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Author Topic: Japanese Mythology/Samurai Fortress mod: v .6 released!  (Read 5373 times)

KaelGotDwarves

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Re: Interest in a Samurai/Ninja mod? Japan + China/Korea
« Reply #15 on: September 30, 2008, 08:21:18 pm »

That is unfortunate, I suppose I'll just add the adjective to the name then.

I created more weapons and cleaned entity_default today. I also had my friend who is better at Japanese than I look over the translations to fix whatever I may have messed up when I did quick translations.

Also, started adding creatures. I will probably have a release before I get through ALL the creatures I plan on doing, so that race/play balance can be tested by you guys. I value your input and will change things as needed before adding new races and more creatures, spirits, and items.

Nonanonymous

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Re: Interest in a Samurai/Ninja mod? Japan + China/Korea
« Reply #16 on: September 30, 2008, 08:35:03 pm »

....

You aren't going for full authenticity with the Tanuki, are you?  Because that will make for some very disturbing combat sequences if the weapons land on some of their more prominent features...
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KaelGotDwarves

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Re: Interest in a Samurai/Ninja mod? Japan + China/Korea
« Reply #17 on: September 30, 2008, 08:40:32 pm »

....

You aren't going for full authenticity with the Tanuki, are you?  Because that will make for some very disturbing combat sequences if the weapons land on some of their more prominent features...
hahahah... thought about it ;)

I'm probably going to cut some corners during body creation on the most disturbing Japanese legends. People will be encountering creatures and have no idea what they are unless I offer a short explanation - which I'll have.

Asians have pretty fucked up folklore... actually, forklore is fucked up in general. The uncut brothers Grimm and such... man. Disturbing stuff.

EDIT: Here's my fix and more Chinese weapons. It'll read "Japanese iron katana (longsword)" now.

Spoiler (click to show/hide)
« Last Edit: September 30, 2008, 09:12:34 pm by KaelGotDwarves »
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KaelGotDwarves

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Re: Samurai Fortress mod: Progress reports + your input here
« Reply #18 on: October 10, 2008, 08:36:51 pm »

For those who are wondering, I'm now tackling the fun, FUN task of adding/modding 400+ creature entries (probably to hit 600+ in the second release) and their various body tokens.

I took a break from this the day I worked on the complex human body mod and when I went partying in San Fran, but now I'm full steam.

Code: [Select]
[CREATURE:BETOBETOSAN] Betobeto-san - an invisible spirit which follows people at night, making the sound of footsteps
[NAME:Betobeto-san:Betobeto-sans:Betobeto-san]
[TILE:'b'][COLOR:7:0:0]
[LARGE_ROAMING]
[POPULATION_NUMBER:10:20]
[CLUSTER_NUMBER:1:4]
[BENIGN][MEANDERER]
[PETVALUE:50]
[GRASSTRAMPLE:0]
[PREFSTRING:haunting footsteps][NATURAL]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]
[ATTACK:MAIN:BYTYPE:MOUTH:lick:licks:1:2:GORE][ATTACKFLAG_CANLATCH]
[NOBREATHE][NOBLEED][NOBONES][NOCTURNAL][NOEMOTION][NOEXERT]
[NOFEAR][NOMEAT][NONAUSEA][NOPAIN][NOSKIN][NOSKULL][NOSMELLYROT]
[NOSTUCKINS][NOSTUN][NOTHOUGHT][NOT_BUTCHERABLE]
[CHILD:1]
[SIZE:5]
[FAT:1]
[BIOME:ANY_LAND]
[STANDARD_FLESH]
[HOMEOTHERM:10067]
[LAYERING:200]
[SWIMS_INNATE][SWIM_SPEED:2500]
[MUNDANE]

This sort of thing 400X.

I will edit names to have a short description, as there aren't enough ASCII tiles so I'll make use of flashing and GLOWTILES to ensure you know which creatures are deadly monsters/demons.

Roundabout Lout

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Re: Samurai Fortress mod: Progress reports + your input here
« Reply #19 on: October 31, 2008, 03:14:51 am »

BUMP
I've been looking forward to this. How's it coming along?
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KaelGotDwarves

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Re: Samurai Fortress mod: Progress reports + your input here
« Reply #20 on: November 06, 2008, 04:33:03 pm »

Bug fixing!

Sorry I have been without internet while switching residences.

I'll have the first release in a day or two - so that I can have more bug fixes and feedback from people :)

Bobokapi

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Re: Samurai Fortress mod: Progress reports + your input here
« Reply #21 on: November 06, 2008, 06:44:40 pm »

This mod looks epic

Are there gonna be megabeasts?/Which?
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KaelGotDwarves

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Re: Samurai Fortress mod: Progress reports + your input here
« Reply #22 on: November 06, 2008, 07:38:00 pm »

As of the version I'm releasing tomorrow, but more will be added and/or changed-

MEGABEASTS/SEMIMEGABEASTS:
Avatars of Amanozako, a monstrous goddess from the Kujiki
Daidarabotchi, giant responsible for forming the geography of Japan
Avatars of Seiryu, Legendary Azure Dragon
Avatars of Suzaku, Legendary Vermilion Bird
Avatars of Byakko, Legendary White Tiger
Avatars of Genbu, Legendary Black Tortoise
Heralds of Fujin, god of wind
Heralds of Hiderigami, god of drought
Ho-oh, legendary phoenix
Herald of Ikazuchi-no-Kami, kami of thunder
Jishin-namazu, mythical giant catfish that causes earthquakes and tsunamis
Kirin, part dragon and part hoofed mammal - Japan's version of China's "qilin"
Avatars of Raijin, another thunder god
Shinryu, spiritual dragons
Spirits of Yamata-no-Orochi, a legendary eight-headed serpent slain by the god Susanoo
Ryu, Japanese dragons
Yurei of Legendary Samurai - ghosts of legendary samurai
Nozuchi, the tsuchinoko serpents
Shuten-doji, an infamous princess-kidnapping, bloodthirsty oni
Legendary shinobi - powerful ninjas
Minions of Tsuchigumo, a legendary spider

