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Author Topic: Hunter's Moon - 18th century werewolves [1.01.09]  (Read 38635 times)

Fniff

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Re: Hunter's Moon - 18th century werewolves [1.01.09] *Updated Again*
« Reply #90 on: March 12, 2011, 08:44:38 pm »

Hey man, thanks for changing the arena layout.

WraithLord24

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Re: Hunter's Moon - 18th century werewolves [1.01.09] *Updated Again*
« Reply #91 on: March 12, 2011, 09:38:38 pm »

wow this mod seems to be very nice I always wanted a werewolf mod to come out good job man. As for new caste might I suggest a Warwolf as I call them, Three times as large as other werewolves but slower and have two large tusks sticking out their mouths but they're VERY rare like 1/1000 kind of rare and have awesome healing rates and incredible strength. but as im downloading the mod as im typing this i dont know much about how good the actual werewolves are so if you think its too over powered ill understand.
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Foamy

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Re: Hunter's Moon - 18th century werewolves [1.01.09] *Updated Again*
« Reply #92 on: March 13, 2011, 09:58:41 am »

Hey man, thanks for changing the arena layout.

heh, sorry about forgetting to swap out my testing arena.

wow this mod seems to be very nice I always wanted a werewolf mod to come out good job man. As for new caste might I suggest a Warwolf as I call them, Three times as large as other werewolves but slower and have two large tusks sticking out their mouths but they're VERY rare like 1/1000 kind of rare and have awesome healing rates and incredible strength. but as im downloading the mod as im typing this i dont know much about how good the actual werewolves are so if you think its too over powered ill understand.

Got any concept art for that? I suspect i wont be adding them though as i'm trying to keep it as realistic as possible. I'm still on the fence about adding the semi megabeast wolves but i'm leaning toward just using slightly larger and more experienced wolves rather than a new species.

I guess we'll have to see how things go though as currently i have no idea how difficult it is to hunt wolves in adventure mode but arena testing suggests it'll be very hard.
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WraithLord24

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Re: Hunter's Moon - 18th century werewolves [1.01.09] *Updated Again*
« Reply #93 on: March 13, 2011, 01:55:38 pm »

Naw man dont think of it as a new species just think of it as a group that some have become different ( as an example not to be racist like black people or native american's of witch i am one this is only an example) or maybe a more evolved/mutant kind of werewolf. As for a Semi megabeast werewolf I have always like think that werewolves live for a LONG time and they continue to grow till they die so maybe an Ancient Werewolf that has seen like three thousand years and has grown to a very large size like a minatour's size.

And another thing I was just in the Arena and for some reason I can't find none of your wepons you created execept for the bayonet and fell axes like no muscets or anything is that just me or what?
« Last Edit: March 13, 2011, 03:56:55 pm by WraithLord24 »
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Fniff

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Re: Hunter's Moon - 18th century werewolves [1.01.09] *Updated Again*
« Reply #94 on: March 13, 2011, 03:59:54 pm »

If you are going to add different castes, I have an idea from my arena testing.

Human Hunters: Kidnapped humans, raised from birth to live like werewolves. They are used as cannon fodder against humans. Just as unmannered and wild as normal werewolves.
Steel Wolves: Werewolves clad in steel and armed with muskets. Natural skill (Read: Strange obsession) with guns. Disliked in packs because of their unnatural love of human crafts. Smarter then most werewolves.

The first came from when I pitted humans against werewolves, and put humans on the werewolf side. The second was when I was pitting werewolves against humans in massive battles.

Foamy

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Re: Hunter's Moon - 18th century werewolves [1.01.09] *Updated Again*
« Reply #95 on: March 13, 2011, 05:32:40 pm »

When i said i was trying to keep it as realistic as possible I meant that you can pretty much just think of the werewolves as very large biped/quadruped (depending on circumstances) wolves who are slightly more intelligent that an chimpanzee. So they're not going to live forever or abduct people or use tools.

When transformation is added it'll take at least a month from infection.

I think for castes i'll have two or three groups:

1) Transformed ie. people who have turned to wolves. These will be almost always bipedal, and have the highest intelligence.

2) Crossbreed ie. transformed mating with non transformed. These will be 50/50 as far as stance is concerned. Lower intelligence but a little bigger overall and faster

3) Pureblood ie. no or very distant transformed ancestor. These will be exclusively quadrupedal with a low intelligence but greater bodymass. same speed as crossbreed.

I think an elder version of each of these for semi megabeast would be good. essentially just a very large old lone wolves with lots of experience and higher than average intelligence.

Naw man dont think of it as a new species

When you've got a change as big as tusks it's got to be a new species. I am considering adding some others though as currently the world gen forces you to have a warm region. I was thinking of adding jungle and savanna adapted wolves. Not sure what that adaptation would involve though.
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Fniff

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Re: Hunter's Moon - 18th century werewolves [1.01.09] *Updated Again*
« Reply #96 on: March 13, 2011, 05:51:52 pm »

Kay, I can deal with the human hunter's being gotten rid of. But I can imagine the steel wolves existing. Even chimps can accidentally fire a gun, these werewolves just accidentally fire a lot.

Foamy

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Re: Hunter's Moon - 18th century werewolves [1.01.09] *Updated Again*
« Reply #97 on: March 13, 2011, 06:15:41 pm »

Well as for the guns a chimp could fire a musket but I'd like to see one reload it.

