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Author Topic: Dungeon Keeper mod.  (Read 6878 times)

Ieb

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Re: Dungeon Keeper mod.
« Reply #15 on: October 03, 2010, 11:51:59 am »

The Demonspawn in my mod spit stuff that's at least SUPPOSED to cause necrosis. I thought it was appropriate.

I have no idea if it actually works though.

I guess I should check the arena with that too.

At the moment, I think they're fine as they are. Fast shock-troops. That carry weapons in their mouths. My favorite right now is the one with a bronze scimitar. Sneaking from behind and crushing skulls and piercing brains.

Aww yeah.

Anyway, about the building: I'm pretty sure you can't have buildings that allow open space around them. Another thing I am pretty sure about though is that with the custom workshop generator(thanks for the guy who made up that and saved me from going insane), you could add squiggly lines to the building that resemble magma.

And would logs do for the "torch" part? I think I'd need to make a new item to get torches, and that's so confusing for my pitiful brains that I think I'll pass. Unless you really really want me to make torches. And then figure out how to use those and those only.

I guess the "Dark Favour" could be a gem then. Doesn't really matter what it is but yeah. Then throw those in the smelter when you have enough to make... stuff.

And right now it seems this thing is going to drive me insane the moment I start having "oh god I can see forever" moments with the new metal values.

It's a good thing I never wanted to live forever.

EDIT: So, are liquid globs supposed to hit people from the side at their head, and crush their skulls?
« Last Edit: October 03, 2010, 11:54:25 am by Ieb »
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magistrate101

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Re: Dungeon Keeper mod.
« Reply #16 on: October 03, 2010, 11:58:28 am »

The horned devil. The rarest of your minions, it takes a lot of damage to kill Horny. Or maybe he never really dies, he just gets cast back to the pits of Hell he came from. On a vacation. Filled with blood and screams and all the things that make him moderately content.


hmmmm..... a little... inappropriate? :D

Ieb

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Re: Dungeon Keeper mod.
« Reply #17 on: October 03, 2010, 12:01:41 pm »

Don't blame me, blame DK2!
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Gutanoth

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Re: Dungeon Keeper mod.
« Reply #18 on: October 03, 2010, 12:22:53 pm »


EDIT: So, are liquid globs supposed to hit people from the side at their head, and crush their skulls?
Hells yeah!

I know the building has to be square, but just make it put nothing in those areas. With the magma wavey parts, i was hoping to make it work like the magma smelters.

Or alternatively leave those parts blank too, and you can fill it however you want.

The logs i think would work nicely.

The horned devil. The rarest of your minions, it takes a lot of damage to kill Horny. Or maybe he never really dies, he just gets cast back to the pits of Hell he came from. On a vacation. Filled with blood and screams and all the things that make him moderately content.


hmmmm..... a little... inappropriate? :D
He is named after his horns on his head and his chin.
Gutanoth has been possesed!
Gutanoth begins rant!

Dude, that motherfucker would kick your arse 12 ways from sunday. that doesn't make the slightest bit of sense. he is sheer hardcore in both games.
In the first game his only state of being is angry. in the second game he can one shot every single enemy and is invincible to any attacks.

He is so awesome that chuck norris only wishes he could be so.

right, self righteous rant finished, he has the right to any name he wants.
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Ieb

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Re: Dungeon Keeper mod.
« Reply #19 on: October 03, 2010, 12:34:52 pm »

Logs it will be then. I'll try to work those things in sometime next week.
Right now I've given up on the creatures bleeding odd, because at least for me the mod works, no crashes because of the funky blood, so yeah. They're just... uhh, demons. Yeah, demons bleed odd stuff, sometimes the odd stuff smells strangely like plants! Fo' shizzle, bro.

And related to the Horny "inappropriateness", we're on the forum of a game where you can read detailed descriptions how that goblin maceman just crushed a baby to death, and you're having problems with a name for a demon that has huge horns.
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Deon

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Re: Dungeon Keeper mod.
« Reply #20 on: October 03, 2010, 01:37:22 pm »

Quote
I know the building has to be square
Why?

And there were ways to get rid of "Horny". When he was hit he switched to that enemy. When he was surrounded by many enemies which constantly hit him, he couldn't decide whom to attack and the summoning timer expired.
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Ieb

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Re: Dungeon Keeper mod.
« Reply #21 on: October 03, 2010, 01:46:20 pm »

The only time I let him go alone was when on a mission, a bunch of giants were heading my way right at the start of the level before I had even a single room ready.

Every other time I've used him, he's a back-up unit to soak up enemy attention while my other critters go and kill while he's got the attention of a few enemies.

Also, he wasn't THAT strong, right, one-shotting enemies? Last time I used him, he did a bunch of damage, sure, but it wasn't one-shotting. Then again, the enemy at the time was a bile demon but yeah.
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Gutanoth

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Re: Dungeon Keeper mod.
« Reply #22 on: October 03, 2010, 03:43:41 pm »

Well, he may not have one-shotted the enemies. But there was a lot of death that followed where he was. My tactic was to dig though the enemy wall, then throw horny into the gap that it made. or are you referring to multi player deon? the tactic you suggested probs would work there. but ai are stupid.
But also i may have been exaggerating for dramatic effect.

