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Author Topic: Clockwork mod  (Read 2923 times)

DreaDFanG

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Re: Clockwork mod
« Reply #15 on: June 29, 2008, 03:54:17 pm »

They have breathe organs...":2LUNGS"...but next update will have a permanent fix to this...

I forgot to include the body file...
« Last Edit: June 29, 2008, 04:11:40 pm by DreaDFanG »
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DreaDFanG

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Re: Clockwork mod
« Reply #16 on: June 29, 2008, 05:01:28 pm »

Ok, version 3 should work fully only worried about the booze monsters not working as planed.

More to come later though...
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Deon

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Re: Clockwork mod
« Reply #17 on: June 29, 2008, 06:38:25 pm »

You have some errors:
Code: [Select]
Unrecognized Creature Bodypart Token: VISION
Unrecognized Creature Token: NO_BREATHE
Unrecognized Creature Token: NO_SKIN
Unrecognized Creature Token: NO_BONES
Unrecognized Creature Token: NO_SKULL
Unrecognized Material Token: DRINK
Unrecognized Creature Token: NO_SKIN
Unrecognized Creature Token: NO_BONES
Unrecognized Creature Token: NO_SKULL
Unrecognized Material Token: DRINK
Unrecognized Creature Token: NO_SKIN
Unrecognized Creature Token: NO_BONES
Unrecognized Creature Token: NO_SKULL
Unrecognized Material Token: DRINK
Unrecognized Creature Token: NO_SKIN
Unrecognized Creature Token: NO_BONES
Unrecognized Creature Token: NO_SKULL
Unrecognized Material Token: DRINK

If you wonder, they're in errorlog.txt in your df main folder.

Also your boobze monster bodies are VERy wrong.
The body can't be a lot of upperbodies not connected to each other. The 1st one is here, other are skipped.

Also your giant booze monster with size 16 and damage 1:16 will instakill any creature. The damage is unreal...

Also when you try to make the creature to use tile with specific number, skip " ' ".
[TILE:'148'] is wrong; [TILE:148] is right.

I'd suggest to change clockworks tile "1" to something different, like "c" or "C", because with "1" you will be unable to differ fisherdwarves from water currents of 1/7 and engineers from magma 1/7.
-Omg! magma here! How did it get here?!
-Don't worry, these are immigrants engineers.
« Last Edit: June 29, 2008, 06:48:34 pm by Deon »
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Deon

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Re: Clockwork mod
« Reply #18 on: June 29, 2008, 06:53:47 pm »

If you allow me to contribute I'll fix these errors (I fixed them for me already and playtest this funny mod) and add some neat things (I'd like to add lenses instead of eyes and other small not so important things and make booze monsters viable).
I don't want any credit if you are afraid of it, just thank me :).

I can make 2 versions:

1) of clean install
2) versions for Mod Base, there you'll be able to choose different options: a) clockworks replace dwarves; b) clockworks replace one of other races (as long as you may have only 4, this will make sure that you have them); c) clockworks don't replace anything, so you need a bit of luck to get them instead of humans/elves.

So?

P.S. Also I like very much these small buggers you made so if you need any help you're free to ask.


P.P.S. i've fixed booze monsters. Were you drunk when you did them? =) Why is their name booze:beer:ale? It means that if their material is dwarven ale there'll be:
1 dwarven ale booze, 2 dwarven ale beer, dwarven ale ale blob...
Also note that they can't attack with mouth while they have no mouth (because they're blobs).
« Last Edit: June 29, 2008, 07:18:35 pm by Deon »
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Deon

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Re: Clockwork mod
« Reply #19 on: June 29, 2008, 08:28:53 pm »

Sorry for megamultipost but I'd better keep things this way, if I include everything in 1 post it will be too much info in 1.

So I've finally made a conversion. I didn't put any credits there (but the ones that I converted it).
http://dffd.wimbli.com/file.php?id=260

The changes I've made:
1) Clockworks have lenses instead of eyes, antennae instead of ears and receptor instead of nose; also they have spine metal rods instead of spine and Fuel tube instead of throat (so if you strangle the robot it won't be stupid anymore - you basically stop fuel from circulating this way).
2) Clockworks BREATHE, they have Exhaust system for it so basically they don't breath in, they breathe out. But the water still hurts them if they are not good swimmers and do not swim with their exhaust pipes above water :). I thought it would fit to the theme and also remove a bit of "imba" they are in comparison to dwarves.
3) Booze monsters are working. However I removed some crap with materials because it would be great but it's still impossible with current hardcoded bugs with plants/creatures. Also I lowered megabeast's damage a bit, they are still deadly but don't insta-kill.
I consider them to devour you, dissolving while covering with their blobs. So I removed MOUTH attack (they have no mouth anyway) and made it that they "cover" you when they attack and then they latch on you. Also now their bodies are properly made of different blobs: 1 main and many secondary attached to the main one.

