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Author Topic: What's going on in your modding?  (Read 272734 times)

peasant cretin

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Re: What's going on in your modding?
« Reply #315 on: December 30, 2017, 09:40:23 pm »

Tinkering with meat weight. Few months ago during my last adv mode run, I didn't have the P&F mod's weight for meat set up in any way that'd make you wanna carry more of it around. This is from the perspective of a slow travel only sort of run, where the benefits of fast travel's blip teleport don't apply.

20 units of meat weigh 42r. Shrunk the solid density so 20 meat = 20r. Mainly thinking in terms of when you dry meat like borts --- figure the weight for 20 units would be more like 4r.

Probably going to do something similar for cheese. Anyone whose adventurer happens to be a cheese hoarder would want lower total r.

Also finally (via forum search) fixed stone and bone high contact area slash so they actually cut through bare skin by mucking the shear yield/fracture#s to 250K and 150k. Still juggling that. Don't necessarily want high contact area slash going through multiple fabric layers.
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Eric Blank

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Re: What's going on in your modding?
« Reply #316 on: December 31, 2017, 12:55:35 am »

Maybe you could instead make a reaction that produces preserved/dried meat, which weighs less. When you modify the weight of the material creatures are made out of, youre altering their weight and the effect that has on their performance in combat as well. You could inadvertently be changing the game balance by a lot, especially how creatures made of standard materials compare to those made of inorganics or non-standard materials like bronze collosi and element men. Weight factors in a lot with regards to how easy it is to throw/smack opponents around and how much force is behind their own blows, especially blunt attacks.

Since cheese isnt a material any creatures are made of changing that wont matter at all, but now i want to make a cheese monster :P

Ive been toying with a dragon man race on top of balancing spells and syndromes again. I just felt like making magical dragon men with lots of castes vOv
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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.

Kat

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Re: What's going on in your modding?
« Reply #317 on: December 31, 2017, 01:59:24 am »

Ive been toying with a dragon man race on top of balancing spells and syndromes again. I just felt like making magical dragon men with lots of castes vOv

Interesting. I've thought about the Draconians from Master of Magic, and how they might be modelled.
Supposedly, they're quite bureaucratic and litigious in nature. Also they can breathe fire.

Might be amusing for them to have a caste that can breathe fire, and thus trains skill faster in cooking, wood-burning, furnace operating, and glass-making.
And of course, they'd be dangerous in the sense of accidentally (or not so accidentally), setting the map on fire, heh.
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peasant cretin

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Re: What's going on in your modding?
« Reply #318 on: December 31, 2017, 03:45:56 am »

Maybe you could instead make a reaction that produces preserved/dried meat, which weighs less. When you modify the weight of the material creatures are made out of, youre altering their weight and the effect that has on their performance in combat as well. You could inadvertently be changing the game balance by a lot, especially how creatures made of standard materials compare to those made of inorganics or non-standard materials like bronze collosi and element men. Weight factors in a lot with regards to how easy it is to throw/smack opponents around and how much force is behind their own blows, especially blunt attacks.

Since cheese isnt a material any creatures are made of changing that wont matter at all, but now i want to make a cheese monster :P

Ive been toying with a dragon man race on top of balancing spells and syndromes again. I just felt like making magical dragon men with lots of castes vOv

Agreed. I haven't changed the meat entry in the material_template_default file. I used a salting drying reaction that references an inorganic_food_cured_advmd file which is where I have an entry for dried meat. That's where I dropped solid density to 100.

But yeah, what you were saying was something I was thinking about when changing sheer values for stone/bone/wood (no big deal) and later drifting towards, then skipping teeth/horns/nails (dwarf child scratches the brain of poor adventurer). Gotta limit the unintentional raw and in-game abominations.

I'm serious abut the cheese. I guess for me every dwarf is in some ways a hobbit.
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TomiTapio

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Re: What's going on in your modding?
« Reply #319 on: December 31, 2017, 11:37:47 am »

And of course, they'd be dangerous in the sense of accidentally (or not so accidentally), setting the map on fire, heh.
A good trick is: some workshop reactions having a 1% or 2% chance of making a COAL_BONFIRE (from Warlord255's bonfire minimod) which ignites things nearby. Hint: wooden cages + bonfire->grassfire

Here's ice(water boulder) to water bucket, and squeeze hospital water from plants, by Malecus:
so one can have plants to ale, and plants to water.
Spoiler (click to show/hide)

tweaked dwarf creature soundmessages a bit:
Spoiler (click to show/hide)
« Last Edit: December 31, 2017, 11:45:45 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
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Asin

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Re: What's going on in your modding?
« Reply #320 on: January 02, 2018, 12:57:52 pm »

I'm working on expansion packs for Culture Shock, my "major mod". These expansion packs will mostly add in new races, with weapons and clothing included. First race pack I'm working on is "Distant Folk", an Asian themed pack which will bring two races into Culture Shock.

