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Author Topic: Community Expansion Pack  (Read 2992 times)

THLawrence

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Re: Community Expansion Pack
« Reply #30 on: January 16, 2008, 10:04:00 pm »

I've been testing out a few of the things.

Some of the plants had problems and wouldn't work. Strangely enough the plants that I had trouble with were from vannila DF. I managed to fix these.
However things seem to be working for the plants right now with one glitch. One of the extracts isn't working right. I comes out on the embark screen as a blank space. Beyond that it looks correct.

The weapons ammo and trap components seem to be working. I'm having trouble figuring out which ammo goes to which weapon. However I can purchase them all with out glitch.

We currently have:
98 types of plants
68 types of weapons 12 are ranged
9 types of ammo
7 trap components


The number of weapons is a little deceptive as some are meant to be race specific.

Note: I have only look on the embark screen. I haven't embarked with the items yet. University is slowing my work.

[ January 19, 2008: Message edited by: THLawrence ]

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Wiles

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Re: Community Expansion Pack
« Reply #31 on: January 16, 2008, 11:39:00 pm »

I'm not sure what part of my mod you folks are going to use, but I thought I'd point out some bugs and things from the current version that I've found

- Currently hippogriffs use a "rip" attack with their hooves.(oops!)
- Succubi have an attack that does 2-12 damage, which probably should be put back to 1-6 to be on par with the other creatures in the game.
- Giant mantids have a huge biome, I had done this to see if they worked and forgot to change it.
- Sugar beets and sugar cane don't have seeds defined and don't show up in game (but oddly enough you can find the extracts on traders!)

I also noticed that a large portion of the non-mythical animals my mod adds are also added by zoomod so you're probably going to have to sift through them(I wish I had known someone had already done that, I wouldn't have put so much time into it!)

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Mephisto

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Re: Community Expansion Pack
« Reply #32 on: January 17, 2008, 12:17:00 am »

Would it be a good idea (possible, even) to create a Community Mod category on the Wiki with all of the raws in one easily editable place? This would make discussion about the various bits a little easier, I think.
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Red Jackard

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Re: Community Expansion Pack
« Reply #33 on: January 17, 2008, 05:34:00 am »

If only we could upload .txt files to the wiki...

I mean there's always copy and paste but it's not really the same thing...

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THLawrence

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Re: Community Expansion Pack
« Reply #34 on: January 17, 2008, 08:22:00 am »

I already uploaded the files if someone wants to look at it. Only one third of the creatures need to be checked for duplicates. I've done the rest.

And thanks for pointing out the bugs Wiles. I'll make the changes later today. We're using your entire mod. Except we're changing the civs and entity files.

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MyBeardIsOnFire

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Re: Community Expansion Pack
« Reply #35 on: January 21, 2008, 12:40:00 am »

I'm sorry to have caused some chaos by mentioning the civs. It is certainly difficult to include everything anybody thought of, so I was thinking we'd decide things that seem the most fitting, like dark elves or orcs. Playable dragons or dinosaurs just don't seem believable or balanced, no matter how fun they could be, sorry. If there was a civilization of sentient lizardmen that would be a different story.

I agree that major civ editing should wait for now.

Sean, the civ list was based on what's found in the standard game. I don't recall there being hill and swamp settlements, but if there are - so much the better.

And it's nice to see this taking off the ground while I was away. Good work, THLawrence!

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Keilden

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Re: Community Expansion Pack
« Reply #36 on: January 21, 2008, 01:52:00 am »

How will the fututre of this mod be? Here is my prophecy:

The lion star foretells plenty. The village of the west is invaded by the white harbinger. In the city of the east, a herald will be born.

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Sean Mirrsen

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Re: Community Expansion Pack
« Reply #37 on: January 21, 2008, 03:53:00 am »

Gah. I gotta move out of my "city in the east".  :p

Anyways.

Now that it is also on the right track, my Minerals mod (in the sig) could be added to the fray. Anthracite for coal on metamorphic lands, black sand containing pockets of magnetite sand, peat (mostly) mineable and usable the same way as wood - for ash and charcoal, plus some more variation in mineral placement, vastly increased rock crystal availability, and the manual stone selection hack to boot.

