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Author Topic: Source Fortress - Beta 0.6  (Read 5764 times)

NobodyPro

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Source Fortress - Beta 0.6
« on: December 07, 2010, 12:07:54 am »

Download
Currently you just copy the raws into the objects folder and gen a world, it acts as a minor mod for now. All testing so far has been done in Adventure mode or the testing arena so any accounts, stories or comments on it's effect on Fortress mode so far will be appreciated.
DFFD/Download:http://dffd.wimbli.com/file.php?id=3598

Done:
Most Civilizations
Most Items
A few creatures

The remainder of this mod is on hiatus as I am moving on to projects that may provide the skills I would need to finish this mod without help.
« Last Edit: January 03, 2011, 11:36:17 pm by NobodyPro »
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!!crundle!!

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Re: Source Fortress
« Reply #1 on: December 07, 2010, 12:19:11 am »

Have TF2 items as possible artifacts

Also, add general TF2 stuff such as a dispenser that converts 'scrap metal' made by reactions into ammo/food/whatever.
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NobodyPro

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Re: Source Fortress
« Reply #2 on: December 07, 2010, 12:28:21 am »

Great idea, I was just going to give the races fitting generic versions, I'll do both.

EDIT: One of the... uh... playtesters just created a cat bone SMG of the highest quality.

EDIT2: While testing the guns I found out that the bullets turned out to be inaccurate and underpowered even when fired from a sniper rifle, though when used in melee it did this on the first round.
« Last Edit: December 07, 2010, 02:28:48 am by NobodyPro »
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inEQUALITY

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Re: Source Fortress
« Reply #3 on: December 07, 2010, 06:50:39 am »

Innacuracy has to do with character skills, not gun stats. You can't fix that. :P Underpowered, that's another story.

Also, by the way, you're making CEDA resistant against zombie poison? Don't you remember the comments in L4D2: "Looks like even those suits can't stop a bite from getting through." I'd suggest keeping it to being only fireproof, maybe a little higher willpower or something instead of poison resistance.

At any rate, keep us updated on this; I'm watching. :P
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NobodyPro

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Re: Source Fortress
« Reply #4 on: December 07, 2010, 08:31:09 pm »

Massive update to OP, download added for the 0.1 beta.

Thanks for the heads up inEQUALITY.
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Strange guy

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Re: Source Fortress - Now with beta download
« Reply #5 on: December 08, 2010, 04:10:31 pm »

Quote
     -Flamethrower weapon
     -Explosive projectiles of any sort

I think creature breath attacks can get close to that, and you can have creatures that explode on death. So sort of, but it's very limited.

I'm surprised to see Zombie Master there- it's the only mod on the list and it's not a very highly played mod. Still it does give some good creature possibilities, so I see why you included it. Drifters 'shoot' short range disorientating blood, so some sort of poisonous breath weapon seem appropriate. There's also some talk of new creatures for Zombie Master 2, but nothing concrete yet and I don't think any of the suggestions yet are very possible in DF.
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NobodyPro

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Re: Source Fortress - Now with beta download
« Reply #6 on: December 09, 2010, 05:51:56 am »

Quote
I'm surprised to see Zombie Master there- it's the only mod on the list and it's not a very highly played mod.

Yeah, I recently found it and I love playing it. It's the first mod that came to mind when I though of a large group of people with no survival skills trying to survive.
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JediaKyrol

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Re: Source Fortress - Now with alpha download
« Reply #7 on: December 13, 2010, 01:26:47 pm »

Is this possible:
     -Explosive projectiles of any sort
     -Putting two weapons together in a reaction, if so, what material takes priority?

the explosive projectiles...I think someone has gotten them to work, dunno...but weapon combination, yeah you can do that, and you can pick which item gives material inheritance.  For Example:


[REACTION:CRAFT_MACHETE_POLEAXE]
   [NAME:craft machete-poleaxe]
   [BUILDING:SPEARSHOP:CUSTOM_S]
   [REAGENT:A:1:WEAPON:ITEM_WEAPON_POINTY_STICK:NONE:NONE]
   [REAGENT:B:1:WEAPON:ITEM_WEAPON_MACHETE:NONE:NONE]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_MACHETE_POLEAXE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:FORGE_WEAPON]

that would make the new weapon inherit all material properties from whatever machete used...but will strip all quality modifiers

with this you can also do something like...

