Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5] 6 7 ... 11

Author Topic: Dangerous Wilds Mod  (Read 21029 times)

catoblepas

  • Bay Watcher
  • Likes catoblepi for their haunting moos
    • View Profile
Re: Dangerous Wilds Mod
« Reply #60 on: March 26, 2009, 06:03:33 pm »

I added a list of weapons in the mod, or that are going to be in the mod to the first page if anybody is interested. (not in the first post though) I'll be adding some more lists of stuff today, as well as updating the out of date original post.
Logged

Lord Dullard

  • Bay Watcher
  • Indubitably.
    • View Profile
    • Cult: Awakening of the Old Ones
Re: Dangerous Wilds Mod
« Reply #61 on: March 26, 2009, 11:12:58 pm »

Playing this currently and absolutely loving it so far.

The ONLY issue I've had is that Moody elves are only producing artifacts out of 1 ingredient. I don't know if it's just a fluke (it's happened twice so far) and I have horrible luck, or if it's a result of something in the mod, but I thought I'd let you know.

Otherwise, two thumbs up.
Logged

catoblepas

  • Bay Watcher
  • Likes catoblepi for their haunting moos
    • View Profile
Re: Dangerous Wilds Mod
« Reply #62 on: March 26, 2009, 11:43:52 pm »

Probably just luck, Ive had three artifacts in my most recent fort, and all three of them had more than one ingredient used in them, unfortunately, they seem to like making garbage out of willow, instead of all the plentiful mithril and obsidian Ive collected for them. As far as i can tell, most of the mod functions without a hitch, so the next update will mostly be adding creatures etc for flavor, however, two things I definitely need to get fixed for the next release are the stick-in-wound chance for the various barbed and serrated weapons, and the overabundance of traders. Specifically, I don't want anathemas and bugbears to trade, and I'd prefer that hobgoblins didn't either. Fixing the anathema was pretty easy, I just removed their ability to speak, and voila! The bugbears will be a bit harder though, because I still want them to be controllable in adventure mode. As the game is right now, bugbear merchants will show up and start destroying your stuff. Not fun. Unless you count a bugbear merchant breaking into the tomb of your settlements founder and throwing masterwork obsidian statues at the walls to be fun. In that case, It's lots of fun. thank goodness I didn't give them building destroyer 2....
Logged

Urist McDetective

  • Bay Watcher
    • View Profile
Re: Dangerous Wilds Mod
« Reply #63 on: March 27, 2009, 05:17:04 am »

Any ideas what weapons shorter people favoured historically?
I'm imagining short handled bearded axes & stabbing weapons over anything that slashes, but that's just my imagination...
Elves and oriental weapons remind me of Kingdom under Fire. (a vampire with katana-ish swords ... not as cool as it sounds)

On another note; I got the mod working, though it still crashes during world-gen sometimes.
Logged
WELCOME TO FUCKING BAY12!
 - not only do they have the weapons, they also have the Fortresses -
I have noticed a rather mixed reaction with microcline, but what do people think of olivine?
Oh I love olivine.  I think dark green furniture makes the fortress tasteful.
Wait, what?

Lord Dullard

  • Bay Watcher
  • Indubitably.
    • View Profile
    • Cult: Awakening of the Old Ones
Re: Dangerous Wilds Mod
« Reply #64 on: March 27, 2009, 12:59:22 pm »

Probably just luck, Ive had three artifacts in my most recent fort, and all three of them had more than one ingredient used in them, unfortunately, they seem to like making garbage out of willow, instead of all the plentiful mithril and obsidian Ive collected for them. As far as i can tell, most of the mod functions without a hitch, so the next update will mostly be adding creatures etc for flavor, however, two things I definitely need to get fixed for the next release are the stick-in-wound chance for the various barbed and serrated weapons, and the overabundance of traders. Specifically, I don't want anathemas and bugbears to trade, and I'd prefer that hobgoblins didn't either. Fixing the anathema was pretty easy, I just removed their ability to speak, and voila! The bugbears will be a bit harder though, because I still want them to be controllable in adventure mode. As the game is right now, bugbear merchants will show up and start destroying your stuff. Not fun. Unless you count a bugbear merchant breaking into the tomb of your settlements founder and throwing masterwork obsidian statues at the walls to be fun. In that case, It's lots of fun. thank goodness I didn't give them building destroyer 2....

Yeah, I ended up getting rid of the destroyer token after the first bugbear caravan promptly marched in and dismantled all of my statues, haha. Thankfully they didn't really do any harm, and taking the token away doesn't require a world regen.
Logged

diriel

  • Bay Watcher
    • View Profile
Re: Dangerous Wilds Mod
« Reply #65 on: March 27, 2009, 01:55:13 pm »

@UM,

As for shorter races, if you think about it CQB requires a short fast weapon type.  The Greek Xiphos, or the Roman Gladius type weapons would probably be a good start.
Logged

Lord Dullard

  • Bay Watcher
  • Indubitably.
    • View Profile
    • Cult: Awakening of the Old Ones
Re: Dangerous Wilds Mod
« Reply #66 on: March 29, 2009, 12:36:15 pm »

Still LOVING this mod. Game is going very well, all things considered.

I have one request of you, good sir:

Please put up a list of your new metals, the ingredients required to smelt them, and the qualities of each. As it is, I have about twenty new ones to choose from, and I'm not sure which I should be going for.
Logged

catoblepas

  • Bay Watcher
  • Likes catoblepi for their haunting moos
    • View Profile
Re: Dangerous Wilds Mod
« Reply #67 on: March 29, 2009, 03:27:44 pm »

I added a list of metals underneath the new plants section. Might not be 100% correct because I have modded/changed a few metals/reactions since the last update.
Logged

Rochndil

  • Bay Watcher
  • Mad Modder
    • View Profile
Re: Dangerous Wilds Mod
« Reply #68 on: March 29, 2009, 05:34:00 pm »

Good evening!

