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Author Topic: Hunter's Moon - 18th century werewolves [1.01.09]  (Read 38631 times)

shadowclasper

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #60 on: January 09, 2011, 04:55:53 pm »

hmmm... this mod is awesome. I wonder, do you have anyone working on a tileset for it? >>

secondly, I'm a bit confused, are the "pack wolves" supposed to or not supposed to lay siege to your settlement depending on where it's placed?

edit:
Is it possible to give muskets a special "natural attack" like how certain enemies breath out poison or flame and such? >>
« Last Edit: January 09, 2011, 05:34:37 pm by shadowclasper »
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Foamy

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #61 on: January 09, 2011, 05:59:56 pm »

I built it from Genesis so it uses iron hand's atm. i am planning on doing or at least heavily modifying the graphics when i do a full release.

The wolves are supposed to siege but it never happened to me in my testing and i've not heard any conformation from anyone.

unfortunately not.
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shadowclasper

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #62 on: January 10, 2011, 11:03:51 am »

maybe you haven't made them hostile enough? >> I don't know enough about how these things work to say, but maybe you should just copy-pasta the majority of the goblin civ stuff into the wolf description stuff, then replace ONLY what is absolutely necessary (EG: put them in forests rather than mountains for the time being, then see what happens. Then begin to remove one tag at a time until you get them as close to what you want without having them not siege)
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Foamy

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #63 on: January 11, 2011, 07:59:18 am »

I'm sure i could get them to work pretty easily with some time. The reason i don't is because this was only ever really a test mod for myself which i released to see if anyone was interested in further developments. Now that i know there is interest i am planning on redoing it all from scratch to get the final product. As i have no plans to start the proper mod there is little use in fixing the demo as even if everything in it worked as intended it wouldn't be worth playing.

I feel bad about not supporting or continuing the mod at the moment but there is little point until Toady adds some more features. I had hoped that these would be added over the last update but they weren't it doesn't look like there are any plans to add them in the near future either.

I will start testing the boiling silver tonight and if it goes well i will probably update the mod but it will be focused entirely on adventure mode. I've finished my exams but lectures start next week so whatever update i do has to be mostly done by the end of the weekend.
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skaltum

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #64 on: January 12, 2011, 08:22:32 am »

perhaps some extra features? like a possible tech tree, that revolves around using basic weapons in a forge with some extra mats to make it into something better?

e,g tier 1, copper dagger

tier 2, copper short sword

tier 3 copper Longsword

Tier 4 copper Bastard sword
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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.

wolftess

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #65 on: January 28, 2011, 10:57:14 pm »

Hello werewolf hunters. I'm a werewolf we can say i hunt deer and other things in the woods. im the alpha in my pack tellin you that we'r slowin down because we feel like it. well i do. you need to be careful with choose of wepons anyways and be wise cause thier are other clans that will use them agaist you.
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Deon

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #66 on: January 29, 2011, 07:02:08 am »

Is it a new generation of bots? :D
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Foamy

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #67 on: March 01, 2011, 04:30:08 pm »

My previous tests failed but i have since been shown a way to get the silver bullets working. There is no way to put it into swords yet but i'm sure i will come up with something.

My time is short at the moment though but this mod is now under development again and this time it will reach it's full potential even if it takes me months to get there.
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Foamy

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Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« Reply #68 on: March 05, 2011, 02:47:30 pm »

Making some good progress now. Game's updated and is now more comprehensive than it was in the first release. Silver's working well too.

Just got to finish the graphics, world gen and flesh out and tidy up some of the other gameplay elements and items.

They probably wont be in this release but i have decided to add some extra human factions along the lines of the major european countries at this time. They will fight each other too so i'm hoping for some ETW style gameplay to augment the werewolf fighting in the future.

Still got a lot of testing to be done though but i expect a pre release version out by next week.
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Fniff

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Re: Hunter's Moon - 18th centuary werewolves [0.65] (Big update soon)
« Reply #69 on: March 05, 2011, 08:15:44 pm »

Yaaay! I was looking forward to this mod being updated!

