilizing a kind of weapon and a specific butcher drop from megabeasts. The metals must not be intrusive to fortress stockpile (meaning they are not true metals or materials), and must exclude the use of divine-tier metals as components.
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Spiderking50

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Re: The Modding God Game (No limit on players)
« Reply #76 on: December 17, 2015, 02:41:49 am »

I have a few things of import:


And granted red herrings upon the world. (freshwater fish of course.)


You know that herrings are oceanic fish right? Do you just want these to be like those, but freshwater?

Which brings up another issue: seeing as you all barely limited creative power and ability, I'd like to discourage the addition of real plants/animals. The beauty of this is that almost anything can be created (only limited by what the game itself will allow). I'd prefer spending the time on a fantastical and intereting entry rather than copy and pasting a raw directly from vanilla. It makes for an all around more interesting time.

Third thing is that the adventure mode reaction will take some research (I don't know how to do that exactly, but I can figure it out) so it will go directly to the under construction section.
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Ultimuh

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Re: The Modding God Game (No limit on players)
« Reply #77 on: December 17, 2015, 02:51:28 am »

I have a few things of import:


And granted red herrings upon the world. (freshwater fish of course.)


You know that herrings are oceanic fish right? Do you just want these to be like those, but freshwater?


* Ultimuh facepalms.
Make them oceanic then.
And add an extra eye or two.
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nomoetoe

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Re: The Modding God Game (No limits on players, contribute now!)
« Reply #78 on: December 17, 2015, 02:54:37 am »

Avoid real things, I can do that. It is for the best.
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Trapezohedron

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Re: The Modding God Game (No limits on players, contribute now!)
« Reply #79 on: December 17, 2015, 07:09:26 am »

But real creatures are niiiice. D:

Fine, we'll being dire wolves and wargs from castlevania then.
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crazyabe

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Re: The Modding God Game (No limit on players)
« Reply #80 on: December 17, 2015, 08:24:38 am »

((-200))I make Beholders: Civilizations of Large, amphibious, thick skinned, intellgent, racist, floating balls that have one central eye, eight eyes on tentacles, and large brutal maws full of long sharp teeth. they are held aloft by a single organ that also lets them move on the ground and breath. they are immune to blindness. they see the eating, enslaveing, and trophying of other sentiants as required. they are ruled by a Queen and see their Queen as a religious figure, Treason is unthinkable. they live in forest retreat, Citys, and caves. the rulers of there civilization go: Elder Orb > Brood mother > Hive Daughter > Queen.
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Ama

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Re: The Modding God Game (No limits on players, contribute now!)
« Reply #81 on: December 17, 2015, 10:02:39 am »

((-200)) Create the Sporeals, a civilization of mushroom people that reproduce asexually.
"Your creatures interest us. We shall help cloth them."

The Creep shall form the Chuba (a Tibetan coat) and grant the knowledge of how to make it to the Sporeals.
It can be made out of Scarlet String.

The Creep shall then make the Crawler.
The Crawler is a large twenty legged insectoid creature with multiply mushrooms growing on its back.
It can be tamed and milked for honey.
It is found underground.

The Creep shall then create the Scarlet Sporeals Cups.
It is a scarlet colored, stringy mushroom that grows along the floor of caves.
It can be crafted into Scarlet String.
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Bluexdog

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Re: The Modding God Game (No limits on players, contribute now!)
« Reply #82 on: December 17, 2015, 05:22:38 pm »

"I grow bored of this world, I shall make beauty."

Kryptos creates the mirror and gives the knowledge to all the races

He shall also create a form of intelligent life. Kryptos creates Dark Elves
"They shall be my followers!"

EDIT:Fixed
« Last Edit: December 17, 2015, 05:29:35 pm by Bluexdog »
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crazyabe

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Re: The Modding God Game (No limits on players, contribute now!)
« Reply #83 on: December 17, 2015, 05:27:54 pm »

((You cant make a Moon, That would require that we could add planets to DWARF FORTRESS, and you cant do that.))
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Zanzetkuken The Great

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Re: The Modding God Game (No limits on players, contribute now!)
« Reply #84 on: December 17, 2015, 07:01:48 pm »

-Harvesters are SIGNIFICANTLY stronger than the other mortal races. May have something to do with them being made of metal and immune to bleeding and headshots... must nerf somehow.

They were intended to be an existential threat.  Outside of the firebreathing caste, I'll probably wind up keeping them as only fighting in melee combat.  Curious, how easily do they take over settlements in worldgen?  By the way, could you post the raw folder at the end of each round so we know what is in there?  It's not really clear exactly how much was cleared out and I would enjoy seeing how things are structured and evolve.

Create Carapaces for each aspect of the Harvesters (1 for each category of entity category (Helm, Armor, Gloves, Shoes, Pants)) (Metal only) (I believe you can have this set to required).  125 points
Create a drilling module (uses both digger and weapon in the entity so it can be used for mining and as a weapon), a chainsaw module (same use as axe), and a shielding module. 75 points
« Last Edit: December 17, 2015, 11:20:21 pm by Zanzetkuken The Great »
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VoidSlayer

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Re: The Modding God Game (No limits on players, contribute now!)
« Reply #85 on: December 17, 2015, 11:16:52 pm »

I would rather not be modeled after a mythical fictional creature so lets;

(50) Create the Forest Sparrow.  Common in forests and jungles.

