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Author Topic: Dwarf Fortress 40k  (Read 33497 times)

Aqizzar

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Re: Dwarf Fortress 40k
« Reply #30 on: July 17, 2008, 02:04:26 am »

If Necromunda is any indication, a human can lift and fire a heavy bolter without problems.  Most of the fluff describes bolts as essentially recoiless rockets - they buck and hose out shells because it's cooler that way.  That said, keeping it limited to IG seems like a good idea, unless marines get their own civ, especially since seeing guardsmen in power armor just feels offputing.

As for the Orks, if you set them to have a really high starting population it should all even out, since at this point everything in DF40K land is hunky-dory.  Obviously once the diplomacy (hate everyone) thing is figured out, the solution becomes trickier.
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Naze

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Re: Dwarf Fortress 40k
« Reply #31 on: July 17, 2008, 02:18:29 am »

Once all this gets deciphered I'm probably gonna add Space Marines and The Adeptus Mechanicus as allies to trade with you. Gonna probably put in bolt pistols (Mentioned earlier) and change IG power armor to artificer armor.
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C0nscript

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Re: Dwarf Fortress 40k
« Reply #32 on: July 17, 2008, 04:23:30 pm »

Would be really cool if you could change the ballista/catapault to a heavy bolter or autocannon.
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Lazureus

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Re: Dwarf Fortress 40k
« Reply #33 on: July 17, 2008, 10:26:26 pm »

I love the idea of this mod as I play WH40k Tabletop.

You always have the Sisters of Battle for human women.

And will we see Tyranids make an appearance in this mod?
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Current modding project:Tyranids 2010
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40d: ‼TYRANIDS‼
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Shooer

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Re: Dwarf Fortress 40k
« Reply #34 on: July 18, 2008, 01:43:43 am »

The easiest way to do 'Nids is to make the larger beasts mega beasts, and the smaller ones savage inhabitants (use evil for demons that can be tamed and used by the Cultists).

You should also think about adding the Necron.

I've been working on a 40K mod my self for awhile now, the last few things I needed to add were the Tau, a few more lesser Demons, more Tyranid and a slew of minor touches off polish.
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Naze

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Re: Dwarf Fortress 40k
« Reply #35 on: July 18, 2008, 02:02:10 am »

The necrons are in it, but I don't plan on adding many Tyranid, mainly some of the more primary races native to the galaxy.
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Elf: Hmmm an ancient book...filled with spells?!
Fuma Amuisa, elf has been struck down.
Tzeentch doesn't like Elves, please don't teach your Elves to read.

tinhead

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Re: Dwarf Fortress 40k
« Reply #36 on: July 18, 2008, 04:46:39 pm »

I love the idea of this mod as I play WH40k Tabletop.

You always have the Sisters of Battle for human women.

And will we see Tyranids make an appearance in this mod?

Arn't there women in the Imperial Guard's ranks?
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Aqizzar

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Re: Dwarf Fortress 40k
« Reply #37 on: July 18, 2008, 05:54:21 pm »

I love the idea of this mod as I play WH40k Tabletop.

You always have the Sisters of Battle for human women.

And will we see Tyranids make an appearance in this mod?

Arn't there women in the Imperial Guard's ranks?

Yes, but they're expensive because you have to buy an assload of Escher figures.

Some thoughts -
Cyber-mastiffs.  I knew something seemed funny about their "pet" options, and I realized they need an attack "animal".

Was thinking about profession names.  Imperials don't have a name for hammermen - seems to fit priests better than maces, since they're usually shown with hammers (when it's not giant chainsaws).  Macemen could be Enforcers, their signature weapon being the shock-mace after all.

Ork boy names could be differentiated.  It's kind of cool that when fighting them you don't really know what you're facing, but when playing them as an adventurer it's confusing.  Hamrboy, Clubber, Choppaboy, Arrerboy, etc.  Still wracking my brain on how to let them breed...
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
The ancients built these quote pyramids to forever store vast quantities of rage.

C0nscript

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Re: Dwarf Fortress 40k
« Reply #38 on: July 18, 2008, 06:01:57 pm »

This is really fun.

I was busy building walls to finish the outer part of imperial fort, and it just crashed. I was doing a bunch of other stuff too, so I can't tell you what it might've been.
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Naze

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Re: Dwarf Fortress 40k
« Reply #39 on: July 18, 2008, 06:49:38 pm »

I'll put in the cyber-mastiff probably tommorrw, as well as some of the other suggestions. As for you Conscript, can you post part of your error log?
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Elf: Hmmm an ancient book...filled with spells?!
Fuma Amuisa, elf has been struck down.
Tzeentch doesn't like Elves, please don't teach your Elves to read.

KFJ

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Re: Dwarf Fortress 40k
« Reply #40 on: July 18, 2008, 08:03:43 pm »

Really awesome idea, would use all the time, except for one major flaw.




I'm about as good at DF as an ork is at Ballet.