You really should package this up and throw it on DFFD, you've got some really interesting ideas here.

Rochndil, who is in your thread, reading your raws...
Logged
Build an Elf a fire, keep him warm for a day.
Drown an Elf in magma, keep him warm for the rest of his life!

Lord Dullard

  • Bay Watcher
  • Indubitably.
    • View Profile
    • Cult: Awakening of the Old Ones
Re: Dangerous Wilds Mod
« Reply #69 on: March 29, 2009, 05:52:36 pm »

Ah, great. Didn't notice that thur, thank you.

Heh - I was just starting to wonder if I'd ever get any sort of warfare aside from wood-elf thieves when a human siege showed up. It was pretty easily dispatched, but now I have bigger and better fights to look forward to - and plenty of stuff to melt down.

And I just had my first contact with a Malus civilization - cool, demons! - which is, amusingly, named The Vanished Buttock. Hm...
Logged

catoblepas

  • Bay Watcher
  • Likes catoblepi for their haunting moos
    • View Profile
Re: Dangerous Wilds Mod
« Reply #70 on: March 29, 2009, 08:36:23 pm »

Urist: Thinking of perhaps replacing the serpentine longsword that the dark elves use with the jambiya or perhaps the Cinquedea. I'll probably end up replacing it with the kopis though. Doesn't mean that the gladius or the serpentine long sword won't be included, I'll probably include them with other entities. I also have my eye on including the shiavona, estoc, zhanmadao, chinese ge halberd, labrys, and I'll probably bring back the maul and blowgun while I'm at it.
Lord Dullard: That is definitely something I am working on. early on in the mod, it wasn't unusual to get sieged nonstop for several years straight. Unfortunately, messing around with the entity raws seems to often result in one of two things: either everyone is trying to kill you, or they all want to trade with you.
Logged

diriel

  • Bay Watcher
    • View Profile
Re: Dangerous Wilds Mod
« Reply #71 on: March 30, 2009, 12:27:26 am »

@catoblepas

Oddly enough when i suggested the gladius my fist thought was:
http://en.wikipedia.org/wiki/Khukuri
Quote
One weapon of Iberian origin, the Falcata, shows some similarity with the kukri, and the Greeks used forms called the Machaira and kopis. Alexander the Great's men used weapons of this type and may have spread it into India when Alexander moved into the Punjab.
In no way am i stuck on the Gladius. My research showed that the Kopis:
http://en.wikipedia.org/wiki/Kopis
Quote
The Greek hoplites favored straight swords for infantry, but the downward curve of the kopis made it especially suited to mounted warfare against infantry. Xenophon recommended using the curved makhaira for cavalry in On Horsemanship 12:11.

Seriously though one of my first thoughts other than of course katana :P was a Kukri _Type_ weapon. And as per the link above for kukri on wiki, the greek Kopis came up. Any of the blades from that family type just really *Look* cool and business like. regardless of the name applied to the forward curved blade it was typically used in utility as well as war. chopping meat, slaughter ect... If you do decide to put a forward curved blade in for the DE, by all means forget about the gladius if you prefer. I tend to put out ideas, if they get rejected, no problem!

Diriel, A.K.A. -sometimes the DE Cleric-
P.S. Everquest 1 :)
Logged

Urist McDetective

  • Bay Watcher
    • View Profile
Re: dangerously large pictures
« Reply #72 on: March 30, 2009, 02:41:20 pm »

I'm in favour of a distinct theme or style that fits each civ - forward curved blades are interesting.
Quote from: warning: may contain traces of elder gods or gardening implements
Spoiler (click to show/hide)
After looking for similar axe blades, I was suprised at the number of common garden tools that started showing up.
link to American Trails org. The pal axe is note-worthy for it's shape.
Quote from: [type] axe?
Spoiler (click to show/hide)
I was just impressed by those last two & wanted to share. ;) A civ that specialises in growing bone?
The Jambiya looks exactly how I thought a crysknife from Dune would look.
Zhanmadao or Nagamaki would be cool to spread around, but again, fitting into a theme.
« Last Edit: March 30, 2009, 03:00:08 pm by Urist McDetective »
Logged
WELCOME TO FUCKING BAY12!
 - not only do they have the weapons, they also have the Fortresses -
I have noticed a rather mixed reaction with microcline, but what do people think of olivine?
Oh I love olivine.  I think dark green furniture makes the fortress tasteful.
Wait, what?

Lord Dullard

  • Bay Watcher
  • Indubitably.
    • View Profile
    • Cult: Awakening of the Old Ones
Re: Dangerous Wilds Mod
« Reply #73 on: March 30, 2009, 08:36:20 pm »

A couple things I've noticed:

It's only happened once, but I got a leather piece of clothing (I believe it was a tunic) that weighed something like 600,000 units. I think it was slig leather.

Also, I cannot seem to be able to use microcline, cinnabar, or several other 'trash' minerals to build anything. Not sure why. I'm digging through raws now to see if I can figure it out..
Logged

diriel

  • Bay Watcher
    • View Profile
Re: Dangerous Wilds Mod
« Reply #74 on: March 30, 2009, 08:51:12 pm »

I am sure you already checked but, did you go into the inventory screen under stone and make sure it had not been reserved?
Logged
Pages: 1 ... 3 4 [5] 6 7 ... 11