[REACTION:TEMPER_BLADE_SWORD]
   [NAME:temper blade: sword]
   [BUILDING:WHITESMITH:CUSTOM_W]
   [REAGENT:A:1:WEAPON:ITEM_WEAPON_SWORD:NONE:NONE]
        [REAGENT:D:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:FORGE_WEAPON]

reforging an old weapon with a chance of boosting the modifier bonus with a more experienced smith.  This lets you churn out low quality weapons with inexperienced smiths, while your masters can pick one up and make it serviceable...make a magma version of that reaction, strip out the coal, and you have a smithy training station!
« Last Edit: December 13, 2010, 01:30:47 pm by JediaKyrol »
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NobodyPro

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Re: Source Fortress - Now with alpha download
« Reply #8 on: December 17, 2010, 09:39:12 pm »

Massive update, most civs and objects done (the ones that will be used until I start reactions for fortress mode).

0.5 Beta uploaded.
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kerlc

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Re: Source Fortress - Beta 0.5
« Reply #9 on: December 18, 2010, 03:36:36 am »

wow, you made rebel civ! thank you! but what about weapons? and, just so you know: half-life 2 rebels use the same armor that metrocops use, and combine soldiers, but that is the never released "heavy rebel".
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NobodyPro

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Re: Source Fortress - Beta 0.5
« Reply #10 on: December 18, 2010, 03:56:43 am »

I just made almost every hat in TF2. 10 seconds later they update the game with 20 new hats! So thank you, they use the same armour right now and it's good to know I wont need to make more.

EDIT: wait... no they don't. damn.
« Last Edit: December 18, 2010, 06:40:05 pm by NobodyPro »
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Ze Spy

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Re: Source Fortress - Beta 0.5
« Reply #11 on: December 21, 2010, 12:55:59 am »

How are you going to Turn people infected with the Virus into zombies? or even have Carriers transmit the virus to survivors?

Also , chargers ain't common in L4D2 , The smoker is the second most common to the Hunter

FYI Metrocops and Rebels Don't use the same armor , Metrocop armor is Degraded , metal and a little rust while Rebel armor is Leather and In normal condition

Random idea : Make Zombie Master creatures also ambush adventurers sleeping outside of towns and randomly attack towns , a Zombie master isn't a zombie master without ambushes or attacks on towns
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Max White

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Re: Source Fortress - Beta 0.5
« Reply #12 on: December 21, 2010, 01:25:51 am »

Reguardless of quality, content or reasonable debate, this is the coolest mod ever.

Naes Draw

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Re: Source Fortress - Beta 0.5
« Reply #13 on: December 21, 2010, 02:12:22 pm »

Oh Geez. Pyros are gonna be Fun. I'm liking the "deleted content" and the robots from the censored HL1. Good work there.

Frankly, if you can I would leave the Rebels with limited buildable weapons. Some varied resistance tech, and simple armor. Make them scrounge for Combine gear. Give them better mental/movement stats to make up for it?

I kinda wish you could make creatures, immobile turrets couldn't be that hard otherwise.

Also, Witches, slow? I seem to recall a video with a houseful getting pipebombed. That horde seemed plenty fast.
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NobodyPro

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Re: Source Fortress - Beta 0.5
« Reply #14 on: December 21, 2010, 06:47:35 pm »

Thanks for the feedback guys, this is exactly what I wanted

Also, Witches, slow? I seem to recall a video with a houseful getting pipebombed. That horde seemed plenty fast.

Unfortunately, there's no way to make creatures transform yet and the Wandering Witch is bloody slow before you alert her. I might make two, a Panicking Witch and a Wandering Witch.

Also, if anyone has any experience with tissues in modded creatures, I could use some help. My new hunter is surprisingly fragile.

How are you going to Turn people infected with the Virus into zombies? or even have Carriers transmit the virus to survivors?

I was thinking of a slow neural necrosis disease transmitted by blood with a couple of telltale signs before that stage. Not sure if syndromes can be cured yet.

I kinda wish you could make creatures, immobile turrets couldn't be that hard otherwise.

Not sure what you mean by that. I can make creatures and I am, slowly. My experiments with Hopper Mines have shown me that fully immobile creatures are impossible at the moment.
« Last Edit: December 21, 2010, 06:56:16 pm by NobodyPro »
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