Any help in that department? :(

I tried the tutorials on the wiki, but I can't make sense of 'em.
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Crazy_Ivan

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Re: Dwarf Fortress 40k
« Reply #41 on: July 19, 2008, 09:22:44 pm »

I'm pretty certain veteran sergeants in the IG can take bolters as an option, and Bragg from the Tanith 1st was able to use a heavy bolter, but he was a pretty extraordinary case.
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C0nscript

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Re: Dwarf Fortress 40k
« Reply #42 on: July 20, 2008, 12:42:55 am »

Here's the last part of the log, but I don't think anything's wrong. There's a lot of that "Unrecognized Creature Body Token: NECRON :" littered throughout though

Code: [Select]
loop path fail: <same square> imperial,Sleep,242,117,13 -> 236,95,13: Id #4315:Path Goal Sleep Bed:Station Mill Building at 238,106,13
loop path fail: <same square> imperial,Store Item in Stockpile,254,112,13 -> 246,105,15: Id #4310:Path Goal Store Item:Station Mill Building at 238,108,13
loop path fail: <same square> imperial,Store Item in Stockpile,257,110,14 -> 246,105,15: Id #4310:Path Goal Store Item:Station Mill Building at 238,108,13
loop path fail: <same square> servo-skull,251,110,15 -> 257,110,14: Id #4319:Path Goal Seek Station:Station Owner at 248,104,13
loop path fail: <same square> deer,62,204,15 -> 62,200,15: Id #4392:Path Goal Seek Station:Station Owner at 61,202,15
loop path fail: <same square> imperial,Store Item in Stockpile,237,123,13 -> 236,123,13: Id #4316:Path Goal Seek Item for Storage:Station Meeting Location Building at 259,86,13
loop path fail: <same square> imperial,Store Item in Stockpile,255,99,13 -> 257,96,13: Id #4311:Path Goal Seek Item for Storage:Station Mill Building at 238,107,13
loop path fail: <same square> imperial,Construct Building,252,102,13 -> 256,102,13: Id #4311:Path Goal Drop Off Job Items:Station Mill Building at 238,107,13
loop path fail: <same square> giant jaguar,237,108,13 -> 237,105,13: Id #4366:Path Goal Seek Station:Station Owner at 236,107,13
loop path fail: <same square> imperial,243,112,13 -> 236,121,13: Id #4016:Path Goal Seek Station:Station Meeting Location at 237,124,13
loop path fail: <same square> imperial,240,117,13 -> 236,121,13: Id #4016:Path Goal Seek Station:Station Meeting Location at 240,121,13
loop path fail: <same square> deer,108,213,15 -> 107,213,15: Id #4394:Path Goal Seek Station:Station Owner at 107,213,15
loop path fail: <same square> imperial,Construct Building,223,96,15 -> 261,98,13: Id #4310:Path Goal Drop Off Job Items:Station Mill Building at 238,108,13
loop path fail: <same square> imperial,Construct Building,224,96,15 -> 247,111,15: Id #4311:Path Goal Drop Off Job Items:Station Mill Building at 238,107,13
loop path fail: <same square> imperial,Construct Building,228,97,15 -> 247,111,15: Id #4311:Path Goal Drop Off Job Items:Station Mill Building at 238,107,13
loop path fail: <same square> imperial,Construct Building,229,97,15 -> 247,111,15: Id #4311:Path Goal Drop Off Job Items:Station Mill Building at 238,107,13
Unrecognized Creature Body Token: NECRON :
Unrecognized Creature Body Token: NECRON :
loop path fail: <same square> giant jaguar,237,107,13 -> 235,104,13: Id #4366:Path Goal Seek Station:Station Mill Building at 239,111,13
loop path fail: <same square> giant jaguar,238,111,13 -> 238,112,13: Id #4366:Path Goal Seek Station:Station Owner at 238,110,13
loop path fail: <same square> muskox,240,110,13 -> 236,110,13: Id #4320:Path Goal Seek Station:Station Mill Building at 236,109,13
loop path fail: <same square> servo-skull,242,115,13 -> 239,105,13: Id #4319:Path Goal Seek Station:Station Vermin Hunting at 234,124,13
Unrecognized Creature Body Token: NECRON :
Unrecognized Creature Body Token: NECRON :
Unrecognized Creature Body Token: NECRON :
Unrecognized Creature Body Token: NECRON :
Unrecognized Creature Body Token: NECRON :
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Naze

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Re: Dwarf Fortress 40k
« Reply #43 on: July 20, 2008, 01:20:51 am »

The Necron missing body token confuses me and I can't seem to find what's causing it, Currently I'm doing a complete overhaul adding new races, and fixing   weapon layouts as well as diversification.
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Elf: Hmmm an ancient book...filled with spells?!
Fuma Amuisa, elf has been struck down.
Tzeentch doesn't like Elves, please don't teach your Elves to read.

Deon

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Re: Dwarf Fortress 40k
« Reply #44 on: July 20, 2008, 03:32:20 am »

The Necron missing body token confuses me and I can't seem to find what's causing it, Currently I'm doing a complete overhaul adding new races, and fixing   weapon layouts as well as diversification.
It's quite easy:
Code: [Select]
[BODY:HUMANOID:2EYES:HUMANOID_JOINTS:NECRONEYE:NECK:SPINE:NECRONBRAIN:5FINGERS:5TOES:]It has :] in the end which means there's a "" body token (no name) which causes the error.
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