POWERS - worshipped by the evil shinobi civs:
Yama, judges of the Underworld
Oni king - Kings of demons
Shinigami, gods of death
Ender dragons - world destroying dragons

I'm going to be doing what I hope will be a "community driven mod". With your input I will make changes and incorporate legends, stories, different samurai clan civs into the mod. Your greatest heroes who defeat megabeasts will join their ranks as spiritual gods, and the founders of the different clans. The civs will be modified to reflect play changes and items, weapons, armor, and friendliness to each other will change over time. Over 500 creatures have already been added, but not all are perfectly finished. I will be working on that with your input.

Spoiler (click to show/hide)

IndonesiaWarMinister

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Re: Samurai Fortress mod: Progress reports + your input here
« Reply #23 on: May 25, 2009, 06:31:31 am »

All right.
Is this mod made it?
Or is it gone, that even it's ashes are... unexist?

[NECRO-ING FOR THE DEAD GOD]
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Deon

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Re: Samurai Fortress mod: Progress reports + your input here
« Reply #24 on: May 25, 2009, 07:08:38 am »

If you want some oriental humans with oriental equipment, try my DFComplete mod as nippons. I haven't gone too far with japanese monsters though :). I prefer more common ones.
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charl

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Re: Interest in a Samurai/Ninja mod? Japan + China/Korea
« Reply #25 on: May 25, 2009, 01:00:54 pm »

Ships would be fun. Once I finish the original races I was thinking about adding malays + Indonesians and Mongols especially. We need another "evil race" besides the ninjas. If you want to help make Malay weapons and armor, I'm all for it :)

I had a look at the wiki article for Korean swords to flesh out their weapons and I found some funny stuff.

http://en.wikipedia.org/wiki/Korean_swords

Holy crap, 5-7 foot SWORDS?  :o

Quote
Danwoldo: This is an even larger crescent blade that is actually more of a sword than a polearm. About half of the weapon was pure metal and the other half was the handle of the sword. The blade was about 3 feet (0.91 m) long and about a foot wide. Literally translated as 'The Great Moon Blade'.

Sheesh. So I gave the Koreans high damaging weapons as well, I upped their weight so apparently the Koreans are going to be slow as shit tank warriors.

Spoiler (click to show/hide)

That's nothing. Look at this:
# Nangseon: This is the Multi-tipped bamboo spear. The spear is about 25 feet long and has many other tips and blades branching from it. About half of it is all blades and the other half was just the handle of the spear. These were used in fields to slash at unsuspected enemies in the field, thinking that the Nangsun is just a normal tree. The blades were coated in steel and dipped in poison, so that the slightest cut would mortally wound the opponent.

From http://en.wikipedia.org/wiki/Korean_spears

Imagine fighting with a damned steel Christmas tree, coated in poison.

Maybe the Koreans should have a high crit rate with their weapons, but a medium normal damage rate?
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Deon

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Re: Samurai Fortress mod: Progress reports + your input here
« Reply #26 on: May 25, 2009, 01:10:46 pm »

Ships would be fun. Once I finish the original races I was thinking about adding malays + Indonesians and Mongols especially. We need another "evil race" besides the ninjas. If you want to help make Malay weapons and armor, I'm all for it :)

I had a look at the wiki article for Korean swords to flesh out their weapons and I found some funny stuff.

http://en.wikipedia.org/wiki/Korean_swords

Holy crap, 5-7 foot SWORDS?  :o

Quote
Danwoldo: This is an even larger crescent blade that is actually more of a sword than a polearm. About half of the weapon was pure metal and the other half was the handle of the sword. The blade was about 3 feet (0.91 m) long and about a foot wide. Literally translated as 'The Great Moon Blade'.

Sheesh. So I gave the Koreans high damaging weapons as well, I upped their weight so apparently the Koreans are going to be slow as shit tank warriors.

Spoiler (click to show/hide)

That's nothing. Look at this:
# Nangseon: This is the Multi-tipped bamboo spear. The spear is about 25 feet long and has many other tips and blades branching from it. About half of it is all blades and the other half was just the handle of the spear. These were used in fields to slash at unsuspected enemies in the field, thinking that the Nangsun is just a normal tree. The blades were coated in steel and dipped in poison, so that the slightest cut would mortally wound the opponent.

From http://en.wikipedia.org/wiki/Korean_spears

Imagine fighting with a damned steel Christmas tree, coated in poison.

Maybe the Koreans should have a high crit rate with their weapons, but a medium normal damage rate?

Wow, that's a great spear. I am so using this for Nippon :).
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KaelGotDwarves

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Re: Samurai Fortress mod: Progress reports + your input here
« Reply #27 on: May 25, 2009, 02:32:15 pm »

I got slack waiting for the next version of DF, but I still have the files.

I will update soon when I get my language pack fix.

Deon

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Re: Samurai Fortress mod: Progress reports + your input here
« Reply #28 on: May 25, 2009, 02:42:49 pm »

Update or upload? :??
I'm eager to try it.
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KaelGotDwarves

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Re: Samurai Fortress mod: Progress reports + your input here
« Reply #29 on: May 25, 2009, 02:53:45 pm »

Check back in about 10 hours... got work :/

I'll throw up what I have, because it needs to be playtested for balance as well, but all the new additions I was talking about were made. :D
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