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Author Topic: What's going on in your modding?  (Read 275228 times)

ZM5

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Re: What's going on in your modding?
« Reply #1005 on: September 25, 2019, 08:38:57 am »

Writing some help files for the horror pack. Pretty dull ngl, but atleast since its forcing me to go through the raws I can make a bunch of changes and make stuff more consistent with my other mods.

AshTheTiefling

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Re: What's going on in your modding?
« Reply #1006 on: September 27, 2019, 04:55:30 pm »

(Just to let you know, but I'm new to modding, so all I really do is mess about with the raws.)
I figured out how to make elves fly... I added a flying speed, the [FLIER] tag and 2WINGS to the body plan.
Didn't change the pathfinding mechanics, though, still broken.

P.S
I made a post about something similar a while back, but I'm wondering if anyone knows how to add night vision to vampires?
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You know what was happening? The terrifying master, nearly maxed all combat skills, was hitting me with some copper earring. Over and over. It took it few days, but he managed to beat me with copper earring.
Welcome to... Megabeast Park! *Raaawr!*

ZM5

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Re: What's going on in your modding?
« Reply #1007 on: September 28, 2019, 03:12:34 am »

Night vision's related to the LOW_LIGHT_VISION token, so no, it can't be added outside of transforming the creature.

Asin

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Re: What's going on in your modding?
« Reply #1008 on: September 28, 2019, 12:58:19 pm »

Currently waiting for more information for the new Nether Minecraft mobs, that way I can figure out how to add them into DF.

Otherwise, pondering ideas for new races for potential stand-alone mods.

Eric Blank

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Re: What's going on in your modding?
« Reply #1009 on: September 28, 2019, 01:49:58 pm »

All my notes for Spellcrafts development got thrown away when family decided my desk needed to be "cleaned." They couldn't just go back in my backpack where I usually store them. I am pissed. So now I'm just winging it where I can remember what I wanted to do.

I threw together a "dryad" race last night from some new mushroom materials on the torso and plant materials in the limbs. Haven't really tested it or works out the kinks yet.
« Last Edit: September 28, 2019, 01:51:44 pm by Eric Blank »
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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: What's going on in your modding?
« Reply #1010 on: September 28, 2019, 10:42:20 pm »

Getting ready to rebuild my Dwarf Fortress folder after the dying hard drive I was using finally went out. This'll be annoying. Then I'm going to try to finish that project I was working on with Voliol.
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My mods and forum games.
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AshTheTiefling

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Re: What's going on in your modding?
« Reply #1011 on: September 29, 2019, 06:31:22 pm »

Night vision's related to the LOW_LIGHT_VISION token, so no, it can't be added outside of transforming the creature.

Ah, that makes sense. (Thanks anyway)
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You know what was happening? The terrifying master, nearly maxed all combat skills, was hitting me with some copper earring. Over and over. It took it few days, but he managed to beat me with copper earring.
Welcome to... Megabeast Park! *Raaawr!*

Ulfarr

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Re: What's going on in your modding?
« Reply #1012 on: October 01, 2019, 11:57:56 am »

I gave my primitive civ a reaction for making pickaxes.

It's still early in my current test run, but I'm happy with how things are developing. My previous solutions of having to embark with copper picks meant that either I embark with a lot of them defeating the whole purpose of not having proper access to metalworking or I limit myself to just a few making any project take too long to complete, which in turn meant that I couldn't have any proper defenses by the time werebeasts start to show up...

I still have to test them in combat but since they are made out of horn they shouldn't be too powerful.

edit:typo, I meant "...they shouldn't be too powerful."
« Last Edit: October 02, 2019, 04:23:26 am by Ulfarr »
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Bring Kobold Kamp to LNP! graphics compatibility fix.

So the conclusion I'm getting here is that we use QSPs because dwarves can't pilot submarines.

TomiTapio

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Re: What's going on in your modding?
« Reply #1013 on: October 02, 2019, 03:14:05 am »

I have a slight cheat option, allowing to make rock pickaxe

Spoiler (click to show/hide)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
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Ulfarr

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Re: What's going on in your modding?
« Reply #1014 on: October 02, 2019, 04:38:22 am »

For now the concept is to avoid using stones as much as possible (meaning stone use is limited to constructions and crafts), both due to the civ's concept (scavengers that "skipped" the stone age) and mostly because when I was playing with Random Dragon's Kobold Kamp, I found stone weapons to be too easily available and too powerfull for my liking.

Currently with only bone weapons readily available, the player is always in a dilemma of "do I make crappy weapons, crappy armor or crappy arrows?" (some wooden weapons are also available but these are even crappier :D )

I must admit that I really like the idea of reactions needing extra food to be used. Thanks for the suggestion :)
« Last Edit: October 02, 2019, 04:48:15 am by Ulfarr »
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Bring Kobold Kamp to LNP! graphics compatibility fix.

So the conclusion I'm getting here is that we use QSPs because dwarves can't pilot submarines.

Sver

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Re: What's going on in your modding?
« Reply #1015 on: October 06, 2019, 06:00:50 pm »

With the broad rebalancing following the one-handed weapon nerf, I've finally got to bringing the "military theory" of my mod to the test. Boy, is setting up arena fights tedious, and are the environmental conditions alienated from the fort mode. Still, the general perspective comes together quite nicely, as I've been pleased to observe that anti-light-armor weapons perform drastically better in the fitting scenarios than anti-heavy-armor weapons do - in fact, they can turn a 10 vs 52 battle from a total defeat to a total victory without any other alterations involved.

And yes, those are mainly Quality vs Quantity (vs Mixed) tests for now. Another, more tedious test I've run has been quite pleasing too, though: due to the tissue changes, the torso armor is definitely more important than the limb armor in the mod, as intended.
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brolol.404

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Re: What's going on in your modding?
« Reply #1016 on: October 11, 2019, 07:02:31 am »

I finished the update to the Fishing Expanded mod to fix the freshwater animals persons. I am also almost done with a large update to Dog Breeds. I still need to test them, but can expect something for both in the next day or two.

Once I get those out, I may do a small patch to both Goblin Fortress and Human Fortress before moving back to the normal stuff.

ZM5

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Re: What's going on in your modding?
« Reply #1017 on: October 11, 2019, 08:30:08 am »

Got done with the sin elementals for an assorted creatures addon - did some quick arena tests, so all's good on that front. Still got the pets, weapons and armor sets left for everything though, alongside the entity files.

brolol.404

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Re: What's going on in your modding?
« Reply #1018 on: October 11, 2019, 11:57:36 am »

In the spirit of Halloween, would anyone be interested in some were creatures for my mods as optional add-ons? These would be things like werecatfish, werepiranha or werecrawfish for Fishing Expanded and weremastiff, werebloodhound or werepoodle. If there is any interest in this, I may try to pull something small together before Halloween.

Also, let me know if there are any specific werecreatures you want to see so I can make sure to include them.

MachoNacho

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Re: What's going on in your modding?
« Reply #1019 on: October 11, 2019, 06:17:57 pm »

In the spirit of Halloween, would anyone be interested in some were creatures for my mods as optional add-ons? These would be things like werecatfish, werepiranha or werecrawfish for Fishing Expanded and weremastiff, werebloodhound or werepoodle. If there is any interest in this, I may try to pull something small together before Halloween.

Also, let me know if there are any specific werecreatures you want to see so I can make sure to include them.
Only if you make a werepug because that would be hilarious.
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pug
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