We really need some place to work on this. Maybe really have cut&paste sections on the Wiki that will allow editing? Or at least make a section there that will list all the links to all the mods we are putting in, along with the guidelines.

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Keilden

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Re: Community Expansion Pack
« Reply #38 on: January 21, 2008, 04:28:00 am »

I am going to finish my drow language soon. There are alot of words in this games and not all of the exist for the drow so I have to use words that are almost the same or put togheter words like cobra is made by the drow words for king and snake.
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Dasqoot

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Re: Community Expansion Pack
« Reply #39 on: January 23, 2008, 03:20:00 pm »

How is this coming? Do you guys need bug-testing, and if so, what kinds of actions require testing atm? Is there a specific discussion page on the wiki?

BTW, this is a great idea, I just hope all this ad hoc cobbling together works on the whole. I really, really want to play the bug-free version.

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Helmaroc

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Re: Community Expansion Pack
« Reply #40 on: January 27, 2008, 08:25:00 pm »

I think you should post the credits for those who made the mods, on the reply that has the list of mods, because some peoples mod's don't have their name it them.

[ January 27, 2008: Message edited by: Helmaroc ]

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Zaratustra

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Re: Community Expansion Pack
« Reply #41 on: January 28, 2008, 12:46:00 am »

Can the Bronze Mod come and play?

Captain Mayday

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Re: Community Expansion Pack
« Reply #42 on: January 28, 2008, 02:02:00 am »

Wonder if you guys might be able to help with my modified Dragons.
The dragon is as below.

[CREATURE :DRAGON]
   [NAME:dragon:dragons:draconic]
   [TILE:'D'][COLOR:0:0:1]
   [GLOWTILE:'"'][GLOWCOLOR:4:0:1]
   [MODVALUE:50]
   [DRAGONFIREBREATH][FIREIMMUNE_SUPER]
   [FANCIFUL]
   [MEGABEAST]
   [GENPOWER:5]
   [FREQUENCY:5]
   [PETVALUE:10000]
   [GRASSTRAMPLE:50]
   [BONECARN][PET_EXOTIC]
   [BUILDINGDESTROYER:2]
   [NOFEAR]
   [FLIER]
   [INTELLIGENT][CAN_LEARN][CAN_SPEAK][LIKES_FIGHTING]
   [PREFSTRING:terrible majesty]
   [PREFSTRING:legendary hoards]
   [BODY:HUMANOID_FLIER:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]
   [BODYGLOSS:CLAW_FOOT:CLAW_HAND:MAW]
   [SIZE:20]
   [DAMBLOCK:4]
   [ATTACK:MAIN:BYTOKEN:LH:slash:slashes:1:4:SLASH][ATTACKFLAG_WITH]
   [ATTACK:MAIN:BYTOKEN:RH:slash:slashes:1:4:SLASH][ATTACKFLAG_WITH]
   [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
   [ATTACK:SECOND:BYTYPE:TAIL:lash:lashes:1:3:GORE][ATTACKFLAG_WITH]
   [FAT:10]
   [ALL_ACTIVE]
   [BIOME_ANY_LAND]
   [STANDARD_FLESH]
   [SWIMS_INNATE][SWIM_SPEED:2500]
   [HOMEOTHERM:10040]

Now, as it stands, this works perfectly.

However, I would like it's hide to show as 'scales' when made into leather, and I'm not sure how to do that.
Would it just be a body gloss entry?

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Captain Mayday

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Re: Community Expansion Pack
« Reply #43 on: January 28, 2008, 02:50:00 am »

As a more on-thread comment, I would quite like to contribute to this pack.
Given that I created a large number of creatures in 2D DF I've got quite a bit of experience.
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Earthquake Damage

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Re: Community Expansion Pack
« Reply #44 on: January 30, 2008, 05:30:00 pm »

The closest you can come to renaming dragon leather "scales" is adding the CHITIN tag.
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