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Author Topic: Zerg Mod  (Read 10065 times)

Need_More_War!

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Re: Zerg Mod
« Reply #30 on: October 17, 2009, 04:18:37 pm »

Updated there speed, working on there damage and zerg-like-ness
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Phantom

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Re: Zerg Mod
« Reply #31 on: October 17, 2009, 04:28:50 pm »

You could always replace Humans as Terrans, its easier. And the elves as Protoss, Dwares... Space Marines?

Quote from: From my Terran Ghost RP Dude
One Shot, One alien evil dude thing down.
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Need_More_War!

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Re: Zerg Mod
« Reply #32 on: October 17, 2009, 04:48:53 pm »

So far I have elfs as Protoss, Humans as Terran, zergs as zergs, and dwarfs as dwarfs, got rid of goblins and kobs, also tried making trees as Minerals, which...ended in a crash.
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Deon

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Re: Zerg Mod
« Reply #33 on: October 17, 2009, 05:01:23 pm »

You could always replace Humans as Terrans, its easier. And the elves as Protoss, Dwares... Space Marines?

Quote from: From my Terran Ghost RP Dude
One Shot, One alien evil dude thing down.

WRONG!
Protoss wield energy blades and wear specific power armor. They are not that many, and they have a different morale code.
I already finished Terran and protoss and now I am working on graphics.

Also crystals as trees work just fine:
Spoiler (click to show/hide)


The creatures I have are: # Bengalaas
# Kal-taar
# Kwah-kai
# Lombad
# Mai-lur
# Omhara
Also I plan to implement  Crab beetle, Decipede, Fiddler beetle, Eilikfish, Gashyrr wasps, Gargantis proximae, Glider hawk, Mantis Screamer, Skalet, Swampbat, Tyrador blood-shrike, Blacklizard, Kakaru, Ragnasaur, Rhynadon, Scantid and Ursadon, even while they were not present at Aiur. Do you know other SC species I may use as neutral animals?
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Need_More_War!

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Re: Zerg Mod
« Reply #34 on: October 17, 2009, 05:05:10 pm »

I think ill let you do the SC mod, your moddding skills are far greater then mine, ill just keep practicing for now.
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Deon

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Re: Zerg Mod
« Reply #35 on: October 17, 2009, 05:06:47 pm »

It's not skills, it's experience. Also if you can, suggest anything you feel appropriate. I like to unite minds... ehh, Ideas. Don't be afraid, I am not an overmind... Ok? :D
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Need_More_War!

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Re: Zerg Mod
« Reply #36 on: October 17, 2009, 05:09:14 pm »

Ill see what I can think of, by the way, how long have you been modding? and where did you learn everything? Its hard not knowing what tags mean what and I bearly know any.
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Deon

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Re: Zerg Mod
« Reply #37 on: October 17, 2009, 05:21:06 pm »

Well, I learned from trial and error. Also mods from other people help to learn quite fast if you read their contents.
And I think my first mod was for 0.32 or 0.33, in the beginning of 2008.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

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Re: Zerg Mod
« Reply #38 on: October 18, 2009, 06:43:09 am »

OK, I've finished terran graphics and now I am moving on various wildlife.

Zerglings are harsh though. Adventure mode became almost impossible, because zerglings ambush you as often as wolves, and the current balance is quite close to original StarCraft, so you can kill 1 or 2 with a marine, but 5 eat you in moments... it's good for a fortress mode though if you want a challenge.

Here's my space marine. In 5 turns my head and right arm were cut off and my face was eaten... Huh.



P.S. I gave protoss an imitation of psyonic shield, so it has a small damblock but a big block chance (it's warped around you... lol), so it's quite easy to survive waves of zerglings as a zealot, because you block their attacks and your energy blade burns their intestines. So far adventure mode is OK for protoss melee fighter only :).

P.P.S. Another space marine encounter...
Spoiler (click to show/hide)

You get the picture. It's a hard challenge :).
« Last Edit: October 18, 2009, 06:48:29 am by Deon »
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Eagle0600

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Re: Zerg Mod
« Reply #39 on: October 18, 2009, 06:48:28 am »

This page might be helpful: List of Creature Tokens

It's not as good as just knowing them, but you'll get a feel for them eventually.
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GENERATION 21:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Deon

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Re: Zerg Mod
« Reply #40 on: October 18, 2009, 06:58:46 am »

Well, I think pretty everyone knows about DF wiki.
And I hope you weren't referring to me :D.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Need_More_War!

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Re: Zerg Mod
« Reply #41 on: October 18, 2009, 09:18:45 am »

Thanks for the link eagel, and your mod is looking great deon
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Phantom

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Re: Zerg Mod
« Reply #42 on: October 18, 2009, 09:30:15 pm »

Tip: Firebats and Marines go GREAT.
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Virroken

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Re: Zerg Mod
« Reply #43 on: October 19, 2009, 01:53:29 am »

You should make Korean pros into game-ending, SPEED:0 megabeasts.

A Jaedong appears at your fort.
DF: gg
DF has left the game.
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FluffyToast J

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Re: Zerg Mod
« Reply #44 on: October 19, 2009, 02:28:22 am »

Virroken, thats hilarious. I'd sig it, if I was into that kind of thing.
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