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What should I add next?

More magic.
More summons.
More encounters.
More civs.
Usable Mognet.
More loot! (Loot's already in for some monsters.)
Nothing, your mod's epic as it is right now.

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Author Topic: [DF 34.11] Final Fantasy Mod v1.2  (Read 74237 times)

D_E

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Re: Final Fantasy Mod
« Reply #165 on: December 03, 2011, 10:31:18 pm »

You can make different parts of a creature out of different materials.  So you can make a body/body_detail_plan set that has a squishy rider on top and a steel war machine on bottom.

Although I don't think you can stop the war machine from bleeding if it's arm is cut off or something.  You can prevent it from bleeding if it's arm is smashed, though.  And you may be able to prevent the arm from being cut off at all ([EMBEDDED] or something does this, I think... but it might have some weird grappling consequences).
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

IamanElfCollaborator

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Re: Final Fantasy Mod
« Reply #166 on: December 04, 2011, 04:06:08 am »

I have a solution. Delete blood.

ShadowBroker

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Re: Final Fantasy Mod
« Reply #167 on: December 04, 2011, 08:51:33 am »

I have a solution. Delete blood.
delete blood but keep the "head" section vital? it has to be silly how vital the headshot is, because it'd be invincible otherwise, with nopain and all
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Aside from that, being rational is not only optional, but is frowned upon.  We hate elves.  We kill for socks.  We sacrifice nobles.  We love kobolds.

IamanElfCollaborator

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Re: Final Fantasy Mod
« Reply #168 on: December 07, 2011, 10:41:31 am »

NEXT UPDATE:
Magitek armour.
Artifact system for the Al-Bhed.
Mognet now having a chance of useful items through the 'mail.'

IamanElfCollaborator

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Re: Final Fantasy Mod
« Reply #169 on: December 13, 2011, 10:47:49 am »

Sorry if I haven't updated much, but I'm currently playing minecraft and balancing mods on it, and of course real life has caught me up. I'm working as fast as possible to get the next update up.

NEXT UPDATE:
Yet more encounters!
Salvaged Magitek Armor, a megabeast.
Empire Civiliziation.
Certain problems in the entities fixed.
'nothings' fixed.

Itnetlolor

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Re: Final Fantasy Mod
« Reply #170 on: December 14, 2011, 02:09:21 am »

No worries. Some of the best stuff comes when time is well spent on it. Like DF for example.

IamanElfCollaborator

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Re: Final Fantasy Mod
« Reply #171 on: December 30, 2011, 07:12:25 pm »

This mod isnt dead. Not yet. While I work on certain aspects of the mod that need tweaking, can somebody see if they can get someone to make a tileset for this? Anyway, new features included in progress:
Fixed some BPs.


That's about it, but stay tuned for more!

Hugo_The_Dwarf

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Re: Final Fantasy Mod
« Reply #172 on: December 30, 2011, 07:18:12 pm »

Can I make a suggestion?

I saw your poll about Gil, you should add a marketplace/trading hall workshop that accepts Gil for items, anything from food - weapons/metal. It would be a cool concept I'd say.
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IamanElfCollaborator

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Re: Final Fantasy Mod
« Reply #173 on: December 30, 2011, 07:29:31 pm »

Good point. Added. :P

Hugo_The_Dwarf

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Re: Final Fantasy Mod
« Reply #174 on: January 02, 2012, 09:38:55 pm »

This is a shameless bump, But a shameless bump with purpose.

Could the OP be more informative :P
Also is there a planned features list that I can see and hunger for :P

EDIT:
Huge fan of FF7, FF8, and FFX

EDIT2:
Also interested in how you got a loot system working :P
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Itnetlolor

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Re: Final Fantasy Mod
« Reply #175 on: January 03, 2012, 01:02:04 am »

Also is there a planned features list that I can see and hunger for :P
Actually, I wouldn't mind that either, if that isn't too much trouble. I'll see what other ideas I can cook up.

On the bright side, I've recently found an opportunity to get around to hooking up my old consoles (PS2 and classic XBOX) and playing a few games on them again. Among the list are FFX, FFX-2, and FFXII. So I'll see what stuff I can think up for use.

A few that creeped back into mind:
-Shoopufs (big water elephant things) and the race that use them for transport
-Temple spheres (Besaid, Kilika, Djose, etc.), each with their own special property
 -Primarily for adventurer use, since they're elemental spheres. Great for use in temples if anyone crafts any, and their respective platforms with the right trigger mechanisms linked. Additional support from Toady may be needed here in a future update. I loved the puzzles in the Cloisters of Trial throughout FFX, and I think it would work great for adventure map makers. Just ensure spheres don't come out of the pedestals when you abandon fort.
 -Alternatively, they can have a mild magical quality with them (future release of DF may be needed here), especially if lightning is added.
-Urutan-Yensa race. A desert humanoid bug like race from FFXII. Think of them like insect Kobolds.

EDIT:
AN AMBUSH!!! CURSE THEM!!!
« Last Edit: January 03, 2012, 01:19:04 pm by Itnetlolor »
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IamanElfCollaborator

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Re: Final Fantasy Mod
« Reply #176 on: January 03, 2012, 03:25:39 am »

The loot system was implemented using ITEMCORPSE.

And, yes, there will be more info on the OP, I just haven't gotten enough time to type out the whole damn thing.

And, yes, everything that itnetlolor just suggested, except spheres will go through quality testing (aka added.)

Hugo_The_Dwarf

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Re: Final Fantasy Mod
« Reply #177 on: January 03, 2012, 11:19:30 am »

COMMON_DOMESTIC pets and warbeasts for the Al-Bhed that are restricted to the Al-Bhed's Biome (and have NO_(season names) so they don't show in wild during play) so basically the little machines they fix-up
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IamanElfCollaborator

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Re: Final Fantasy Mod
« Reply #178 on: January 03, 2012, 05:57:34 pm »

Except I have no idea how to restrict animals to a certain civ. One civ has it, most likely everyone else will or can.

Hugo_The_Dwarf

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Re: Final Fantasy Mod
« Reply #179 on: January 03, 2012, 06:12:31 pm »

Except I have no idea how to restrict animals to a certain civ. One civ has it, most likely everyone else will or can.
As restricting a Creature to a certain civ is easy: Example

If the Al-Bhed live in the desert, give the creature the BIOME of desert COMMON_DOMESTIC and PET also add NO_SPRING, NO_SUMMER, NO_AUTUM, NO_WINTER so they don't acaully show up

Now any civ that lives or their home overlaps on desert biome will have access to these creatures

I had thought of doing this in 40d but the NO_(season) tags had escaped my mind at that time so I couldn't get what I wanted (restricted creatures to a civ but not show up roaming)

Until Meph mastered it.
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