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Poll

Player race?

Dwarves: Classic, with access to weapons no other civ does, as well as steel and stuff, as well as evil creatures and golems.
- 2 (22.2%)
Toads: Peace-loving, can tame good creatures (Like yoshis), but not as powerful naturally
- 4 (44.4%)
Koopas: Rigid, militaristic, can use evil creatures, steel, and special suits of shell armor. Can have spell-slinging magikoopas
- 1 (11.1%)
Shy Guys: Nothing special, they master tasks in just a few seasons, but they rust just as fast.
- 0 (0%)
Jawas: Have access to any pet race (Not counting good or evil I think), and they have star wars weaponry, obviously.
- 2 (22.2%)

Total Members Voted: 9


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Author Topic: Borechanced; Mods Unleashed  (Read 39009 times)

Eric Blank

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Re: Borechanced; Mods Unleashed
« Reply #60 on: January 27, 2017, 02:39:37 pm »

I'd be interested in a turn for this, and be 'guy'd' I guess.
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I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

FirePhoenix11

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Re: Borechanced; Mods Unleashed
« Reply #61 on: January 27, 2017, 03:20:12 pm »

I'm pretty excited to hear that my mod is being used, I literally posted it up just a few days ago and didn't expect it to already be used with something like this. Hopefully you don't have too much FUN with all those mods.
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Dwarvemon Mod (For all your Pokemon needs)

Sponge

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Re: Borechanced; Mods Unleashed
« Reply #62 on: January 27, 2017, 06:09:19 pm »

So first things first, Guy'ing people.






I would Guy KZ5, but no one has military experience, so i'll wait for migrants.

Remember the wall I was expanding? It's done now.

I've decided to build a tavern in it. That's why you see the walls being made to be constructed.

Also someone got stung by a bee. I don't know. I thought it was important enough to screenshot at the time.


So I was researching the Shy-Guys and found they can use subspace doors to spawn in certain items. I looked for it and found it needed something weird to be built.

A magic potion? How do you make that.

Oh. A large carmot. So no matter how hard I looked, I couldn't find anything about a large carmot on the internet. So I guess we'll have to put that on hold (Indigo?).

For a side note A lot of Mynock remains have gathered around after a while. At least the cat's are doing their job.


Finally, the Kath Hounds have given birth to Albino's, the strongest Kath hounds! That's great.


Soon, a migrant wave arrived.

There weren't that many, but that's fine.
Here's our current citizens.

Got some children too. Even though they can't work, I like the idea of Shy-Guy children.

Soon after the migrants, a caravan arrived! Now we can test the stolen items thing.

After trading for some weapons and a musical instrument, I observed them leaving.

Nope. Sadly, the (Maybe) bug is present. We'll have to find a way to fix this in the future.

Another problem is it is impossible to see your wealth due to Guys having no nobles to record this.


Since I made Indigo's Guy our mechanic, I dug down to get stone and build him a workshop.



I build a slot machine on the surface, but it requires coins I don't know how to get.



Another migrant wave arrives, with a Guy suitable for KZ5!




Apparently he becomes a nobles with requirements. Come on KZ5 why are you so high-maintenance!


He's a competent sling-guy and will be using a bronze sling.
Time to start digging him an area underground.

I built a bowyer's workshop to make weapons for anyone we put on the squad.

We'll be prepared when anything attacks.

Speaking of Attacking, a Monty Mole ambushes us!

It runs away though, so we're-

(Sorry for bad screen shot)
We ended up killing the mole. I don't know why Indigo said to kill Mushroom Kingdom creatures, nothing happened.

I finished the bottom floor of the tavern.


It has a large area for performing, in-fact, some Guys already are!


The top floor of the Tavern will be a place for visitor rooms (If we even get visitors), but it's not finished yet.


For my last act of the day, I made ZM5 all of his rooms.

They don't have a cabinet or chest yet, and aren't the best quality, but it's good for now.

That's what I did today. I would say i'm about halfway through the year. If someone could tell me what a "Large Carmot" is and how to get coins it would be very helpful.


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ZM5

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Re: Borechanced; Mods Unleashed
« Reply #63 on: January 27, 2017, 06:19:32 pm »

Well, I wasn't expecting to be a noble - hope an "unfortunate accident" doesn't befall me.

