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Author Topic: Fremen Sietch (Dune mod) release thread  (Read 29395 times)

Deon

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Re: Fremen Sietch (Dune mod) release thread
« Reply #30 on: February 11, 2011, 05:17:25 am »

Wow, that's a weird way to pick names.

You are lucky your mother didn't read Star Wars novels.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

GamerKnight

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Re: Fremen Sietch (Dune mod) release thread
« Reply #31 on: February 11, 2011, 08:38:26 am »

Lasgun vs shield should blow shit the hell up, not be useless. In the books it was a psuedo-atomic explosion. Oh Frank Herbert is turning in his grave.

Just kidding, pretty good but  :-X about the lasguns though.
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Love is just a chemical. We give it meaning by choice.

Dwarf Fortress : Crimes Against Nature, Man, God, Sanity and Simple Common Sense Simulator.

Dwarf Fortress: Turning men into monsters, and kittens into food since 2006.

Eagle_eye

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Re: Fremen Sietch (Dune mod) release thread
« Reply #32 on: February 11, 2011, 06:15:03 pm »

yeah, its not currently possible. believe me, I spent hours trying to figure out a way to do it. :-\
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thrandisher

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Re: Fremen Sietch (Dune mod) release thread
« Reply #33 on: February 11, 2011, 10:30:11 pm »

Actually im really happy with it. If i was female i think she said it was going to be something not, nova skye, for my first and middle name.

I had blue eyes, sandy blond hair, and i was like her imortality living on. hence all the things that added up to the name.
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kerlc

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Re: Fremen Sietch (Dune mod) release thread
« Reply #34 on: February 14, 2011, 07:47:44 am »

yeah, that about the lasguns pissed me off too. but i got used to it. By the way, wich skill does the crysknife use? (hope i spelled it right)

so howzabout some progress info?
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Foamy

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Re: Fremen Sietch (Dune mod) release thread
« Reply #35 on: February 14, 2011, 01:38:19 pm »

If i remember correctly the knives use the dagger skill.

I'm up for doing some more work on this so i'll have a look over the features future updates will bring now and then i'll get onto Eagle and see where we want to go.
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Solifuge

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Re: Fremen Sietch (Dune mod) release thread
« Reply #36 on: February 14, 2011, 01:51:04 pm »

That'd be pretty cool. Just now found this, due to the wonders of thread necromancy, and I wish I had found it before. It'd be great to see this made to mesh with the new Caravan Arc features.
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Foamy

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Re: Fremen Sietch (Dune mod) release thread
« Reply #37 on: February 15, 2011, 08:43:33 am »

Well i talked to Eagle and we're going to start again when the next update's out so there's not too much time to wait.
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Jeoshua

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Re: Fremen Sietch (Dune mod) release thread
« Reply #38 on: March 11, 2011, 03:30:24 pm »

Ahem... ahem...

This mod is a beautiful idea.  Please continue it?
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I like fortresses because they are still underground.

Foamy

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Re: Fremen Sietch (Dune mod) release thread
« Reply #39 on: March 11, 2011, 04:17:44 pm »

We had to pause things when we realised almost none of the town types are in the current version of DF. The reason for this is that currently everyone starves to death very quickly and the reason the other types of towns aren't in is that they have problems with them which Toady didn't want to have to deal with right now. This means that whatever solutions and changes happen when they come back will likely mean any work we did would need to be reevaluated and redone.

We were just a little premature with the decision to update it. It's not going to die as at least I am completely in love with it. As with Hunter's Moon, when this comes back it'll have a huge amount of new content. Definitely including full graphics set and probably a custom soundtrack too.
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Illanair

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Re: Fremen Sietch (Dune mod) release thread
« Reply #40 on: April 17, 2011, 07:17:21 am »

Hah! I knew somewhere deep in my mind, that DF was bound to have at least one Dune related mod. :D (All hail search functions)

*Ahem*

Your work so far looks promising - It's a shame that things are hardcoded to such a degree that some things won't quite work yet, but hopefully Toady will get there some day, so we can have multi tile sandworms (with a burrow like movement through sand), and shields that explode when hit by lasers.

May Shai-Hulud clear the path before you.

(PS: For those of you with a nostalgia for Dune, you may want to check out the Dune Wars mod for Civ IV - it's quite polished.)
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I am going to copy the chicken entry and rename everything chocobo and make it 100x the size of a normal chicken and make it rideable.  Too bad our dwarves probably wont ride them. >_>

kerlc

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Re: Fremen Sietch (Dune mod) release thread
« Reply #41 on: April 17, 2011, 12:22:29 pm »

YOU MADE THE DUNE WARS MOD FOR CIV4????

i bow down to your awesomeness.

thee shall be worshiped.
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Illanair

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Re: Fremen Sietch (Dune mod) release thread
« Reply #42 on: April 17, 2011, 12:23:43 pm »

YOU MADE THE DUNE WARS MOD FOR CIV4????

Haha, no - I can't claim that. I am merely a fan of the mod, and a longtime player. :D
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I am going to copy the chicken entry and rename everything chocobo and make it 100x the size of a normal chicken and make it rideable.  Too bad our dwarves probably wont ride them. >_>

kerlc

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Re: Fremen Sietch (Dune mod) release thread
« Reply #43 on: April 18, 2011, 06:25:48 am »

then lemme do tis

*erases the last post and does the honourful thing.
 smash you with the crowbar*
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Deon

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Re: Fremen Sietch (Dune mod) release thread
« Reply #44 on: April 18, 2011, 01:53:48 pm »

Yeah, DuneWars is a great mod, I've made a couple of models for them.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
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