Bile demons eh? aren't they a barrel of laughs!
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Bohandas

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Re: Dungeon Keeper mod.
« Reply #23 on: October 04, 2010, 05:31:42 pm »

Now this is a cool idea for a mod. (and I'm glad that somebody else also noticed the striking similarities between the games (DK's simplicity and DF's crummy graphics nonwithstanding))
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Gutanoth

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Re: Dungeon Keeper mod.
« Reply #24 on: October 05, 2010, 01:24:50 pm »

It can be described as nethack crossed with dungeon keeper. with falling cats.

but anyways, done any more to the mod?
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Ieb

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Re: Dungeon Keeper mod.
« Reply #25 on: October 06, 2010, 10:38:30 am »

I've been sort of busy doing RL-lumberjacking.
I'll get to it eventually when I feel like I can sit down and write a bunch of lines of text that in the end, I understand very little, or not at all.
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Gutanoth

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Re: Dungeon Keeper mod.
« Reply #26 on: October 06, 2010, 11:03:50 am »

I like how you put it
bunch of lines of text that in the end, I understand very little, or not at all.

reminds me of the classic movie line "You don't know what your messing with!". at which point some weird shit blows up.

surprisingly fitting for dwarf fortress.
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Ieb

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Re: Dungeon Keeper mod.
« Reply #27 on: October 07, 2010, 05:00:16 pm »

Good news everyone!

Today I decided that I should sit down in front of my computer screen and start typing away. And just like I figured, 4 hours later, I really have no idea what I'm doing except trial and error!

And oh god were there errors. So many errors. But finally I managed to stomp them all, with a clever combination of browsing the modding forum, using the Wiki and the last few I took out in hand-to-hand combat.

I uploaded the new version of the mod to DFFD so grab it from there.

Here's the stuff that's HOT, STRAIGHT FROM THE DEPTHS OF HELL(read: Finland)!
- Two custom workshops from ME! *horror movie scream*
The Casino!
Here, your creatures go to gamble, assuming they have coins to gamble with. Be wary, for they will lay their grubby hands, paws or claws on your coins the moment you have any done and there's a Casino somewhere calling for them! There are of course MAGNIFICENT PRIZES for all that gambling. Is it a tad stupid to have a workshop where you take 500 coins and slowly start "trading" them for trinkets that when melted can make much more coins and repeat the cycle? Maybe, but hey, guess what number I'm thinking. It's the number of fucks I'm giving right about now! Another hint, it's less than one. As a third hint(to myself), I need to stop stealing punchlines.
The Temple!
Here your creatures bring other slain creatures, to sacrifice them to the dark gods. While the gods are not picky, it takes a skilled talker to let them agree on taking any corpse you're offering, but for your trouble, you receive some rather nice metal. It takes quite a few corpses though.

- A custom metal, from ME! *thunder strikes ominously, wind  picks up*
Krauseritis
Straight from Detroit Metal city from the pits of HELL, this cursed metal is a bit better than steel! I actually have no idea how metal works, it's close to 1 AM as I threw this together so it may or may not actually be better. I'm pretty sure it is, bigger numbers = better functions, right?

- A few things from Deon, because he's such a nice guy!
Library and training dummy!
In the library you make the smart. With the training dummy you make the PAIN.

- Micro-piglets now stalk your dungeons, beware!
I had to make them pets. Because I can. And wanted to.

Things for the future that I'll work on:
- The Temple. Gutanoth's way of doing stuff with sacrifice is intriguing, but I wonder if I really want to make the mod as complex as he suggests. Opinions?
- Something else. I'm pretty sure I have a few things I want to work on, but right now I can't remember because I'm dead tired and thank you god for finally letting this piece of crap start working. I bet the first thing someone posts about this is how it doesn't work for some strange reason, and that's the first thing I read when I wake up a few hours from now. Screw you god.
« Last Edit: October 07, 2010, 05:11:39 pm by Ieb »
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Gutanoth

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Re: Dungeon Keeper mod.
« Reply #28 on: October 07, 2010, 05:45:05 pm »

When you say complex, do you mean all the metals and gods favour interactions?
or do you mean the temples workings?

Because I've made a start on the various metals. I'll upload the raws once ive finished. (by the way there will be no other alloys bar the ones provided by the favour in my head or are needed in making the favour alloys)

edit:
just a check, if you have the colour as
   [DISPLAY_COLOR:14:5:0]

Then it should be black with a pink background right?
Edit:
Also might add some form of non favour bronze-style metal (i.e when its difficult to get bodys /flux) to gear units up with. And polluted candyfloss (read it somewhere, props to whoever did it.) becuase normal is just too pure for the creatures of evil to handle. why do you think they cant did up the pipes?
« Last Edit: October 07, 2010, 05:59:19 pm by Gutanoth »
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Deon

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Re: Dungeon Keeper mod.
« Reply #29 on: October 07, 2010, 06:13:02 pm »

Color range is 0-7.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
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