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Author Topic: Hunter's Moon - 18th century werewolves [1.01.09]  (Read 38638 times)

PTTG??

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #45 on: November 17, 2010, 11:31:31 am »

I get the feeling that "Humans" are supposed to be anybody, of any geographic / ethnographic distribution.

EDIT: But in this specific mod, I'm not sure what they're supposed to be. Germanic/translvainian would work.
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A thousand million pool balls made from precious metals, covered in beef stock.

Fniff

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #46 on: November 17, 2010, 11:40:36 am »

I get the feeling that "Humans" are supposed to be anybody, of any geographic / ethnographic distribution.

EDIT: But in this specific mod, I'm not sure what they're supposed to be. Germanic/translvainian would work.

Damn.

Well, I guess I can wait for the never coming "Excessively British Humans" speech mod, but I think I can help here. Maybe implementing those shield Deon suggested.

Fniff

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #47 on: November 17, 2010, 11:52:23 am »

OK, so I made a few new lines of speech, with actual German words thrown in!

Hallo. My name is [SPEAKER:TRANS_NAME]
You look like you have been wandering the wilds, Ja? Well, anyway, my name is [SPEAKER:TRANS_NAME]
I suggest you stay away from the forest. Wölfe dwell there, and they do not forgive. My name is [SPEAKER:TRANS_NAME]

Now, onto the shields.

Edit: No progress with the shields, but look what I made!
Code: [Select]
[ITEM_HELM:ITEM_HELM_TOP_HAT]
[NAME:top hat:top hats]
[ARMORLEVEL:none]
[LAYER:ARMOR]
[COVERAGE:50]
[LAYER_SIZE:10]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:2]
[SOFT]
[LEATHER]
Please correct me on any mistakes, I largely based the code on the tricorn that was already there.

Double edit: Also, corrected a mistake.

Normal description for Skunk:
A small mammal with a white stripe running down its back. It can spray an awful-smelling substance that can set even dwarven stomachs turning.

This doesn't make much sense. There aren't any dwarves in this mod, so I corrected it to be:
A small mammal with a white stripe running down its back. It can spray an awful-smelling substance that can cause even the strongest stomached person to vomit.

Edit: Dear christ werewolves can take a beating.

« Last Edit: November 17, 2010, 07:58:17 pm by Fniff »
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dennislp3

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #48 on: November 17, 2010, 10:12:32 pm »

Thats one hell of a scar list...that an adventure mode werewolf or what?
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Fniff

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #49 on: November 18, 2010, 11:43:00 am »

Thats one hell of a scar list...that an adventure mode werewolf or what?

Yeah, she got two mortal wounds. Died fighting a werewolf. It was adventure mode.
« Last Edit: November 18, 2010, 01:13:47 pm by Fniff »
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Foamy

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #50 on: November 18, 2010, 02:48:50 pm »

That's awesome.

As far as nationality is concerned i was inspired by the third gingersnaps movie and dog soldiers with the clothing and style taken from brotherhood of the wolf. Me being british with a big interest in empire means i'm likely to incorporate some of that too.

I've been thinking about the direction i want the adventure mode to go in and i've got most of it worked out now.

Basically the idea is that humans and wolves have been fighting forever and only recently have they had access to technology powerful enough to go on the offensive. this means the wolves now all live in the deep forest and only leave to go on raiding parties. as an adventurer this means you'll spend a lot of time taking on these wolfpacks in human territory before you get enough experience to head into the woods.

As for fortress mode, the idea is that the wolves would only bother attacking a fortified human settlement is if it's been built in their territory (reason to protect trade routes passing through the area).

I'm planning on odds for a human facing an equivalent wolf being around 35-65 wolf's favour. this is countered by the humans being able to bring more people along.

I've got a lot more world variety planned too. mostly after considering what technology would arise from an endless war such as this.
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Fniff

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #51 on: November 18, 2010, 03:43:19 pm »

I've got a lot more world variety planned too. mostly after considering what technology would arise from an endless war such as this.

Well, I have a very good imagination, so I can help you with that.