The release I posted is bug- and error-free.
If you don't like any changes fell free to post them here, I just tried to fit the theme and contribute as much as I can because I really like it.
If you want me to add something else I will do it. Just ask.
« Last Edit: June 29, 2008, 08:30:41 pm by Deon »
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DreaDFanG

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Re: Clockwork mod
« Reply #20 on: June 29, 2008, 11:43:07 pm »

Thanks tons, the booze monster was hastly done in about five minutes after accidentally deleting my first version that took me about a half hour, as for the improvements to the clockworks thanks as well for making them more realistic, and as for "friendly" modding... I'm all for it!

Friendly modding is a helpful improvement to other persons mods...

As for credits due, I will include a contributions section.
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DreaDFanG

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Re: Clockwork mod
« Reply #21 on: June 30, 2008, 12:12:45 am »

what temp tags does booze have

its for improvements to booze monsters functionalities...

and does rust have a certain melting/boiling point if not i'll just use irons

If you have anything that fits with the mod please post it, from non descript creatures to graphics mods (wink wink)...It might just find a way in. Mod fixes are also accepted, after they get checked.
« Last Edit: June 30, 2008, 12:55:56 am by DreaDFanG »
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DreaDFanG

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Re: Clockwork mod
« Reply #22 on: June 30, 2008, 01:54:05 am »

(just finished killing 22 odd humans on one heavily wounded clockwork and wounding 5 more before I was shot to death...although somewhere a wolf and a preist were fighting constantly) EDIT: all wounded died...27 dead in under 10 minutes not including Tefe the Gloved Cloud who got named for killing humans.

Well that was enjoyable...time to see how well it works of elves, kobolds and dwarves! but for now as an enemy it looks brutal to me.
« Last Edit: June 30, 2008, 02:00:46 am by DreaDFanG »
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Deon

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Re: Clockwork mod
« Reply #23 on: June 30, 2008, 11:01:37 am »

Did you try the conversion? Anything to add?

I'm currently having fun with them too.

I  don't think that actual booze temp is required, you may set somme temp near it. The main goal is to make them catch on fire easily.
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DreaDFanG

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Re: Clockwork mod
« Reply #24 on: June 30, 2008, 12:27:31 pm »

Actually I already added two metals and some reactions for natural rusted metals, but it needs more depth, for more variation (including more metals)...

As for the temps I've never been good at those...

Also thinking of adding some TES "like" creature because of a comment...
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Deon

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Re: Clockwork mod
« Reply #25 on: June 30, 2008, 01:17:54 pm »

Dwemer? There was a dwemer race mod somewhere already, and I have a small dwemer minipack.
With centurions and steam spiders as pets.
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DreaDFanG

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Re: Clockwork mod
« Reply #26 on: June 30, 2008, 01:54:14 pm »

I'm leaning away from that...
thinking some custom creatures, that dont fit into TES...

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DreaDFanG

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Re: Clockwork mod
« Reply #27 on: June 30, 2008, 02:55:55 pm »

Updated the mod with some creatures...
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Getheli

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Re: Clockwork mod
« Reply #28 on: July 01, 2008, 06:27:33 pm »

If I might suggest something, maybe you'd want them to drop a statue when they die, since they are completely made of metal. I would think that iron would be an appropriate metal for them to be composed of. The idea of reforging my fallen citizenry into weapons and armor sounds cool.

If you want to go for something rather disturbing that I thought of off-hand, maybe you could add a smelter reaction that requires human/elf/dwarf chunks/parts (Does it work that way?) that would allow you to create edible human/elf/dwarf homnuculus (sp?) "vermin".
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DreaDFanG

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Re: Clockwork mod
« Reply #29 on: July 01, 2008, 09:35:05 pm »

sounds intreresting...except their origionally supolse to drop a custom metal...must of removed that by mistake...

as for the food was planning a freeze dry reaction line...but having a time getting the stuff...

Also they dont eat...so maybe to brewable...or just sell it to the elves, they'll buy their freeze dried army back.
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