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Author Topic: What's going on in your modding?  (Read 273132 times)

Shonai_Dweller

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Re: What's going on in your modding?
« Reply #75 on: August 23, 2017, 09:42:45 pm »

PC tentatively working again.

Dark Elves make libraries apparently. Great wide areas covered in vines full of desks and chairs. How nice.

The lack of books seems to be frustrating them though as the one I visited was totally drenched in blood.

I guess with nothing to read, scholars just argue all day. And since the whole civ are armed with grown-steel boning knives and meatcleavers, things escalate pretty quickly.

The historian stabs the mathematician in the lower body with the grown-steel carving knife.
The mathematician has become enraged.
Goblin scholar "There's fighting. How alarming."
The engineer punches the goblin in the left eye and the part explodes into gore.
Engineer "Welcome to the library. Please respect the materials".

Battle Royale Dark Elf style. Great to walk around the chaos while everyone's ignoring you.

Next I let them make books. Not sure if it was the reading material or the fact that it was packed with visiting minotaur scholars but it was a whole lot quieter. Old version seems more fun.
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Shonai_Dweller

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Re: What's going on in your modding?
« Reply #76 on: August 24, 2017, 04:44:02 am »

Ok. Figured out that worldgen can't produce wooden crossbows or bolts apparently. It's metal or nothing. Just give natural crossbow skills to elves and wander around you'll find a whole load of elf hunters with nothing but an empty quiver.

So Dark Elves now have a choice of giving up their crossbows altogether or forever having to rely on twisted wood spirits to send their bolts and arrows true.

Tough decision. Think I'll go work on hobbits and their vile ways instead for a while.
How did you test the wooden crossbow bolt thing? Is it included in the entity correctly? Not trying to accuse you or anything, I've just never heard of this but if it's true then it's good to know. Have you tried bolts out of a custom material? Do those get omitted during world gen too?
I'll test it a bit more. There's a couple of things I may have missed. Custom material bolts work just fine, that's what the dark elves are using. I just didn't want them building their crossbows out of it.
Ok. Elves happily making wooden crossbows and bolts now. My mistake.

Dark Elves sticking with grown-steel bows and crossbows for now. Maybe I'll make a custom wood material later. WOOD_WEAPONS is no good as it completely replaces everyone's metal stuff (swords, knives, bolts, arrows...) with wood which is a step too far for me.

WOOD_ARMOR on the other hand works nicely for what I want. Dark Elves seem to prefer leather and silk mainly and will occasionally supplement with a bit of wood. They'll also make wood shields so I gave them a new shield type 'xx wood-type tormented-spirit shield'.

I imagine you can make out the frozen scream of the wood spirit in each one. Tortured and twisted into a wood/metal hybrid and forced to endure the enemies' blows. And of course puts real elves right off any frontal attacks.
« Last Edit: August 24, 2017, 04:46:22 am by Shonai_Dweller »
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KittyTac

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Re: What's going on in your modding?
« Reply #77 on: August 28, 2017, 08:45:34 am »

Diep.io mod has left hibernation. I'm doing all the level 45s first. I already did Annihilator, Spike, and Triplet.
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StagnantSoul

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Re: What's going on in your modding?
« Reply #78 on: August 28, 2017, 08:53:32 am »

Trying to make a rathalos and rathian, using the caste system to change their extra butcher objects to give different "drops" so you can make their armor and weapons etc. So far, eh...
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KittyTac

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Re: What's going on in your modding?
« Reply #79 on: August 28, 2017, 09:07:01 am »

Also, I'm adding civs of sentient tanks. If that doesn't work out, I'm just going with wild tank animals.
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Asin

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Re: What's going on in your modding?
« Reply #80 on: August 28, 2017, 09:07:53 am »

Also, I'm adding civs of sentient tanks. If that doesn't work out, I'm just going with wild tank animals.

Oh. Oh my.

KittyTac

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Re: What's going on in your modding?
« Reply #81 on: August 28, 2017, 09:30:01 am »

Also, I'm adding civs of sentient tanks. If that doesn't work out, I'm just going with wild tank animals.

Oh. Oh my.