OK. Sliver harms werewolves, right? That means that basically every other metal is useless for fighting werewolves, which are the main enemy. So, now sliver is really expensive, and the other metals really cheap thanks to supply and demand.

Anyway, we should make sure that werewolves and humans utterly hate each other. I suggest making them have amazingly contrasting ideals, which should be interesting if you want to put in a "Humanity and Nature are at odds with each other all the time and will try and murder each other at every cost." message.

Another thing: There should be an entity that *GASP* actually agrees with the werewolves! So, they follow werewolf ideals and werewolf class structure.

Foamy

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #52 on: November 18, 2010, 04:01:04 pm »

Well these wolves are not intelligent and so don't really have ideals beyond what you would expect of a wolf. They are sort of on par with dolphins so are capable of extreme violence and hold a grudge without realising the humans only kill the wolves because the wolves keep killing people.

I'm going to make sure there's no chance for humans and wolves to not be at war.

The wolves are also not immortal so a steel sword has many advantages over one with silver in. those being that it is cheaper, less maintenance and it's very effective against people too. the silver blades are very expensive and only really used for small daggers.

I'm not sure how expensive silver will end up because obviously it's got to be reasonably common for there to be any point. it also has to be disposable enough for use as ammo. Silver (like just about everything) is very common in native. although i am considering reducing the capacity for mining in the humans.



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Fniff

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #53 on: November 18, 2010, 04:24:55 pm »

Well these wolves are not intelligent and so don't really have ideals beyond what you would expect of a wolf. They are sort of on par with dolphins so are capable of extreme violence and hold a grudge without realising the humans only kill the wolves because the wolves keep killing people.

I'm going to make sure there's no chance for humans and wolves to not be at war.

The wolves are also not immortal so a steel sword has many advantages over one with silver in. those being that it is cheaper, less maintenance and it's very effective against people too. the silver blades are very expensive and only really used for small daggers.

I'm not sure how expensive silver will end up because obviously it's got to be reasonably common for there to be any point. it also has to be disposable enough for use as ammo. Silver (like just about everything) is very common in native. although i am considering reducing the capacity for mining in the humans.

Thanks, foamy.

Oh yeah, and by the way: I have a bug.

The music doesn't seem to start up.

kerlc

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #54 on: December 17, 2010, 10:51:45 am »

nice mod. by the way, could you not just make silver poisonous? for wolves, that is. i mean, it does not have to be killer quality, just cause drowsiness, right? just like poisoned arrows.
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Foamy

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #55 on: December 17, 2010, 03:42:32 pm »

It needs to be a liquid in order to act as a poison.

I'm going to start playing around with the molten silver bullets now. if all goes well i may start working on another release. if i cant get them to work i will probably hold out for a while.

EDIT: Well it turns out that weapons just cant melt after they've been forged. or at least they wont melt in the arena or in adventure mode.

Not quite sure where to go from here. redoing all the wolf stuff and all the guns would take ages and i'm not sure if the new adventure mode stuff is worth it.
« Last Edit: December 17, 2010, 05:14:35 pm by Foamy »
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kerlc

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #56 on: December 18, 2010, 03:33:10 am »

try to make another liquid, molten silver or something. and make it poisonous for ALL HUMANOIDS. then there could be the option of "add liquid silver coating to bullets" for witch you'd need bullets and access to the liquid. and buckets, duuh.
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skaltum

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #57 on: January 04, 2011, 05:43:31 pm »

like
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I just realized, after adding the new body parts to the other races, that I have an entire squad of dwarves with a shield in each hand and swinging their axes with their penises. There's nightmare fuel for those goblins, in more ways than one.

Foamy

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #58 on: January 05, 2011, 12:57:42 pm »

try to make another liquid, molten silver or something. and make it poisonous for ALL HUMANOIDS. then there could be the option of "add liquid silver coating to bullets" for witch you'd need bullets and access to the liquid. and buckets, duuh.

And of course then you would also need the ability to coat objects in said liquid.
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Foamy

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #59 on: January 06, 2011, 01:50:54 pm »

It appears my testing may have been done in a game with temperature turned off. I will try again next week.
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