The Races:
  • Hito, a human variant based on the Japanese, armed with the familiar weapons like katanas and kunai and the kinda less familiar stuff like the kanabo, otsuchi (a large wooden war mallet mostly used for breaking down doors, albeit the version I plan on implementing is metal and made to beat the crap of you), naginata, and the tonfa.
  • Something Mongol-based that I can't think of right now... I may need ideas...

TomiTapio

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Re: What's going on in your modding?
« Reply #321 on: January 03, 2018, 05:47:42 am »

Something Mongol-based that I can't think of right now... I may need ideas...[/li][/list]
Horse nomads, eh? What if they had 20 different types of bow, and arrow variety too. Blunt arrows for bird-hunting. Lightweight armors only. Fur-lined variants of clothes. Their scholars keen on astronomy and geography. Limit their metal reactions so they have basic iron and bronze.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

ZM5

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Re: What's going on in your modding?
« Reply #322 on: January 03, 2018, 08:26:44 am »

Doing the "creature derivatives" pack - just got done with most of the wild creature derivatives.

Still have three "segments" left to do though - mechanical variants, playable "wild" races, and civilized races themselves. Total of 42 creatures.

Admittedly, a lot of them aren't TOO different from the creatures they're derivated from - I'm fine with it though, tbh, since atleast there's some more variety in terms of biome wildlife. Don't think I'll be able to expand good biomes with this too much (a lot of the new creatures are "corrupted" versions of existing ones so they're in evil biomes), which kinda bothers me - I really want to expand those, but I guess I'm gonna have to wait until I'm done with this.

Asin

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Re: What's going on in your modding?
« Reply #323 on: January 03, 2018, 08:30:47 am »

    Something Mongol-based that I can't think of right now... I may need ideas...[/li][/list]
    Horse nomads, eh? What if they had 20 different types of bow, and arrow variety too. Blunt arrows for bird-hunting. Lightweight armors only. Fur-lined variants of clothes. Their scholars keen on astronomy and geography. Limit their metal reactions so they have basic iron and bronze.

    Sounds good enough for me! Although I am afraid I cannot make them nomads... Which awfully stinks...

    ZM5

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    Re: What's going on in your modding?
    « Reply #324 on: January 03, 2018, 11:05:51 am »

    5 more done, mechanicals this time around. Added these little cuties, amongst mechanical squirrels and chickens.

    I wanted to give them slag spit (melted iron) as a facsimile of draconic fire breath, but uhh, it burned down the grassy part of the arena (also the human test dummy died but who cares about that), so I settled with them spitting up chunks of iron, which work fairly well as blunt projectiles.

    peasant cretin

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    Re: What's going on in your modding?
    « Reply #325 on: January 03, 2018, 06:06:18 pm »

      Something Mongol-based that I can't think of right now... I may need ideas...[/li][/list]
      Horse nomads, eh? What if they had 20 different types of bow, and arrow variety too. Blunt arrows for bird-hunting. Lightweight armors only. Fur-lined variants of clothes. Their scholars keen on astronomy and geography. Limit their metal reactions so they have basic iron and bronze.

      Sounds good enough for me! Although I am afraid I cannot make them nomads... Which awfully stinks...

      You could give the nomads both banditry tokens w/BANDITRY:100? This was you get camps and groups "milling about." Somewhat related is bandits never get civ facial hair as they (is true?) fall under being outsiders, but males could have a single facial hair set up if you have hair under caste.

      Recently did the facial hair thing when making both gnome types outsider controllable.
      « Last Edit: January 03, 2018, 07:34:26 pm by peasant cretin »
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      TomiTapio

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      Re: What's going on in your modding?
      « Reply #326 on: January 03, 2018, 06:19:19 pm »

      Can one limit the town size to like 20 people max? That'd be more nomad than 250 person town.
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      ==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
      47.05e release: http://dffd.bay12games.com/who.php?id=1538
      OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
      My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

      peasant cretin

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      Re: What's going on in your modding?
      « Reply #327 on: January 03, 2018, 07:38:57 pm »

      Thinking about it, I might borrow the nomad idea and do banditry:100. Never having done this sort of thing, I was thinking about cramming human/gob/dorf/elf into the caste set up. Not sure if that'll work as I'm roughly imagining.

      EDIT: Easier to just dupe the 4 main races into nomadic dorf, etc, etc...
      « Last Edit: January 03, 2018, 08:15:26 pm by peasant cretin »
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      Enemy post

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      Re: What's going on in your modding?
      « Reply #328 on: January 03, 2018, 10:58:24 pm »

      I saw The Last Jedi, so a Jawa Fortress update should be forthcoming. On Half Life, I have most of the Xen animals done. Just need to do barnacles and a couple of cut creatures. I'm not doing Race X this time, since I haven't played Opposing Force through.
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      ZM5

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      Re: What's going on in your modding?
      « Reply #329 on: January 04, 2018, 08:01:27 pm »

      Huh, well. List of creatures for the addon went from 42 to 47, since I figured I might as well do the "nightmare" variants of some existing creatures that are seen in the Emerald Nightmare. Should make evil swamps and forests much more populated and dangerous.
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