Hey, someone should make a few maps for this, you know, generally forest tundra like places, you know, for the mood. I always imagined things happening in this mod within spooky forests or arctic places.
« Last Edit: March 05, 2011, 08:25:27 pm by Fniff »
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Foamy

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Re: Hunter's Moon - 18th centuary werewolves [0.65] (Big update soon)
« Reply #70 on: March 05, 2011, 08:32:09 pm »

Yeah i always imagined it in snow due to gingersnaps.

I'm currently working on getting a good worldgen for this as i finally came up with a semi realistic story for the mod the other day.

Essentially the idea is that this is a world where instead of finding America they found a smaller northern continent where the only natives were werewolves. The match lock muskets, inexperience and unawareness of silver's properties made the mainland too dangerous for the humans and so they only colonised the smaller islands surounding the continent. After a few centuries technology and understanding improved to the degree where humans could start taking and holding territory away from the shore. The mod is then set a few generations later when the humans have several footholds along the coasts and are just now beginning to push into the deep interior in search of gold and territory.

This will allow me to clearly define the purpose of fortress and adventure mode. So fortress mode would either be a military exercise to defend territory and trade routes from the wolves/other countries or it would be to set up a mine or plantation for profit.

In adventure mode you would probably only want to go as a hunter but that has huge potential. to make it profitable i hope to be able to set up a bounty system so you would be paid for every wolf you kill although this would require more features that will hopefully be coming in the next year or so (along with tracking and all that awesomeness).
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Fniff

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Re: Hunter's Moon - 18th centuary werewolves [0.65] (Big update soon)
« Reply #71 on: March 05, 2011, 08:40:52 pm »

I was more thinking that it's "18th Century Germany with loads of werewolves and no-one else.". I always imagined it with vast pine forests, bitter winds and manors everywhere.

In my mind, the werewolves and the humans have always been kinda fighting, but the humans sigh and deal with it. In fact, in the "Main" cities, they don't really care about werewolves at all, that's a rural problem. However, in the country, where you are, you have to deal with all the bloody werewolves and get through with it. So, you are just someone living in the rural part of the country fighting off werewolves in adventure mode, while in the fortress mode you are starting up a new town in the country.

Foamy

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Re: Hunter's Moon - 18th centuary werewolves [0.65] (Big update soon)
« Reply #72 on: March 05, 2011, 08:57:39 pm »

That's what i was originally going with but i figured that realistically in that situation they would have been wiped out long ago (like wolves in the UK). Also if they're viewed as more of a pest then they're not going to siege your fort or go looking for a fight.

This is mostly just my pedantic nature when it comes to story believability though. What it comes down to though is there will be a lot of wolves, they will be very hard to kill and adventure mode will be difficult. Fortress mode may be a different matter though until the wolves are able to jump or climb over walls.

Having said that though i will probably experiment with making farming much harder so the size will prohibit you from farming inside your walls which should keep things interesting.
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Fniff

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Re: Hunter's Moon - 18th centuary werewolves [0.65] (Big update soon)
« Reply #73 on: March 05, 2011, 09:02:06 pm »

Yeah, that should be interesting. I was thinking that the reason they weren't wiped out was because the technology for humans is still primitive, and they are going to need a lot more firepower to bring werewolves down. Also, city officials don't care enough to send troops down there because the whole werewolf situation seems to be going fine. I mean, those poor idiots can handle it, right? We'll be up here, drinking tea and farting about in our royal bedrooms?

Wow, I manage to turn even a simple backstory into a political allegory.

Foamy

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Re: Hunter's Moon - 18th centuary werewolves [0.65] (Big update soon)
« Reply #74 on: March 05, 2011, 09:14:30 pm »

Haha, It would be pretty cool to go in as a lone hero hunter to save the townspeople from the local pack and then be showered with gifts.

I'm not sure what world gen settings you'd have to change to get your world though. i mean the climate's going to be fine but i don't think DF does large complex civilisations very well. hopefully support for cities will come in the upcoming updates and with them the surrounding villages and farmland to support them. currently the population density over the kingdom is too low.
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