Sparrows are a large bird with brown and white plumage, a 15 foot wingspan, three eyes, they are omnivorous and intelligent enough to be tamed. 

Sparrow beaks and talons are as strong as common weapon metals (whatever the strongest ordinary combat metal is, right now I think Kobalt is the only weapon quality metal). 

Sparrows have a symbiotic microbe on their feathers, beaks and talons.  While harmless to the sparrow contact may cause an infection that causes blistering, pain and eventually necrosis to non-fungal animals and plants.

(50) Create the Scrub Sparrow.  As above.
Yellow and dusty red plumage, common in deserts and grasslands

(50) Create the Cave Sparrow.  As above.
Dark black and pale white plumage, Common in caves and hills.

(25) Create foot wrappings.

A type of shoe made from a long piece of leather or cloth which is gently then firmly wrapped around the foot.  When correctly wrapped they are very comfortable and warm, covering the foot and lower legs.  Armor can be worn over, but most other shoes will not fit.

(25) Create foot wrappings usable by variously sized races.  Everyone gets shoe-like things!

We should probably add some more clothes and such!  Feel free to add some more weapons and armor, I am gonna make some more metals next turn.

VoidSlayer

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Re: The Modding God Game (No limits on players, contribute now!)
« Reply #86 on: December 17, 2015, 11:24:07 pm »

-Harvesters are SIGNIFICANTLY stronger than the other mortal races. May have something to do with them being made of metal and immune to bleeding and headshots... must nerf somehow.

They were intended to be an existential threat.  Outside of the firebreathing caste, I'll probably wind up keeping them as only fighting in melee combat.  Curious, how easily do they take over settlements in worldgen?  By the way, could you post the raw folder at the end of each round so we know what is in there?  It's not really clear exactly how much was cleared out and I would enjoy seeing how things are structured and evolve.

Create Carapaces for each aspect of the Harvesters (1 for each category of entity category (Helm, Armor, Gloves, Shoes, Pants)) (Metal only) (I believe you can have this set to required).  125 points
Create a drilling module (uses both digger and weapon in the entity so it can be used for mining and as a weapon), a chainsaw module (same use as axe), and a shielding module. 75 points

Modding them to be made out of random mod-native weapon+armor metals might be fun.

Right now it looks like a modified harpoon gun is the only ranged weapon wooo!

Zanzetkuken The Great

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Re: The Modding God Game (No limits on players, contribute now!)
« Reply #87 on: December 17, 2015, 11:28:47 pm »

Modding them to be made out of random mod-native weapon+armor metals might be fun.

Right now it looks like a modified harpoon gun is the only ranged weapon wooo!

If you are referring to the harvesters, I plan on switching them over to the mod's metals when there's an equivalent to each caste's current type.
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VoidSlayer

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Re: The Modding God Game (No limits on players, contribute now!)
« Reply #88 on: December 17, 2015, 11:38:00 pm »

Modding them to be made out of random mod-native weapon+armor metals might be fun.

Right now it looks like a modified harpoon gun is the only ranged weapon wooo!

If you are referring to the harvesters, I plan on switching them over to the mod's metals when there's an equivalent to each caste's current type.

I am up to that challenge!  We already have copper!  As soon as it is actually modded in.

Spiderking50

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Re: The Modding God Game (No limits on players, contribute now!)
« Reply #89 on: December 17, 2015, 11:50:05 pm »

-Harvesters are SIGNIFICANTLY stronger than the other mortal races. May have something to do with them being made of metal and immune to bleeding and headshots... must nerf somehow.

They were intended to be an existential threat.  Outside of the firebreathing caste, I'll probably wind up keeping them as only fighting in melee combat.  Curious, how easily do they take over settlements in worldgen?  By the way, could you post the raw folder at the end of each round so we know what is in there?  It's not really clear exactly how much was cleared out and I would enjoy seeing how things are structured and evolve.

World gen is still kind of wonky. I cut out all plants and animals. Right now many of the foods we have now grow bellow ground. However right now most of the civs are surfaced based. I don't think we have any (maybe one) subterranean plant growers except the new shroom people I'm working on. That causes issues when generating worlds because no civs really get enough food and there is a serious lack of spread compared to vanilla. Plus there's no fish or domestic animals. Its just strange. But I'm not worried about that.

What I am worried about is the arena. Civilian harvesters can beat grand master fighters/dodgers/weapon masters of every race that is unarmored. They just downright slay them as the attacks bounce off them. Once I armor the poor soul I am sending to death, even humans who are larger, still lose about 98% of the time. So far like 3 harvesters have died to mortal races and thats only after I made them able to bleed. They're just nigh indestructible because they are made out of metal, have no organs, have no brain, and (normally) don't bleed. You can cut off all its limbs and its push attack is still damaging enough to bruise the brain! And so what happens is the mortal (this is assuming they haven't died already) beats on the thing until they pass out and then the harvester pushed them in the face and their head explodes into gore. I'm not sure how to nerf them because I want them to be a threat, but also I want them to be fightable too.

Right now they are all made out of kobaltite until we have better metals. I may have given the super class Solan even though its not a weapons metal but I'm not sure.

Oh and I will post the mod after this round. If anything is still weird I may throw in a piece of clothing or plant to smooth things out. Expect monday for the release date, I have some Christmas parties to attend tomorrow and also Saturday.
« Last Edit: December 17, 2015, 11:53:56 pm by Spiderking50 »
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