Eric Blank

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Re: Borechanced; Mods Unleashed
« Reply #64 on: January 27, 2017, 06:26:51 pm »

Coins might refer to vanilla coins, which you could make at a metalsmiths forge. Not sure.

My best guess is that a large carmot is either a plant you can buy or grow or a tool. Try looking through the managers list for it, maybe its something that can be ordered made.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Enemy post

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Re: Borechanced; Mods Unleashed
« Reply #65 on: January 27, 2017, 06:32:34 pm »

The raws seem to indicate a carmot is a mineral. I'm guessing the coins will pop out of Mario creatures if we kill them right, like in the games.
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Enemy post has claimed the title of Dragonsong the Harmonic of Melodious Exaltion!

Sponge

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Re: Borechanced; Mods Unleashed
« Reply #66 on: January 27, 2017, 06:38:23 pm »

Coins might refer to vanilla coins, which you could make at a metalsmiths forge. Not sure.

My best guess is that a large carmot is either a plant you can buy or grow or a tool. Try looking through the managers list for it, maybe its something that can be ordered made.
The raws seem to indicate a carmot is a mineral. I'm guessing the coins will pop out of Mario creatures if we kill them right, like in the games.
Welp, guess i'm going mining. Also, I killed a Monty Mole and got no coins. I assumed coins would come to, but come they did not.
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Enemy post

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Re: Borechanced; Mods Unleashed
« Reply #67 on: January 27, 2017, 06:55:00 pm »

That's a lot of dead mynocks. I guess it's fitting all the corpses are heaped on my farm. We have some impressive cats.
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Eric Blank

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Re: Borechanced; Mods Unleashed
« Reply #68 on: January 27, 2017, 06:57:39 pm »

Did youbtry butchering the mole?
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Sponge

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Re: Borechanced; Mods Unleashed
« Reply #69 on: January 27, 2017, 07:57:50 pm »

Did youbtry butchering the mole?
Oh! No I didn't. I'll have to try that next time I play!
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Kyubee

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Re: Borechanced; Mods Unleashed
« Reply #70 on: January 27, 2017, 10:44:45 pm »

If you wanna reset sponge, i'd say it's up to you. Koopas generate really rarely though, or is that just me? Regardless, I like how this is coming along. After this one ends, I may start a succession game with my own mod as the show stealer.

Also I think that you can still get tavern guests when everyone's your enemy
« Last Edit: January 27, 2017, 10:49:07 pm by Kyubee »
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My (long abandoned) mod: http://www.bay12forums.com/smf/index.php?topic=176501.0
The litten is wandering around the dump now, occasionally exploding.

Sponge

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Re: Borechanced; Mods Unleashed
« Reply #71 on: January 27, 2017, 11:12:05 pm »

If you wanna reset sponge, i'd say it's up to you. Koopas generate really rarely though, or is that just me? Regardless, I like how this is coming along. After this one ends, I may start a succession game with my own mod as the show stealer.

Also I think that you can still get tavern guests when everyone's your enemy
I'll sleep on this. I really don't want to reset now, but it might get annoying later on when no megabeasts and the such show up.
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Sponge

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Re: Borechanced; Mods Unleashed
« Reply #72 on: January 28, 2017, 10:00:34 am »

Yeah, I think we should reset. Even with all I've already played, I don't want us to be blocked out of some of the main features of the game. The only problem is who are we going to play as? I barely know any of the races. Maybe we should stick with plain old dwarf's...
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Enemy post

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Re: Borechanced; Mods Unleashed
« Reply #73 on: January 28, 2017, 10:40:19 am »

Dwarves make sense, given that they'll at least be sort of familiar in all this chaos. You'll force them by removing [SITE_CONTROLLABLE] from the others, right?

*However, I think we should continue since Indigo says we'll still get attacked, or switch to toads.
« Last Edit: January 28, 2017, 12:42:06 pm by Enemy post »
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ZM5

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Re: Borechanced; Mods Unleashed
« Reply #74 on: January 28, 2017, 11:53:17 am »

I'd stick with the dwarves as well, if just for familiarity and no bugs.
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