I might add, y'now, sentient actual tanks to my main DF folder, but they should breed very slowly or it will be like the draconians all over again.

EDIT: This will probably go into the quote archive.

EDIT2: Auto 5 done.
« Last Edit: August 28, 2017, 09:50:07 am by KittyTac »
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ZM5

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Re: What's going on in your modding?
« Reply #82 on: August 28, 2017, 02:46:30 pm »

Also, I'm adding civs of sentient tanks. If that doesn't work out, I'm just going with wild tank animals.
Amazing, I should put a quotes section in the OP at some point.

Enemy post

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Re: What's going on in your modding?
« Reply #83 on: September 01, 2017, 07:10:16 pm »

Fixed an error in Jawa Fortress and removed some obsolete information from the description. I think I'll play some fort mode to see what bugs come up. After that, I'll fix whatever issues I can and maybe add new creature classes in preparation for the new version's civ-specific pets.

I've mostly been waiting for the new version lately. There will be much updating to do then.
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KittyTac

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Re: What's going on in your modding?
« Reply #84 on: September 01, 2017, 09:33:59 pm »

I'm waiting for the new update since we will be able to make civs use pets. Yay for pet triangle drones in tank civs!
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Shonai_Dweller

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Re: What's going on in your modding?
« Reply #85 on: September 01, 2017, 10:16:38 pm »

Things seem to be quite stable in my personal mod right now.

Tribes and their various castes are now generating properly, the worlds are comfortably dominated by the three-way struggle between minotaurs, humans and goblins. Elves and dark elves fight over forests, small kingdoms of dwarves and their wild dwarf cousins rule the hills and mountains. Kobolds and Troglodyte caves spread between the bigger civs and out of the oceans slimy, hairy-footed 'hobbits' emerge to make their homes and produce the greatest cheese known to the civilized world.

In the meantime new evil forms of ordinary animals stalk the evil biomes, amongst them dark hippos, evil marmots and vicious bluejays. Beware their poison beaks! Now you will know why you fear the night.
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Asin

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Re: What's going on in your modding?
« Reply #86 on: September 02, 2017, 09:41:12 am »

Wild dwarves, eh?
What are they like?

UnicodingUnicorn

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Re: What's going on in your modding?
« Reply #87 on: September 02, 2017, 10:25:49 am »

Just trying to figure which part of a complex interaction chain is elaborate flavour and timing, and which part is just hacks.
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Shonai_Dweller

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Re: What's going on in your modding?
« Reply #88 on: September 02, 2017, 04:07:02 pm »

Wild dwarves, eh?
What are they like?
For now they're much like regular dwarves but slightly more aggressive. Some combination of their new values is allowing them to actually attack other sites unlike regular dwarves, which is nice. They're kind of insecure, suffer stress easily and limit their hillock building to deserts and swamps. They have a reputation as thieves and casual attitude towards murder.

Short sturdy creatures fond of drink and torture. Urist likes wild dwarves for their freewheeling lifestyles.

Haven't tested them much in fortress mode, but with their stress issues (especially if that's fixed sometime during the next release) and lack of natural allies (a couple of the tribes, who don't trade and minotaurs who also don't trade and are aggressive enough to end up at war with wild dwarves a lot of the time anyhow) they're probably more challenging than regular dwarves.

They'll change after testing in both modes probably, but for now they work out well in worldgen. Numerous small kingdoms which usually don't manage to spread too far.
« Last Edit: September 02, 2017, 04:20:45 pm by Shonai_Dweller »
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ZM5

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Re: What's going on in your modding?
« Reply #89 on: September 02, 2017, 04:29:41 pm »

Sorta how I'v been trying to convey Warcraft's Dark Dwarves - though in this case they're baby snatchers instead of thieves, and rather than being insecure they're more violent and prone to anger.
Kinda wish you could have noble positions be also associated with certain knowledge secrets - I'd love for their sorcerer-thanes to always have innate magic knowledge of some kind, preferably pyromancy as they worship fire elementals.

I enabled them for play in fort mode though haven't tried much with them yet - that said they probably should get more tantrums due to being more violent, although the alcohol may negate that. Only got one civ of them in this world too admittedly - they haven't spread out too far from their initial starting mountain.
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