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Author Topic: Dwarves Of The Dead Succession  (Read 11052 times)

Duane

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Re: Dwarves Of The Dead Succession
« Reply #105 on: August 27, 2010, 03:12:13 pm »

Well, like I said, the map is only 40 z-levels deep. I was thinking obsidian for the roads and alunite for the sidewalks. I'd best get started. Hooray, windowed.
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Kagus

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Re: Dwarves Of The Dead Succession
« Reply #106 on: August 27, 2010, 03:23:39 pm »

I was doing this back when the dirt was 16 levels deep.  With nothing in it.


Also, toss in some orthoclase for road stripes on the country routes.

Duane

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Re: Dwarves Of The Dead Succession
« Reply #107 on: August 27, 2010, 03:34:43 pm »

Amen. Then again, I'll have to re-erode the roads myself that way. How wide should the roads be? I was thinking that it had to be an odd number. That, and should I spend any time detailing each structure, or just print them out as fast as I can on a pre-planned template?

Also, all the undead I generate are on a No-Trade basis. Does this mean that they'll siege?
« Last Edit: August 27, 2010, 03:42:36 pm by Duane »
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Robocorn

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Re: Dwarves Of The Dead Succession
« Reply #108 on: August 27, 2010, 03:49:29 pm »

not if you turn off invaders in d_init they won't

Duane

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Re: Dwarves Of The Dead Succession
« Reply #109 on: August 27, 2010, 03:52:34 pm »

That's enabled. I modded out Goblins so there's now well over 10,000 zombies and ghouls lurking the world. Is there a way to make the zombies less....Intelligent? I mean, they have the [INTELLIGENT] tag, and they had the ability to open doors. And now I check the Worldgen history and find out that they're getting married. Do they need a tag to siege? I didn't notice that the goblins had one, outside of [EVIL]. I don't want to spend time making a town if it means that a year into construction, I find out that they don't attack. >.>

Edit: FOUND IT! One of the siege tags is [SUMMEr]. Should be capitalized. Just leads to them angrily shaking their fists from their forts in the summer, which was around the time I was wondering where they were.
« Last Edit: August 27, 2010, 04:13:33 pm by Duane »
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breadbocks

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Re: Dwarves Of The Dead Succession
« Reply #110 on: August 27, 2010, 04:18:45 pm »

LOL at that. Capslock is a modder's best friend.
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Clearly, cakes are the next form of human evolution.

Duane

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Re: Dwarves Of The Dead Succession
« Reply #111 on: August 27, 2010, 04:20:11 pm »

I copied and pasted the file from the first save file in this thread, so whoever's up right now should check in the Entity_Undead file and change it.
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existent

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Re: Dwarves Of The Dead Succession
« Reply #112 on: August 27, 2010, 04:30:42 pm »

That's...  That's actually a damn good time conversion.  Damn good.  Heck, the rule of thumb for just editing is that a highly competent, experienced, professional editor can produce one minute of finished product for every three hours of work.
It's like  said- it's not a very complicated script. One actor, one location. If we're lucky and we don't get any tech hiccups (which we will), we should be able to get all the filming done in it three days.

I'm going to be directing, filming, and editing it (as well as having written the script; it is an independent film, after all) and while I don't know about "highly competent, experienced, professional editor", I DO have experience in all of of those aspects. I want to finish the script by next weekend, and once I've filmed it, I'll probably spend the next week after that editing it. If nothing unexpected happens, I want to have it finished by the end of September. If you watch what it's based on, "Prebloc", you'll see why it can be done so quickly. After all, Prebloc was the winner of a 72-hour short film contest. (As in, they had 72 hours to write and produce it. Although my take on the idea is going to take about as much time, it's going to much more spread out.)

And, honestly, I'm sure I low-balled the time estimate. I always do. It generally takes me 10-15 hours to write, shoot, and edit one minute of screen time, but given the simplicity of the script it won't quite be that time-consuming.

Just for your general nerd-knowledge, I'll be editing on my laptop, using Adobe Premiere CS5 (I don't have a Mac to get Final Cut Pro, or I would) and shooting it with this beauty.
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

Duane

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Re: Dwarves Of The Dead Succession
« Reply #113 on: August 27, 2010, 04:44:16 pm »

I'm building from the ground up, and the groundwork for the sewer is already done. Shiny.

Edit: Oh, would you look at that. A jaguar killed one of my superdwarves. At least it wasn't a miner.

Edit2: Collecting the materials, started on the buildings.
« Last Edit: August 27, 2010, 06:13:37 pm by Duane »
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breadbocks

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Re: Dwarves Of The Dead Succession
« Reply #114 on: August 27, 2010, 07:02:04 pm »

In honor of the epic derail,
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Clearly, cakes are the next form of human evolution.

Duane

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Re: Dwarves Of The Dead Succession
« Reply #115 on: August 27, 2010, 07:20:17 pm »

In honor of the epic derail,
-Image-
Sure, why not. I'm just working on the town while awaiting an update.
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Kamudo

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Re: Dwarves Of The Dead Succession
« Reply #116 on: August 27, 2010, 09:55:15 pm »

Okay, okay. Sorry for the delay. Got sidetracked with my mega-project. Anywho, I'll work on this, and hopefully finish by tonight sometime. I'll write an appropriate story for my year and what not.
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Lisidadil - A story of one of my first forts.

The continual tale of survival in a harsh land of hate, Fun, betrayal, love, and maybe a random elf or two... If we're unlucky.

Duane

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Re: Dwarves Of The Dead Succession
« Reply #117 on: August 27, 2010, 10:29:44 pm »

Okay, okay. Sorry for the delay. Got sidetracked with my mega-project. Anywho, I'll work on this, and hopefully finish by tonight sometime. I'll write an appropriate story for my year and what not.
While you're here, go into your save's raws and fix that tag in the entity_undead file. It says [SUMMEr]. Just capitalize the R.

Also, the map is 1/5 done. Bottom left district is laid out, still have a lot to do and I lost most of the work I had on the pump stack for the sewers. I plan on there being ruined systems for power and such, that the survivors can repair to benefit them, while at the same time being required in the long-run.
« Last Edit: August 27, 2010, 10:47:42 pm by Duane »
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Kamudo

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Re: Dwarves Of The Dead Succession
« Reply #118 on: August 27, 2010, 10:51:29 pm »

Alright, it's fixed.

Man, these Dwarves are a pain in the ass to keep alive. Rob got mauled by an enraged Camel, so I started over, and now Creiyd fell off something and broke his spine, so I don't know whether I should start over again, or what. -_-
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Lisidadil - A story of one of my first forts.

The continual tale of survival in a harsh land of hate, Fun, betrayal, love, and maybe a random elf or two... If we're unlucky.

Duane

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Re: Dwarves Of The Dead Succession
« Reply #119 on: August 27, 2010, 10:53:19 pm »

You have no idea. I had to restart a bit ago when a single vulture killed 33 of my 34 dwarves. I hadn't saved in three hours.

If he's still alive after the fall, I'd try to use this to get a hospital set up.

Edit:
Here's what I have so far. Some of them are multi-story, none of them are done, none of them will have doors.
Spoiler (click to show/hide)
« Last Edit: August 28, 2010, 12:44:46 am by Duane »
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