With the armour i don't see how it could work. firstly they have no ability to create it themselves. secondly they don't have anything close to a decent supply of it. lastly any scavenged armour wouldn't fit them.

The only way i can see it working is if there's a civ which breeds tame werewolves and they outfit them with armour. I don't think i'd be happy with that but i would be interested in there being a 'Brotherhood of the wolf' type situation where one crazy guy or family manages to raise a tame one and equip it with armour. Would be a very interesting mission for adventure mode.

Damn now that's another thing to add to the future wish-list.
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WraithLord24

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Re: Hunter's Moon - 18th century werewolves [1.01.09] *Updated Again*
« Reply #98 on: March 13, 2011, 06:24:39 pm »

Well Ill addmit that tusks are a bit strange you cant say they arent the most weird thing a small group of a species has had look at that six armed girl in india, shes still a human but she has six arms while yes i get what your saying but dont you think if werewolves can be born some could grow tusks? But I was thinking more on the lines of werewolf Pureblood lines that lived only in mountains till humans forced them back out cause they were mining for metal's and such.

And of course it would be fun to have a I dont know a 9ft? tall wall of hairy muscle that has lagre claws and tusks ripping out a door while being riddled with bullets. 
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Foamy

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Re: Hunter's Moon - 18th century werewolves [1.01.09] *Updated Again*
« Reply #99 on: March 13, 2011, 06:56:14 pm »

I just think it's deviating from the initial idea for the mod a bit too much. Feel free to add them yourself though.
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Fniff

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Re: Hunter's Moon - 18th century werewolves [1.01.09] *Updated Again*
« Reply #100 on: March 13, 2011, 07:03:23 pm »

Hmm. Yeah, good point. It was a bit of a silly idea anyway.

How about this:

Normal Werewolves, Vir Lupus Frigus: Northern Werewolves, the type we know and love. Brown-grey hair and usually yellow eyes.
WereCoyote, Desert Werewolf, Vir Lupus Solitudo: Werewolves who live in the desert. Not really a coyote at all. Pink skin, no hair and usually red eyes.
Savannah Werewolf, Vir Lupus Gramen: Instead of lions, on the Savannah you have Savannah Werewolves. They chase after typical prey animals in the grasslands. Yellow haired (Matches the long grass) and yellow eyes.
Jungle Werewolf, Vir Lupus Pluviasilva: Replacing the typical role of tiger as ruler of the jungle, we have the jungle werewolf. Green hair and green eyes (Camouflage). Hunts all prey smaller then self in ecosystem. Top dog.
Cultured Werewolf, Vir Lupus Humanus: (Warning: may be a stupid idea) The first species of pet Werewolves bred by a complete mad man when they were first discovered. Expensive, but make good bodyguards for their low intelligence and high strength, but can go berserk easily. Rare. Brown hair and blue eyes.

This is all probably terrible suggestions.  I just think if the original werewolves were left on this continent, they'd all split up into different little castes for each habitat. Also, you said they have the smarts of an ape. You can tame apes.

Foamy

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Re: Hunter's Moon - 18th century werewolves [1.01.09] *Updated Again*
« Reply #101 on: May 07, 2011, 03:05:11 pm »

And it's been another long while since an update but for a mod like this there just isn't any point updating every other week to take advantage of stuff i don't have time to implement properly.

Anyway the new towns and especially the curses are very exciting. I've been thinking about it for a while and have some great ideas for urban combat developing although i don't have a very clear idea of what will be possible yet. When it comes i expect i will add the curses and then focus on adding new factions and improving the fortress mode further.
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NRDL

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Re: Hunter's Moon - 18th century werewolves [1.01.09]
« Reply #102 on: May 09, 2011, 07:41:06 am »

Hi, I just downloaded your mod and it looks pretty cool.  The whole European feel with the muskets and bayonets and everything adds a lot of texture to the setting.

One question I've got though...when I tried playing as a werewolf, I spawned near a house in a hamlet, like in any normal adventure.  It felt weird though, since the werewolves and humans were at war with each other.  And none of the humans attacked me.  I know that only humans have towns and can give quests, but it still seems a little weird.  Are you planning to change this, or are you content with this?
« Last Edit: May 09, 2011, 07:44:49 am by NRDL »
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Foamy

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Re: Hunter's Moon - 18th century werewolves [1.01.09]
« Reply #103 on: May 09, 2011, 09:39:15 am »

That is a bug and unfortunately it is one i can do nothing about. I did not know how broken adventure mode was when i started the last major release. The reason is that Toady had to remove loads of adventure mode stuff due to new worldgen systems such as farming.

It is the main reason i have not been updating recently. When the new towns and everything is released i will start again.

I'm an adventure man and it will be my priority when it the features are available.
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JacenHanLovesLegos

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Re: Hunter's Moon - 18th century werewolves [1.01.09]
« Reply #104 on: May 09, 2011, 10:46:24 am »

Does this have ASCII grahics? Or only tilesets?

EDIT: Is there a reason I just struck raw adamantine? In vein form? 9 levels below the surface?
« Last Edit: May 09, 2011, 11:17:44 am by JacenHanLovesLegos »
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.
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